/* Copyright 2016-2018 Marco "eukara" Hladik MIT LICENSE Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ .int iMag_AWP; // Weapon Info weaponinfo_t wptAWP = { WEAPON_AWP, // Identifier SLOT_PRIMARY, // Slot 4750, // Price CALIBER_338MAG, // Caliber ID 0.84, // Max Player Speed 1, // Bullets Per Shot 10, // Clip/MagSize 115, // Damage Per Bullet 3, // Penetration Multiplier 8192, // Bullet Range 0.99, // Range Modifier TYPE_AUTO, // Firing Type 1.2, // Attack-Delay 2.9, // Reload-Delay iAmmo_338MAG, // Caliber Pointer iMag_AWP, // Clip Pointer -1, // Accuracy Divisor 0, // Accuracy Offset 0, // Max Inaccuracy 8, // Minimum Crosshair Distance 3, // Crosshair Movement Delta 1.95, // Armor penetration ratio ATYPE_CARBINE, // Animation Type SHELL_RIFLEBIG }; // Anim Table enum { ANIM_AWP_IDLE, ANIM_AWP_SHOOT1, ANIM_AWP_SHOOT2, ANIM_AWP_SHOOT3, ANIM_AWP_RELOAD, ANIM_AWP_DRAW }; void WeaponAWP_Draw( void ) { #ifdef SSQC BaseGun_Draw(); #else View_PlayAnimation( ANIM_AWP_DRAW ); #endif } void WeaponAWP_PrimaryFire( void ) { #ifdef SSQC if ( BaseGun_PrimaryFire() == TRUE ) { // Play Sound sound( self, CHAN_WEAPON, "weapons/awp1.wav", 1, ATTN_NORM ); } #else int iRand = (int)floor( random( 1, 4 ) ); if ( iRand == 1 ) { View_PlayAnimation( ANIM_AWP_SHOOT1 ); } else if ( iRand == 2 ) { View_PlayAnimation( ANIM_AWP_SHOOT2 ); } else { View_PlayAnimation( ANIM_AWP_SHOOT3 ); } BaseGun_ShotMultiplierHandle( 1 ); #endif } void WeaponAWP_SecondaryFire( void ) { #ifdef SSQC if ( self.viewzoom == 1.0 ) { self.viewzoom = 0.45; } else if ( self.viewzoom == 0.45 ) { self.viewzoom = 0.1; } else { self.viewzoom = 1.0; } self.fAttackFinished = time + 0.5; #endif } void WeaponAWP_Reload( void ) { #ifdef SSQC if ( BaseGun_Reload() == TRUE ) { // Play Sound } #else View_PlayAnimation( ANIM_AWP_RELOAD ); #endif }