/*** * * Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved. * * See the file LICENSE attached with the sources for usage details. * ****/ .int iMag_GLOCK18; #ifdef SSQC .int iMode_GLOCK18; #else int iWeaponMode_GLOCK18; #endif // Weapon Info weaponinfo_t wptGLOCK18 = { WEAPON_GLOCK18, // Identifier SLOT_SECONDARY, // Slot 400, // Price CALIBER_9MM, // Caliber ID 1.0, // Max Player Speed 1, // Bullets Per Shot 20, // Clip/MagSize 25, // Damage Per Bullet 1, // Penetration Multiplier 4096, // Bullet Range 0.75, // Range Modifier TYPE_SEMI, // Firing Type 0.15, // Attack-Delay 2.1, // Reload-Delay iAmmo_9MM, // Caliber Pointer iMag_GLOCK18, // Clip Pointer 200, // Accuracy Divisor 0.55, // Accuracy Offset 1.4, // Max Inaccuracyy 8, // Minimum Crosshair Distance 3, // Crosshair Movement Delta 1.05, // Armor penetration ratio ATYPE_ONEHAND, // Animation Type SHELL_PISTOL }; // Anim Table enum { ANIM_GLOCK_IDLE1, ANIM_GLOCK_IDLE2, ANIM_GLOCK_IDLE3, ANIM_GLOCK_SHOOT_BURST1, ANIM_GLOCK_SHOOT_BURST2, ANIM_GLOCK_SHOOT, ANIM_GLOCK_SHOOT_EMPTY, ANIM_GLOCK_RELOAD1, ANIM_GLOCK_DRAW1, ANIM_GLOCK_UNUSED1, ANIM_GLOCK_UNUSED2, ANIM_GLOCK_DRAW2, ANIM_GLOCK_RELOAD2 }; void WeaponGLOCK18_Draw( void ) { #ifdef SSQC BaseGun_Draw(); #else if ( random() <= 0.5 ) { View_PlayAnimation( ANIM_GLOCK_DRAW1 ); } else { View_PlayAnimation( ANIM_GLOCK_DRAW2 ); } #endif } void WeaponGLOCK18_PrimaryFire( void ) { #ifdef SSQC if ( self.iMode_GLOCK18 == FALSE ) { if ( BaseGun_PrimaryFire() == TRUE ) { sound( self, CHAN_WEAPON, "weapons/glock18-2.wav", 1, ATTN_NORM ); } } else { if ( self.iMag_GLOCK18 <= 0 ) { return; } for ( int i = 0; i < 3; i++ ) { if ( self.iMag_GLOCK18 ) { BaseGun_ShotMultiplierHandle( 1 ); BaseGun_AccuracyCalc(); TraceAttack_FireBullets( 1, ( self.origin + self.view_ofs ), 25, [self.fAccuracy,self.fAccuracy]); self.iMag_GLOCK18 -= 1; } } self.fAttackFinished = time + 0.5; sound( self, CHAN_WEAPON, "weapons/glock18-1.wav", 1, ATTN_NORM ); Client_SendEvent( self, EV_WEAPON_PRIMARYATTACK ); } #else if ( iWeaponMode_GLOCK18 == FALSE ) { if ( getstatf( STAT_CURRENT_MAG ) == 0 ) { View_PlayAnimation( ANIM_GLOCK_SHOOT_EMPTY ); } else { View_PlayAnimation( ANIM_GLOCK_SHOOT ); } BaseGun_ShotMultiplierHandle( 1 ); } else { if ( random() <= 0.5 ) { View_PlayAnimation( ANIM_GLOCK_SHOOT_BURST1 ); } else { View_PlayAnimation( ANIM_GLOCK_SHOOT_BURST2 ); } BaseGun_ShotMultiplierHandle( 3 ); } #endif } void WeaponGLOCK18_Secondary( void ) { #ifdef SSQC // Just switch the modes quickly self.iMode_GLOCK18 = 1 - self.iMode_GLOCK18; self.fAttackFinished = time + 0.2; // Tell the client that we switched modes, too Client_SendEvent( self, EV_WEAPON_SECONDARYATTACK ); // TODO: Move to the clientside if ( self.iMode_GLOCK18 == TRUE ) { centerprint( self, "Switched to Burst-Fire mode" ); } else { centerprint( self, "Switched to Semi-Automatic mode" ); } #else iWeaponMode_GLOCK18 = 1 - iWeaponMode_GLOCK18; #endif } void WeaponGLOCK18_Reload( void ) { #ifdef SSQC if ( BaseGun_Reload() == TRUE ) { // Play Sound } #else if ( random() <= 0.5 ) { View_PlayAnimation( ANIM_GLOCK_RELOAD1 ); } else { View_PlayAnimation( ANIM_GLOCK_RELOAD2 ); } #endif }