/*** * * Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved. * * See the file LICENSE attached with the sources for usage details. * ****/ .int iMag_MAC10; // Weapon Info weaponinfo_t wptMAC10 = { WEAPON_MAC10, // Identifier SLOT_PRIMARY, // Slot 1400, // Price CALIBER_45ACP, // Caliber ID 1.0, // Max Player Speed 1, // Bullets Per Shot 30, // Clip/MagSize 29, // Damage Per Bullet 1, // Penetration Multiplier 4096, // Bullet Range 0.82, // Range Modifier TYPE_AUTO, // Firing Type 0.07, // Attack-Delay 3.2, // Reload-Delay iAmmo_45ACP, // Caliber Pointer iMag_MAC10, // Clip Pointer 200, // Accuracy Divisor 0.6, // Accuracy Offset 1.65, // Max Inaccuracy 9, // Minimum Crosshair Distance 3, // Crosshair Movement Delta 0.95, // Armor penetration ratio ATYPE_MP5, // Animation Type SHELL_PISTOL }; // Anim Table enum { ANIM_MAC10_IDLE, ANIM_MAC10_RELOAD, ANIM_MAC10_DRAW, ANIM_MAC10_SHOOT1, ANIM_MAC10_SHOOT2, ANIM_MAC10_SHOOT3 }; void WeaponMAC10_Draw( void ) { #ifdef SSQC BaseGun_Draw(); #else View_PlayAnimation( ANIM_MAC10_DRAW ); #endif } void WeaponMAC10_PrimaryFire( void ) { #ifdef SSQC if ( BaseGun_PrimaryFire() == TRUE ) { sound( self, CHAN_WEAPON, "weapons/mac10-1.wav", 1, ATTN_NORM ); } #else int iRand = (int)floor( random( 1, 4 ) ); if ( iRand == 1 ) { View_PlayAnimation( ANIM_MAC10_SHOOT1 ); } else if ( iRand == 2 ) { View_PlayAnimation( ANIM_MAC10_SHOOT2 ); } else { View_PlayAnimation( ANIM_MAC10_SHOOT3 ); } BaseGun_ShotMultiplierHandle( 1 ); #endif } void WeaponMAC10_Reload( void ) { #ifdef SSQC if ( BaseGun_Reload() == TRUE ) { // Play Sound } #else View_PlayAnimation( ANIM_MAC10_RELOAD ); #endif }