/*** * * Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved. * * See the file LICENSE attached with the sources for usage details. * ****/ .int iMag_PARA; // Weapon Info weaponinfo_t wptPARA = { WEAPON_PARA, // Identifier SLOT_PRIMARY, // Slot 5750, // Price CALIBER_556MMBOX, // Caliber ID 0.88, // Max Player Speed 1, // Bullets Per Shot 100, // Clip/MagSize 35, // Damage Per Bullet 2, // Penetration Multiplier 8192, // Bullet Range 0.97, // Range Modifier TYPE_AUTO, // Firing Type 0.1, // Attack-Delay 3.0, // Reload-Delay iAmmo_556MMBOX, // Caliber Pointer iMag_PARA, // Clip Pointer 175, // Accuracy Divisor 0.4, // Accuracy Offset 0.9, // Max Inaccuracy 6, // Minimum Crosshair Distance 3, // Crosshair Movement Delta 1.6, // Armor penetration ratio ATYPE_PARA, // Animation Type SHELL_RIFLEBIG }; // Anim Table enum { ANIM_PARA_IDLE, ANIM_PARA_SHOOT1, ANIM_PARA_SHOOT2, ANIM_PARA_RELOAD, ANIM_PARA_DRAW }; void WeaponPARA_Draw( void ) { #ifdef SSQC BaseGun_Draw(); #else View_PlayAnimation( ANIM_PARA_DRAW ); #endif } void WeaponPARA_PrimaryFire( void ) { #ifdef SSQC if ( BaseGun_PrimaryFire() == TRUE ) { if ( random() <= 0.5 ) { sound( self, CHAN_WEAPON, "weapons/m249-1.wav", 1, ATTN_NORM ); } else { sound( self, CHAN_WEAPON, "weapons/m249-2.wav", 1, ATTN_NORM ); } } #else if ( random() <= 0.5 ) { View_PlayAnimation( ANIM_PARA_SHOOT1 ); } else { View_PlayAnimation( ANIM_PARA_SHOOT2 ); } BaseGun_ShotMultiplierHandle( 1 ); #endif } void WeaponPARA_Reload( void ) { #ifdef SSQC if ( BaseGun_Reload() == TRUE ) { // Play Sound } #else View_PlayAnimation( ANIM_PARA_RELOAD ); #endif }