Files
perfect-dark/src/game/invitems.c
T

6225 lines
141 KiB
C

#include <ultra64.h>
#include "game/chraicommands.h"
#include "game/prop.h"
#include "game/inv.h"
#include "stagesetup.h"
#include "data.h"
#include "types.h"
struct noisesettings invnoisesettings_00010fd0 = {
0, 0, 0, 1, 6,
};
struct noisesettings invnoisesettings_00010fe4 = {
0, 3, 1.4, 1, 6,
};
struct noisesettings invnoisesettings_00010ff8 = {
0, 9, 2, 1, 6,
};
struct noisesettings invnoisesettings_0001100c = {
0, 14, 2, 1, 6,
};
struct noisesettings invnoisesettings_00011020 = {
0, 18, 2, 1, 6,
};
struct noisesettings invnoisesettings_00011034 = {
0, 22, 3, 1, 6,
};
struct noisesettings invnoisesettings_00011048 = {
0, 25, 15, 5, 6,
};
struct noisesettings invnoisesettings_0001105c = {
0, 35, 1, 1, 6,
};
struct noisesettings invnoisesettings_00011070 = {
0, 0, 0, 0.2, 2.3509887016446E-38,
};
struct noisesettings invnoisesettings_00011084 = {
0.2, 0.2, 0.2, 0.2, 2.3509887016446E-38,
};
struct noisesettings invnoisesettings_00011098 = {
0.6, 0.6, 0.6, 0.2, 2.3509887016446E-38,
};
struct noisesettings invnoisesettings_000110ac = {
0.6, 0.6, 2.6, 0.2, 2.3509887016446E-38,
};
struct inventory_class invclass_default = {
0,
3,
8,
15,
0.9721,
0.9767,
0x10000000,
WEAPONCLASSFLAG_AUTOAIM,
};
struct inventory_class invclass_smg = {
0,
3,
8,
15,
0.9721,
0.9767,
0x10000000,
WEAPONCLASSFLAG_AUTOAIM | WEAPONCLASSFLAG_00000004,
};
struct inventory_class invclass_unarmed = {
0,
3,
8,
15,
0.9721,
0.9767,
0x07000000,
WEAPONCLASSFLAG_AUTOAIM,
};
struct inventory_class invclass_falcon2scope = {
30,
3,
8,
15,
0.9721,
0.9767,
0x15000000,
WEAPONCLASSFLAG_AUTOAIM,
};
struct inventory_class invclass_heavy = {
30,
3,
8,
15,
0.9721,
0.9767,
0x15000000,
WEAPONCLASSFLAG_AUTOAIM | WEAPONCLASSFLAG_00000004,
};
struct weaponfunc_shootsingle invfunc_00011160 = {
INVENTORYFUNCTYPE_SHOOT_SINGLE,
L_GUN_085, // name
0x00, // unk06
0, // unk07
&invnoisesettings_0001100c,
NULL, // fire animation
0, // flags
&invnoisesettings_00011098,
0,
1, // damage
6, // spread
6, 18, 2, 8,
5,
2,
0,
4,
4,
0x8039,
1,
};
struct inventory_ammo invammo_default = {
AMMOTYPE_RIFLE,
CASING_RIFLE,
30, // clip size
NULL, // reload animation
0, // flags
};
struct weapon invitem_hammer = {
0, // hi model
0, // lo model
NULL, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
NULL, // pri function
NULL, // sec function
&invammo_default, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
12.5, // left/right
-17, // up/down
-27.5, // front/back
1, // unk38
NULL, // fptr
NULL, // part visibility
L_GUN_000, // short name
L_GUN_000, // name
L_GUN_000, // manufacturer
L_GUN_000, // description
WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_DUALWIELD,
};
struct weapon invitem_nothing = {
0, // hi model
0, // lo model
NULL, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
NULL, // pri function
NULL, // sec function
NULL, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
12.5, // left/right
-17, // up/down
-27.5, // front/back
1, // unk38
NULL, // fptr
NULL, // part visibility
L_GUN_000, // short name
L_GUN_000, // name
L_GUN_000, // manufacturer
L_GUN_000, // description
WEAPONFLAG_DUALWIELD,
};
struct guncmd invanim_punch_type3[] = {
gunscript_playanimation(ANIM_03E9, 0, 10000)
gunscript_waittime(7, 2)
gunscript_end
};
struct guncmd invanim_punch_type1[] = {
gunscript_playanimation(ANIM_03EA, 0, 10000)
gunscript_waittime(8, 2)
gunscript_end
};
struct guncmd invanim_punch_type2[] = {
gunscript_playanimation(ANIM_041F, 0, 10000)
gunscript_waittime(7, 2)
gunscript_end
};
struct guncmd invanim_punch_type4[] = {
gunscript_playanimation(ANIM_0425, 0, 10000)
gunscript_waittime(8, 2)
gunscript_waittime(18, 3)
gunscript_end
};
struct guncmd invanim_punch[] = {
gunscript_random(20, invanim_punch_type1)
gunscript_random(40, invanim_punch_type2)
gunscript_random(60, invanim_punch_type3)
gunscript_include(0, invanim_punch_type4)
gunscript_end
};
struct weaponfunc_close invfunc_unarmed_punch = {
INVENTORYFUNCTYPE_CLOSE,
L_GUN_100, // name
0x00, // unk06
-1, // unk07
&invnoisesettings_00010fd0,
invanim_punch, // fire animation
FUNCFLAG_MAKEDIZZY | FUNCFLAG_NOMUZZLEFLASH | FUNCFLAG_BLUNTIMPACT | FUNCFLAG_NOSTUN | FUNCFLAG_00400000,
0.5, // damage
60,
0x00000069,
0x00000069,
0x00000069,
0x40f00000,
0xc20c0000,
0x40f00000,
0xc20c0000,
0xbf800000,
0xbf800000,
0x40000000,
0x40000000,
0x00000000,
};
struct weaponfunc_close invfunc_unarmed_disarm = {
INVENTORYFUNCTYPE_CLOSE,
L_GUN_101, // name
0x00, // unk06
-1, // unk07
&invnoisesettings_00010fd0,
invanim_punch, // fire animation
FUNCFLAG_MAKEDIZZY | FUNCFLAG_DROPWEAPON | FUNCFLAG_NOMUZZLEFLASH | FUNCFLAG_BLUNTIMPACT | FUNCFLAG_NOSTUN | FUNCFLAG_00400000,
0.3, // damage
60,
0x00000069,
0x00000069,
0x00000069,
0x40f00000,
0xc20c0000,
0x40f00000,
0xc20c0000,
0xbf800000,
0xbf800000,
0x40000000,
0x40000000,
0x00000000,
};
struct weapon invitem_unarmed = {
FILE_GCOMBATHANDSLOD, // hi model
FILE_GCOMBATHANDSLOD, // lo model
NULL, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{&invfunc_unarmed_punch, &invfunc_unarmed_disarm}, // functions
NULL, // pri ammo
NULL, // sec ammo
&invclass_unarmed,
1, // sway
7.5, // left/right
-41, // up/down
-16, // front/back
1, // unk38
NULL, // fptr
NULL, // part visibility
L_GUN_006, // short name
L_GUN_006, // name
L_GUN_000, // manufacturer
L_GUN_155, // description
WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00002000 | WEAPONFLAG_HIDEMENUMODEL | WEAPONFLAG_08000000,
};
struct modelpartvisibility invpartvisibility_falcon2[] = {
{ MODELPART_FALCON2_005A, false },
{ MODELPART_FALCON2_002A, false },
{ MODELPART_FALCON2_002B, false },
{ MODELPART_FALCON2_SCOPE, false },
{ MODELPART_FALCON2_SILENCER, false },
{ MODELPART_FALCON2_002E, false },
{ MODELPART_FALCON2_002F, false },
{ 255 },
};
struct modelpartvisibility invpartvisibility_falcon2scope[] = {
{ MODELPART_FALCON2_005A, false },
{ MODELPART_FALCON2_002A, false },
{ MODELPART_FALCON2_002B, false },
{ MODELPART_FALCON2_SILENCER, false },
{ MODELPART_FALCON2_002F, false },
{ 255 },
};
struct modelpartvisibility invpartvisibility_falcon2silencer[] = {
{ MODELPART_FALCON2_005A, false },
{ MODELPART_FALCON2_002A, false },
{ MODELPART_FALCON2_002B, false },
{ MODELPART_FALCON2_SCOPE, false },
{ MODELPART_FALCON2_002E, false },
{ 255 },
};
struct inventory_typef invf_000113f4[] = {
{ 1, 0x0000, 1, 0x002a, 0x0000 },
{ 1, 0x0000, 1, 0x002b, 0x0000 },
{ 1, 0x0000, 1, 0x002c, 0x0000 },
{ 1, 0x0000, 1, 0x002d, 0x0000 },
{ 1, 0x0000, 1, 0x002e, 0x0000 },
{ 1, 0x0000, 1, 0x002f, 0x0000 },
{ 1, 0x0000, 1, 0x0035, 0x0000 },
{ 0, 0x0000, 0, 0x0000, 0x0000 },
};
struct inventory_typef invf_00011444[] = {
{ 1, 0x0000, 1, 0x002a, 0x0000 },
{ 1, 0x0000, 1, 0x002b, 0x0000 },
{ 1, 0x0000, 1, 0x002d, 0x0000 },
{ 1, 0x0000, 1, 0x002e, 0x0000 },
{ 1, 0x0000, 1, 0x002f, 0x0000 },
{ 1, 0x0000, 1, 0x0035, 0x0000 },
{ 0, 0x0000, 0, 0x0000, 0x0000 },
};
struct inventory_typef invf_0001148c[] = {
{ 1, 0x0000, 1, 0x002a, 0x0000 },
{ 1, 0x0000, 1, 0x002b, 0x0000 },
{ 1, 0x0000, 1, 0x002c, 0x0000 },
{ 1, 0x0000, 1, 0x002e, 0x0000 },
{ 1, 0x0000, 1, 0x002f, 0x0000 },
{ 1, 0x0000, 1, 0x0035, 0x0000 },
{ 0, 0x0000, 0, 0x0000, 0x0000 },
};
struct guncmd invanim_falcon2_reload_0[] = {
gunscript_playanimation(ANIM_00ED, 0, 10000)
gunscript_showpart(1, 53)
gunscript_showpart(1, 43)
gunscript_showpart(1, 42)
gunscript_playsound(10, SFX_01D8)
gunscript_hidepart(19, 42)
gunscript_waittime(24, 1)
#if VERSION >= VERSION_NTSC_1_0
gunscript_playsound(24, SFX_80F6)
#else
gunscript_playsound(24, SFX_01D9)
#endif
gunscript_hidepart(24, 43)
gunscript_playsound(53, SFX_01DB)
gunscript_waittime(53, 3)
gunscript_end
};
struct guncmd invanim_falcon2scope_reload_0[] = {
gunscript_playanimation(ANIM_0417, 0, 10000)
gunscript_showpart(1, 53)
gunscript_showpart(1, 43)
gunscript_showpart(1, 42)
gunscript_playsound(10, SFX_01D8)
gunscript_hidepart(19, 42)
gunscript_waittime(24, 1)
#if VERSION >= VERSION_NTSC_1_0
gunscript_playsound(24, SFX_80F6)
#else
gunscript_playsound(24, SFX_01D9)
#endif
gunscript_hidepart(24, 43)
gunscript_playsound(53, SFX_01DB)
gunscript_waittime(53, 3)
gunscript_end
};
struct guncmd invanim_falcon2_reload_1[] = {
gunscript_playanimation(ANIM_03F1, 0, 10000)
gunscript_hidepart(1, 43)
gunscript_showpart(1, 42)
gunscript_playsound(6, SFX_01D8)
gunscript_waittime(50, 1)
#if VERSION >= VERSION_NTSC_1_0
gunscript_playsound(50, SFX_80F6)
#else
gunscript_playsound(50, SFX_01D9)
#endif
gunscript_playsound(71, SFX_01DB)
gunscript_end
};
struct guncmd invanim_falcon2_reload[] = {
gunscript_include(1, invanim_falcon2_reload_1)
gunscript_include(0, invanim_falcon2_reload_0)
gunscript_end
};
struct guncmd invanim_falcon2scope_reload[] = {
gunscript_include(1, invanim_falcon2_reload_1)
gunscript_include(0, invanim_falcon2scope_reload_0)
gunscript_end
};
struct guncmd invanim_falcon2_pistolwhip[] = {
gunscript_playanimation(ANIM_03F2, 0, 10000)
gunscript_waittime(23, 2)
gunscript_end
};
struct guncmd invanim_falcon2_equip[] = {
gunscript_playanimation(ANIM_00EA, 0, 10000)
gunscript_end
};
struct guncmd invanim_falcon2_unequip[] = {
gunscript_playanimation(ANIM_00EB, 0, 10000)
gunscript_end
};
struct guncmd invanim_falcon2_shoot[] = {
gunscript_playanimation(ANIM_00EC, 0, 10000)
gunscript_waittime(9, 5)
gunscript_end
};
struct weaponfunc_shootsingle invfunc_falcon2_singleshot = {
INVENTORYFUNCTYPE_SHOOT_SINGLE,
L_GUN_085, // name
0x00, // unk06
0, // unk07
&invnoisesettings_0001100c,
invanim_falcon2_shoot, // fire animation
0, // flags
&invnoisesettings_00011098,
16,
1, // damage
1, // spread
3, 5, 2, 0,
10,
15,
59.999996185303,
0,
0,
0x804d,
1,
};
struct weaponfunc_shootsingle invfunc_falcon2silenced_singleshot = {
INVENTORYFUNCTYPE_SHOOT_SINGLE,
L_GUN_085, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00010fe4,
invanim_falcon2_shoot, // fire animation
FUNCFLAG_NOMUZZLEFLASH,
&invnoisesettings_00011098,
16,
1, // damage
1, // spread
3, 5, 2, 0,
10,
15,
59.999996185303,
0,
0,
0x8054,
1,
};
struct weaponfunc_close invfunc_falcon2_pistolwhip = {
INVENTORYFUNCTYPE_CLOSE,
L_GUN_094, // name
0x00, // unk06
-1, // unk07
&invnoisesettings_00010fd0,
invanim_falcon2_pistolwhip, // fire animation
FUNCFLAG_MAKEDIZZY | FUNCFLAG_NOMUZZLEFLASH | FUNCFLAG_BLUNTIMPACT | FUNCFLAG_NOSTUN | FUNCFLAG_00400000,
0.9, // damage
60,
0x00000069,
0x00000069,
0x00000069,
0xc1800000,
0x3f4ccccd,
0x41bc0000,
0xc202cccd,
0xbf800000,
0xbf800000,
0x40000000,
0x40000000,
0x00000000,
};
struct inventory_ammo invammo_falcon2 = {
AMMOTYPE_PISTOL,
CASING_STANDARD,
8, // clip size
invanim_falcon2_reload, // reload animation
0, // flags
};
struct inventory_ammo invammo_falcon2scope = {
AMMOTYPE_PISTOL,
CASING_STANDARD,
8, // clip size
invanim_falcon2scope_reload, // reload animation
0, // flags
};
struct weapon invitem_falcon2 = {
FILE_GFALCON2, // hi model
FILE_GFALCON2LOD, // lo model
invanim_falcon2_equip, // equip animation
invanim_falcon2_unequip, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_falcon2_singleshot, &invfunc_falcon2_pistolwhip }, // functions
&invammo_falcon2, // pri ammo
NULL, // sec ammo
&invclass_default,
2, // sway
9, // left/right
-15.7, // up/down
-23.8, // front/back
1, // unk38
invf_000113f4, // fptr
invpartvisibility_falcon2, // part visibility
#if VERSION == VERSION_JPN_FINAL
L_GUN_257, // short name
#else
L_GUN_007, // short name
#endif
L_GUN_007, // name
L_GUN_150, // manufacturer
L_GUN_156, // description
WEAPONFLAG_00000004 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_DUALWIELD | WEAPONFLAG_00002000 | WEAPONFLAG_00008000 | WEAPONFLAG_HASHANDS | WEAPONFLAG_GANGSTA,
};
struct weapon invitem_falcon2scope = {
FILE_GFALCON2, // hi model
FILE_GFALCON2LOD, // lo model
invanim_falcon2_equip, // equip animation
invanim_falcon2_unequip, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_falcon2_singleshot, &invfunc_falcon2_pistolwhip }, // functions
&invammo_falcon2scope, // pri ammo
NULL, // sec ammo
&invclass_falcon2scope,
1, // sway
9, // left/right
-15.7, // up/down
-23.8, // front/back
1, // unk38
invf_00011444, // fptr
invpartvisibility_falcon2scope, // part visibility
L_GUN_077, // short name
L_GUN_009, // name
L_GUN_150, // manufacturer
L_GUN_158, // description
WEAPONFLAG_00000004 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_DUALWIELD | WEAPONFLAG_00002000 | WEAPONFLAG_00008000 | WEAPONFLAG_HASHANDS,
};
struct weapon invitem_falcon2silencer = {
FILE_GFALCON2, // hi model
FILE_GFALCON2LOD, // lo model
invanim_falcon2_equip, // equip animation
invanim_falcon2_unequip, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_falcon2silenced_singleshot, &invfunc_falcon2_pistolwhip }, // functions
&invammo_falcon2, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
9, // left/right
-15.7, // up/down
-23.8, // front/back
1, // unk38
invf_0001148c, // fptr
invpartvisibility_falcon2silencer, // part visibility
L_GUN_078, // short name
L_GUN_008, // name
L_GUN_150, // manufacturer
L_GUN_157, // description
WEAPONFLAG_00000004 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_DUALWIELD | WEAPONFLAG_00002000 | WEAPONFLAG_00008000 | WEAPONFLAG_HASHANDS | WEAPONFLAG_GANGSTA,
};
struct modelpartvisibility invpartvisibility_magsec[] = {
{ MODELPART_PISTOL_005A, false },
{ MODELPART_PISTOL_0029, false },
{ MODELPART_PISTOL_002A, false },
{ 255 },
};
struct inventory_typef invf_00011840[] = {
{ 1, 0x0000, 1, 0x0035, 0x0000 },
{ 1, 0x0000, 1, 0x002a, 0x0000 },
{ 1, 0x0000, 1, 0x0029, 0x0000 },
{ 0, 0x0000, 0, 0x0000, 0x0000 },
};
struct guncmd invanim_magsec_reload_0[] = {
gunscript_playanimation(ANIM_0409, 0, 10000)
gunscript_showpart(1, 53)
gunscript_showpart(1, 41)
gunscript_setsoundspeed(3, 1300)
gunscript_playsound(3, SFX_01D8)
gunscript_showpart(10, 42)
gunscript_hidepart(14, 41)
gunscript_hidepart(22, 42)
gunscript_showpart(22, 41)
gunscript_setsoundspeed(27, 1300)
#if VERSION >= VERSION_NTSC_1_0
gunscript_playsound(27, SFX_80F6)
#else
gunscript_playsound(27, SFX_01D9)
#endif
gunscript_waittime(30, 1)
gunscript_waittime(56, 3)
gunscript_setsoundspeed(58, 1300)
gunscript_playsound(58, SFX_01DB)
gunscript_end
};
struct guncmd invanim_magsec_reload_1[] = {
gunscript_playanimation(ANIM_040A, 0, 10000)
gunscript_showpart(1, 41)
gunscript_setsoundspeed(5, 1300)
gunscript_playsound(5, SFX_01D8)
gunscript_hidepart(25, 41)
gunscript_setsoundspeed(47, 1300)
#if VERSION >= VERSION_NTSC_1_0
gunscript_playsound(47, SFX_80F6)
#else
gunscript_playsound(47, SFX_01D9)
#endif
gunscript_waittime(49, 1)
gunscript_setsoundspeed(69, 1300)
gunscript_playsound(69, SFX_01DB)
gunscript_end
};
struct guncmd invanim_magsec_reload[] = {
gunscript_include(1, invanim_magsec_reload_1)
gunscript_include(0, invanim_magsec_reload_0)
gunscript_end
};
struct guncmd invanim_magsec_equiporshoot[] = {
gunscript_playanimation(ANIM_040B, 0, 10000)
gunscript_waittime(12, 5)
gunscript_end
};
struct inventory_class invclass_magsec4 = {
25,
3,
8,
15,
0.9721,
0.9767,
0x11000000,
WEAPONCLASSFLAG_AUTOAIM,
};
struct weaponfunc_shootsingle invfunc_magsec_singleshot = {
INVENTORYFUNCTYPE_SHOOT_SINGLE,
L_GUN_085, // name
0x00, // unk06
0, // unk07
&invnoisesettings_0001100c,
invanim_magsec_equiporshoot, // fire animation
0, // flags
&invnoisesettings_00011098,
16,
1.1, // damage
6, // spread
4, 8, 3, 0,
5,
10,
59.999996185303,
10,
0,
0x804c,
1,
};
struct weaponfunc_shootsingle invfunc_magsec_burst = {
INVENTORYFUNCTYPE_SHOOT_SINGLE,
L_GUN_128, // name
0x00, // unk06
0, // unk07
&invnoisesettings_0001100c,
invanim_magsec_equiporshoot, // fire animation
FUNCFLAG_BURST3,
&invnoisesettings_00011098,
16,
1.1, // damage
10, // spread
9, 14, 0, 0,
8,
12,
59.999996185303,
10,
0,
0x804c,
1,
};
struct inventory_ammo invammo_magsec = {
AMMOTYPE_PISTOL,
CASING_STANDARD,
9, // clip size
invanim_magsec_reload, // reload animation
0, // flags
};
struct weapon invitem_magsec = {
FILE_GLEEGUN1, // hi model
FILE_GMAGSECLOD, // lo model
invanim_magsec_equiporshoot, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_magsec_singleshot, &invfunc_magsec_burst }, // functions
&invammo_magsec, // pri ammo
NULL, // sec ammo
&invclass_magsec4,
2, // sway
10.5, // left/right
-17.2, // up/down
-26.5, // front/back
1, // unk38
invf_00011840, // fptr
invpartvisibility_magsec, // part visibility
L_GUN_010, // short name
L_GUN_010, // name
L_GUN_151, // manufacturer
L_GUN_159, // description
WEAPONFLAG_00000004 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_DUALWIELD | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_HASHANDS | WEAPONFLAG_GANGSTA,
};
struct modelpartvisibility invpartvisibility_dy357[] = {
{ MODELPART_MAGNUM_005A, false },
{ MODELPART_MAGNUM_0028, false },
{ MODELPART_MAGNUM_0029, false },
{ MODELPART_MAGNUM_002A, false },
{ MODELPART_MAGNUM_002B, false },
{ MODELPART_MAGNUM_002C, false },
{ MODELPART_MAGNUM_002D, false },
{ 255 },
};
struct inventory_typef invf_00011a84[] = {
{ 1, 0x0000, 1, 0x0028, 0x0000 },
{ 1, 0x0000, 1, 0x0029, 0x0000 },
{ 1, 0x0000, 1, 0x002a, 0x0000 },
{ 1, 0x0000, 1, 0x002b, 0x0000 },
{ 1, 0x0000, 1, 0x002c, 0x0000 },
{ 1, 0x0000, 1, 0x002d, 0x0000 },
{ 1, 0x0000, 1, 0x0035, 0x0000 },
{ 0, 0x0000, 0, 0x0000, 0x0000 },
};
struct guncmd invanim_dy357_equiporshoot[] = {
gunscript_playanimation(ANIM_0406, 0, 10000)
gunscript_waittime(12, 5)
gunscript_waittime(12, 2)
gunscript_end
};
struct guncmd invanim_dy357_reload_0[] = {
gunscript_playanimation(ANIM_0408, 0, 10000)
gunscript_playsound(50, SFX_05CF)
gunscript_setsoundspeed(80, 1830)
gunscript_playsound(80, SFX_01D8)
gunscript_popoutsackofpills(0x0050)
gunscript_popoutsackofpills(0x0051)
gunscript_popoutsackofpills(0x0052)
gunscript_popoutsackofpills(0x0053)
gunscript_popoutsackofpills(0x0054)
gunscript_popoutsackofpills(0x0055)
gunscript_showpart(92, 53)
gunscript_showpart(92, 40)
gunscript_showpart(92, 41)
gunscript_showpart(92, 42)
gunscript_showpart(92, 43)
gunscript_showpart(92, 44)
gunscript_showpart(92, 45)
gunscript_setsoundspeed(114, 1210)
gunscript_playsound(114, SFX_01D8)
gunscript_hidepart(121, 40)
gunscript_hidepart(121, 41)
gunscript_hidepart(121, 42)
gunscript_hidepart(121, 43)
gunscript_hidepart(121, 44)
gunscript_hidepart(121, 45)
gunscript_waittime(123, 1)
gunscript_playsound(147, SFX_05CD)
gunscript_end
};
struct guncmd invanim_dy357_reload_1[] = {
gunscript_playanimation(ANIM_0420, 0, 10000)
gunscript_playsound(50, SFX_05CF)
gunscript_setsoundspeed(80, 1830)
gunscript_playsound(80, SFX_01D8)
gunscript_popoutsackofpills(0x0050)
gunscript_popoutsackofpills(0x0051)
gunscript_popoutsackofpills(0x0052)
gunscript_popoutsackofpills(0x0053)
gunscript_popoutsackofpills(0x0054)
gunscript_popoutsackofpills(0x0055)
gunscript_setsoundspeed(114, 1210)
gunscript_playsound(114, SFX_01D8)
gunscript_waittime(123, 1)
gunscript_playsound(147, SFX_05CD)
gunscript_end
};
struct guncmd invanim_dy357_reload[] = {
gunscript_include(1, invanim_dy357_reload_1)
gunscript_include(0, invanim_dy357_reload_0)
gunscript_end
};
struct guncmd invanim_dy357_pistolwhip[] = {
gunscript_playanimation(ANIM_0407, 0, 10000)
gunscript_waittime(23, 2)
gunscript_end
};
struct weaponfunc_shootsingle invfunc_dy357_singleshot = {
INVENTORYFUNCTYPE_SHOOT_SINGLE,
L_GUN_085, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00011020,
invanim_dy357_equiporshoot, // fire animation
0, // flags
&invnoisesettings_00011098,
20,
2, // damage
0, // spread
8, 16, 0, -1,
12,
35,
0,
6,
0,
0x8066,
5,
};
struct weaponfunc_shootsingle invfunc_dy357lx_singleshot = {
INVENTORYFUNCTYPE_SHOOT_SINGLE,
L_GUN_085, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00011020,
invanim_dy357_equiporshoot, // fire animation
0, // flags
&invnoisesettings_00011098,
30,
200, // damage
0, // spread
8, 24, 0, -1,
12,
35,
0,
6,
0,
0x8066,
5,
};
struct weaponfunc_close invfunc_dy357_pistolwhip = {
INVENTORYFUNCTYPE_CLOSE,
L_GUN_094, // name
0x00, // unk06
-1, // unk07
&invnoisesettings_00010fd0,
invanim_dy357_pistolwhip, // fire animation
FUNCFLAG_MAKEDIZZY | FUNCFLAG_NOMUZZLEFLASH | FUNCFLAG_BLUNTIMPACT | FUNCFLAG_NOSTUN | FUNCFLAG_00400000,
0.9, // damage
60,
0x00000069,
0x00000069,
0x00000069,
0x41980000,
0xc195999a,
0x41980000,
0xc195999a,
0xbf800000,
0xbf800000,
0x40000000,
0x40000000,
0x00000000,
};
struct inventory_ammo invammo_dy357 = {
AMMOTYPE_MAGNUM,
CASING_STANDARD,
6, // clip size
invanim_dy357_reload, // reload animation
0, // flags
};
struct weapon invitem_dy357 = {
FILE_GDY357, // hi model
FILE_GDY357LOD, // lo model
invanim_dy357_equiporshoot, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_dy357_singleshot, &invfunc_dy357_pistolwhip }, // functions
&invammo_dy357, // pri ammo
NULL, // sec ammo
&invclass_default,
2, // sway
9.5, // left/right
-18.2, // up/down
-25.5, // front/back
1, // unk38
invf_00011a84, // fptr
invpartvisibility_dy357, // part visibility
L_GUN_084, // short name
L_GUN_012, // name
L_GUN_149, // manufacturer
L_GUN_161, // description
WEAPONFLAG_00000004 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_DUALWIELD | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_00008000 | WEAPONFLAG_HASHANDS,
};
struct weapon invitem_dy357lx = {
FILE_GDY357TRENT, // hi model
FILE_GDY357TRENTLOD, // lo model
invanim_dy357_equiporshoot, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_dy357lx_singleshot, &invfunc_dy357_pistolwhip }, // functions
&invammo_dy357, // pri ammo
NULL, // sec ammo
&invclass_default,
2, // sway
9.5, // left/right
-18.2, // up/down
-25.5, // front/back
1, // unk38
invf_00011a84, // fptr
invpartvisibility_dy357, // part visibility
L_GUN_013, // short name
L_GUN_013, // name
L_GUN_149, // manufacturer
L_GUN_162, // description
WEAPONFLAG_00000004 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_DUALWIELD | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_00008000 | WEAPONFLAG_HASHANDS,
};
struct modelpartvisibility invpartvisibility_phoenix[] = {
{ MODELPART_PHOENIX_0028, false },
{ 255 },
};
struct inventory_typef invf_00011e00[] = {
{ 1, 0x0000, 1, 0x0028, 0x0000 },
{ 1, 0x0000, 1, 0x0035, 0x0000 },
{ 0, 0x0000, 0, 0x0000, 0x0000 },
};
struct guncmd invanim_equiporreload_0[] = {
gunscript_playanimation(ANIM_0415, 0, 10000)
gunscript_showpart(1, 53)
gunscript_showpart(1, 40)
gunscript_setsoundspeed(44, 1510)
gunscript_playsound(44, SFX_RELOAD_FARSIGHT)
gunscript_hidepart(50, 40)
gunscript_end
};
struct guncmd invanim_phoenix_equiporreload_1[] = {
gunscript_playanimation(ANIM_0423, 0, 10000)
gunscript_showpart(1, 53)
gunscript_showpart(1, 40)
gunscript_setsoundspeed(44, 1510)
gunscript_playsound(44, SFX_RELOAD_FARSIGHT)
gunscript_hidepart(50, 40)
gunscript_end
};
struct guncmd invanim_phoenix_equiporreload[] = {
gunscript_include(1, invanim_phoenix_equiporreload_1)
gunscript_include(0, invanim_equiporreload_0)
gunscript_end
};
struct guncmd invanim_phoenix_shoot[] = {
gunscript_playanimation(ANIM_043E, 0, 10000)
gunscript_waittime(9, 5)
gunscript_end
};
struct weaponfunc_shootsingle invfunc_phoenix_singleshot = {
INVENTORYFUNCTYPE_SHOOT_SINGLE,
L_GUN_085, // name
0x00, // unk06
0, // unk07
&invnoisesettings_0001100c,
invanim_phoenix_shoot, // fire animation
0, // flags
&invnoisesettings_00011098,
16,
1.1, // damage
3, // spread
3, 5, 2, 0,
10,
15,
59.999996185303,
0,
0,
0x8071,
1,
};
struct weaponfunc_shootsingle invfunc_phoenix_explosiveshells = {
INVENTORYFUNCTYPE_SHOOT_SINGLE,
L_GUN_095, // name
0x00, // unk06
0, // unk07
&invnoisesettings_0001100c,
invanim_phoenix_shoot, // fire animation
FUNCFLAG_EXPLOSIVESHELLS,
&invnoisesettings_00011098,
16,
1.2, // damage
5, // spread
13, 15, 25, 0,
15,
25,
59.999996185303,
0,
0,
0x8072,
1,
};
struct inventory_ammo invammo_phoenix = {
AMMOTYPE_PISTOL,
CASING_NONE,
8, // clip size
invanim_phoenix_equiporreload, // reload animation
0, // flags
};
struct weapon invitem_phoenix = {
FILE_GMAIANPISTOL, // hi model
FILE_GMAYANPISTOLLOD, // lo model
invanim_phoenix_equiporreload, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_phoenix_singleshot, &invfunc_phoenix_explosiveshells }, // functions
&invammo_phoenix, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
9.5, // left/right
-16.2, // up/down
-23, // front/back
1, // unk38
invf_00011e00, // fptr
invpartvisibility_phoenix, // part visibility
L_GUN_014, // short name
L_GUN_014, // name
L_GUN_153, // manufacturer
L_GUN_163, // description
WEAPONFLAG_00000004 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_DUALWIELD | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_00008000 | WEAPONFLAG_HASHANDS | WEAPONFLAG_GANGSTA,
};
struct modelpartvisibility invpartvisibility_mauler[] = {
{ MODELPART_MAULER_002B, false },
{ MODELPART_MAULER_005A, false },
{ 255 },
};
struct inventory_typef invf_00011fac[] = {
{ 1, 0x0000, 1, 0x0035, 0x0000 },
{ 1, 0x0000, 1, 0x002b, 0x0000 },
{ 0, 0x0000, 0, 0x0000, 0x0000 },
};
struct guncmd invanim_mauler_equiporshoot[] = {
gunscript_playanimation(ANIM_03F3, 0, 10000)
gunscript_waittime(9, 5)
gunscript_end
};
struct guncmd invanim_mauler_reload_0[] = {
gunscript_playanimation(ANIM_03F4, 0, 10000)
gunscript_showpart(0, 53)
gunscript_setsoundspeed(4, 1200)
gunscript_playsound(4, SFX_0053)
gunscript_showpart(4, 43)
gunscript_hidepart(18, 42)
gunscript_setsoundspeed(20, 2500)
gunscript_playsound(20, SFX_DOOR_8012)
gunscript_waittime(25, 1)
gunscript_showpart(25, 42)
gunscript_hidepart(25, 43)
gunscript_setsoundspeed(27, 2000)
gunscript_playsound(27, SFX_05C5)
gunscript_setsoundspeed(61, 1000)
gunscript_playsound(61, SFX_01DB)
gunscript_waittime(61, 3)
gunscript_end
};
struct guncmd invanim_mauler_reload_1[] = {
gunscript_playanimation(ANIM_03F5, 0, 10000)
gunscript_setsoundspeed(14, 1200)
gunscript_playsound(14, SFX_0053)
gunscript_setsoundspeed(40, 2500)
gunscript_playsound(40, SFX_DOOR_8012)
gunscript_setsoundspeed(47, 2000)
gunscript_playsound(47, SFX_05C5)
gunscript_waittime(47, 1)
gunscript_setsoundspeed(68, 1000)
gunscript_playsound(68, SFX_01DB)
gunscript_end
};
struct guncmd invanim_mauler_reload[] = {
gunscript_include(1, invanim_mauler_reload_1)
gunscript_include(0, invanim_mauler_reload_0)
gunscript_end
};
struct guncmd invanim_unused_8007c0bc[] = {
gunscript_playanimation(ANIM_03F6, 0, 10000)
gunscript_end
};
struct weaponfunc_shootsingle invfunc_mauler_singleshot = {
INVENTORYFUNCTYPE_SHOOT_SINGLE,
L_GUN_085, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00011020,
invanim_mauler_equiporshoot, // fire animation
0, // flags
&invnoisesettings_00011098,
0,
1.2, // damage
6, // spread
3, 9, 32, 28,
0,
0,
59.999996185303,
4,
0,
0x805b,
1,
};
struct weaponfunc_shootsingle invfunc_mauler_chargeshot = {
INVENTORYFUNCTYPE_SHOOT_SINGLE,
L_GUN_129, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00011020,
invanim_mauler_equiporshoot, // fire animation
0, // flags
&invnoisesettings_00011098,
0,
1.2, // damage
6, // spread
3, 9, 32, 28,
0,
0,
59.999996185303,
4,
0,
0x805b,
1,
};
struct inventory_ammo invammo_mauler = {
AMMOTYPE_PISTOL,
CASING_NONE,
20, // clip size
invanim_mauler_reload, // reload animation
0, // flags
};
struct weapon invitem_mauler = {
FILE_GSKPISTOL, // hi model
FILE_GSKPISTOLLOD, // lo model
invanim_mauler_equiporshoot, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_mauler_singleshot, &invfunc_mauler_chargeshot }, // functions
&invammo_mauler, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
11.5, // left/right
-17.5, // up/down
-20, // front/back
1, // unk38
invf_00011fac, // fptr
invpartvisibility_mauler, // part visibility
L_GUN_011, // short name
L_GUN_011, // name
L_GUN_152, // manufacturer
L_GUN_160, // description
WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_DUALWIELD | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_HASHANDS,
};
struct modelpartvisibility invpartvisibility_cmp150[] = {
{ MODELPART_CMP150_005A, false },
{ MODELPART_CMP150_002B, false },
{ 255 },
};
struct inventory_typef invf_000121d8[] = {
{ 1, 0x0000, 1, 0x0035, 0x0000 },
{ 1, 0x0000, 1, 0x002b, 0x0000 },
{ 1, 0x0000, 1, 0x0047, 0x0000 },
{ 0, 0x0000, 0, 0x0000, 0x0000 },
};
struct guncmd invanim_cmp150_reload_0[] = {
gunscript_playanimation(ANIM_0115, 0, 10000)
gunscript_hidepart(23, 42)
gunscript_showpart(33, 53)
gunscript_showpart(33, 43)
gunscript_setsoundspeed(9, 950)
gunscript_playsound(9, SFX_01D8)
gunscript_setsoundspeed(44, 950)
#if VERSION >= VERSION_NTSC_1_0
gunscript_playsound(44, SFX_80F6)
#else
gunscript_playsound(44, SFX_01D9)
#endif
gunscript_hidepart(45, 43)
gunscript_showpart(45, 42)
gunscript_waittime(45, 1)
gunscript_playsound(86, SFX_0431)
gunscript_end
};
struct guncmd invanim_cmp150_reload_1[] = {
gunscript_playanimation(ANIM_0422, 0, 10000)
gunscript_hidepart(23, 42)
gunscript_showpart(33, 53)
gunscript_showpart(33, 43)
gunscript_setsoundspeed(20, 950)
gunscript_playsound(20, SFX_01D8)
gunscript_setsoundspeed(61, 950)
#if VERSION >= VERSION_NTSC_1_0
gunscript_playsound(61, SFX_80F6)
#else
gunscript_playsound(61, SFX_01D9)
#endif
gunscript_hidepart(61, 43)
gunscript_showpart(61, 42)
gunscript_waittime(61, 1)
gunscript_playsound(76, SFX_0431)
gunscript_end
};
struct guncmd invanim_cmp150_reload[] = {
gunscript_include(1, invanim_cmp150_reload_1)
gunscript_include(0, invanim_cmp150_reload_0)
gunscript_end
};
struct guncmd invanim_cmp150_equiporshoot[] = {
gunscript_playanimation(ANIM_0116, 0, 10000)
gunscript_waittime(14, 5)
gunscript_waitforzreleased(14)
gunscript_end
};
struct inventory_class invclass_cmp150 = {
0,
3,
8,
15,
0.9721,
0.9767,
0x40000000,
WEAPONCLASSFLAG_AUTOAIM | WEAPONCLASSFLAG_00000004,
};
struct weaponfunc_shootauto invfunc_cmp150_rapidfire = {
INVENTORYFUNCTYPE_SHOOT_AUTOMATIC,
L_GUN_086, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00011020,
invanim_cmp150_equiporshoot, // fire animation
0, // flags
&invnoisesettings_00011098,
0,
1, // damage
9, // spread
6, 18, 0, 6,
4,
3,
0,
0,
3,
0x8040,
1,
900,
900,
NULL,
NULL,
0, 0,
};
struct weaponfunc_shootauto invfunc_cmp150_followlockon = {
INVENTORYFUNCTYPE_SHOOT_AUTOMATIC,
L_GUN_102, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00011020,
invanim_cmp150_equiporshoot, // fire animation
0, // flags
&invnoisesettings_00011098,
0,
1, // damage
9, // spread
6, 18, 0, 6,
4,
3,
0,
0,
3,
0x8040,
1,
900,
900,
NULL,
NULL,
0, 0,
};
struct inventory_ammo invammo_cmp150 = {
AMMOTYPE_SMG,
CASING_STANDARD,
32, // clip size
invanim_cmp150_reload, // reload animation
0, // flags
};
struct weapon invitem_cmp150 = {
FILE_GCMP150, // hi model
FILE_GCMP150LOD, // lo model
invanim_cmp150_equiporshoot, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_cmp150_rapidfire, &invfunc_cmp150_followlockon }, // functions
&invammo_cmp150, // pri ammo
NULL, // sec ammo
&invclass_cmp150,
3, // sway
13, // left/right
-17.7, // up/down
-27.5, // front/back
1, // unk38
invf_000121d8, // fptr
invpartvisibility_cmp150, // part visibility
L_GUN_015, // short name
L_GUN_015, // name
L_GUN_149, // manufacturer
L_GUN_164, // description
WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_DUALWIELD | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_00008000 | WEAPONFLAG_HASHANDS | WEAPONFLAG_04000000 | WEAPONFLAG_AIMTRACK,
};
struct modelpartvisibility invpartvisibility_cyclone[] = {
{ MODELPART_CYCLONE_005A, false },
{ MODELPART_CYCLONE_0028, false },
{ 255 },
};
struct inventory_typef invf_0001243c[] = {
{ 1, 0x0000, 1, 0x0035, 0x0000 },
{ 1, 0x0000, 1, 0x0028, 0x0000 },
{ 0, 0x0000, 0, 0x0000, 0x0000 },
};
struct guncmd invanim_cyclone_equiporreload_0[] = {
gunscript_playanimation(ANIM_040E, 0, 10000)
gunscript_showpart(1, 53)
gunscript_showpart(1, 40)
gunscript_playsound(60, SFX_05D3)
gunscript_end
};
struct guncmd invanim_cyclone_equiporreload_1[] = {
gunscript_playanimation(ANIM_0421, 0, 10000)
gunscript_playsound(60, SFX_05D3)
gunscript_end
};
struct guncmd invanim_cyclone_equiporreload[] = {
gunscript_include(1, invanim_cyclone_equiporreload_1)
gunscript_include(0, invanim_cyclone_equiporreload_0)
gunscript_end
};
struct guncmd invanim_cyclone_shoot[] = {
gunscript_playanimation(ANIM_043D, 0, 10000)
gunscript_waittime(5, 5)
gunscript_waitforzreleased(5)
gunscript_end
};
struct weaponfunc_shootauto invfunc_cyclone_rapidfire = {
INVENTORYFUNCTYPE_SHOOT_AUTOMATIC,
L_GUN_086, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00011034,
invanim_cyclone_shoot, // fire animation
0, // flags
&invnoisesettings_00011098,
0,
0.8, // damage
6, // spread
6, 18, 2, 8,
5,
2,
0,
4,
4,
0x805f,
1,
900,
900,
NULL,
NULL,
0, 0,
};
struct weaponfunc_shootauto invfunc_cyclone_magazinedischarge = {
INVENTORYFUNCTYPE_SHOOT_AUTOMATIC,
L_GUN_097, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00011034,
invanim_cyclone_shoot, // fire animation
FUNCFLAG_BURST50,
&invnoisesettings_00011098,
0,
1.4, // damage
25, // spread
6, 18, 2, 8,
5,
2,
0,
4,
4,
0x8075,
1,
2000,
2000,
NULL,
NULL,
0, 0,
};
struct inventory_ammo invammo_cyclone = {
AMMOTYPE_SMG,
CASING_NONE,
50, // clip size
invanim_cyclone_equiporreload, // reload animation
0, // flags
};
struct weapon invitem_cyclone = {
FILE_GCYCLONE, // hi model
FILE_GCYCLONELOD, // lo model
invanim_cyclone_equiporreload, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_cyclone_rapidfire, &invfunc_cyclone_magazinedischarge }, // functions
&invammo_cyclone, // pri ammo
NULL, // sec ammo
&invclass_smg,
1, // sway
21.5, // left/right
-26.5, // up/down
-35, // front/back
1, // unk38
invf_0001243c, // fptr
invpartvisibility_cyclone, // part visibility
L_GUN_020, // short name
L_GUN_020, // name
L_GUN_151, // manufacturer
L_GUN_169, // description
WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_DUALWIELD | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_HASHANDS,
};
struct guncmd invanim_rcp120_reload[] = {
gunscript_playanimation(ANIM_041A, 0, 10000)
gunscript_setsoundspeed(18, 1100)
gunscript_playsound(18, SFX_0053)
gunscript_showpart(25, 40)
gunscript_showpart(50, 41)
gunscript_playsound(74, SFX_05C5)
gunscript_hidepart(75, 41)
gunscript_showpart(75, 40)
gunscript_playsound(112, SFX_0431)
gunscript_end
};
struct guncmd invanim_rcp120_equiporshoot[] = {
gunscript_playanimation(ANIM_0424, 0, 10000)
gunscript_waittime(10, 5)
gunscript_waitforzreleased(10)
gunscript_end
};
struct modelpartvisibility invpartvisibility_rcp120[] = {
{ MODELPART_RCP120_005A, false },
{ MODELPART_RCP120_0029, false },
{ 255 },
};
struct inventory_typef invf_00012658[] = {
{ 1, 0x0000, 1, 0x0029, 0x0000 },
{ 0, 0x0000, 0, 0x0000, 0x0000 },
};
struct weaponfunc_shootauto invfunc_rcp120_rapidfire = {
INVENTORYFUNCTYPE_SHOOT_AUTOMATIC,
L_GUN_086, // name
0x00, // unk06
0, // unk07
&invnoisesettings_0001100c,
invanim_rcp120_equiporshoot, // fire animation
0, // flags
&invnoisesettings_00011098,
0,
1.2, // damage
6, // spread
6, 18, 0, 6,
4,
3,
0,
0,
4,
0x806d,
1,
1100,
1100,
NULL,
NULL,
0, 0,
};
struct weaponfunc_special invfunc_rcp120_cloak = {
INVENTORYFUNCTYPE_SPECIAL,
L_GUN_116, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00010fd0,
NULL, // fire animation
FUNCFLAG_NOMUZZLEFLASH | FUNCFLAG_AUTOSWITCHUNSELECTABLE,
HANDATTACKTYPE_RCP120CLOAK,
0x0000001e,
0x00000000,
};
struct inventory_ammo invammo_rcp120 = {
AMMOTYPE_SMG,
CASING_STANDARD,
120, // clip size
invanim_rcp120_reload, // reload animation
0, // flags
};
struct weapon invitem_rcp120 = {
FILE_GRCP120, // hi model
FILE_GRCP120LOD, // lo model
invanim_rcp120_equiporshoot, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_rcp120_rapidfire, &invfunc_rcp120_cloak }, // functions
&invammo_rcp120, // pri ammo
NULL, // sec ammo
&invclass_smg,
3, // sway
13, // left/right
-18.2, // up/down
-27.5, // front/back
1, // unk38
invf_00012658, // fptr
invpartvisibility_rcp120, // part visibility
L_GUN_022, // short name
L_GUN_022, // name
L_GUN_151, // manufacturer
L_GUN_170, // description
WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_00008000 | WEAPONFLAG_HASHANDS | WEAPONFLAG_DETERMINER_S_AN | WEAPONFLAG_DETERMINER_F_AN,
};
struct guncmd invanim_callisto_equiporreload[] = {
gunscript_playanimation(ANIM_0418, 0, 10000)
gunscript_showpart(30, 40)
gunscript_setsoundspeed(58, 933)
gunscript_playsound(58, SFX_RELOAD_FARSIGHT)
gunscript_hidepart(79, 40)
gunscript_end
};
struct guncmd invanim_callisto_shoot[] = {
gunscript_playanimation(ANIM_043C, 0, 10000)
gunscript_waittime(8, 5)
gunscript_waitforzreleased(8)
gunscript_end
};
struct modelpartvisibility invpartvisibility_callisto[] = {
{ MODELPART_CALLISTO_0028, false },
{ 255 },
};
struct inventory_typef invf_00012798[] = {
{ 1, 0x0000, 1, 0x0028, 0x0000 },
{ 0, 0x0000, 0, 0x0000, 0x0000 },
};
struct weaponfunc_shootauto invfunc_callisto_rapidfire = {
INVENTORYFUNCTYPE_SHOOT_AUTOMATIC,
L_GUN_086, // name
0x00, // unk06
0, // unk07
&invnoisesettings_0001100c,
invanim_callisto_shoot, // fire animation
0, // flags
&invnoisesettings_00011098,
0,
1.2, // damage
9, // spread
6, 18, 0, 6,
4,
3,
0,
0,
3,
0x8063,
1,
900,
900,
NULL,
NULL,
0, 0,
};
struct weaponfunc_shootauto invfunc_callisto_highimpactshells = {
INVENTORYFUNCTYPE_SHOOT_AUTOMATIC,
L_GUN_115, // name
0x00, // unk06
0, // unk07
&invnoisesettings_0001100c,
invanim_callisto_shoot, // fire animation
0, // flags
&invnoisesettings_00011098,
0,
2.4, // damage
9, // spread
6, 18, 0, 6,
4,
3,
0,
0,
3,
0x8064,
5,
300,
300,
NULL,
NULL,
0, 0,
};
struct inventory_ammo invammo_callisto = {
AMMOTYPE_SMG,
CASING_NONE,
32, // clip size
invanim_callisto_equiporreload, // reload animation
0, // flags
};
struct weapon invitem_callisto = {
FILE_GMAIANSMG, // hi model
FILE_GMAYANSMGLOD, // lo model
invanim_callisto_equiporreload, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_callisto_rapidfire, &invfunc_callisto_highimpactshells }, // functions
&invammo_callisto, // pri ammo
NULL, // sec ammo
&invclass_smg,
3, // sway
17.5, // left/right
-22.7, // up/down
-25, // front/back
1, // unk38
invf_00012798, // fptr
invpartvisibility_callisto, // part visibility
L_GUN_023, // short name
L_GUN_023, // name
L_GUN_153, // manufacturer
L_GUN_171, // description
WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_00008000 | WEAPONFLAG_HASHANDS,
};
struct inventory_typef invf_000128b8[] = {
{ 1, 0x0000, 1, 0x0028, 0x0000 },
{ 0, 0x0000, 0, 0x0000, 0x0000 },
};
struct modelpartvisibility invpartvisibility_dragon[] = {
{ MODELPART_DRAGON_0028, false },
{ MODELPART_DRAGON_005A, false },
{ 255 },
};
struct guncmd invanim_dragon_equiporshoot[] = {
gunscript_playanimation(ANIM_03F9, 0, 10000)
gunscript_end
};
struct guncmd invanim_dragon_reload[] = {
gunscript_playanimation(ANIM_03FA, 0, 10000)
gunscript_playsound(8, SFX_0053)
gunscript_hidepart(17, 42)
gunscript_showpart(17, 40)
gunscript_waittime(41, 1)
gunscript_playsound(41, SFX_05C5)
gunscript_showpart(41, 42)
gunscript_hidepart(41, 40)
gunscript_end
};
struct weaponfunc_shootauto invfunc_dragon_rapidfire = {
INVENTORYFUNCTYPE_SHOOT_AUTOMATIC,
L_GUN_086, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00011034,
invanim_dragon_equiporshoot, // fire animation
0, // flags
&invnoisesettings_00011098,
0,
1.1, // damage
6, // spread
6, 18, 2, 8,
5,
2,
0,
4,
4,
0x8049,
1,
700,
700,
NULL,
NULL,
0, 0,
};
struct weaponfunc_throw invfunc_dragon_selfdestruct = {
INVENTORYFUNCTYPE_THROW,
L_GUN_118, // name
0x00, // unk06
-1, // unk07
&invnoisesettings_00010fd0,
NULL, // fire animation
FUNCFLAG_NOAUTOAIM | FUNCFLAG_NOMUZZLEFLASH | FUNCFLAG_DISCARDWEAPON,
0x000000ff,
240, // activatetime60
60, // recoverytime60
0, // damage
};
struct inventory_ammo invammo_dragon = {
AMMOTYPE_RIFLE,
CASING_RIFLE,
30, // clip size
invanim_dragon_reload, // reload animation
0, // flags
};
struct weapon invitem_dragon = {
FILE_GDYDRAGON, // hi model
FILE_GDYDRAGONLOD, // lo model
invanim_dragon_equiporshoot, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_dragon_rapidfire, &invfunc_dragon_selfdestruct }, // functions
&invammo_dragon, // pri ammo
NULL, // sec ammo
&invclass_heavy,
1, // sway
15, // left/right
-29.5, // up/down
-27, // front/back
1, // unk38
invf_000128b8, // fptr
invpartvisibility_dragon, // part visibility
L_GUN_017, // short name
L_GUN_017, // name
L_GUN_149, // manufacturer
L_GUN_166, // description
WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_HASHANDS | WEAPONFLAG_04000000,
};
struct inventory_typef invf_00012a08[] = {
{ 1, 0x0000, 1, 0x0028, 0x0000 },
{ 1, 0x0000, 1, 0x0029, 0x0000 },
{ 0, 0x0000, 0, 0x0000, 0x0000 },
};
struct modelpartvisibility invpartvisibility_superdragon[] = {
{ MODELPART_SUPERDRAGON_0028, false },
{ MODELPART_SUPERDRAGON_0029, false },
{ MODELPART_SUPERDRAGON_005A, false },
{ 255 },
};
struct guncmd invanim_superdragon_reload[] = {
gunscript_playanimation(ANIM_03FB, 0, 10000)
gunscript_playsound(8, SFX_0053)
gunscript_hidepart(16, 42)
gunscript_showpart(16, 40)
gunscript_playsound(41, SFX_05C5)
gunscript_waittime(43, 1)
gunscript_showpart(43, 42)
gunscript_hidepart(43, 40)
gunscript_end
};
struct guncmd invanim_superdragon_grenadereload[] = {
gunscript_playanimation(ANIM_03FC, 0, 10000)
gunscript_setsoundspeed(6, 700)
gunscript_playsound(6, SFX_0053)
gunscript_showpart(30, 41)
gunscript_hidepart(30, 43)
gunscript_hidepart(64, 41)
gunscript_showpart(64, 43)
gunscript_waittime(64, 1)
gunscript_setsoundspeed(66, 850)
gunscript_playsound(66, SFX_05C5)
gunscript_end
};
struct guncmd invanim_superdragon_equiporshoot[] = {
gunscript_playanimation(ANIM_03FE, 0, 10000)
gunscript_end
};
struct guncmd invanim_superdragon_shootgrenade[] = {
gunscript_playanimation(ANIM_03FF, 0, 10000)
gunscript_end
};
struct guncmd invanim_superdragon_pritosec[] = {
gunscript_playanimation(ANIM_03FD, 0, 10000)
gunscript_end
};
struct guncmd invanim_superdragon_sectopri[] = {
gunscript_playanimation(ANIM_03FD, 65535, 55536)
gunscript_end
};
struct weaponfunc_shootauto invfunc_superdragon_rapidfire = {
INVENTORYFUNCTYPE_SHOOT_AUTOMATIC,
L_GUN_086, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00011034,
invanim_superdragon_equiporshoot, // fire animation
0, // flags
&invnoisesettings_00011098,
0,
1.2, // damage
6, // spread
6, 18, 2, 8,
5,
2,
0,
4,
4,
0x8049,
1,
700,
700,
NULL,
NULL,
0, 0,
};
struct weaponfunc_shootprojectile invfunc_superdragon_grenadelauncher = {
INVENTORYFUNCTYPE_SHOOT_PROJECTILE,
L_GUN_098, // name
0x00, // unk06
1, // unk07
&invnoisesettings_00011048,
invanim_superdragon_shootgrenade, // fire animation
FUNCFLAG_NOAUTOAIM | FUNCFLAG_10000000 | FUNCFLAG_20000000,
NULL,
0,
1.2, // damage
6, // spread
5, 15, -1, 0,
3,
2,
0,
4,
4,
0x8073,
1,
0x00000123,
0x00000000,
0x3f800000,
0x00000000,
0.08,
0x0000001e,
0x000004b0,
0.1,
0x8053,
};
struct inventory_ammo invammo_superdragon = {
AMMOTYPE_RIFLE,
CASING_RIFLE,
30, // clip size
invanim_superdragon_reload, // reload animation
0, // flags
};
struct inventory_ammo invammo_superdragon_grenades = {
AMMOTYPE_DEVASTATOR,
CASING_NONE,
6, // clip size
invanim_superdragon_grenadereload, // reload animation
0, // flags
};
struct weapon invitem_superdragon = {
FILE_GDYSUPERDRAGON, // hi model
FILE_GDYSUPERDRAGONLOD, // lo model
invanim_superdragon_equiporshoot, // equip animation
NULL, // unequip animation
invanim_superdragon_pritosec, // pritosec animation
invanim_superdragon_sectopri, // sectopri animation
{ &invfunc_superdragon_rapidfire, &invfunc_superdragon_grenadelauncher }, // functions
&invammo_superdragon, // pri ammo
&invammo_superdragon_grenades, // sec ammo
&invclass_heavy,
1, // sway
15, // left/right
-29.5, // up/down
-27, // front/back
1, // unk38
invf_00012a08, // fptr
invpartvisibility_superdragon, // part visibility
L_GUN_018, // short name
L_GUN_018, // name
L_GUN_149, // manufacturer
L_GUN_167, // description
WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_HASHANDS,
};
struct inventory_typef invf_00012c40[] = {
{ 1, 0x0000, 1, 0x002a, 0x0000 },
{ 0, 0x0000, 0, 0x0000, 0x0000 },
};
struct modelpartvisibility invpartvisibility_ar34[] = {
{ MODELPART_AR34_002A, false },
{ MODELPART_AR34_005A, false },
{ 255 },
};
struct guncmd invanim_ar34_equiporreload[] = {
gunscript_playanimation(ANIM_0419, 0, 10000)
gunscript_setsoundspeed(16, 900)
gunscript_playsound(16, SFX_0053)
gunscript_hidepart(21, 41)
gunscript_showpart(50, 42)
gunscript_setsoundspeed(67, 1400)
gunscript_playsound(67, SFX_8025)
gunscript_hidepart(72, 42)
gunscript_showpart(72, 41)
gunscript_waittime(72, 1)
gunscript_setsoundspeed(95, 900)
gunscript_playsound(95, SFX_05C5)
gunscript_end
};
struct inventory_class invclass_ar34 = {
20,
3,
8,
15,
0.9721,
0.9767,
0x15000000,
WEAPONCLASSFLAG_AUTOAIM | WEAPONCLASSFLAG_00000004,
};
struct weaponfunc_shootauto invfunc_ar34_burstfire = {
INVENTORYFUNCTYPE_SHOOT_AUTOMATIC,
L_GUN_087, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00011034,
NULL, // fire animation
FUNCFLAG_BURST3,
&invnoisesettings_00011098,
0,
1.4, // damage
8, // spread
6, 18, 2, 8,
5,
2,
0,
4,
5,
0x8059,
1,
750,
750,
NULL,
NULL,
0, 0,
};
struct weaponfunc_shootauto invfunc_ar34_usescope = {
INVENTORYFUNCTYPE_SHOOT_AUTOMATIC,
L_GUN_103, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00011034,
NULL, // fire animation
FUNCFLAG_BURST3,
&invnoisesettings_00011098,
0,
1.4, // damage
8, // spread
6, 18, 2, 8,
5,
2,
0,
4,
5,
0x8059,
1,
750,
750,
NULL,
NULL,
0, 0,
};
struct inventory_ammo invammo_ar34 = {
AMMOTYPE_RIFLE,
CASING_RIFLE,
30, // clip size
invanim_ar34_equiporreload, // reload animation
0, // flags
};
struct weapon invitem_ar34 = {
FILE_GAR34, // hi model
FILE_GAR34LOD, // lo model
invanim_ar34_equiporreload, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_ar34_burstfire, &invfunc_ar34_usescope }, // functions
&invammo_ar34, // pri ammo
NULL, // sec ammo
&invclass_ar34,
1, // sway
11.5, // left/right
-25.7, // up/down
-30.5, // front/back
1, // unk38
invf_00012c40, // fptr
invpartvisibility_ar34, // part visibility
L_GUN_016, // short name
L_GUN_016, // name
L_GUN_000, // manufacturer
L_GUN_165, // description
WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_HASHANDS | WEAPONFLAG_DETERMINER_S_AN | WEAPONFLAG_DETERMINER_F_AN | WEAPONFLAG_04000000,
};
struct inventory_typef invf_00012df0[] = {
{ 1, 0x0000, 1, 0x002a, 0x0000 },
{ 0, 0x0000, 0, 0x0000, 0x0000 },
};
struct modelpartvisibility invpartvisibility_k7avenger[] = {
{ MODELPART_K7AVENGER_002A, false },
{ MODELPART_K7AVENGER_005A, false },
{ 255 },
};
struct guncmd invanim_k7avenger_reload[] = {
gunscript_playanimation(ANIM_00E9, 0, 10000)
gunscript_setsoundspeed(15, 1200)
gunscript_playsound(15, SFX_0053)
gunscript_hidepart(22, 41)
gunscript_showpart(48, 42)
gunscript_waittime(68, 1)
gunscript_hidepart(69, 42)
gunscript_showpart(69, 41)
gunscript_setsoundspeed(69, 1400)
gunscript_playsound(69, SFX_8025)
gunscript_playsound(91, SFX_05C5)
gunscript_end
};
struct guncmd invanim_k7avenger_equip[] = {
gunscript_playanimation(ANIM_00E6, 0, 10000)
gunscript_end
};
struct guncmd invanim_k7avenger_unequip[] = {
gunscript_playanimation(ANIM_00E7, 0, 10000)
gunscript_end
};
struct guncmd invanim_unused_8007ce6c[] = {
gunscript_playanimation(ANIM_00E8, 0, 10000)
gunscript_end
};
struct inventory_class invclass_k7avenger = {
20,
3,
8,
15,
0.9721,
0.9767,
0x15000000,
WEAPONCLASSFLAG_AUTOAIM | WEAPONCLASSFLAG_00000004,
};
struct weaponfunc_shootauto invfunc_k7avenger_burstfire = {
INVENTORYFUNCTYPE_SHOOT_AUTOMATIC,
L_GUN_087, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00011034,
NULL, // fire animation
FUNCFLAG_BURST3,
&invnoisesettings_00011098,
0,
1.5, // damage
6, // spread
6, 18, 2, 8,
5,
2,
0,
4,
4,
0x805a,
1,
950,
950,
NULL,
NULL,
0, 0,
};
struct weaponfunc_shootauto invfunc_k7avenger_threatdetector = {
INVENTORYFUNCTYPE_SHOOT_AUTOMATIC,
L_GUN_119, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00011034,
NULL, // fire animation
FUNCFLAG_BURST3 | FUNCFLAG_NOMUZZLEFLASH | FUNCFLAG_THREATDETECTOR,
&invnoisesettings_00011098,
0,
1.5, // damage
6, // spread
6, 18, 2, 8,
5,
2,
0,
4,
4,
0x805a,
1,
950,
950,
NULL,
NULL,
0, 0,
};
struct inventory_ammo invammo_k7avenger = {
AMMOTYPE_RIFLE,
CASING_RIFLE,
25, // clip size
invanim_k7avenger_reload, // reload animation
0, // flags
};
struct weapon invitem_k7avenger = {
FILE_GK7AVENGER, // hi model
FILE_GAVENGERLOD, // lo model
invanim_k7avenger_equip, // equip animation
invanim_k7avenger_unequip, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_k7avenger_burstfire, &invfunc_k7avenger_threatdetector }, // functions
&invammo_k7avenger, // pri ammo
NULL, // sec ammo
&invclass_k7avenger,
1, // sway
6.5, // left/right
-24, // up/down
-27, // front/back
1, // unk38
invf_00012df0, // fptr
invpartvisibility_k7avenger, // part visibility
L_GUN_019, // short name
L_GUN_019, // name
L_GUN_149, // manufacturer
L_GUN_168, // description
#if VERSION >= VERSION_NTSC_1_0
WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_00002000 | WEAPONFLAG_HASHANDS,
#else
// NTSC beta uses "an" in "Picked up an K7 Avenger"
WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_00002000 | WEAPONFLAG_HASHANDS | WEAPONFLAG_DETERMINER_S_AN | WEAPONFLAG_DETERMINER_F_AN,
#endif
};
struct inventory_typef invf_00012fc8[] = {
{ 1, 0x0000, 1, 0x002a, 0x0000 },
{ 1, 0x0000, 1, 0x0029, 0x0000 },
{ 0, 0x0000, 0, 0x0000, 0x0000 },
};
struct modelpartvisibility invpartvisibility_laptopgun[] = {
{ MODELPART_LAPTOPGUN_005A, false },
{ MODELPART_LAPTOPGUN_0029, false },
{ MODELPART_LAPTOPGUN_002A, false },
{ 255 },
};
struct guncmd invanim_laptopgun_reload[] = {
gunscript_playanimation(ANIM_00E4, 0, 10000)
gunscript_setsoundspeed(4, 1630)
gunscript_playsound(4, SFX_RELOAD_04FB)
gunscript_setsoundspeed(15, 1436)
gunscript_playsound(15, SFX_04FA)
gunscript_playsound(25, SFX_04F7)
gunscript_showpart(40, 41)
gunscript_playsound(42, SFX_0053)
gunscript_showpart(48, 42)
gunscript_hidepart(55, 41)
gunscript_hidepart(63, 42)
gunscript_showpart(63, 41)
gunscript_playsound(63, SFX_04F8)
gunscript_hidepart(85, 41)
gunscript_waittime(85, 1)
gunscript_playsound(85, SFX_05C5)
gunscript_playsound(91, SFX_04F9)
gunscript_end
};
struct guncmd invanim_laptopgun_shoot[] = {
gunscript_playanimation(ANIM_00E5, 0, 10000)
gunscript_waittime(10, 5)
gunscript_waitforzreleased(10)
gunscript_end
};
struct guncmd invanim_laptopgun_equip[] = {
gunscript_playanimation(ANIM_00E2, 0, 10000)
gunscript_setsoundspeed(15, 720)
gunscript_playsound(15, SFX_04F7)
gunscript_playsound(35, SFX_04F7)
gunscript_playsound(58, SFX_04F8)
gunscript_end
};
struct guncmd invanim_laptopgun_unequip[] = {
gunscript_playanimation(ANIM_00E3, 0, 10000)
gunscript_playsound(1, SFX_04F7)
gunscript_setsoundspeed(25, 720)
gunscript_playsound(25, SFX_04F7)
gunscript_playsound(50, SFX_04F8)
gunscript_end
};
struct weaponfunc_shootauto invfunc_laptopgun_burstfire = {
INVENTORYFUNCTYPE_SHOOT_AUTOMATIC,
L_GUN_087, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00011020,
invanim_laptopgun_shoot, // fire animation
FUNCFLAG_BURST3,
&invnoisesettings_00011098,
0,
1.15, // damage
6, // spread
6, 18, 2, 8,
5,
2,
0,
4,
4,
0x8044,
1,
1000,
1000,
NULL,
NULL,
0, 0,
};
struct weaponfunc_throw invfunc_laptopgun_deploy = {
INVENTORYFUNCTYPE_THROW,
L_GUN_117, // name
0x00, // unk06
-1, // unk07
&invnoisesettings_00010fd0,
NULL, // fire animation
FUNCFLAG_NOAUTOAIM | FUNCFLAG_STICKTOWALL | FUNCFLAG_NOMUZZLEFLASH | FUNCFLAG_DISCARDWEAPON | FUNCFLAG_00800000,
0x00000157,
240, // activatetime60
60, // recoverytime60
0, // damage
};
struct inventory_ammo invammo_laptopgun = {
AMMOTYPE_SMG,
CASING_NONE,
50, // clip size
invanim_laptopgun_reload, // reload animation
0, // flags
};
struct weapon invitem_laptopgun = {
FILE_GPCGUN, // hi model
FILE_GPCGUNLOD, // lo model
invanim_laptopgun_equip, // equip animation
invanim_laptopgun_unequip, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_laptopgun_burstfire, &invfunc_laptopgun_deploy }, // functions
&invammo_laptopgun, // pri ammo
NULL, // sec ammo
&invclass_heavy,
1.2, // sway
16, // left/right
-17.7, // up/down
-14.5, // front/back
1, // unk38
invf_00012fc8, // fptr
invpartvisibility_laptopgun, // part visibility
#if VERSION >= VERSION_PAL_FINAL
L_GUN_251, // short name
#else
L_GUN_024, // short name
#endif
L_GUN_024, // name
L_GUN_150, // manufacturer
L_GUN_172, // description
WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_00002000 | WEAPONFLAG_00008000 | WEAPONFLAG_HASHANDS | WEAPONFLAG_04000000,
};
struct inventory_typef invf_000131dc[] = {
{ 1, 0x0000, 1, 0x002b, 0x0000 },
{ 0, 0x0000, 0, 0x0000, 0x0000 },
};
struct modelpartvisibility invpartvisibility_shotgun[] = {
{ MODELPART_SHOTGUN_002B, false },
{ MODELPART_SHOTGUN_005A, false },
{ 255 },
};
struct guncmd invanim_shotgun_reload[] = {
gunscript_playanimation(ANIM_03ED, 0, 10000)
gunscript_showpart(1, 43)
gunscript_playsound(67, SFX_01D8)
gunscript_waittime(74, 1)
gunscript_hidepart(75, 43)
gunscript_repeatuntilfull(0x0054, 0x0000, 0x0032)
gunscript_playsound(103, SFX_RELOAD_04FB)
gunscript_end
};
struct guncmd invanim_shotgun_equiporsingleshot[] = {
gunscript_playanimation(ANIM_03EE, 0, 10000)
gunscript_waittime(9, 2)
gunscript_playsound(34, SFX_RELOAD_04FB)
gunscript_end
};
struct guncmd invanim_shotgun_doubleshot[] = {
gunscript_playanimation(ANIM_042C, 0, 10000)
gunscript_waittime(9, 2)
gunscript_playsound(54, SFX_RELOAD_04FB)
gunscript_end
};
struct weaponfunc_shootsingle invfunc_shotgun_single = {
INVENTORYFUNCTYPE_SHOOT_SINGLE,
L_GUN_089, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00011048,
invanim_shotgun_equiporsingleshot, // fire animation
0, // flags
&invnoisesettings_00011098,
0,
0.6, // damage
30, // spread
20, 28, 0, 0,
0,
0,
0,
4,
0,
0x8055,
1,
};
struct weaponfunc_shootsingle invfunc_shotgun_double = {
INVENTORYFUNCTYPE_SHOOT_SINGLE,
L_GUN_105, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00011048,
invanim_shotgun_doubleshot, // fire animation
FUNCFLAG_BURST2,
&invnoisesettings_00011098,
0,
0.6, // damage
16, // spread
20, 28, 0, 0,
0,
0,
0,
4,
0,
0x8055,
1,
};
struct inventory_ammo invammo_shotgun = {
AMMOTYPE_SHOTGUN,
CASING_SHOTGUN,
9, // clip size
invanim_shotgun_reload, // reload animation
AMMOFLAG_INCREMENTALRELOAD, // flags
};
struct weapon invitem_shotgun = {
FILE_GSHOTGUN, // hi model
FILE_GSHOTGUNLOD, // lo model
invanim_shotgun_equiporsingleshot, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_shotgun_single, &invfunc_shotgun_double }, // functions
&invammo_shotgun, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
12, // left/right
-16.7, // up/down
-21, // front/back
1, // unk38
invf_000131dc, // fptr
invpartvisibility_shotgun, // part visibility
#if VERSION >= VERSION_PAL_FINAL
L_GUN_253, // short name
#else
L_GUN_025, // short name
#endif
L_GUN_025, // name
L_GUN_149, // manufacturer
L_GUN_173, // description
WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_HASHANDS,
};
f32 var8006d33c[] = {0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0};
f32 var8006d36c[] = {1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0};
struct modelpartvisibility invpartvisibility_reaper[] = {
{ MODELPART_REAPER_005A, false },
{ MODELPART_REAPER_005B, false },
{ MODELPART_REAPER_005C, false },
{ MODELPART_REAPER_002B, false },
{ 255 },
};
struct inventory_typef invf_000133c8[] = {
{ 1, 0x0000, 1, 0x002b, 0x0000 },
{ 0, 0x0000, 0, 0x0000, 0x0000 },
};
struct guncmd invanim_reaper_shoot[] = {
gunscript_playanimation(ANIM_0400, 0, 10000)
gunscript_waittime(12, 5)
gunscript_end
};
struct guncmd invanim_reaper_reload[] = {
gunscript_playanimation(ANIM_0401, 0, 10000)
gunscript_playsound(49, SFX_05C7)
gunscript_hidepart(70, 42)
gunscript_showpart(90, 43)
gunscript_playsound(124, SFX_05C6)
gunscript_showpart(134, 42)
gunscript_hidepart(134, 43)
gunscript_waittime(134, 1)
gunscript_end
};
struct guncmd invanim_reaper_equip[] = {
gunscript_playanimation(ANIM_0427, 0, 10000)
gunscript_end
};
struct guncmd invanim_reaper_unequip[] = {
gunscript_playanimation(ANIM_0428, 0, 10000)
gunscript_end
};
struct weaponfunc_shootauto invfunc_reaper_shoot = {
INVENTORYFUNCTYPE_SHOOT_AUTOMATIC,
L_GUN_088, // name
0x00, // unk06
0, // unk07
&invnoisesettings_0001105c,
invanim_reaper_shoot, // fire animation
FUNCFLAG_BURST3,
&invnoisesettings_000110ac,
0,
1.2, // damage
56, // spread
3, 9, 32, 28,
0,
0,
0,
4,
2,
0x803f,
1,
60,
1800,
var8006d33c,
var8006d36c,
88, 88,
};
struct weaponfunc_close invfunc_reaper_grind = {
INVENTORYFUNCTYPE_CLOSE,
L_GUN_106, // name
0x00, // unk06
-1, // unk07
&invnoisesettings_0001100c,
NULL, // fire animation
FUNCFLAG_NOMUZZLEFLASH,
0.05, // damage
80,
0x00000069,
0x00000069,
0x00000069,
0xbf000000,
0xc1a9999a,
0xbf000000,
0xc1a9999a,
0xbf800000,
0xbf800000,
0x40000000,
0x40000000,
0x00000000,
};
struct inventory_ammo invammo_reaper = {
AMMOTYPE_REAPER,
CASING_REAPER,
200, // clip size
invanim_reaper_reload, // reload animation
0, // flags
};
struct weapon invitem_reaper = {
FILE_GSKMINIGUN, // hi model
FILE_GSKMINIGUNLOD, // lo model
invanim_reaper_equip, // equip animation
invanim_reaper_unequip, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_reaper_shoot, &invfunc_reaper_grind }, // functions
&invammo_reaper, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
4, // left/right
-21.2, // up/down
-30.5, // front/back
1, // unk38
invf_000133c8, // fptr
invpartvisibility_reaper, // part visibility
L_GUN_026, // short name
L_GUN_026, // name
L_GUN_152, // manufacturer
L_GUN_174, // description
WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_00002000 | WEAPONFLAG_HASHANDS,
};
struct modelpartvisibility invpartvisibility_rocketlauncher[] = {
{ MODELPART_ROCKET_0028, false },
{ 255 },
};
struct inventory_typef invf_00013564[] = {
{ 1, 0x0000, 1, 0x0028, 0x0000 },
{ 0, 0x0000, 0, 0x0000, 0x0000 },
};
struct guncmd invanim_rocketlauncher_reload[] = {
gunscript_playanimation(ANIM_03EF, 0, 10000)
gunscript_setsoundspeed(16, 900)
gunscript_playsound(16, SFX_04F9)
gunscript_playsound(40, SFX_0053)
gunscript_showpart(24, 40)
gunscript_waittime(76, 1)
gunscript_hidepart(76, 40)
gunscript_playsound(77, SFX_05D1)
gunscript_setsoundspeed(106, 1000)
gunscript_playsound(106, SFX_04F9)
gunscript_playsound(123, SFX_0053)
gunscript_playsound(135, SFX_04FA)
gunscript_end
};
struct guncmd invanim_rockerlauncher_equiporshoot[] = {
gunscript_playanimation(ANIM_03F0, 0, 10000)
gunscript_end
};
struct inventory_class invclass_rocketlauncher = {
0,
3,
8,
15,
0.9721,
0.9767,
0x30000000,
WEAPONCLASSFLAG_AUTOAIM,
};
struct weaponfunc_shootprojectile invfunc_rockerlauncher_shoot = {
INVENTORYFUNCTYPE_SHOOT_PROJECTILE,
L_GUN_091, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00011048,
invanim_rockerlauncher_equiporshoot, // fire animation
FUNCFLAG_NOAUTOAIM | FUNCFLAG_08000000,
NULL,
0,
1, // damage
6, // spread
3, 12, 15, 0,
3,
2,
0,
4,
4,
0x8053,
1,
0x0000011f,
0x00000000,
0x40066666,
0x0000003c,
0,
0x00000000,
0xffffffff,
0.05,
0x8053,
};
struct weaponfunc_shootprojectile invfunc_rocketlauncher_homing = {
INVENTORYFUNCTYPE_SHOOT_PROJECTILE,
L_GUN_092, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00011048,
invanim_rockerlauncher_equiporshoot, // fire animation
FUNCFLAG_NOAUTOAIM | FUNCFLAG_08000000 | FUNCFLAG_HOMINGROCKET,
NULL,
0,
1, // damage
6, // spread
3, 12, 15, 0,
3,
2,
0,
4,
4,
0x8053,
1,
0x0000011f,
0x00000000,
0x40066666,
0x00000000,
0,
0x00000005,
0xffffffff,
0.05,
0x8053,
};
struct inventory_ammo invammo_rocketlauncher = {
AMMOTYPE_ROCKET,
CASING_NONE,
1, // clip size
invanim_rocketlauncher_reload, // reload animation
0, // flags
};
struct weapon invitem_rocketlauncher = {
FILE_GDYROCKET, // hi model
FILE_GROCKETLOD, // lo model
invanim_rockerlauncher_equiporshoot, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_rockerlauncher_shoot, &invfunc_rocketlauncher_homing }, // functions
&invammo_rocketlauncher, // pri ammo
NULL, // sec ammo
&invclass_rocketlauncher,
1, // sway
24.5, // left/right
-25.2, // up/down
-30, // front/back
1, // unk38
invf_00013564, // fptr
invpartvisibility_rocketlauncher, // part visibility
L_GUN_080, // short name
L_GUN_027, // name
L_GUN_149, // manufacturer
L_GUN_175, // description
WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_HASHANDS | WEAPONFLAG_AIMTRACK,
};
struct guncmd invanim_slayer_equiporshoot[] = {
gunscript_playanimation(ANIM_042A, 0, 10000)
gunscript_end
};
struct guncmd invanim_slayer_reload[] = {
gunscript_playanimation(ANIM_0429, 0, 10000)
gunscript_setsoundspeed(52, 800)
gunscript_playsound(52, SFX_0053)
gunscript_playsound(79, SFX_EYESPYHIT)
gunscript_setsoundspeed(126, 900)
gunscript_playsound(126, SFX_RELOAD_04FB)
gunscript_end
};
struct weaponfunc_shootprojectile invfunc_slayer_shoot = {
INVENTORYFUNCTYPE_SHOOT_PROJECTILE,
L_GUN_091, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00011048,
invanim_slayer_equiporshoot, // fire animation
FUNCFLAG_NOAUTOAIM | FUNCFLAG_08000000,
NULL,
0,
1, // damage
6, // spread
3, 12, 15, 0,
3,
2,
0,
4,
4,
0x8067,
1,
0x00000120,
0x00000000,
0x40833333,
0x0000000a,
0,
0x00000000,
0xffffffff,
0.05,
0x8053,
};
struct weaponfunc_shootprojectile invfunc_slayer_flybywire = {
INVENTORYFUNCTYPE_SHOOT_PROJECTILE,
L_GUN_093, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00011048,
NULL, // fire animation
FUNCFLAG_NOAUTOAIM | FUNCFLAG_FLYBYWIRE | FUNCFLAG_08000000 | FUNCFLAG_20000000,
NULL,
0,
1, // damage
6, // spread
3, 12, 15, 0,
3,
2,
0,
4,
4,
0x8067,
1,
0x00000120,
0x00000000,
0x40833333,
0x0000000a,
0,
0x00000000,
0xffffffff,
0.05,
0x8068,
};
struct inventory_ammo invammo_slayer = {
AMMOTYPE_ROCKET,
CASING_NONE,
1, // clip size
invanim_slayer_reload, // reload animation
0, // flags
};
struct weapon invitem_slayer = {
FILE_GSKROCKET, // hi model
FILE_GSKROCKETLOD, // lo model
invanim_slayer_equiporshoot, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_slayer_shoot, &invfunc_slayer_flybywire }, // functions
&invammo_slayer, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
22.5, // left/right
-32, // up/down
-40.5, // front/back
1, // unk38
NULL, // fptr
NULL, // part visibility
L_GUN_029, // short name
L_GUN_029, // name
L_GUN_152, // manufacturer
L_GUN_177, // description
WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_HASHANDS | WEAPONFLAG_02000000,
};
struct inventory_typef invf_unused_8006d890[] = {
{ 1, 0x0000, 1, 0x0029, 0x0000 },
{ 0, 0x0000, 0, 0x0000, 0x0000 },
};
struct guncmd invanim_devastator_equiporshoot[] = {
gunscript_playanimation(ANIM_03F7, 0, 10000)
gunscript_end
};
struct guncmd invanim_devastator_reload[] = {
gunscript_playanimation(ANIM_03F8, 0, 10000)
gunscript_setsoundspeed(15, 600)
gunscript_playsound(15, SFX_0053)
gunscript_hidepart(22, 42)
gunscript_showpart(36, 41)
gunscript_setsoundspeed(47, 700)
gunscript_playsound(47, SFX_05C5)
gunscript_hidepart(47, 41)
gunscript_showpart(47, 42)
gunscript_waittime(47, 1)
gunscript_playsound(66, SFX_05CC)
gunscript_end
};
struct weaponfunc_shootprojectile invfunc_devastator_shoot = {
INVENTORYFUNCTYPE_SHOOT_PROJECTILE,
L_GUN_098, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00011048,
invanim_devastator_equiporshoot, // fire animation
FUNCFLAG_NOAUTOAIM | FUNCFLAG_10000000 | FUNCFLAG_20000000,
NULL,
0,
1, // damage
6, // spread
5, 58, -1, 0,
5,
8,
0,
4,
4,
0x8073,
1,
0x00000122,
0x00000000,
0x3f800000,
0x00000000,
0.08,
0x00000028,
0x000004b0,
0.3,
0x8053,
};
struct weaponfunc_shootprojectile invfunc_devastator_wallhugger = {
INVENTORYFUNCTYPE_SHOOT_PROJECTILE,
L_GUN_099, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00011048,
invanim_devastator_equiporshoot, // fire animation
FUNCFLAG_NOAUTOAIM | FUNCFLAG_STICKTOWALL | FUNCFLAG_10000000 | FUNCFLAG_20000000,
NULL,
0,
1, // damage
6, // spread
5, 58, -1, 0,
5,
8,
0,
4,
4,
0x8073,
1,
0x00000122,
0x00000000,
0x3f800000,
0x00000000,
0.08,
0x00000028,
0x00000168,
0.3,
0x8053,
};
struct inventory_ammo invammo_devastator = {
AMMOTYPE_DEVASTATOR,
CASING_NONE,
8, // clip size
invanim_devastator_reload, // reload animation
AMMOFLAG_QTYAFFECTSPARTVIS, // flags
};
struct modelpartvisibility invpartvisibility_devastator[] = {
{ MODELPART_DEVASTATOR_0029, false },
{ 255 },
};
struct weapon invitem_devastator = {
FILE_GDYDEVASTATOR, // hi model
FILE_GDEVASTATORLOD, // lo model
invanim_devastator_equiporshoot, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_devastator_shoot, &invfunc_devastator_wallhugger }, // functions
&invammo_devastator, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
19.5, // left/right
-25.5, // up/down
-29, // front/back
1, // unk38
NULL, // fptr
invpartvisibility_devastator, // part visibility
L_GUN_028, // short name
L_GUN_028, // name
L_GUN_149, // manufacturer
L_GUN_176, // description
WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_HASHANDS,
};
struct weaponfunc invfunc_mine_threatdetector = {
INVENTORYFUNCTYPE_NONE,
L_GUN_119, // name
0x00, // unk06
-1, // unk07
&invnoisesettings_00010fd0,
NULL, // fire animation
FUNCFLAG_THREATDETECTOR,
};
struct guncmd invanim_mine_equiporreload[] = {
gunscript_playanimation(ANIM_0430, 0, 10000)
gunscript_end
};
struct guncmd invanim_mine_unequip[] = {
gunscript_playanimation(ANIM_0431, 0, 10000)
gunscript_end
};
struct guncmd invanim_mine_throw[] = {
gunscript_playanimation(ANIM_0435, 0, 10000)
gunscript_waitforzreleased(10)
gunscript_waittime(13, 2)
gunscript_end
};
struct weaponfunc_throw invfunc_timedmine_throw = {
INVENTORYFUNCTYPE_THROW,
L_GUN_120, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00010fd0,
invanim_mine_throw, // fire animation
FUNCFLAG_NOAUTOAIM | FUNCFLAG_NOMUZZLEFLASH | FUNCFLAG_00800000,
0x00000113,
240, // activatetime60
0, // recoverytime60
0, // damage
};
struct inventory_ammo invammo_timedmine = {
AMMOTYPE_TIMED_MINE,
CASING_NONE,
1, // clip size
invanim_mine_equiporreload, // reload animation
AMMOFLAG_EQUIPPEDISRESERVE, // flags
};
struct weapon invitem_timedmine = {
FILE_GTIMEDMINE, // hi model
FILE_GTIMEDMINE, // lo model
invanim_mine_equiporreload, // equip animation
invanim_mine_unequip, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_timedmine_throw, &invfunc_mine_threatdetector }, // functions
&invammo_timedmine, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
8, // left/right
-15, // up/down
-23, // front/back
1, // unk38
NULL, // fptr
NULL, // part visibility
#if VERSION >= VERSION_PAL_FINAL
L_GUN_255, // short name
#else
L_GUN_038, // short name
#endif
L_GUN_038, // name
L_GUN_000, // manufacturer
L_GUN_185, // description
WEAPONFLAG_00000001 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00002000 | WEAPONFLAG_HASHANDS,
};
struct inventory_typef invf_00013b40[] = {
{ 5, 0x0000, 3, 0x0035, 0x0000 },
{ 5, 0x0000, 3, 0x0029, 0x0000 },
{ 6, 0x0000, 3, 0x0036, 0x0000 },
{ 6, 0x0000, 3, 0x0028, 0x0000 },
{ 0, 0x0000, 0, 0x0000, 0x0000 },
};
struct guncmd invanim_remotemine_equiporreload[] = {
gunscript_playanimation(ANIM_0432, 0, 10000)
gunscript_end
};
struct guncmd invanim_remotemine_unequip[] = {
gunscript_playanimation(ANIM_0433, 0, 10000)
gunscript_end
};
struct guncmd invanim_remotemine_throw[] = {
gunscript_playanimation(ANIM_0436, 0, 10000)
gunscript_waitforzreleased(10)
gunscript_waittime(11, 2)
gunscript_end
};
struct weaponfunc_throw invfunc_remotemine_throw = {
INVENTORYFUNCTYPE_THROW,
L_GUN_122, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00010fd0,
invanim_remotemine_throw, // fire animation
FUNCFLAG_NOAUTOAIM | FUNCFLAG_NOMUZZLEFLASH | FUNCFLAG_00800000,
0x00000115,
240, // activatetime60
0, // recoverytime60
0, // damage
};
struct weaponfunc_special invfunc_remotemine_detonate = {
INVENTORYFUNCTYPE_SPECIAL,
L_GUN_123, // name
0x00, // unk06
-1, // unk07
&invnoisesettings_00010fd0,
NULL, // fire animation
FUNCFLAG_NOMUZZLEFLASH | FUNCFLAG_AUTOSWITCHUNSELECTABLE,
HANDATTACKTYPE_DETONATE,
0x0000001e,
0x00000000,
};
struct inventory_ammo invammo_remotemine = {
AMMOTYPE_REMOTE_MINE,
CASING_NONE,
1, // clip size
invanim_remotemine_equiporreload, // reload animation
AMMOFLAG_EQUIPPEDISRESERVE, // flags
};
struct modelpartvisibility invpartvisibility_remotemine[] = {
{ MODELPART_REMOTEMINE_0029, false },
{ 255 },
};
struct weapon invitem_remotemine = {
FILE_GREMOTEMINE, // hi model
FILE_GREMOTEMINE, // lo model
invanim_remotemine_equiporreload, // equip animation
invanim_remotemine_unequip, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_remotemine_throw, &invfunc_remotemine_detonate }, // functions
&invammo_remotemine, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
4, // left/right
-15, // up/down
-23, // front/back
1, // unk38
invf_00013b40, // fptr
invpartvisibility_remotemine, // part visibility
#if VERSION >= VERSION_PAL_FINAL
L_GUN_252, // short name
#else
L_GUN_040, // short name
#endif
L_GUN_040, // name
L_GUN_000, // manufacturer
L_GUN_187, // description
WEAPONFLAG_00000001 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00002000 | WEAPONFLAG_HASHANDS,
};
struct weaponfunc_throw invfunc_proxymine_throw = {
INVENTORYFUNCTYPE_THROW,
L_GUN_121, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00010fd0,
invanim_mine_throw, // fire animation
FUNCFLAG_NOAUTOAIM | FUNCFLAG_NOMUZZLEFLASH | FUNCFLAG_00800000,
0x00000114,
240, // activatetime60
0, // recoverytime60
0, // damage
};
struct inventory_ammo invammo_proximitymine = {
AMMOTYPE_PROXY_MINE,
CASING_NONE,
1, // clip size
invanim_mine_equiporreload, // reload animation
AMMOFLAG_EQUIPPEDISRESERVE, // flags
};
struct weapon invitem_proximitymine = {
FILE_GPROXIMITYMINE, // hi model
FILE_GPROXIMITYMINE, // lo model
invanim_mine_equiporreload, // equip animation
invanim_mine_unequip, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_proxymine_throw, &invfunc_mine_threatdetector }, // functions
&invammo_proximitymine, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
8, // left/right
-15, // up/down
-23, // front/back
1, // unk38
NULL, // fptr
NULL, // part visibility
L_GUN_081, // short name
L_GUN_039, // name
L_GUN_000, // manufacturer
L_GUN_186, // description
WEAPONFLAG_00000001 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00002000 | WEAPONFLAG_HASHANDS,
};
struct guncmd invanim_ecmmine_equiporreload[] = {
gunscript_playanimation(ANIM_0437, 0, 10000)
gunscript_end
};
struct guncmd invanim_ecmmine_unequip[] = {
gunscript_playanimation(ANIM_0438, 0, 10000)
gunscript_end
};
struct guncmd invanim_ecmmine_throw[] = {
gunscript_playanimation(ANIM_0438, 0, 10000)
gunscript_waittime(23, 2)
gunscript_end
};
struct weaponfunc_throw invfunc_ecmmine_throw = {
INVENTORYFUNCTYPE_THROW,
L_GUN_140, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00010fd0,
invanim_ecmmine_throw, // fire animation
FUNCFLAG_NOAUTOAIM | FUNCFLAG_NOMUZZLEFLASH | FUNCFLAG_00800000,
0x00000116,
240, // activatetime60
60, // recoverytime60
0, // damage
};
struct inventory_ammo invammo_ecmmine = {
AMMOTYPE_ECM_MINE,
CASING_NONE,
1, // clip size
invanim_ecmmine_equiporreload, // reload animation
AMMOFLAG_EQUIPPEDISRESERVE, // flags
};
struct weapon invitem_ecmmine = {
FILE_GECMMINE, // hi model
FILE_GECMMINE, // lo model
invanim_ecmmine_equiporreload, // equip animation
invanim_ecmmine_unequip, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_ecmmine_throw, NULL }, // functions
&invammo_ecmmine, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
14, // left/right
-25, // up/down
-31.5, // front/back
1, // unk38
NULL, // fptr
NULL, // part visibility
#if VERSION >= VERSION_JPN_FINAL
L_GUN_256, // short name
#else
L_GUN_041, // short name
#endif
L_GUN_041, // name
L_GUN_000, // manufacturer
L_GUN_188, // description
WEAPONFLAG_00000001 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_00002000 | WEAPONFLAG_HASHANDS | WEAPONFLAG_DETERMINER_S_AN | WEAPONFLAG_DETERMINER_F_AN | WEAPONFLAG_08000000,
};
// Some unfinished Reaper-like gun. The name is "Timed Mine". The primary
// function is detonate (and it works). It can't shoot.
struct weapon invitem_unused_8007dd88 = {
FILE_GSKMINIGUN, // hi model
FILE_GSKMINIGUNLOD, // lo model
NULL, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_remotemine_detonate, NULL }, // functions
NULL, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
0, // left/right
-39.5, // up/down
-55.5, // front/back
1, // unk38
NULL, // fptr
NULL, // part visibility
L_GUN_038, // short name
L_GUN_038, // name
L_GUN_000, // manufacturer
L_GUN_000, // description
WEAPONFLAG_ONEHANDED | WEAPONFLAG_00000040 | WEAPONFLAG_08000000,
};
struct inventory_typef invf_00013df8[] = {
{ 1, 0x0000, 1, 0x0035, 0x0000 },
{ 0, 0x0000, 0, 0x0000, 0x0000 },
};
struct guncmd invanim_grenade_throw[] = {
gunscript_playanimation(ANIM_0426, 0, 10000)
gunscript_popoutsackofpills(0x0006)
gunscript_playsound(6, SFX_05C1)
gunscript_waitforzreleased(43)
gunscript_waittime(49, 2)
gunscript_end
};
struct guncmd invanim_grenade_equiporreload[] = {
gunscript_playanimation(ANIM_042B, 0, 10000)
gunscript_end
};
struct weaponfunc_throw invfunc_grenade_throw = {
INVENTORYFUNCTYPE_THROW,
L_GUN_124, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00010fd0,
invanim_grenade_throw, // fire animation
FUNCFLAG_NOAUTOAIM | FUNCFLAG_NOMUZZLEFLASH,
0x00000112,
240, // activatetime60
60, // recoverytime60
0, // damage
};
struct weaponfunc_throw invfunc_grenade_pinball = {
INVENTORYFUNCTYPE_THROW,
L_GUN_125, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00010fd0,
invanim_grenade_throw, // fire animation
FUNCFLAG_NOAUTOAIM | FUNCFLAG_NOMUZZLEFLASH,
0x00000112,
90, // activatetime60
60, // recoverytime60
0, // damage
};
struct inventory_ammo invammo_grenade = {
AMMOTYPE_GRENADE,
CASING_NONE,
1, // clip size
invanim_grenade_equiporreload, // reload animation
AMMOFLAG_EQUIPPEDISRESERVE | AMMOFLAG_QTYAFFECTSPARTVIS, // flags
};
struct weapon invitem_grenade = {
FILE_GGRENADE, // hi model
FILE_GGRENADELOD, // lo model
invanim_grenade_equiporreload, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_grenade_throw, &invfunc_grenade_pinball }, // functions
&invammo_grenade, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
17, // left/right
-19.7, // up/down
-21, // front/back
1, // unk38
invf_00013df8, // fptr
NULL, // part visibility
L_GUN_036, // short name
L_GUN_036, // name
L_GUN_000, // manufacturer
L_GUN_183, // description
WEAPONFLAG_00000001 | WEAPONFLAG_00000004 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_00002000 | WEAPONFLAG_00008000 | WEAPONFLAG_HASHANDS,
};
struct weaponfunc_throw invfunc_nbomb_throw = {
INVENTORYFUNCTYPE_THROW,
L_GUN_134, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00010fd0,
invanim_grenade_throw, // fire animation
FUNCFLAG_NOAUTOAIM | FUNCFLAG_MAKEDIZZY | FUNCFLAG_DROPWEAPON | FUNCFLAG_NOMUZZLEFLASH,
0x00000110,
240, // activatetime60
60, // recoverytime60
0, // damage
};
struct weaponfunc_throw invfunc_nbomb_proxy = {
INVENTORYFUNCTYPE_THROW,
L_GUN_127, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00010fd0,
invanim_grenade_throw, // fire animation
FUNCFLAG_NOAUTOAIM | FUNCFLAG_MAKEDIZZY | FUNCFLAG_DROPWEAPON | FUNCFLAG_NOMUZZLEFLASH,
0x00000110,
240, // activatetime60
60, // recoverytime60
0, // damage
};
struct inventory_ammo invammo_nbomb = {
AMMOTYPE_NBOMB,
CASING_NONE,
1, // clip size
invanim_grenade_equiporreload, // reload animation
AMMOFLAG_EQUIPPEDISRESERVE | AMMOFLAG_QTYAFFECTSPARTVIS, // flags
};
struct weapon invitem_nbomb = {
FILE_GNBOMB, // hi model
FILE_GNBOMBLOD, // lo model
invanim_grenade_equiporreload, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_nbomb_throw, &invfunc_nbomb_proxy }, // functions
&invammo_nbomb, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
17, // left/right
-19.7, // up/down
-21, // front/back
1, // unk38
invf_00013df8, // fptr
NULL, // part visibility
L_GUN_037, // short name
L_GUN_037, // name
L_GUN_000, // manufacturer
L_GUN_184, // description
WEAPONFLAG_00000001 | WEAPONFLAG_00000004 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_00002000 | WEAPONFLAG_00008000 | WEAPONFLAG_HASHANDS | WEAPONFLAG_DETERMINER_S_AN | WEAPONFLAG_DETERMINER_F_AN,
};
struct inventory_typef invf_00013fa4[] = {
{ 1, 0x0000, 1, 0x0028, 0x0000 },
{ 0, 0x0000, 0, 0x0000, 0x0000 },
};
struct guncmd invanim_farsight_reload[] = {
gunscript_playanimation(ANIM_03EB, 0, 10000)
gunscript_showpart(1, 40)
gunscript_playsound(72, SFX_RELOAD_FARSIGHT)
gunscript_waittime(76, 1)
gunscript_hidepart(82, 40)
gunscript_end
};
struct guncmd invanim_farsight_equiporshoot[] = {
gunscript_playanimation(ANIM_03EC, 0, 10000)
gunscript_end
};
struct inventory_class invclass_farsight = {
0,
3,
8,
15,
0.9721,
0.9767,
0x16000000,
WEAPONCLASSFLAG_MANUALZOOM | WEAPONCLASSFLAG_00000004,
};
struct weaponfunc_shootsingle invfunc_farsight_shoot = {
INVENTORYFUNCTYPE_SHOOT_SINGLE,
L_GUN_090, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00011034,
invanim_farsight_equiporshoot, // fire animation
0, // flags
&invnoisesettings_00011098,
0,
100, // damage
0, // spread
70, 40, 0, 0,
0,
0,
0,
0,
4,
SFX_813E,
5,
};
struct weaponfunc_shootsingle invfunc_farsight_targetlocator = {
INVENTORYFUNCTYPE_SHOOT_SINGLE,
L_GUN_111, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00011034,
invanim_farsight_equiporshoot, // fire animation
0, // flags
&invnoisesettings_00011098,
0,
100, // damage
0, // spread
70, 40, 0, 0,
0,
0,
0,
0,
4,
SFX_813E,
5,
};
struct inventory_ammo invammo_farsight = {
AMMOTYPE_FARSIGHT,
CASING_NONE,
8, // clip size
invanim_farsight_reload, // reload animation
0, // flags
};
struct modelpartvisibility invpartvisibility_farsight[] = {
{ MODELPART_FARSIGHT_0028, false },
{ 255 },
};
struct weapon invitem_farsight = {
FILE_GZ2020, // hi model
FILE_GZ2020LOD, // lo model
invanim_farsight_equiporshoot, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_farsight_shoot, &invfunc_farsight_targetlocator }, // functions
&invammo_farsight, // pri ammo
NULL, // sec ammo
&invclass_farsight,
6, // sway
21.5, // left/right
-25.2, // up/down
-32.5, // front/back
1, // unk38
invf_00013fa4, // fptr
invpartvisibility_farsight, // part visibility
L_GUN_079, // short name
L_GUN_031, // name
L_GUN_000, // manufacturer
L_GUN_178, // description
WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_HASHANDS,
};
struct inventory_typef invf_00014100[] = {
{ 1, 0x0000, 1, 0x0035, 0x0000 },
{ 1, 0x0000, 1, 0x0029, 0x0000 },
{ 0, 0x0000, 0, 0x0000, 0x0000 },
};
struct guncmd invanim_crossbow_reload[] = {
gunscript_playanimation(ANIM_00D4, 0, 10000)
gunscript_hidepart(1, 40)
gunscript_showpart(1, 41)
gunscript_showpart(1, 53)
gunscript_hidepart(19, 40)
gunscript_showpart(19, 41)
gunscript_playsound(45, SFX_04FC)
gunscript_waittime(50, 1)
gunscript_hidepart(50, 41)
gunscript_showpart(50, 40)
gunscript_repeatuntilfull(0x0044, 0x0000, 0x0013)
gunscript_end
};
struct guncmd invanim_crossbow_shoot[] = {
gunscript_playanimation(ANIM_00C2, 0, 10000)
gunscript_hidepart(20, 40)
gunscript_playsound(37, SFX_04F8)
gunscript_end
};
struct guncmd invanim_crossbow_unequip[] = {
gunscript_playanimation(ANIM_00D3, 0, 10000)
gunscript_hidepart(1, 40)
gunscript_playsound(37, SFX_04F8)
gunscript_end
};
struct guncmd invanim_crosbow_equip[] = {
gunscript_playanimation(ANIM_00C1, 0, 10000)
gunscript_playsound(32, SFX_04FC)
gunscript_playsound(75, SFX_04F8)
gunscript_end
};
struct weaponfunc_shootprojectile invfunc_crossbow_lethal = {
INVENTORYFUNCTYPE_SHOOT_PROJECTILE,
L_GUN_112, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00010fe4,
invanim_crossbow_shoot, // fire animation
FUNCFLAG_NOMUZZLEFLASH | FUNCFLAG_00800000,
NULL,
0,
100, // damage
6, // spread
3, 12, 15, 0,
3,
2,
0,
4,
4,
0x8056,
1,
0x00000121,
0x00000000,
0x40066666,
0x00000000,
0,
0x0000003c,
0xffffffff,
0.05,
-1,
};
struct weaponfunc_shootprojectile invfunc_crossbow_shoot = {
INVENTORYFUNCTYPE_SHOOT_PROJECTILE,
L_GUN_107, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00010fe4,
invanim_crossbow_shoot, // fire animation
FUNCFLAG_MAKEDIZZY | FUNCFLAG_NOMUZZLEFLASH | FUNCFLAG_00800000,
NULL,
0,
1, // damage
6, // spread
3, 12, 15, 0,
3,
2,
0,
4,
4,
0x8056,
1,
0x00000121,
0x00000000,
0x40066666,
0x00000000,
0,
0x0000003c,
0xffffffff,
0.05,
-1,
};
struct inventory_ammo invammo_crossbow = {
AMMOTYPE_CROSSBOW,
CASING_NONE,
5, // clip size
invanim_crossbow_reload, // reload animation
AMMOFLAG_INCREMENTALRELOAD, // flags
};
struct modelpartvisibility invpartvisibility_crossbow[] = {
{ MODELPART_CROSSBOW_0028, false },
{ MODELPART_CROSSBOW_0029, false },
{ MODELPART_CROSSBOW_002A, false },
{ 255 },
};
struct weapon invitem_crossbow = {
FILE_GCROSSBOW, // hi model
FILE_GCROSSBOWLOD, // lo model
invanim_crosbow_equip, // equip animation
invanim_crossbow_unequip, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_crossbow_shoot, &invfunc_crossbow_lethal }, // functions
&invammo_crossbow, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
11, // left/right
-15, // up/down
-21, // front/back
1, // unk38
invf_00014100, // fptr
invpartvisibility_crossbow, // part visibility
L_GUN_033, // short name
L_GUN_033, // name
L_GUN_000, // manufacturer
L_GUN_180, // description
WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_00002000 | WEAPONFLAG_HASHANDS,
};
struct inventory_typef invf_00014314[] = {
{ 1, 0x0000, 1, 0x0028, 0x0000 },
{ 1, 0x0000, 1, 0x0035, 0x0000 },
{ 0, 0x0000, 0, 0x0000, 0x0000 },
};
struct guncmd invanim_tranquilizer_lethalinject[] = {
gunscript_playanimation(ANIM_0411, 0, 10000)
gunscript_waittime(18, 2)
gunscript_end
};
struct guncmd invanim_tranquilizer_equiporshoot[] = {
gunscript_playanimation(ANIM_042D, 0, 10000)
gunscript_waittime(7, 5)
gunscript_end
};
struct guncmd invanim_tranquilizer_reload[] = {
gunscript_playanimation(ANIM_0410, 0, 10000)
gunscript_showpart(1, 53)
gunscript_showpart(1, 40)
gunscript_showpart(1, 42)
gunscript_hidepart(1, 41)
gunscript_popoutsackofpills(0x0001)
gunscript_setsoundspeed(3, 3500)
gunscript_playsound(3, SFX_DOOR_8016)
gunscript_waittime(39, 1)
gunscript_hidepart(39, 42)
gunscript_showpart(39, 41)
gunscript_setsoundspeed(39, 3500)
gunscript_playsound(39, SFX_HIT_MUD_8083)
gunscript_setsoundspeed(63, 2070)
gunscript_playsound(63, SFX_04F5)
gunscript_setsoundspeed(72, 3000)
gunscript_playsound(72, SFX_PRESS_SWITCH)
gunscript_end
};
struct weaponfunc_shootsingle invfunc_tranquilizer_shoot = {
INVENTORYFUNCTYPE_SHOOT_SINGLE,
L_GUN_107, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00010fe4,
invanim_tranquilizer_equiporshoot, // fire animation
FUNCFLAG_MAKEDIZZY,
&invnoisesettings_00011098,
16,
0.25, // damage
3, // spread
3, 5, 5, 0,
1,
0,
59.999996185303,
0,
0,
0x8057,
1,
};
struct weaponfunc_close invfunc_tranquilizer_lethal = {
INVENTORYFUNCTYPE_CLOSE,
L_GUN_108, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00010fe4,
invanim_tranquilizer_lethalinject, // fire animation
FUNCFLAG_NOMUZZLEFLASH,
100, // damage
60,
0x00000069,
0x00000069,
0x00000069,
0x41200000,
0xc181999a,
0x41200000,
0xc181999a,
0xbf800000,
0xbf800000,
0x40000000,
0x40000000,
0x00000000,
};
struct inventory_ammo invammo_tranquilizer = {
AMMOTYPE_SEDATIVE,
CASING_NONE,
8, // clip size
invanim_tranquilizer_reload, // reload animation
0, // flags
};
struct modelpartvisibility invpartvisibility_tranquilizer[] = {
{ MODELPART_TRANQUILIZER_0028, false },
{ MODELPART_TRANQUILIZER_0029, false },
{ MODELPART_TRANQUILIZER_002A, false },
{ 255 },
};
struct weapon invitem_tranquilizer = {
FILE_GDRUGGUN, // hi model
FILE_GDRUGGUNLOD, // lo model
invanim_tranquilizer_equiporshoot, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_tranquilizer_shoot, &invfunc_tranquilizer_lethal }, // functions
&invammo_tranquilizer, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
10, // left/right
-15.2, // up/down
-24, // front/back
1, // unk38
invf_00014314, // fptr
invpartvisibility_tranquilizer, // part visibility
#if VERSION >= VERSION_PAL_FINAL
L_GUN_247, // short name
#else
L_GUN_034, // short name
#endif
L_GUN_034, // name
L_GUN_000, // manufacturer
L_GUN_181, // description
WEAPONFLAG_00000004 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_00008000 | WEAPONFLAG_HASHANDS,
};
struct inventory_ammo invammo_psychosisgun = {
AMMOTYPE_PSYCHOSIS,
CASING_NONE,
8, // clip size
invanim_tranquilizer_reload, // reload animation
0, // flags
};
struct weaponfunc_shootsingle invfunc_psychosisgun_shoot = {
INVENTORYFUNCTYPE_SHOOT_SINGLE,
L_GUN_131, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00010fe4,
invanim_tranquilizer_equiporshoot, // fire animation
FUNCFLAG_MAKEDIZZY | FUNCFLAG_PSYCHOSIS,
&invnoisesettings_00011098,
16,
0.5, // damage
3, // spread
3, 5, 5, 0,
1,
0,
59.999996185303,
0,
0,
0x8057,
1,
};
struct weapon invitem_psychosisgun = {
FILE_GDRUGGUN, // hi model
FILE_GDRUGGUNLOD, // lo model
invanim_tranquilizer_equiporshoot, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_psychosisgun_shoot, NULL }, // functions
&invammo_psychosisgun, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
10, // left/right
-16.2, // up/down
-28.5, // front/back
1, // unk38
invf_00014314, // fptr
invpartvisibility_tranquilizer, // part visibility
L_GUN_082, // short name
L_GUN_049, // name
L_GUN_000, // manufacturer
L_GUN_210, // description
WEAPONFLAG_00000004 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_00008000 | WEAPONFLAG_HASHANDS,
};
struct inventory_typef invf_00014590[] = {
{ 1, 0x0000, 1, 0x0029, 0x0000 },
{ 0, 0x0000, 0, 0x0000, 0x0000 },
};
struct guncmd invanim_sniperrifle_equip[] = {
gunscript_playanimation(ANIM_040C, 0, 10000)
gunscript_end
};
struct guncmd invanim_sniperrifle_reload[] = {
gunscript_playanimation(ANIM_040F, 0, 10000)
gunscript_setsoundspeed(22, 850)
gunscript_playsound(22, SFX_01D8)
gunscript_showpart(42, 41)
gunscript_hidepart(42, 40)
gunscript_setsoundspeed(72, 850)
#if VERSION >= VERSION_NTSC_1_0
gunscript_playsound(72, SFX_80F6)
#else
gunscript_playsound(72, SFX_01D9)
#endif
gunscript_hidepart(72, 41)
gunscript_showpart(72, 40)
gunscript_waittime(72, 1)
gunscript_end
};
struct inventory_class invclass_sniperrifle = {
0,
3,
8,
15,
0.9721,
0.9767,
0x15000000,
WEAPONCLASSFLAG_MANUALZOOM | WEAPONCLASSFLAG_00000004,
};
struct weaponfunc_shootsingle invfunc_sniperrifle_singleshot = {
INVENTORYFUNCTYPE_SHOOT_SINGLE,
L_GUN_085, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00010ff8,
NULL, // fire animation
FUNCFLAG_NOMUZZLEFLASH,
&invnoisesettings_00011098,
16,
1.2, // damage
0, // spread
6, 10, 0, 0,
8,
0,
0,
0,
4,
0x8058,
1,
};
struct weaponfunc_special invfunc_sniperrifle_crouch = {
INVENTORYFUNCTYPE_SPECIAL,
L_GUN_130, // name
0x00, // unk06
-1, // unk07
&invnoisesettings_00010fd0,
NULL, // fire animation
FUNCFLAG_NOMUZZLEFLASH | FUNCFLAG_AUTOSWITCHUNSELECTABLE,
HANDATTACKTYPE_CROUCH,
0x0000001e,
0x00000000,
};
struct inventory_ammo invammo_sniperrifle = {
AMMOTYPE_RIFLE,
CASING_RIFLE,
8, // clip size
invanim_sniperrifle_reload, // reload animation
0, // flags
};
struct modelpartvisibility invpartvisibility_sniperrifle[] = {
{ MODELPART_SNIPERRIFLE_0029, false },
{ 255 },
};
struct weapon invitem_sniperrifle = {
FILE_GSNIPERRIFLE, // hi model
FILE_GSNIPERLOD, // lo model
invanim_sniperrifle_equip, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_sniperrifle_singleshot, &invfunc_sniperrifle_crouch }, // functions
&invammo_sniperrifle, // pri ammo
NULL, // sec ammo
&invclass_sniperrifle,
6, // sway
21, // left/right
-27.2, // up/down
-31.5, // front/back
1, // unk38
invf_00014590, // fptr
invpartvisibility_sniperrifle, // part visibility
#if VERSION >= VERSION_PAL_FINAL
L_GUN_254, // short name
#else
L_GUN_032, // short name
#endif
L_GUN_032, // name
L_GUN_000, // manufacturer
L_GUN_179, // description
WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_HASHANDS,
};
struct guncmd invanim_laser_equip[] = {
gunscript_playanimation(ANIM_042E, 0, 10000)
gunscript_end
};
struct guncmd invanim_laser_unequip[] = {
gunscript_playanimation(ANIM_042F, 0, 10000)
gunscript_end
};
struct weaponfunc_shootsingle invfunc_laser_pulse = {
INVENTORYFUNCTYPE_SHOOT_SINGLE,
L_GUN_132, // name
0x00, // unk06
-1, // unk07
&invnoisesettings_0001100c,
NULL, // fire animation
0, // flags
&invnoisesettings_00011098,
0,
1, // damage
0, // spread
6, 18, 24, -1,
0,
0,
0,
0,
3,
0x8043,
1,
};
struct weaponfunc_shootauto invfunc_laser_stream = {
INVENTORYFUNCTYPE_SHOOT_AUTOMATIC,
L_GUN_133, // name
0x00, // unk06
-1, // unk07
&invnoisesettings_00010fd0,
NULL, // fire animation
0, // flags
&invnoisesettings_00011084,
0,
0.1, // damage
0, // spread
6, 18, 0, 6,
4,
3,
0,
0,
3,
0,
1,
3600,
3600,
NULL,
NULL,
0, 0,
};
struct weapon invitem_laser = {
FILE_GLASER, // hi model
FILE_GLASERLOD, // lo model
invanim_laser_equip, // equip animation
invanim_laser_unequip, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_laser_pulse, &invfunc_laser_stream }, // functions
NULL, // pri ammo
NULL, // sec ammo
&invclass_default,
3, // sway
-12, // left/right
-12.7, // up/down
-21.5, // front/back
1, // unk38
NULL, // fptr
NULL, // part visibility
L_GUN_047, // short name
L_GUN_047, // name
L_GUN_150, // manufacturer
L_GUN_189, // description
WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_00002000 | WEAPONFLAG_00008000 | WEAPONFLAG_HASHANDS | WEAPONFLAG_DONTCOUNTSHOTS | WEAPONFLAG_04000000,
};
struct modelpartvisibility invpartvisibility_classic[] = {
{ MODELPART_CLASSICGUN_005A, false },
{ 255 },
};
struct inventory_typef invf_000147fc[] = {
{ 1, 0x0000, 1, 0x0035, 0x0000 },
{ 0, 0x0000, 0, 0x0000, 0x0000 },
};
struct guncmd invanim_pp9i_equiporshoot[] = {
gunscript_playanimation(ANIM_0440, 0, 10000)
gunscript_waittime(10, 5)
gunscript_end
};
struct weaponfunc_shootsingle invfunc_pp9i_shoot = {
INVENTORYFUNCTYPE_SHOOT_SINGLE,
L_GUN_085, // name
0x00, // unk06
0, // unk07
&invnoisesettings_0001100c,
invanim_pp9i_equiporshoot, // fire animation
0, // flags
&invnoisesettings_00011098,
16,
1, // damage
1, // spread
4, 8, 3, 0,
3,
10,
29.999998092651,
0,
0,
0x8069,
1,
};
struct inventory_ammo invammo_pp9i = {
AMMOTYPE_PISTOL,
CASING_STANDARD,
7, // clip size
NULL, // reload animation
0, // flags
};
struct weapon invitem_pp9i = {
FILE_GWPPK, // hi model
FILE_GWPPK, // lo model
invanim_pp9i_equiporshoot, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_pp9i_shoot, NULL }, // functions
&invammo_pp9i, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
10, // left/right
-14.8, // up/down
-19, // front/back
1, // unk38
invf_000147fc, // fptr
invpartvisibility_classic, // part visibility
L_GUN_050, // short name
L_GUN_050, // name
L_GUN_000, // manufacturer
L_GUN_000, // description
WEAPONFLAG_00000004 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_DUALWIELD | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_00008000 | WEAPONFLAG_HASHANDS | WEAPONFLAG_GANGSTA,
};
struct guncmd invanim_cc13_equiporshoot[] = {
gunscript_playanimation(ANIM_043F, 0, 10000)
gunscript_waittime(10, 5)
gunscript_end
};
struct weaponfunc_shootsingle invfunc_cc13_shoot = {
INVENTORYFUNCTYPE_SHOOT_SINGLE,
L_GUN_085, // name
0x00, // unk06
0, // unk07
&invnoisesettings_0001100c,
invanim_cc13_equiporshoot, // fire animation
0, // flags
&invnoisesettings_00011098,
16,
1, // damage
6, // spread
4, 8, 3, 0,
5,
10,
59.999996185303,
0,
0,
0x806a,
1,
};
struct inventory_ammo invammo_cc13 = {
AMMOTYPE_PISTOL,
CASING_STANDARD,
8, // clip size
NULL, // reload animation
0, // flags
};
struct weapon invitem_cc13 = {
FILE_GTT33, // hi model
FILE_GTT33, // lo model
invanim_cc13_equiporshoot, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_cc13_shoot, NULL }, // functions
&invammo_cc13, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
10, // left/right
-17, // up/down
-26.5, // front/back
1, // unk38
invf_000147fc, // fptr
invpartvisibility_classic, // part visibility
L_GUN_051, // short name
L_GUN_051, // name
L_GUN_000, // manufacturer
L_GUN_000, // description
WEAPONFLAG_00000004 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_DUALWIELD | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_00008000 | WEAPONFLAG_HASHANDS | WEAPONFLAG_GANGSTA,
};
struct weaponfunc_shootauto invfunc_kl01313_shoot = {
INVENTORYFUNCTYPE_SHOOT_AUTOMATIC,
L_GUN_086, // name
0x00, // unk06
0, // unk07
&invnoisesettings_0001100c,
NULL, // fire animation
0, // flags
&invnoisesettings_00011098,
0,
0.6, // damage
15, // spread
0, 0, 0, 6,
0,
0,
0,
0,
11,
0x806b,
1,
450,
450,
NULL,
NULL,
0, 0,
};
struct inventory_ammo invammo_kl01313 = {
AMMOTYPE_SMG,
CASING_STANDARD,
20, // clip size
NULL, // reload animation
0, // flags
};
struct weapon invitem_kl01313 = {
FILE_GSKORPION, // hi model
FILE_GSKORPION, // lo model
NULL, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_kl01313_shoot, NULL }, // functions
&invammo_kl01313, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
8.5, // left/right
-13, // up/down
-29.5, // front/back
1, // unk38
NULL, // fptr
invpartvisibility_classic, // part visibility
L_GUN_052, // short name
L_GUN_052, // name
L_GUN_000, // manufacturer
L_GUN_000, // description
WEAPONFLAG_00000004 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_DUALWIELD | WEAPONFLAG_00008000,
};
struct weaponfunc_shootauto invfunc_kf7special_shoot = {
INVENTORYFUNCTYPE_SHOOT_AUTOMATIC,
L_GUN_087, // name
0x00, // unk06
0, // unk07
&invnoisesettings_0001100c,
NULL, // fire animation
FUNCFLAG_BURST3,
&invnoisesettings_00011098,
0,
1, // damage
10, // spread
4, 12, 0, 6,
4.5,
2,
0,
3,
4,
0x806c,
1,
450,
450,
NULL,
NULL,
0, 0,
};
struct inventory_ammo invammo_kf7special = {
AMMOTYPE_RIFLE,
CASING_RIFLE,
30, // clip size
NULL, // reload animation
0, // flags
};
struct weapon invitem_kf7special = {
FILE_GAK47, // hi model
FILE_GAK47, // lo model
NULL, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_kf7special_shoot, NULL }, // functions
&invammo_kf7special, // pri ammo
NULL, // sec ammo
&invclass_heavy,
2, // sway
13, // left/right
-21, // up/down
-13.5, // front/back
1, // unk38
NULL, // fptr
invpartvisibility_classic, // part visibility
L_GUN_053, // short name
L_GUN_053, // name
L_GUN_000, // manufacturer
L_GUN_000, // description
WEAPONFLAG_00000004 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_DUALWIELD | WEAPONFLAG_00008000,
};
struct weaponfunc_shootauto invfunc_zzt9mm_shoot = {
INVENTORYFUNCTYPE_SHOOT_AUTOMATIC,
L_GUN_086, // name
0x00, // unk06
0, // unk07
&invnoisesettings_0001100c,
NULL, // fire animation
0, // flags
&invnoisesettings_00011098,
0,
1, // damage
9, // spread
6, 18, 0, 6,
4,
3,
0,
0,
4,
0x806d,
1,
600,
600,
NULL,
NULL,
0, 0,
};
struct inventory_ammo invammo_zzt9mm = {
AMMOTYPE_SMG,
CASING_STANDARD,
32, // clip size
NULL, // reload animation
0, // flags
};
struct weapon invitem_zzt9mm = {
FILE_GUZI, // hi model
FILE_GUZI, // lo model
NULL, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_zzt9mm_shoot, NULL }, // functions
&invammo_zzt9mm, // pri ammo
NULL, // sec ammo
&invclass_smg,
0.5, // sway
11, // left/right
-24.5, // up/down
-37, // front/back
1, // unk38
NULL, // fptr
invpartvisibility_classic, // part visibility
L_GUN_054, // short name
L_GUN_054, // name
L_GUN_000, // manufacturer
L_GUN_000, // description
WEAPONFLAG_00000004 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_DUALWIELD | WEAPONFLAG_00008000,
};
struct weaponfunc_shootauto invfunc_dmc_shoot = {
INVENTORYFUNCTYPE_SHOOT_AUTOMATIC,
L_GUN_086, // name
0x00, // unk06
0, // unk07
&invnoisesettings_0001100c,
NULL, // fire animation
0, // flags
&invnoisesettings_00011098,
0,
1, // damage
7, // spread
6, 18, 0, 6,
4,
3,
0,
0,
4,
0x806e,
1,
450,
450,
NULL,
NULL,
0, 0,
};
struct inventory_ammo invammo_dmc = {
AMMOTYPE_SMG,
CASING_STANDARD,
30, // clip size
NULL, // reload animation
0, // flags
};
struct weapon invitem_dmc = {
FILE_GMP5K, // hi model
FILE_GMP5K, // lo model
NULL, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_dmc_shoot, NULL }, // functions
&invammo_dmc, // pri ammo
NULL, // sec ammo
&invclass_smg,
1, // sway
16.5, // left/right
-22.9, // up/down
-35, // front/back
1, // unk38
NULL, // fptr
invpartvisibility_classic, // part visibility
L_GUN_055, // short name
L_GUN_055, // name
L_GUN_000, // manufacturer
L_GUN_000, // description
WEAPONFLAG_00000004 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_DUALWIELD | WEAPONFLAG_00008000,
};
struct weaponfunc_shootauto invfunc_ar53_shoot = {
INVENTORYFUNCTYPE_SHOOT_AUTOMATIC,
L_GUN_087, // name
0x00, // unk06
0, // unk07
&invnoisesettings_0001100c,
NULL, // fire animation
FUNCFLAG_BURST3,
&invnoisesettings_00011098,
0,
1.4, // damage
6, // spread
6, 18, 2, 8,
5,
2,
0,
4,
5,
0x806f,
1,
550,
550,
NULL,
NULL,
0, 0,
};
struct inventory_ammo invammo_ar53 = {
AMMOTYPE_RIFLE,
CASING_RIFLE,
30, // clip size
NULL, // reload animation
0, // flags
};
struct weapon invitem_ar53 = {
FILE_GM16, // hi model
FILE_GM16, // lo model
NULL, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_ar53_shoot, NULL }, // functions
&invammo_ar53, // pri ammo
NULL, // sec ammo
&invclass_heavy,
6, // sway
11, // left/right
-19.2, // up/down
-21.5, // front/back
1, // unk38
NULL, // fptr
invpartvisibility_classic, // part visibility
L_GUN_056, // short name
L_GUN_056, // name
L_GUN_000, // manufacturer
L_GUN_000, // description
WEAPONFLAG_00000004 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_DUALWIELD | WEAPONFLAG_00008000 | WEAPONFLAG_DETERMINER_S_AN | WEAPONFLAG_DETERMINER_F_AN,
};
struct weaponfunc_shootauto invfunc_rcp45_shoot = {
INVENTORYFUNCTYPE_SHOOT_AUTOMATIC,
L_GUN_086, // name
0x00, // unk06
0, // unk07
&invnoisesettings_0001100c,
NULL, // fire animation
0, // flags
&invnoisesettings_00011098,
0,
1.8, // damage
6, // spread
4, 8, 0, 3,
3.5,
2,
0,
4,
2,
0x8070,
1,
600,
600,
NULL,
NULL,
0, 0,
};
struct inventory_ammo invammo_rcp45 = {
AMMOTYPE_SMG,
CASING_STANDARD,
80, // clip size
NULL, // reload animation
0, // flags
};
struct weapon invitem_rcp45 = {
FILE_GFNP90, // hi model
FILE_GFNP90, // lo model
NULL, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_rcp45_shoot, NULL }, // functions
&invammo_rcp45, // pri ammo
NULL, // sec ammo
&invclass_smg,
4, // sway
11, // left/right
-22.3, // up/down
-29, // front/back
1, // unk38
NULL, // fptr
invpartvisibility_classic, // part visibility
L_GUN_057, // short name
L_GUN_057, // name
L_GUN_000, // manufacturer
L_GUN_000, // description
WEAPONFLAG_00000004 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_DUALWIELD | WEAPONFLAG_00008000 | WEAPONFLAG_DETERMINER_S_AN | WEAPONFLAG_DETERMINER_F_AN,
};
struct weaponfunc invfunc_briefcase_use = {
INVENTORYFUNCTYPE_NONE,
L_GUN_000, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00010fd0,
NULL, // fire animation
0, // flags
};
struct inventory_typef invf_unused_8006edcc[] = {
{ 0, 0x001e, 0, 0x0002, 0x0001 },
{ 0, 0x0000, 0, 0x0000, 0x0000 },
};
struct weapon invitem_briefcase2 = {
FILE_GFALCON2LOD, // hi model
FILE_GFALCON2LOD, // lo model
NULL, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_briefcase_use, &invfunc_briefcase_use }, // functions
NULL, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
12.5, // left/right
-17, // up/down
-27.5, // front/back
1, // unk38
NULL, // fptr
NULL, // part visibility
L_GUN_071, // short name
L_GUN_071, // name
L_GUN_000, // manufacturer
L_GUN_000, // description
WEAPONFLAG_ONEHANDED | WEAPONFLAG_00000800 | WEAPONFLAG_HIDEMENUMODEL | WEAPONFLAG_DONTCOUNTSHOTS | WEAPONFLAG_DETERMINER_S_THE | WEAPONFLAG_DETERMINER_F_THE,
};
struct weaponfunc_shootauto invfunc_59_rapidfire = {
INVENTORYFUNCTYPE_SHOOT_AUTOMATIC,
L_GUN_086, // name
0x00, // unk06
0, // unk07
&invnoisesettings_0001100c,
NULL, // fire animation
0, // flags
&invnoisesettings_00011098,
0,
1, // damage
6, // spread
6, 18, 2, 8,
5,
2,
0,
4,
4,
0x8059,
2,
900,
900,
NULL,
NULL,
0, 0,
};
struct inventory_ammo invammo_59 = {
AMMOTYPE_SMG,
CASING_RIFLE,
27, // clip size
NULL, // reload animation
0, // flags
};
struct weapon invitem_59 = {
0, // hi model
0, // lo model
NULL, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_59_rapidfire, NULL }, // functions
&invammo_59, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
16.5, // left/right
-19.5, // up/down
-24, // front/back
1, // unk38
NULL, // fptr
NULL, // part visibility
L_GUN_000, // short name
L_GUN_000, // name
L_GUN_000, // manufacturer
L_GUN_000, // description
WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_DUALWIELD,
};
struct weaponfunc_shootauto invfunc_5a_rapidfire = {
INVENTORYFUNCTYPE_SHOOT_AUTOMATIC,
L_GUN_086, // name
0x00, // unk06
0, // unk07
&invnoisesettings_0001100c,
NULL, // fire animation
0, // flags
&invnoisesettings_00011098,
0,
1, // damage
6, // spread
6, 18, 2, 8,
5,
2,
0,
4,
4,
0x803f,
1,
900,
900,
NULL,
NULL,
0, 0,
};
struct inventory_ammo invammo_5a = {
AMMOTYPE_SMG,
CASING_RIFLE,
27, // clip size
NULL, // reload animation
0, // flags
};
struct weapon invitem_5a = {
0, // hi model
0, // lo model
NULL, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_5a_rapidfire, NULL }, // functions
&invammo_5a, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
16.5, // left/right
-19.5, // up/down
-24, // front/back
1, // unk38
NULL, // fptr
NULL, // part visibility
L_GUN_000, // short name
L_GUN_000, // name
L_GUN_000, // manufacturer
L_GUN_000, // description
WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_DUALWIELD,
};
struct inventory_typef invf_00014fc0[] = {
{ 1, 0x0000, 1, 0x0035, 0x0000 },
{ 0, 0x0000, 0, 0x0000, 0x0000 },
};
struct guncmd invanim_combatknife_equip[] = {
gunscript_playanimation(ANIM_0403, 0, 10000)
gunscript_waittime(24, 2)
gunscript_end
};
struct guncmd invanim_combatknife_slash2[] = {
gunscript_playanimation(ANIM_0404, 0, 10000)
gunscript_waittime(24, 2)
gunscript_end
};
struct guncmd invanim_combatknife_slash[] = {
gunscript_random(50, invanim_combatknife_slash2)
gunscript_include(0, invanim_combatknife_equip)
gunscript_end
};
struct guncmd invanim_combatknife_pritosec[] = {
gunscript_playanimation(ANIM_0405, 0, 10000)
gunscript_playsound(30, SFX_80A7)
gunscript_playsound(40, SFX_80A6)
gunscript_end
};
struct guncmd invanim_combatknife_sectopri[] = {
gunscript_playanimation(ANIM_0405, 65535, 55536)
gunscript_playsound(10, SFX_80A8)
gunscript_playsound(20, SFX_80A6)
gunscript_end
};
struct guncmd invanim_combatknife_throw[] = {
gunscript_playanimation(ANIM_041B, 0, 10000)
gunscript_waitforzreleased(12)
gunscript_waittime(16, 2)
gunscript_end
};
struct guncmd invanim_unused_8007f05c[] = {
gunscript_playanimation(ANIM_041C, 0, 10000)
gunscript_waittime(22, 1)
gunscript_end
};
struct guncmd invanim_combatknife_reload[] = {
gunscript_include(2, invanim_combatknife_sectopri)
gunscript_include(0, invanim_combatknife_pritosec)
gunscript_end
};
struct weaponfunc_close invfunc_combatknife_slash = {
INVENTORYFUNCTYPE_CLOSE,
L_GUN_109, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00010fd0,
invanim_combatknife_slash, // fire animation
FUNCFLAG_NOMUZZLEFLASH,
2, // damage
70,
0x00000069,
0x00000069,
0x00000069,
0x41300000,
0xc1cc0000,
0x41300000,
0xc1cc0000,
0xbf800000,
0xbf800000,
0x40000000,
0x40000000,
0x00000000,
};
struct weaponfunc_throw invfunc_combatknife_throw = {
INVENTORYFUNCTYPE_THROW,
L_GUN_110, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00010fd0,
invanim_combatknife_throw, // fire animation
FUNCFLAG_NOMUZZLEFLASH | FUNCFLAG_00800000,
0x0000010f,
240, // activatetime60
60, // recoverytime60
1, // damage
};
struct inventory_ammo invammo_combatknife = {
AMMOTYPE_KNIFE,
CASING_NONE,
1, // clip size
invanim_combatknife_reload, // reload animation
AMMOFLAG_EQUIPPEDISRESERVE | AMMOFLAG_QTYAFFECTSPARTVIS, // flags
};
struct weapon invitem_combatknife = {
FILE_GKNIFE, // hi model
FILE_GKNIFELOD, // lo model
invanim_combatknife_equip, // equip animation
NULL, // unequip animation
invanim_combatknife_pritosec, // pritosec animation
invanim_combatknife_sectopri, // sectopri animation
{ &invfunc_combatknife_slash, &invfunc_combatknife_throw }, // functions
&invammo_combatknife, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
18.5, // left/right
-26.5, // up/down
-28, // front/back
1, // unk38
invf_00014fc0, // fptr
NULL, // part visibility
L_GUN_083, // short name
L_GUN_035, // name
L_GUN_000, // manufacturer
L_GUN_182, // description
WEAPONFLAG_00000001 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_DUALWIELD | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_00008000 | WEAPONFLAG_HASHANDS | WEAPONFLAG_04000000,
};
struct weaponfunc_throw invfunc_bug_throw = {
INVENTORYFUNCTYPE_THROW,
L_GUN_000, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00010fd0,
NULL, // fire animation
FUNCFLAG_NOAUTOAIM | FUNCFLAG_NOMUZZLEFLASH | FUNCFLAG_00800000,
0x00000012,
240, // activatetime60
60, // recoverytime60
0, // damage
};
struct weaponfunc_throw invfunc_targetamplifier_throw = {
INVENTORYFUNCTYPE_THROW,
L_GUN_000, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00010fd0,
NULL, // fire animation
FUNCFLAG_NOAUTOAIM | FUNCFLAG_NOMUZZLEFLASH | FUNCFLAG_00800000,
0x000001b1,
240, // activatetime60
60, // recoverytime60
0, // damage
};
struct inventory_ammo invammo_bug = {
AMMOTYPE_BUG,
CASING_NONE,
1, // clip size
NULL, // reload animation
AMMOFLAG_EQUIPPEDISRESERVE, // flags
};
struct weapon invitem_commsrider = {
FILE_PCHRBUG, // hi model
FILE_PCHRBUG, // lo model
NULL, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_bug_throw, NULL }, // functions
&invammo_bug, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
0, // left/right
-39.5, // up/down
-55.5, // front/back
1, // unk38
NULL, // fptr
NULL, // part visibility
L_GUN_222, // short name
L_GUN_222, // name
L_GUN_000, // manufacturer
L_GUN_204, // description
WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_08000000,
};
struct weapon invitem_tracerbug = {
FILE_PCHRBUG, // hi model
FILE_PCHRBUG, // lo model
NULL, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_bug_throw, NULL }, // functions
&invammo_bug, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
0, // left/right
-39.5, // up/down
-55.5, // front/back
1, // unk38
NULL, // fptr
NULL, // part visibility
L_GUN_223, // short name
L_GUN_223, // name
L_GUN_000, // manufacturer
L_GUN_205, // description
WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_08000000,
};
struct weapon invitem_targetamplifier = {
FILE_PTARGETAMP, // hi model
FILE_PTARGETAMP, // lo model
NULL, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_targetamplifier_throw, NULL }, // functions
&invammo_bug, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
0, // left/right
-39.5, // up/down
-55.5, // front/back
1, // unk38
NULL, // fptr
NULL, // part visibility
L_GUN_235, // short name
L_GUN_224, // name
L_GUN_000, // manufacturer
L_GUN_206, // description
WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_08000000,
};
struct weaponfunc_device invfunc_nightvision_primary = {
INVENTORYFUNCTYPE_DEVICE,
L_GUN_135, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00010fd0,
NULL, // fire animation
FUNCFLAG_NOMUZZLEFLASH,
DEVICE_NIGHTVISION,
};
struct weapon invitem_nightvision = {
FILE_PCHRNIGHTSIGHT, // hi model
FILE_PCHRNIGHTSIGHT, // lo model
NULL, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_nightvision_primary, NULL }, // functions
NULL, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
0, // left/right
-39.5, // up/down
-55.5, // front/back
1, // unk38
NULL, // fptr
NULL, // part visibility
#if VERSION >= VERSION_PAL_FINAL
L_GUN_244, // short name
#else
L_GUN_059, // short name
#endif
L_GUN_059, // name
L_GUN_000, // manufacturer
L_GUN_191, // description
WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_00000080 | WEAPONFLAG_DUALWIELD | WEAPONFLAG_08000000,
};
struct weaponfunc invfunc_horizonscanner_primary = {
INVENTORYFUNCTYPE_NONE,
L_GUN_139, // name
0x00, // unk06
-1, // unk07
&invnoisesettings_00010fd0,
NULL, // fire animation
0, // flags
};
struct inventory_class invclass_horizonscanner = {
0,
3,
8,
15,
0.9721,
0.9767,
0x05000000,
WEAPONCLASSFLAG_MANUALZOOM | WEAPONCLASSFLAG_00000004,
};
struct weapon invitem_horizonscanner = {
FILE_PBINOCULARS, // hi model
FILE_PBINOCULARS, // lo model
NULL, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_horizonscanner_primary, NULL }, // functions
NULL, // pri ammo
NULL, // sec ammo
&invclass_horizonscanner,
1, // sway
0, // left/right
-39.5, // up/down
-55.5, // front/back
1, // unk38
NULL, // fptr
NULL, // part visibility
L_GUN_234, // short name
L_GUN_076, // name
L_GUN_000, // manufacturer
L_GUN_196, // description
WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_DETERMINER_S_AN | WEAPONFLAG_DETERMINER_F_AN | WEAPONFLAG_08000000,
};
struct weaponfunc_device invfunc_cloak_primary = {
INVENTORYFUNCTYPE_DEVICE,
L_GUN_116, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00010fd0,
NULL, // fire animation
FUNCFLAG_NOMUZZLEFLASH,
DEVICE_CLOAKDEVICE,
};
struct inventory_ammo invammo_cloakingdevice = {
AMMOTYPE_CLOAK,
CASING_NONE,
10, // clip size
NULL, // reload animation
AMMOFLAG_NORESERVE, // flags
};
struct weapon invitem_cloakingdevice = {
FILE_PCHRCLOAKER, // hi model
FILE_PCHRCLOAKER, // lo model
NULL, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_cloak_primary, NULL }, // functions
&invammo_cloakingdevice, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
0, // left/right
-39.5, // up/down
-55.5, // front/back
1, // unk38
NULL, // fptr
NULL, // part visibility
L_GUN_073, // short name
L_GUN_073, // name
L_GUN_000, // manufacturer
L_GUN_195, // description
WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_04000000,
};
struct weaponfunc_special invfunc_combatboost_boost = {
INVENTORYFUNCTYPE_SPECIAL,
L_GUN_113, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00010fd0,
NULL, // fire animation
FUNCFLAG_NOMUZZLEFLASH,
HANDATTACKTYPE_BOOST,
0x0000001e,
0x05c90000,
};
struct weaponfunc_special invfunc_combatboost_revert = {
INVENTORYFUNCTYPE_SPECIAL,
L_GUN_114, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00010fd0,
NULL, // fire animation
FUNCFLAG_NOMUZZLEFLASH,
HANDATTACKTYPE_REVERTBOOST,
0x0000001e,
0x05c90000,
};
struct inventory_ammo invammo_combatboost = {
AMMOTYPE_BOOST,
CASING_NONE,
4, // clip size
NULL, // reload animation
AMMOFLAG_NORESERVE, // flags
};
struct weapon invitem_combatboost = {
FILE_PCHRSPEEDPILL, // hi model
FILE_PCHRSPEEDPILL, // lo model
NULL, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_combatboost_boost, &invfunc_combatboost_revert }, // functions
&invammo_combatboost, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
0, // left/right
-39.5, // up/down
-55.5, // front/back
1, // unk38
NULL, // fptr
NULL, // part visibility
L_GUN_232, // short name
L_GUN_074, // name
L_GUN_000, // manufacturer
L_GUN_190, // description
WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_04000000 | WEAPONFLAG_DETERMINER_S_SOME | WEAPONFLAG_DETERMINER_F_SOME,
};
struct weaponfunc_device invfunc_suicidepill_primary = {
INVENTORYFUNCTYPE_DEVICE,
L_GUN_000, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00010fd0,
NULL, // fire animation
FUNCFLAG_NOMUZZLEFLASH,
DEVICE_SUICIDEPILL,
};
struct weapon invitem_suicidepill = {
0, // hi model
0, // lo model
NULL, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_suicidepill_primary, NULL }, // functions
NULL, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
0, // left/right
-39.5, // up/down
-55.5, // front/back
1, // unk38
NULL, // fptr
NULL, // part visibility
#if VERSION >= VERSION_PAL_FINAL
L_GUN_246, // short name
#else
L_GUN_072, // short name
#endif
L_GUN_072, // name
L_GUN_000, // manufacturer
L_GUN_000, // description
WEAPONFLAG_AICANUSE | WEAPONFLAG_08000000,
};
struct weaponfunc_device invfunc_irscanner_primary = {
INVENTORYFUNCTYPE_DEVICE,
L_GUN_138, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00010fd0,
NULL, // fire animation
FUNCFLAG_NOMUZZLEFLASH,
DEVICE_IRSCANNER,
};
struct weapon invitem_irscanner = {
FILE_GIRSCANNER, // hi model
FILE_GIRSCANNER, // lo model
NULL, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_irscanner_primary, NULL }, // functions
NULL, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
0, // left/right
-39.5, // up/down
-55.5, // front/back
1, // unk38
NULL, // fptr
NULL, // part visibility
L_GUN_069, // short name
L_GUN_069, // name
L_GUN_000, // manufacturer
L_GUN_194, // description
WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_DUALWIELD | WEAPONFLAG_08000000,
};
struct weaponfunc invfunc_disguise_primary = {
INVENTORYFUNCTYPE_NONE,
L_GUN_143, // name
0x00, // unk06
-1, // unk07
&invnoisesettings_00010fd0,
NULL, // fire animation
0, // flags
};
struct weapon invitem_disguise40 = {
0, // hi model
0, // lo model
NULL, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_disguise_primary, NULL }, // functions
NULL, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
0, // left/right
-39.5, // up/down
-55.5, // front/back
1, // unk38
NULL, // fptr
NULL, // part visibility
#if VERSION >= VERSION_PAL_FINAL
L_GUN_250, // short name
#else
L_GUN_043, // short name
#endif
L_GUN_043, // name
L_GUN_000, // manufacturer
L_GUN_211, // description
WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_08000000 | WEAPONFLAG_FIRETOACTIVATE,
};
struct weapon invitem_disguise41 = {
0, // hi model
0, // lo model
NULL, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_disguise_primary, NULL }, // functions
NULL, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
0, // left/right
-39.5, // up/down
-55.5, // front/back
1, // unk38
NULL, // fptr
NULL, // part visibility
#if VERSION >= VERSION_PAL_FINAL
L_GUN_250, // short name
#else
L_GUN_043, // short name
#endif
L_GUN_043, // name
L_GUN_000, // manufacturer
L_GUN_211, // description
WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_08000000 | WEAPONFLAG_FIRETOACTIVATE,
};
struct weaponfunc_device invfunc_camspy_deploy = {
INVENTORYFUNCTYPE_DEVICE,
L_GUN_136, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00010fd0,
NULL, // fire animation
FUNCFLAG_NOMUZZLEFLASH,
DEVICE_EYESPY,
};
struct weapon invitem_camspy = {
FILE_CEYESPY, // hi model
FILE_CEYESPY, // lo model
NULL, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_camspy_deploy, NULL }, // functions
NULL, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
0, // left/right
-39.5, // up/down
-55.5, // front/back
1, // unk38
NULL, // fptr
NULL, // part visibility
L_GUN_060, // short name
L_GUN_060, // name
L_GUN_000, // manufacturer
L_GUN_192, // description
WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALWIELD | WEAPONFLAG_08000000,
};
struct weaponfunc_device invfunc_rtracker_primary = {
INVENTORYFUNCTYPE_DEVICE,
L_GUN_142, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00010fd0,
NULL, // fire animation
FUNCFLAG_NOMUZZLEFLASH,
DEVICE_RTRACKER,
};
struct weapon invitem_rtracker = {
FILE_PRUSSDAR, // hi model
FILE_PRUSSDAR, // lo model
NULL, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_rtracker_primary, NULL }, // functions
NULL, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
0, // left/right
-39.5, // up/down
-55.5, // front/back
1, // unk38
NULL, // fptr
NULL, // part visibility
L_GUN_070, // short name
L_GUN_070, // name
L_GUN_000, // manufacturer
L_GUN_198, // description
WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALWIELD | WEAPONFLAG_08000000,
};
struct weaponfunc_device invfunc_xray_primary = {
INVENTORYFUNCTYPE_DEVICE,
L_GUN_137, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00010fd0,
NULL, // fire animation
FUNCFLAG_NOMUZZLEFLASH,
DEVICE_XRAYSCANNER,
};
struct weapon invitem_xrayscanner = {
FILE_PXRAYSPECS, // hi model
FILE_PXRAYSPECS, // lo model
NULL, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_xray_primary, NULL }, // functions
NULL, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
0, // left/right
-39.5, // up/down
-55.5, // front/back
1, // unk38
NULL, // fptr
NULL, // part visibility
L_GUN_233, // short name
L_GUN_065, // name
L_GUN_000, // manufacturer
L_GUN_193, // description
#if VERSION >= VERSION_NTSC_1_0
WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_DETERMINER_S_AN | WEAPONFLAG_DETERMINER_F_AN | WEAPONFLAG_08000000,
#else
// NTSC beta uses "a" in "Picked up a X-ray scanner"
WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_08000000,
#endif
};
struct guncmd invanim_datauplink_equip[] = {
gunscript_playanimation(ANIM_0439, 0, 10000)
gunscript_end
};
struct guncmd invanim_datauplink_unequip[] = {
gunscript_playanimation(ANIM_043A, 0, 10000)
gunscript_end
};
struct guncmd invanim_unused_8007f794[] = {
gunscript_playanimation(ANIM_043B, 0, 10000)
gunscript_end
};
struct weaponfunc_special invfunc_datauplink_primary = {
INVENTORYFUNCTYPE_SPECIAL,
L_GUN_141, // name
0x00, // unk06
-1, // unk07
&invnoisesettings_00010fd0,
NULL, // fire animation
FUNCFLAG_NOMUZZLEFLASH | FUNCFLAG_AUTOSWITCHUNSELECTABLE,
HANDATTACKTYPE_UPLINK,
0x0000001e,
0x00000000,
};
struct weapon invitem_datauplink = {
FILE_GCOMMSUPLINK, // hi model
FILE_GCOMMSUPLINK, // lo model
invanim_datauplink_equip, // equip animation
invanim_datauplink_unequip, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_datauplink_primary, NULL }, // functions
NULL, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
8, // left/right
-16.2, // up/down
-17.5, // front/back
1, // unk38
NULL, // fptr
NULL, // part visibility
#if VERSION >= VERSION_PAL_FINAL
L_GUN_243, // short name
#else
L_GUN_075, // short name
#endif
L_GUN_075, // name
L_GUN_000, // manufacturer
L_GUN_197, // description
WEAPONFLAG_ONEHANDED | WEAPONFLAG_00000040 | WEAPONFLAG_00002000 | WEAPONFLAG_HASHANDS | WEAPONFLAG_08000000 | WEAPONFLAG_FIRETOACTIVATE,
};
struct weapon invitem_doordecoder = {
FILE_PCHRDOORDECODER, // hi model
FILE_PCHRDOORDECODER, // lo model
NULL, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
NULL, // pri function
NULL, // sec function
NULL, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
35, // left/right
-26.7, // up/down
-41, // front/back
1, // unk38
NULL, // fptr
NULL, // part visibility
#if VERSION >= VERSION_PAL_FINAL
L_GUN_245, // short name
#else
L_GUN_063, // short name
#endif
L_GUN_063, // name
L_GUN_000, // manufacturer
L_GUN_200, // description
WEAPONFLAG_ONEHANDED | WEAPONFLAG_08000000 | WEAPONFLAG_FIRETOACTIVATE,
};
struct weapon invitem_rocket = {
FILE_GCYCLONE, // hi model
FILE_GCYCLONELOD, // lo model
NULL, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
NULL, // pri function
NULL, // sec function
&invammo_default, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
12.5, // left/right
-17, // up/down
-27.5, // front/back
1, // unk38
NULL, // fptr
NULL, // part visibility
L_GUN_044, // short name
L_GUN_044, // name
L_GUN_000, // manufacturer
L_GUN_000, // description
0, // flags
};
struct weapon invitem_homingrocket = {
FILE_GCYCLONE, // hi model
FILE_GCYCLONELOD, // lo model
NULL, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
NULL, // pri function
NULL, // sec function
&invammo_default, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
12.5, // left/right
-17, // up/down
-27.5, // front/back
1, // unk38
NULL, // fptr
NULL, // part visibility
L_GUN_045, // short name
L_GUN_045, // name
L_GUN_000, // manufacturer
L_GUN_000, // description
0, // flags
};
struct weapon invitem_grenaderound = {
FILE_GCYCLONE, // hi model
FILE_GCYCLONELOD, // lo model
NULL, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_devastator_shoot, &invfunc_devastator_wallhugger }, // functions
&invammo_default, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
12.5, // left/right
-17, // up/down
-27.5, // front/back
1, // unk38
NULL, // fptr
NULL, // part visibility
L_GUN_046, // short name
L_GUN_046, // name
L_GUN_000, // manufacturer
L_GUN_000, // description
0, // flags
};
struct weapon invitem_bolt = {
FILE_GCYCLONE, // hi model
FILE_GCYCLONELOD, // lo model
NULL, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_crossbow_shoot, &invfunc_crossbow_lethal }, // functions
&invammo_default, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
12.5, // left/right
-17, // up/down
-27.5, // front/back
1, // unk38
NULL, // fptr
NULL, // part visibility
L_GUN_048, // short name
L_GUN_048, // name
L_GUN_000, // manufacturer
L_GUN_000, // description
0, // flags
};
struct weaponfunc_special invfunc_unused_8006f9a4 = {
INVENTORYFUNCTYPE_SPECIAL,
L_GUN_144, // "Place Explosives"
0x00, // unk06
-1, // unk07
&invnoisesettings_00010fd0,
NULL, // fire animation
FUNCFLAG_NOMUZZLEFLASH | FUNCFLAG_AUTOSWITCHUNSELECTABLE,
HANDATTACKTYPE_UPLINK,
0x0000001e,
0x00000000,
};
struct weapon invitem_skedarbomb = {
FILE_PSKEDARBOMB, // hi model
FILE_PSKEDARBOMB, // lo model
NULL, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
NULL, // pri function
NULL, // sec function
NULL, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
15.5, // left/right
-20.2, // up/down
-33.5, // front/back
1, // unk38
NULL, // fptr
NULL, // part visibility
#if VERSION >= VERSION_JPN_FINAL
L_GUN_259, // short name
#else
L_GUN_221, // short name
#endif
L_GUN_221, // name
L_GUN_000, // manufacturer
L_GUN_203, // description
WEAPONFLAG_FIRETOACTIVATE,
};
struct weapon invitem_explosives = {
FILE_PEXPLOSIVEBRICK, // hi model
FILE_PEXPLOSIVEBRICK, // lo model
NULL, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
NULL, // pri function
NULL, // sec function
NULL, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
15.5, // left/right
-20.2, // up/down
-33.5, // front/back
1, // unk38
NULL, // fptr
NULL, // part visibility
L_GUN_064, // short name
L_GUN_064, // name
L_GUN_000, // manufacturer
L_GUN_202, // description
WEAPONFLAG_FIRETOACTIVATE,
};
struct weaponfunc_device invfunc_presidentscanner_primary = {
INVENTORYFUNCTYPE_DEVICE,
L_GUN_142, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00010fd0,
NULL, // fire animation
FUNCFLAG_NOMUZZLEFLASH,
DEVICE_RTRACKER,
};
struct weapon invitem_presidentscanner = {
FILE_PRUSSDAR, // hi model
FILE_PRUSSDAR, // lo model
NULL, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_presidentscanner_primary, NULL }, // functions
NULL, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
0, // left/right
-39.5, // up/down
-55.5, // front/back
1, // unk38
NULL, // fptr
NULL, // part visibility
L_GUN_231, // short name
L_GUN_219, // name
L_GUN_000, // manufacturer
L_GUN_199, // description
WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALWIELD | WEAPONFLAG_08000000,
};
struct weapon invitem_autosurgeon = {
FILE_PAUTOSURGEON, // hi model
FILE_PAUTOSURGEON, // lo model
NULL, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
NULL, // pri function
NULL, // sec function
NULL, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
15.5, // left/right
-20.2, // up/down
-33.5, // front/back
1, // unk38
NULL, // fptr
NULL, // part visibility
#if VERSION >= VERSION_PAL_FINAL
L_GUN_248, // short name
#else
L_GUN_220, // short name
#endif
L_GUN_220, // name
L_GUN_000, // manufacturer
L_GUN_201, // description
WEAPONFLAG_08000000 | WEAPONFLAG_FIRETOACTIVATE,
};
struct weapon invitem_flightplans = {
FILE_PSAFEITEM, // hi model
FILE_PSAFEITEM, // lo model
NULL, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
NULL, // pri function
NULL, // sec function
NULL, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
15.5, // left/right
-20.2, // up/down
-33.5, // front/back
1, // unk38
NULL, // fptr
NULL, // part visibility
L_GUN_225, // short name
L_GUN_225, // name
L_GUN_000, // manufacturer
L_GUN_207, // description
WEAPONFLAG_08000000,
};
struct weapon invitem_researchtape = {
FILE_PRESEARCHTAPE, // hi model
FILE_PRESEARCHTAPE, // lo model
NULL, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
NULL, // pri function
NULL, // sec function
NULL, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
15.5, // left/right
-20.2, // up/down
-33.5, // front/back
1, // unk38
NULL, // fptr
NULL, // part visibility
L_GUN_226, // short name
L_GUN_226, // name
L_GUN_000, // manufacturer
L_GUN_208, // description
WEAPONFLAG_08000000,
};
struct weapon invitem_backupdisk = {
FILE_PZIGGYCARD, // hi model
FILE_PZIGGYCARD, // lo model
NULL, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
NULL, // pri function
NULL, // sec function
NULL, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
15.5, // left/right
-20.2, // up/down
-33.5, // front/back
1, // unk38
NULL, // fptr
NULL, // part visibility
#if VERSION >= VERSION_PAL_FINAL
L_GUN_249, // short name
#else
L_GUN_227, // short name
#endif
L_GUN_227, // name
L_GUN_000, // manufacturer
L_GUN_209, // description
WEAPONFLAG_08000000,
};
struct weapon invitem_briefcase = {
FILE_PKEYCARD, // hi model
FILE_PKEYCARD, // lo model
NULL, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
NULL, // pri function
NULL, // sec function
NULL, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
15.5, // left/right
-20.2, // up/down
-33.5, // front/back
1, // unk38
NULL, // fptr
NULL, // part visibility
L_GUN_229, // short name
L_GUN_229, // name
L_GUN_000, // manufacturer
L_GUN_000, // description
WEAPONFLAG_HIDEMENUMODEL | WEAPONFLAG_08000000,
};
struct weapon invitem_suitcase = {
FILE_PCHRBRIEFCASE, // hi model
FILE_PCHRBRIEFCASE, // lo model
NULL, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
NULL, // pri function
NULL, // sec function
NULL, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
15.5, // left/right
-20.2, // up/down
-33.5, // front/back
1, // unk38
NULL, // fptr
NULL, // part visibility
#if VERSION >= VERSION_JPN_FINAL
L_GUN_258, // short name
#else
L_GUN_067, // short name
#endif
L_GUN_067, // name
L_GUN_000, // manufacturer
L_GUN_000, // description
WEAPONFLAG_08000000 | WEAPONFLAG_FIRETOACTIVATE,
};
struct weapon invitem_necklace = {
FILE_PCHRCHAIN, // hi model
FILE_PCHRCHAIN, // lo model
NULL, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
NULL, // pri function
NULL, // sec function
NULL, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
15.5, // left/right
-20.2, // up/down
-33.5, // front/back
1, // unk38
NULL, // fptr
NULL, // part visibility
L_GUN_230, // short name
L_GUN_230, // name
L_GUN_000, // manufacturer
L_GUN_238, // description
WEAPONFLAG_08000000,
};
#if VERSION >= VERSION_NTSC_1_0
struct weapon invitem_shieldtechitem = {
FILE_PCHRSHIELD, // hi model
FILE_PCHRSHIELD, // lo model
NULL, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
NULL, // pri function
NULL, // sec function
NULL, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
15.5, // left/right
-20.2, // up/down
-33.5, // front/back
1, // unk38
NULL, // fptr
NULL, // part visibility
L_GUN_240, // short name
L_GUN_240, // name
L_GUN_000, // manufacturer
L_GUN_241, // description
WEAPONFLAG_08000000,
};
#endif
struct weapon invitem_keycard = {
FILE_PKEYCARD, // hi model
FILE_PKEYCARD, // lo model
NULL, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
NULL, // pri function
NULL, // sec function
NULL, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
15.5, // left/right
-20.2, // up/down
-33.5, // front/back
1, // unk38
NULL, // fptr
NULL, // part visibility
L_GUN_228, // short name
L_GUN_228, // name
L_GUN_000, // manufacturer
L_GUN_000, // description
WEAPONFLAG_08000000,
};
struct weaponfunc_shootprojectile invfunc_rocketlauncher34_primary = {
INVENTORYFUNCTYPE_SHOOT_PROJECTILE,
L_GUN_000, // name
0x00, // unk06
0, // unk07
&invnoisesettings_00011048,
invanim_rockerlauncher_equiporshoot, // fire animation
FUNCFLAG_NOAUTOAIM | FUNCFLAG_08000000,
NULL,
0,
1, // damage
6, // spread
3, 12, 15, 0,
3,
2,
0,
4,
4,
0x8053,
1,
0x0000011f,
0x00000000,
0x40066666,
0x00000014,
0,
0x00000000,
0xffffffff,
0.05,
0x8053,
};
struct inventory_ammo invammo_rocketlauncher34 = {
AMMOTYPE_ROCKET,
CASING_NONE,
1, // clip size
invanim_rocketlauncher_reload, // reload animation
0, // flags
};
struct weapon invitem_rocketlauncher_34 = {
FILE_GDYROCKET, // hi model
FILE_GROCKETLOD, // lo model
NULL, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_rocketlauncher34_primary, NULL }, // functions
&invammo_rocketlauncher34, // pri ammo
NULL, // sec ammo
&invclass_rocketlauncher,
1, // sway
24.5, // left/right
-25.2, // up/down
-30, // front/back
1, // unk38
NULL, // fptr
NULL, // part visibility
L_GUN_080, // short name
L_GUN_027, // name
L_GUN_000, // manufacturer
L_GUN_000, // description
WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_HASHANDS | WEAPONFLAG_AIMTRACK,
};
struct guncmd invanim_tester_shoot[] = {
gunscript_playanimation(ANIM_0112, 0, 10000)
gunscript_end
};
struct weaponfunc_shootsingle invfunc_tester_primary = {
INVENTORYFUNCTYPE_SHOOT_SINGLE,
L_GUN_000, // name
0x00, // unk06
0, // unk07
&invnoisesettings_0001100c,
invanim_tester_shoot, // fire animation
0, // flags
&invnoisesettings_00011070,
16,
1, // damage
6, // spread
4, 8, 3, 0,
0,
0,
59.999996185303,
0,
0,
0x804d,
1,
};
struct inventory_ammo invammo_tester = {
AMMOTYPE_PISTOL,
CASING_STANDARD,
8, // clip size
NULL, // reload animation
0, // flags
};
struct weapon invitem_tester = {
FILE_GTESTGUN, // hi model
FILE_GTESTGUN, // lo model
NULL, // equip animation
NULL, // unequip animation
NULL, // pritosec animation
NULL, // sectopri animation
{ &invfunc_tester_primary, NULL }, // functions
&invammo_tester, // pri ammo
NULL, // sec ammo
&invclass_default,
1, // sway
15.5, // left/right
-20.2, // up/down
-33.5, // front/back
1, // unk38
NULL, // fptr
NULL, // part visibility
L_GUN_058, // short name
L_GUN_058, // name
L_GUN_000, // manufacturer
L_GUN_000, // description
WEAPONFLAG_00000004 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_00000400 | WEAPONFLAG_00002000 | WEAPONFLAG_00008000,
};
struct weapon *g_Weapons[] = {
&invitem_nothing,
&invitem_unarmed,
&invitem_falcon2,
&invitem_falcon2silencer,
&invitem_falcon2scope,
&invitem_magsec,
&invitem_mauler,
&invitem_phoenix,
&invitem_dy357,
&invitem_dy357lx,
&invitem_cmp150,
&invitem_cyclone,
&invitem_callisto,
&invitem_rcp120,
&invitem_laptopgun,
&invitem_dragon,
&invitem_k7avenger,
&invitem_ar34,
&invitem_superdragon,
&invitem_shotgun,
&invitem_reaper,
&invitem_sniperrifle,
&invitem_farsight,
&invitem_devastator,
&invitem_rocketlauncher,
&invitem_slayer,
&invitem_combatknife,
&invitem_crossbow,
&invitem_tranquilizer,
&invitem_laser,
&invitem_grenade,
&invitem_nbomb,
&invitem_timedmine,
&invitem_proximitymine,
&invitem_remotemine,
&invitem_combatboost,
&invitem_pp9i,
&invitem_cc13,
&invitem_kl01313,
&invitem_kf7special,
&invitem_zzt9mm,
&invitem_dmc,
&invitem_ar53,
&invitem_rcp45,
&invitem_psychosisgun,
&invitem_nightvision,
&invitem_camspy,
&invitem_xrayscanner,
&invitem_irscanner,
&invitem_cloakingdevice,
&invitem_horizonscanner,
&invitem_tester,
&invitem_rocketlauncher_34,
&invitem_ecmmine,
&invitem_datauplink,
&invitem_rtracker,
&invitem_presidentscanner,
&invitem_doordecoder,
&invitem_autosurgeon,
&invitem_explosives,
&invitem_skedarbomb,
&invitem_commsrider,
&invitem_tracerbug,
&invitem_targetamplifier,
&invitem_disguise40,
&invitem_disguise41,
&invitem_flightplans,
&invitem_researchtape,
&invitem_backupdisk,
&invitem_keycard,
&invitem_keycard,
&invitem_keycard,
&invitem_keycard,
&invitem_keycard,
&invitem_keycard,
&invitem_keycard,
&invitem_keycard,
&invitem_suitcase,
&invitem_briefcase,
#if VERSION >= VERSION_NTSC_1_0
&invitem_shieldtechitem,
#endif
&invitem_necklace,
&invitem_hammer,
&invitem_hammer,
&invitem_rocket,
&invitem_homingrocket,
&invitem_grenaderound,
&invitem_bolt,
&invitem_briefcase2,
&invitem_rocket,
&invitem_59,
&invitem_5a,
&invitem_hammer,
&invitem_hammer,
&invitem_suicidepill,
};