3 void() uzi_deselect_01;
8 if (self.ammo_nails >= 1)
13 void(float req) w_uzi =
17 else if (req == WR_FIRE1)
18 weapon_prepareattack(uzi_check, uzi_check, uzi_fire1_01, cvar("g_balance_uzi_refire"));
19 else if (req == WR_FIRE2)
20 weapon_prepareattack(uzi_check, uzi_check, uzi_fire1_01, cvar("g_balance_uzi_refire"));
21 else if (req == WR_RAISE)
23 else if (req == WR_UPDATECOUNTS)
24 self.currentammo = self.ammo_nails;
25 else if (req == WR_DROP)
27 else if (req == WR_SETUP)
28 weapon_setup(WEP_UZI, "w_uzi.zym", IT_NAILS);
29 else if (req == WR_CHECKAMMO)
30 weapon_hasammo = uzi_check();
33 .float uzi_bulletcounter;
34 void W_Uzi_Attack (void)
37 makevectors(self.v_angle);
38 sound (self, CHAN_WEAPON, "weapons/uzi_fire.wav", 1, ATTN_NORM);
40 org = self.origin + self.view_ofs + (v_right * 6) - (v_up * 8) + (v_forward * 15);
41 if (self.uzi_bulletcounter == 1)
42 fireBullet (org, v_forward, cvar("g_balance_uzi_spread2"), cvar("g_balance_uzi_damage2"), IT_UZI, (self.uzi_bulletcounter & 3) == 0);
44 fireBullet (org, v_forward, cvar("g_balance_uzi_spread"), cvar("g_balance_uzi_damage"), IT_UZI, (self.uzi_bulletcounter & 3) == 0);
46 self.punchangle_x = random () - 0.5;
47 self.punchangle_y = random () - 0.5;
49 self.ammo_nails = self.ammo_nails - 1;
50 // this attack_finished just enforces a cooldown at the end of a burst
51 self.attack_finished = time + cvar("g_balance_uzi_refire2");
54 if (cvar("g_casings") == 1)
56 org = self.origin + self.view_ofs + (v_right * 6) - (v_up * 8) + (v_forward * 10);
57 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);
62 void() uzi_ready_01 = {weapon_thinkf(WFRAME_IDLE, 0.1, uzi_ready_01); self.weaponentity.state = WS_READY;};
63 void() uzi_select_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
64 void() uzi_deselect_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
69 self.uzi_bulletcounter = self.uzi_bulletcounter + 1;
70 weapon_doattack(uzi_check, uzi_check, W_Uzi_Attack);
71 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_refire"), uzi_fire1_02);
74 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_refire"), uzi_ready_01);
78 self.uzi_bulletcounter = 1;
79 weapon_doattack(uzi_check, uzi_check, W_Uzi_Attack);
80 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_refire"), uzi_fire1_02);