/* 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_MP5; // Weapon Info weaponinfo_t wptMP5 = { WEAPON_MP5, // Identifier SLOT_PRIMARY, 1500, // Price CALIBER_9MM, // Caliber ID 240, // Max Player Speed 1, // Bullets Per Shot 30, // Clip/MagSize 26, // Damage Per Bullet 1, // Penetration Multiplier 4096, // Bullet Range 0.84, // Range Modifier TYPE_AUTO, 0.08, // Attack-Delay 3.0, // Reload-Delay iAmmo_9MM, // Caliber Pointer iClip_MP5 // Clip Pointer }; // Anim Table enum { ANIM_MP5_IDLE, ANIM_MP5_RELOAD, ANIM_MP5_DRAW, ANIM_MP5_SHOOT1, ANIM_MP5_SHOOT2, ANIM_MP5_SHOOT3 }; void WeaponMP5_Draw( void ) { #ifdef QWSSQC OpenCSGunBase_Draw(); sound( self, CHAN_WEAPON, "weapons/mp5_slideback.wav", 1, ATTN_IDLE ); // TODO: Move to the client...? #else View_PlayAnimation( ANIM_MP5_DRAW ); #endif } void WeaponMP5_PrimaryFire( void ) { #ifdef QWSSQC if ( OpenCSGunBase_PrimaryFire() == TRUE ) { if ( random() <= 0.5 ) { sound( self, CHAN_WEAPON, "weapons/mp5-1.wav", 1, ATTN_NORM ); } else { sound( self, CHAN_WEAPON, "weapons/mp5-2.wav", 1, ATTN_NORM ); } } #else int iRand = ceil( random() * 3 ); if ( iRand == 1 ) { View_PlayAnimation( ANIM_MP5_SHOOT1 ); } else if ( iRand == 2 ) { View_PlayAnimation( ANIM_MP5_SHOOT2 ); } else { View_PlayAnimation( ANIM_MP5_SHOOT3 ); } #endif } void WeaponMP5_Reload( void ) { #ifdef QWSSQC if ( OpenCSGunBase_Reload() == TRUE ) { // Play Sound } #else View_PlayAnimation( ANIM_MP5_RELOAD ); #endif }