3 void() uzi_deselect_01;
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4 void() uzi_select_01;
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8 if (self.ammo_nails >= 1)
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13 void(float req) w_uzi =
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17 else if (req == WR_FIRE1 || req == WR_FIRE2)
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18 weapon_prepareattack(uzi_check, uzi_check, uzi_fire1_01, cvar("g_balance_uzi_refire"));
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19 else if (req == WR_RAISE)
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21 else if (req == WR_UPDATECOUNTS)
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22 self.currentammo = self.ammo_nails;
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23 else if (req == WR_DROP)
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25 else if (req == WR_SETUP)
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26 weapon_setup(WEP_UZI, "w_uzi.zym", IT_NAILS);
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27 else if (req == WR_CHECKAMMO)
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28 weapon_hasammo = uzi_check();
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31 .float uzi_bulletcounter;
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32 void W_Uzi_Attack (void)
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36 sound (self, CHAN_WEAPON, "weapons/uzi_fire.wav", 1, ATTN_NORM);
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37 self.ammo_nails = self.ammo_nails - 1;
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38 self.punchangle_x = random () - 0.5;
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39 self.punchangle_y = random () - 0.5;
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40 org = self.origin + self.view_ofs + (v_right * 6) - (v_up * 8) + (v_forward * 15);
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42 // this attack_finished just enforces a cooldown at the end of a burst
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43 self.attack_finished = time + cvar("g_balance_uzi_refire2");
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45 if (self.uzi_bulletcounter == 1)
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46 fireBullet (org, v_forward, cvar("g_balance_uzi_spread2"), cvar("g_balance_uzi_damage2"), WEP_UZI, (self.uzi_bulletcounter & 3) == 0);
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48 fireBullet (org, v_forward, cvar("g_balance_uzi_spread"), cvar("g_balance_uzi_damage"), WEP_UZI, (self.uzi_bulletcounter & 3) == 0);
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51 if (cvar("g_casings") >= 2)
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53 org = self.origin + self.view_ofs + (v_right * 6) - (v_up * 8) + (v_forward * 10);
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54 SpawnCasing (org, ((random () * 50 + 50) * v_right) - ((random () * 25 + 25) * v_forward) - ((random () * 5 + 10) * v_up), 2, v_forward,'0 250 0', 100, 2);
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58 org = self.origin + self.view_ofs + (v_right * 6) - (v_up * 10) + (v_forward * 40);
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59 setorigin (flash, org);
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60 setmodel (flash, "models/uziflash.md3");
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61 flash.velocity = v_forward * 20;
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62 flash.angles = vectoangles (flash.velocity);
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63 flash.angles_z=flash.v_angle_z + random () * 180;
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66 SUB_SetFade (flash, time, 0.2);
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67 flash.effects = flash.effects | EF_ADDITIVE | EF_FULLBRIGHT;
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72 void() uzi_ready_01 = {weapon_thinkf(WFRAME_IDLE, 0.1, uzi_ready_01); self.weaponentity.state = WS_READY;};
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73 void() uzi_select_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
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74 void() uzi_deselect_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
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75 void() uzi_fire1_02 =
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79 self.uzi_bulletcounter = self.uzi_bulletcounter + 1;
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80 weapon_doattack(uzi_check, uzi_check, W_Uzi_Attack);
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81 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_refire"), uzi_fire1_02);
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84 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_refire"), uzi_ready_01);
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86 void() uzi_fire1_01 =
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88 self.uzi_bulletcounter = 1;
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89 weapon_doattack(uzi_check, uzi_check, W_Uzi_Attack);
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90 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_refire"), uzi_fire1_02);
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