102 lines
2.7 KiB
C
Executable file
102 lines
2.7 KiB
C
Executable file
/*
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Copyright 2016-2018 Marco "eukara" Hladik
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MIT LICENSE
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Permission is hereby granted, free of charge, to any person
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obtaining a copy of this software and associated documentation
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files (the "Software"), to deal in the Software without
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restriction, including without limitation the rights to use,
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copy, modify, merge, publish, distribute, sublicense, and/or
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sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be
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included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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OTHER DEALINGS IN THE SOFTWARE.
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*/
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.int iMag_MAC10;
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// Weapon Info
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weaponinfo_t wptMAC10 = {
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WEAPON_MAC10, // Identifier
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SLOT_PRIMARY, // Slot
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1400, // Price
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CALIBER_45ACP, // Caliber ID
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1.0, // Max Player Speed
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1, // Bullets Per Shot
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30, // Clip/MagSize
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29, // Damage Per Bullet
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1, // Penetration Multiplier
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4096, // Bullet Range
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0.82, // Range Modifier
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TYPE_AUTO, // Firing Type
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0.07, // Attack-Delay
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3.2, // Reload-Delay
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iAmmo_45ACP, // Caliber Pointer
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iMag_MAC10, // Clip Pointer
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200, // Accuracy Divisor
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0.6, // Accuracy Offset
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1.65, // Max Inaccuracy
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9, // Minimum Crosshair Distance
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3, // Crosshair Movement Delta
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0.95, // Armor penetration ratio
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ATYPE_MP5, // Animation Type
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SHELL_PISTOL
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};
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// Anim Table
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enum {
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ANIM_MAC10_IDLE,
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ANIM_MAC10_RELOAD,
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ANIM_MAC10_DRAW,
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ANIM_MAC10_SHOOT1,
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ANIM_MAC10_SHOOT2,
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ANIM_MAC10_SHOOT3
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};
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void WeaponMAC10_Draw( void ) {
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#ifdef SSQC
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BaseGun_Draw();
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#else
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View_PlayAnimation( ANIM_MAC10_DRAW );
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#endif
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}
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void WeaponMAC10_PrimaryFire( void ) {
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#ifdef SSQC
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if ( BaseGun_PrimaryFire() == TRUE ) {
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sound( self, CHAN_WEAPON, "weapons/mac10-1.wav", 1, ATTN_NORM );
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}
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#else
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int iRand = (int)floor( random( 1, 4 ) );
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if ( iRand == 1 ) {
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View_PlayAnimation( ANIM_MAC10_SHOOT1 );
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} else if ( iRand == 2 ) {
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View_PlayAnimation( ANIM_MAC10_SHOOT2 );
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} else {
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View_PlayAnimation( ANIM_MAC10_SHOOT3 );
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}
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BaseGun_ShotMultiplierHandle( 1 );
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#endif
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}
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void WeaponMAC10_Reload( void ) {
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#ifdef SSQC
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if ( BaseGun_Reload() == TRUE ) {
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// Play Sound
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}
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#else
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View_PlayAnimation( ANIM_MAC10_RELOAD );
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#endif
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}
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