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EF_LOWPRECISION whereever needed
[divverent/nexuiz.git] / data / qcsrc / server / w_uzi.qc
1 .float uzi_bulletcounter;
2 void W_Uzi_Attack (void)
3 {
4         local entity flash, flash2;
5
6         if (cvar("g_use_ammunition"))
7         {
8                 if (self.uzi_bulletcounter == 1)
9                         self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_first_ammo");
10                 else
11                         self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_sustained_ammo");
12         }
13         W_SetupShot (self, '15 5.5 -8', TRUE, 0, "weapons/uzi_fire.ogg");
14         if (!cvar("g_norecoil"))
15         {
16                 self.punchangle_x = random () - 0.5;
17                 self.punchangle_y = random () - 0.5;
18         }
19
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");
22
23         if (self.uzi_bulletcounter == 1)
24                 fireBullet (w_shotorg, w_shotdir, cvar("g_balance_uzi_first_spread"), cvar("g_balance_uzi_first_damage"), IT_UZI, TRUE);
25         else
26                 fireBullet (w_shotorg, w_shotdir, cvar("g_balance_uzi_sustained_spread"), cvar("g_balance_uzi_sustained_damage"), IT_UZI, (self.uzi_bulletcounter & 3) == 0);
27
28         // muzzle flash for 1st person view
29         flash = spawn();
30         setorigin(flash, '53 5 -1');
31         setmodel(flash, "models/uziflash.md3"); flash.effects = EF_LOWPRECISION;
32         setattachment(flash, self.weaponentity, "bone01");
33         flash.viewmodelforclient = self;
34         flash.scale = 1.2;
35         SUB_SetFade(flash, time, 0.2);
36
37         // muzzle flash for 3rd person view
38         flash2 = spawn();
39         setorigin(flash2, '51 1 8');
40         setmodel(flash2, "models/uziflash.md3"); flash2.effects = EF_LOWPRECISION;
41         setattachment(flash2, self.exteriorweaponentity, "");
42         SUB_SetFade(flash2, time, 0.2);
43         
44         // common properties
45         flash.angles_z = flash2.angles_z = flash.v_angle_z + random() * 180;
46         flash.alpha = flash2.alpha = 0.5;
47         flash.effects = flash2.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
48
49         // casing code
50         if (cvar("g_casings") >= 2)
51                 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);
52 }
53
54 // weapon frames
55 void()  uzi_fire1_02 =
56 {
57         if(self.weapon != self.switchweapon) // abort immediately if switching
58         {
59                 w_ready();
60                 return;
61         }
62         if (self.button0)
63         {
64                 if (!weapon_action(self.weapon, WR_CHECKAMMO2))
65                 {
66                         self.switchweapon = w_getbestweapon(self);
67                         if (self.switchweapon != self.weapon)
68                                 self.cnt = self.weapon;
69                         w_ready();
70                         return;
71                 }
72                 self.attack_finished = time + cvar("g_balance_uzi_refire");
73                 self.uzi_bulletcounter = self.uzi_bulletcounter + 1;
74                 W_Uzi_Attack();
75                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_fire1_02);
76         }
77         else
78                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), w_ready);
79 };
80
81 float(float req) w_uzi =
82 {
83         if (req == WR_AIM)
84                 self.button0 = bot_aim(1000000, 0, 0.001, FALSE);
85         else if (req == WR_THINK)
86         {
87                 if (self.button0)
88                 if (weapon_prepareattack(0, cvar("g_balance_uzi_refire")))
89                 {
90                         self.uzi_bulletcounter = 1;
91                         W_Uzi_Attack();
92                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_fire1_02);
93                 }
94                 if (self.button3)
95                 if (weapon_prepareattack(1, cvar("g_balance_uzi_refire")))
96                 {
97                         self.uzi_bulletcounter = 1;
98                         W_Uzi_Attack();
99                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), w_ready);
100                 }
101         }
102         else if (req == WR_SETUP)
103                 weapon_setup(WEP_UZI, "uzi", IT_NAILS);
104         else if (req == WR_CHECKAMMO1)
105                 return self.ammo_nails >= cvar("g_balance_uzi_first_ammo");
106         else if (req == WR_CHECKAMMO2)
107                 return self.ammo_nails >= cvar("g_balance_uzi_sustained_ammo");
108         return TRUE;
109 };