/* 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_AK47; // Weapon Info weaponinfo_t wptAK47 = { WEAPON_AK47, // Identifier SLOT_PRIMARY, 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, 0.1, // Attack-Delay 2.4, // Reload-Delay iAmmo_762MM, // Caliber Pointer iClip_AK47, // Clip Pointer 200, // Accuracy Divisor 0.35, // Accuracy Offset 1.25 // Max Inaccuracy }; // 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 OpenCSGunBase_Draw(); #else View_PlayAnimation( ANIM_AK47_DRAW ); Sound_Delayed( "weapons/ak47_boltpull.wav", 1.0, 0.5 ); #endif } void WeaponAK47_PrimaryFire( void ) { #ifdef SSQC if ( OpenCSGunBase_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 ); } #endif } void WeaponAK47_Reload( void ) { #ifdef SSQC if ( OpenCSGunBase_Reload() == TRUE ) { // Play Sound } #else View_PlayAnimation( ANIM_AK47_RELOAD ); Sound_Delayed( "weapons/ak47_clipout.wav", 1.0, 0.6 ); Sound_Delayed( "weapons/ak47_clipin.wav", 1.0, 1.5 ); #endif }