/*** * * Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved. * * See the file LICENSE attached with the sources for usage details. * ****/ .int iMag_AK47; // Weapon Info weaponinfo_t wptAK47 = { WEAPON_AK47, // Identifier SLOT_PRIMARY, // Slot 2500, // Price CALIBER_762MM, // Caliber ID 0.88, // Max Player Speed 1, // Bullets Per Shot 30, // Clip/MagSize 36, // Damage Per Bullet 2, // Penetration Multiplier 8192, // Bullet Range 0.98, // Range Modifier TYPE_AUTO, // Firing Type 0.0955, // Attack-Delay 2.4, // Reload-Delay iAmmo_762MM, // Caliber Pointer iMag_AK47, // Clip Pointer 200, // Accuracy Divisor 0.35, // Accuracy Offset 1.25, // Max Inaccuracy 4, // Minimum Crosshair Distance 4, // Crosshair Movement Delta 1.55, // Armor penetration ratio ATYPE_AK47, // Animation Type SHELL_RIFLE }; // Anim Table enum { ANIM_AK47_IDLE, ANIM_AK47_RELOAD, ANIM_AK47_DRAW, ANIM_AK47_SHOOT1, ANIM_AK47_SHOOT2, ANIM_AK47_SHOOT3 }; void WeaponAK47_Draw( void ) { #ifdef SSQC BaseGun_Draw(); #else View_PlayAnimation( ANIM_AK47_DRAW ); #endif } void WeaponAK47_PrimaryFire( void ) { #ifdef SSQC if ( BaseGun_PrimaryFire() == TRUE ) { if ( random() <= 0.5 ) { sound( self, CHAN_WEAPON, "weapons/ak47-1.wav", 1, ATTN_NORM ); } else { sound( self, CHAN_WEAPON, "weapons/ak47-2.wav", 1, ATTN_NORM ); } } #else int iRand = (int)floor( random( 1, 4 ) ); if ( iRand == 1 ) { View_PlayAnimation( ANIM_AK47_SHOOT1 ); } else if ( iRand == 2 ) { View_PlayAnimation( ANIM_AK47_SHOOT2 ); } else { View_PlayAnimation( ANIM_AK47_SHOOT3 ); } BaseGun_ShotMultiplierHandle( 1 ); #endif } void WeaponAK47_Reload( void ) { #ifdef SSQC if ( BaseGun_Reload() == TRUE ) { // Play Sound } #else View_PlayAnimation( ANIM_AK47_RELOAD ); #endif }