/* 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_PARA; // Weapon Info weaponinfo_t wptPARA = { WEAPON_PARA, // Identifier SLOT_PRIMARY, // Slot 5750, // Price CALIBER_556MMBOX, // Caliber ID 0.88, // Max Player Speed 1, // Bullets Per Shot 100, // Clip/MagSize 35, // Damage Per Bullet 2, // Penetration Multiplier 8192, // Bullet Range 0.97, // Range Modifier TYPE_AUTO, // Firing Type 0.08, // Attack-Delay 3.0, // Reload-Delay iAmmo_556MMBOX, // Caliber Pointer iMag_PARA, // Clip Pointer 175, // Accuracy Divisor 0.4, // Accuracy Offset 0.9, // Max Inaccuracy 6, // Minimum Crosshair Distance 3, // Crosshair Movement Delta 1.6, // Armor penetration ratio ATYPE_PARA // Animation Type }; // Anim Table enum { ANIM_PARA_IDLE, ANIM_PARA_SHOOT1, ANIM_PARA_SHOOT2, ANIM_PARA_RELOAD, ANIM_PARA_DRAW }; void WeaponPARA_Draw( void ) { #ifdef SSQC OpenCSGunBase_Draw(); #else View_PlayAnimation( ANIM_PARA_DRAW ); #endif } void WeaponPARA_PrimaryFire( void ) { #ifdef SSQC if ( OpenCSGunBase_PrimaryFire() == TRUE ) { if ( random() <= 0.5 ) { sound( self, CHAN_WEAPON, "weapons/m249-1.wav", 1, ATTN_NORM ); } else { sound( self, CHAN_WEAPON, "weapons/m249-2.wav", 1, ATTN_NORM ); } } #else if ( random() <= 0.5 ) { View_PlayAnimation( ANIM_PARA_SHOOT1 ); } else { View_PlayAnimation( ANIM_PARA_SHOOT2 ); } OpenCSGunBase_ShotMultiplierHandle( 1 ); #endif } void WeaponPARA_Reload( void ) { #ifdef SSQC if ( OpenCSGunBase_Reload() == TRUE ) { // Play Sound } #else View_PlayAnimation( ANIM_PARA_RELOAD ); #endif }