/*** * * Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved. * * See the file LICENSE attached with the sources for usage details. * ****/ .int iMag_AUG; // Weapon Info weaponinfo_t wptAUG = { WEAPON_AUG, // Identifier SLOT_PRIMARY, // Slot 3500, // Price CALIBER_762MM, // Caliber ID 0.96, // Max Player Speed 1, // Bullets Per Shot 30, // Clip/MagSize 32, // Damage Per Bullet 2, // Penetration Multiplier 8192, // Bullet Range 0.96, // Range Modifier TYPE_AUTO, // Firing Type 0.0825, // Attack-Delay 3.3, // Reload-Delay iAmmo_762MM, // Caliber Pointer iMag_AUG, // Clip Pointer 215, // Accuracy Divisor 0.3, // Accuracy Offset 1.0, // Max Inaccuracy 3, // Minimum Crosshair Distance 3, // Crosshair Movement Delta 1.4, // Armor penetration ratio ATYPE_RIFLE, // Animation Type SHELL_RIFLE }; // Anim Table enum { ANIM_AUG_IDLE, ANIM_AUG_RELOAD, ANIM_AUG_DRAW, ANIM_AUG_SHOOT1, ANIM_AUG_SHOOT2, ANIM_AUG_SHOOT3 }; void WeaponAUG_Draw( void ) { #ifdef SSQC BaseGun_Draw(); #else View_PlayAnimation( ANIM_AUG_DRAW ); #endif } void WeaponAUG_PrimaryFire( void ) { #ifdef SSQC if ( BaseGun_PrimaryFire() == TRUE ) { sound( self, CHAN_WEAPON, "weapons/aug-1.wav", 1, ATTN_NORM ); if ( self.viewzoom != 1.0 ) { self.fAttackFinished = time + 0.135; } } #else int iRand = (int)floor( random( 1, 4 ) ); if ( iRand == 1 ) { View_PlayAnimation( ANIM_AUG_SHOOT1 ); } else if ( iRand == 2 ) { View_PlayAnimation( ANIM_AUG_SHOOT2 ); } else { View_PlayAnimation( ANIM_AUG_SHOOT3 ); } BaseGun_ShotMultiplierHandle( 1 ); #endif } void WeaponAUG_SecondaryFire( void ) { #ifdef SSQC if ( self.viewzoom != 1.0 ) { self.viewzoom = 1.0; } else { self.viewzoom = 0.6; } self.fAttackFinished = time + 0.5; #endif } void WeaponAUG_Reload( void ) { #ifdef SSQC if ( BaseGun_Reload() == TRUE ) { // Play Sound } #else View_PlayAnimation( ANIM_AUG_RELOAD ); #endif }