/* OpenCS Project Copyright (C) 2015 Marco "eukara" Hladik This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ .int iClip_GLOCK18; #ifdef QWSSQC .int iMode_GLOCK18; #else int iWeaponMode_GLOCK18; #endif // Weapon Info weaponinfo_t wptGLOCK18 = { WEAPON_GLOCK18, // Identifier SLOT_SECONDARY, 400, // Price CALIBER_9MM, // Caliber ID 240, // Max Player Speed 1, // Bullets Per Shot 20, // Clip/MagSize 25, // Damage Per Bullet 1, // Penetration Multiplier 4096, // Bullet Range 0.75, // Range Modifier TYPE_SEMI, 0.15, // Attack-Delay 3.0, // Reload-Delay iAmmo_9MM, // Caliber Pointer iClip_GLOCK18 // Clip Pointer }; // Anim Table enum { ANIM_GLOCK_IDLE1, ANIM_GLOCK_IDLE2, ANIM_GLOCK_IDLE3, ANIM_GLOCK_SHOOT_BURST1, ANIM_GLOCK_SHOOT_BURST2, ANIM_GLOCK_SHOOT, ANIM_GLOCK_SHOOT_EMPTY, ANIM_GLOCK_RELOAD1, ANIM_GLOCK_DRAW1, ANIM_GLOCK_UNUSED1, ANIM_GLOCK_UNUSED2, ANIM_GLOCK_DRAW2, ANIM_GLOCK_RELOAD2 }; void WeaponGLOCK18_Draw( void ) { #ifdef QWSSQC OpenCSGunBase_Draw(); #else View_PlayAnimation( ANIM_DEAGLE_DRAW ); #endif } void WeaponGLOCK18_PrimaryFire( void ) { #ifdef QWSSQC if ( OpenCSGunBase_PrimaryFire() == TRUE ) { // Play Sound if ( self.iMode_GLOCK18 == FALSE ) { sound( self, CHAN_WEAPON, "weapons/glock18-2.wav", 1, ATTN_NORM ); } else { sound( self, CHAN_WEAPON, "weapons/glock18-1.wav", 1, ATTN_NORM ); } } #else if ( iWeaponMode_GLOCK18 == FALSE ) { if ( getstatf( STAT_CURRENT_CLIP ) == 0 ) { View_PlayAnimation( ANIM_GLOCK_SHOOT_EMPTY ); } else { View_PlayAnimation( ANIM_GLOCK_SHOOT ); } } else { if ( random() <= 0.5 ) { View_PlayAnimation( ANIM_GLOCK_SHOOT_BURST1 ); } else { View_PlayAnimation( ANIM_GLOCK_SHOOT_BURST2 ); } } #endif } void WeaponGLOCK18_Secondary( void ) { #ifdef QWSSQC // Just switch the modes quickly self.iMode_GLOCK18 = 1 - self.iMode_GLOCK18; self.fAttackFinished = time + 1.0; // Tell the client that we switched modes, too Client_SendEvent( self, EV_WEAPON_SECONDARYATTACK ); if ( self.iMode_GLOCK18 == TRUE ) { centerprint( self, "Switched to Burst-Fire mode" ); } else { centerprint( self, "Switched to Semi-Automatic mode" ); } #else iWeaponMode_GLOCK18 = 1 - iWeaponMode_GLOCK18; #endif } void WeaponGLOCK18_Reload( void ) { #ifdef QWSSQC if ( OpenCSGunBase_Reload() == TRUE ) { // Play Sound } #else if ( getstatf( STAT_CURRENT_CLIP ) == 0 ) { View_PlayAnimation( ANIM_GLOCK_RELOAD1 ); } else { View_PlayAnimation( ANIM_GLOCK_RELOAD2 ); } #endif }