1 .float uzi_bulletcounter;
2 void W_Uzi_Attack (void)
4 local entity flash, flash2;
6 if (cvar("g_use_ammunition"))
8 if (self.uzi_bulletcounter == 1)
9 self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_first_ammo");
11 self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_sustained_ammo");
13 W_SetupShot (self, '15 5.5 -8', TRUE, 0, "weapons/uzi_fire.ogg");
14 if (!cvar("g_norecoil"))
16 self.punchangle_x = random () - 0.5;
17 self.punchangle_y = random () - 0.5;
20 // this attack_finished just enforces a cooldown at the end of a burst
21 self.attack_finished = time + cvar("g_balance_uzi_first_refire");
23 if (self.uzi_bulletcounter == 1)
24 fireBullet (w_shotorg, w_shotdir, cvar("g_balance_uzi_first_spread"), cvar("g_balance_uzi_first_damage"), cvar("g_balance_uzi_first_force"), IT_UZI, TRUE);
26 fireBullet (w_shotorg, w_shotdir, cvar("g_balance_uzi_sustained_spread"), cvar("g_balance_uzi_sustained_damage"), cvar("g_balance_uzi_sustained_force"), IT_UZI, (self.uzi_bulletcounter & 3) == 0);
28 // muzzle flash for 1st person view
30 setorigin(flash, '53 5 0');
31 setmodel(flash, "models/uziflash.md3");
32 setattachment(flash, self.weaponentity, "bone01");
34 flash.viewmodelforclient = self;
35 flash.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
37 SUB_SetFade(flash, time, 0.2);
39 // muzzle flash for 3rd person view
41 setorigin(flash2, '43 1 8');
42 setmodel(flash2, "models/uziflash.md3");
43 setattachment(flash2, self.exteriorweaponentity, "");
44 SUB_SetFade(flash2, time, 0.2);
47 flash.angles_z = flash2.angles_z = flash.v_angle_z + random() * 180;
48 flash.alpha = flash2.alpha = 0.5;
49 flash.effects = flash2.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
52 if (cvar("g_casings") >= 2)
53 SpawnCasing (w_shotorg + v_forward * 10, ((random () * 50 + 50) * v_right) - ((random () * 25 + 25) * v_forward) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3);
59 if(self.weapon != self.switchweapon) // abort immediately if switching
66 if (!weapon_action(self.weapon, WR_CHECKAMMO2))
68 self.switchweapon = w_getbestweapon(self);
69 if (self.switchweapon != self.weapon)
70 self.cnt = self.weapon;
74 self.attack_finished = time + cvar("g_balance_uzi_refire");
75 self.uzi_bulletcounter = self.uzi_bulletcounter + 1;
77 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_fire1_02);
80 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), w_ready);
83 float(float req) w_uzi =
86 if(vlen(self.origin-self.enemy.origin)<750)
87 self.button0 = bot_aim(1000000, 0, 0.001, FALSE);
90 self.button3 = bot_aim(1000000, 0, 0.001, FALSE);
92 else if (req == WR_THINK)
95 if (weapon_prepareattack(0, cvar("g_balance_uzi_refire")))
97 self.uzi_bulletcounter = 1;
99 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_fire1_02);
102 if (weapon_prepareattack(1, cvar("g_balance_uzi_refire")))
104 self.uzi_bulletcounter = 1;
106 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), w_ready);
109 else if (req == WR_SETUP)
110 weapon_setup(WEP_UZI, "uzi", IT_NAILS);
111 else if (req == WR_CHECKAMMO1)
112 return self.ammo_nails >= cvar("g_balance_uzi_first_ammo");
113 else if (req == WR_CHECKAMMO2)
114 return self.ammo_nails >= cvar("g_balance_uzi_sustained_ammo");