/* OpenCS Project Copyright (C) 2016, 2017 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 iMag_G3SG1; // Weapon Info weaponinfo_t wptG3SG1 = { WEAPON_G3SG1, // Identifier SLOT_PRIMARY, // Slot 5000, // Price CALIBER_762MM, // Caliber ID 0.84, // Max Player Speed 1, // Bullets Per Shot 20, // Clip/MagSize 80, // Damage Per Bullet 3, // Penetration Multiplier 8192, // Bullet Range 0.98, // Range Modifier TYPE_AUTO, // Firing Type 0.25, // Attack-Delay 4.6, // Reload-Delay iAmmo_762MM, // Caliber Pointer iMag_G3SG1, // Clip Pointer 200, // Accuracy Divisor 0.55, // Accuracy Offset 1.4, // Max Inaccuracy 6, // Minimum Crosshair Distance 4, // Crosshair Movement Delta 1.65, // Armor penetration ratio ATYPE_CARBINE // Animation Type }; // Anim Table enum { ANIM_G3SG1_IDLE, ANIM_G3SG1_SHOOT1, ANIM_G3SG1_SHOOT2, ANIM_G3SG1_RELOAD, ANIM_G3SG1_DRAW }; void WeaponG3SG1_Draw( void ) { #ifdef SSQC OpenCSGunBase_Draw(); #else View_PlayAnimation( ANIM_G3SG1_DRAW ); #endif } void WeaponG3SG1_PrimaryFire( void ) { #ifdef SSQC if ( OpenCSGunBase_PrimaryFire() == TRUE ) { // Play Sound dprint("[DEBUG] FIRE!\n"); sound( self, CHAN_WEAPON, "weapons/g3sg1-1.wav", 1, ATTN_NORM ); } #else if ( random() <= 0.5 ) { View_PlayAnimation( ANIM_G3SG1_SHOOT1 ); } else { View_PlayAnimation( ANIM_G3SG1_SHOOT2 ); } OpenCSGunBase_ShotMultiplierHandle( 1 ); #endif } void WeaponG3SG1_SecondaryFire( void ) { #ifdef SSQC if ( self.viewzoom == 1.0 ) { self.viewzoom = 0.45; } else if ( self.viewzoom == 0.45 ) { self.viewzoom = 0.15; } else { self.viewzoom = 1.0; } self.fAttackFinished = time + 0.5; #endif } void WeaponG3SG1_Reload( void ) { #ifdef SSQC if ( OpenCSGunBase_Reload() == TRUE ) { // Play Sound } #else View_PlayAnimation( ANIM_G3SG1_RELOAD ); #endif }