/*** * * Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved. * * See the file LICENSE attached with the sources for usage details. * ****/ .int iMag_DEAGLE; // Weapon Info weaponinfo_t wptDEAGLE = { WEAPON_DEAGLE, // Identifier SLOT_SECONDARY, // Slot 650, // Price CALIBER_50AE, // Caliber ID 1.0, // Max Player Speed 1, // Bullets Per Shot 7, // Clip/MagSize 54, // Damage Per Bullet 2, // Penetration Multiplier 4096, // Bullet Range 0.81, // Range Modifier TYPE_SEMI, // Firing Type 0.15, // Attack-Delay 2.1, // Reload-Delay iAmmo_50AE, // Caliber Pointer iMag_DEAGLE, // Clip Pointer 200, // Accuracy Divisor 0.55, // Accuracy Offset 1.4, // Max Inaccuracy 8, // Minimum Crosshair Distance 3, // Crosshair Movement Delta 1.5, // Armor penetration ratio ATYPE_ONEHAND, // Animation Type SHELL_PISTOL }; // Anim Table enum { ANIM_DEAGLE_IDLE, ANIM_DEAGLE_SHOOT1, ANIM_DEAGLE_SHOOT2, ANIM_DEAGLE_SHOOT_EMPTY, ANIM_DEAGLE_RELOAD, ANIM_DEAGLE_DRAW }; void WeaponDEAGLE_Draw( void ) { #ifdef SSQC BaseGun_Draw(); #else View_PlayAnimation( ANIM_DEAGLE_DRAW ); #endif } void WeaponDEAGLE_PrimaryFire( void ) { #ifdef SSQC if ( BaseGun_PrimaryFire() == TRUE ) { if ( random() <= 0.5 ) { sound( self, CHAN_WEAPON, "weapons/deagle-1.wav", 1, ATTN_NORM ); } else { sound( self, CHAN_WEAPON, "weapons/deagle-2.wav", 1, ATTN_NORM ); } } #else if ( getstatf( STAT_CURRENT_MAG ) == 0 ) { View_PlayAnimation( ANIM_DEAGLE_SHOOT_EMPTY ); } else { if ( random() <= 0.5 ) { View_PlayAnimation( ANIM_DEAGLE_SHOOT1 ); } else { View_PlayAnimation( ANIM_DEAGLE_SHOOT2 ); } } BaseGun_ShotMultiplierHandle( 1 ); #endif } void WeaponDEAGLE_Reload( void ) { #ifdef SSQC if ( BaseGun_Reload() == TRUE ) { } #else View_PlayAnimation( ANIM_DEAGLE_RELOAD ); #endif }