1 // leilei's fancy muzzleflash stuff
2 void W_Uzi_Flash_Go() {
7 self.frame = self.frame + 2;
8 self.alpha = self.alpha - 0.2;
9 self.think = W_Uzi_Flash_Go;
10 self.nextthink = time + 0.02;
13 .float uzi_bulletcounter;
14 void W_Uzi_Attack (float deathtype)
18 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
20 if (self.uzi_bulletcounter == 1)
21 self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_first_ammo");
23 self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_sustained_ammo");
25 W_SetupShot (self, cvar("g_antilag_bullets") && cvar("g_balance_uzi_speed") >= cvar("g_antilag_bullets"), 0, "weapons/uzi_fire.wav", cvar("g_balance_uzi_first_damage"));
28 self.punchangle_x = random () - 0.5;
29 self.punchangle_y = random () - 0.5;
32 // this attack_finished just enforces a cooldown at the end of a burst
33 ATTACK_FINISHED(self) = time + cvar("g_balance_uzi_first_refire") * W_WeaponRateFactor();
35 if (self.uzi_bulletcounter == 1)
36 fireBallisticBullet(w_shotorg, w_shotdir, cvar("g_balance_uzi_first_spread"), cvar("g_balance_uzi_speed"), 5, cvar("g_balance_uzi_first_damage"), 0, cvar("g_balance_uzi_first_force"), deathtype, 0, 1, cvar("g_balance_uzi_bulletconstant"));
38 fireBallisticBullet(w_shotorg, w_shotdir, cvar("g_balance_uzi_sustained_spread"), cvar("g_balance_uzi_speed"), 5, cvar("g_balance_uzi_sustained_damage"), 0, cvar("g_balance_uzi_sustained_force"), deathtype, 0, 1, cvar("g_balance_uzi_bulletconstant"));
39 endFireBallisticBullet();
41 pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
43 // muzzle flash for 1st person view
45 setmodel(flash, "models/uziflash.md3"); // precision set below
46 //SUB_SetFade(flash, time + 0.06, 0);
47 flash.think = W_Uzi_Flash_Go;
48 flash.nextthink = time + 0.02;
51 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
52 W_AttachToShotorg(flash, '5 0 0');
55 if (cvar("g_casings") >= 2)
56 SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
62 if(self.weapon != self.switchweapon) // abort immediately if switching
69 if (!weapon_action(self.weapon, WR_CHECKAMMO2))
71 W_SwitchWeapon_Force(self, w_getbestweapon(self));
75 self.uzi_bulletcounter = self.uzi_bulletcounter + 1;
76 W_Uzi_Attack(WEP_UZI);
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 void spawnfunc_weapon_machinegun(); // defined in t_items.qc
85 float w_uzi(float req)
88 if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
89 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
92 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
94 else if (req == WR_THINK)
97 if (weapon_prepareattack(0, 0))
99 self.uzi_bulletcounter = 1;
100 W_Uzi_Attack(WEP_UZI); // sets attack_finished
101 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_fire1_02);
103 if (self.BUTTON_ATCK2)
104 if (weapon_prepareattack(1, 0))
106 self.uzi_bulletcounter = 1;
107 W_Uzi_Attack(WEP_UZI | HITTYPE_SECONDARY); // sets attack_finished
108 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_uzi_first_refire"), w_ready);
111 else if (req == WR_PRECACHE)
113 precache_model ("models/uziflash.md3");
114 precache_model ("models/weapons/g_uzi.md3");
115 precache_model ("models/weapons/v_uzi.md3");
116 precache_model ("models/weapons/h_uzi.dpm");
117 precache_sound ("weapons/uzi_fire.wav");
119 else if (req == WR_SETUP)
120 weapon_setup(WEP_UZI);
121 else if (req == WR_CHECKAMMO1)
122 return self.ammo_nails >= cvar("g_balance_uzi_first_ammo");
123 else if (req == WR_CHECKAMMO2)
124 return self.ammo_nails >= cvar("g_balance_uzi_first_ammo");
125 else if (req == WR_SUICIDEMESSAGE)
126 w_deathtypestring = "did the impossible";
127 else if (req == WR_KILLMESSAGE)
129 if(w_deathtype & HITTYPE_SECONDARY)
130 w_deathtypestring = "was sniped by";
132 w_deathtypestring = "was riddled full of holes by";