/* 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_MP5; // Weapon Info weaponinfo_t wptMP5 = { WEAPON_MP5, // Identifier SLOT_PRIMARY, // Slot 1500, // Price CALIBER_9MM, // Caliber ID 1.0, // Max Player Speed 1, // Bullets Per Shot 30, // Clip/MagSize 26, // Damage Per Bullet 1, // Penetration Multiplier 4096, // Bullet Range 0.84, // Range Modifier TYPE_AUTO, // Firing Type 0.08, // Attack-Delay 2.6, // Reload-Delay iAmmo_9MM, // Caliber Pointer iMag_MP5, // Clip Pointer 220, // Accuracy Divisor 0.45, // Accuracy Offset 0.75, // Max Inaccuracy 6, // Minimum Crosshair Distance 2, // Crosshair Movement Delta 1.0, // Armor penetration ratio ATYPE_MP5 // Animation Type }; // Anim Table enum { ANIM_MP5_IDLE, ANIM_MP5_RELOAD, ANIM_MP5_DRAW, ANIM_MP5_SHOOT1, ANIM_MP5_SHOOT2, ANIM_MP5_SHOOT3 }; void WeaponMP5_Draw( void ) { #ifdef SSQC OpenCSGunBase_Draw(); #else View_PlayAnimation( ANIM_MP5_DRAW ); #endif } void WeaponMP5_PrimaryFire( void ) { #ifdef SSQC if ( OpenCSGunBase_PrimaryFire() == TRUE ) { if ( random() <= 0.5 ) { sound( self, CHAN_WEAPON, "weapons/mp5-1.wav", 1, ATTN_NORM ); } else { sound( self, CHAN_WEAPON, "weapons/mp5-2.wav", 1, ATTN_NORM ); } } #else int iRand = (int)floor( random( 1, 4 ) ); if ( iRand == 1 ) { View_PlayAnimation( ANIM_MP5_SHOOT1 ); } else if ( iRand == 2 ) { View_PlayAnimation( ANIM_MP5_SHOOT2 ); } else { View_PlayAnimation( ANIM_MP5_SHOOT3 ); } OpenCSGunBase_ShotMultiplierHandle( 1 ); #endif } void WeaponMP5_Reload( void ) { #ifdef SSQC if ( OpenCSGunBase_Reload() == TRUE ) { // Play Sound } #else View_PlayAnimation( ANIM_MP5_RELOAD ); #endif }