]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/gamec/w_uzi.c
more elegant checking to see if stuffcmds are safe
[divverent/nexuiz.git] / data / qcsrc / gamec / w_uzi.c
1 void() uzi_ready_01;
2 void() uzi_fire1_01;
3 void() uzi_deselect_01;
4 void() uzi_select_01;
5
6 float() uzi_check =
7 {
8         if (self.ammo_nails >= 1)
9                 return TRUE;
10         return FALSE;
11 };
12
13 void(float req) w_uzi =
14 {
15         if (req == WR_IDLE)
16                 uzi_ready_01();
17         else if (req == WR_FIRE1 || req == WR_FIRE2)
18                 weapon_prepareattack(uzi_check, uzi_check, uzi_fire1_01, cvar("g_balance_uzi_refire"));
19         else if (req == WR_RAISE)
20                 uzi_select_01();
21         else if (req == WR_UPDATECOUNTS)
22                 self.currentammo = self.ammo_nails;
23         else if (req == WR_DROP)
24                 uzi_deselect_01();
25         else if (req == WR_SETUP)
26                 weapon_setup(WEP_UZI, "w_uzi.zym", IT_NAILS);
27         else if (req == WR_CHECKAMMO)
28                 weapon_hasammo = uzi_check();
29 };
30
31 .float uzi_bulletcounter;
32 void W_Uzi_Attack (void)
33 {
34         local vector org;
35         entity flash;
36         sound (self, CHAN_WEAPON, "weapons/uzi_fire.ogg", 1, ATTN_NORM);
37         if (self.items & IT_STRENGTH) {
38                 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
39         }
40         
41         if (cvar("g_use_ammunition"))
42                 self.ammo_nails = self.ammo_nails - 1;
43         self.punchangle_x = random () - 0.5;
44         self.punchangle_y = random () - 0.5;
45         org = self.origin + self.view_ofs + (v_right * 6) - (v_up * 8) + (v_forward * 15);
46
47         // this attack_finished just enforces a cooldown at the end of a burst
48         self.attack_finished = time + cvar("g_balance_uzi_refire2");
49
50         if (self.uzi_bulletcounter == 1)
51                 fireBullet (org, v_forward, cvar("g_balance_uzi_spread2"), cvar("g_balance_uzi_damage2"), IT_UZI, (self.uzi_bulletcounter & 3) == 0);
52         else
53                 fireBullet (org, v_forward, cvar("g_balance_uzi_spread"), cvar("g_balance_uzi_damage"), IT_UZI, (self.uzi_bulletcounter & 3) == 0);
54
55         // casing code
56         if (cvar("g_casings") >= 2)
57         {
58                 org = self.origin + self.view_ofs + (v_right * 6) - (v_up * 8) + (v_forward * 10);
59                 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);
60         }
61
62         flash = spawn ();
63         org = self.origin + self.view_ofs + (v_right * 6) - (v_up * 10) + (v_forward * 40);
64         setorigin (flash, org);
65         setmodel (flash, "models/uziflash.md3");
66         flash.velocity = v_forward * 20;
67         flash.angles = vectoangles (flash.velocity);
68         flash.angles_z=flash.v_angle_z + random () * 180;
69         flash.scale = 0.75;
70         flash.alpha = 0.5;
71         SUB_SetFade (flash, time, 0.2);
72         flash.effects = flash.effects | EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
73
74 }
75 // weapon frames
76
77 void()  uzi_ready_01 =  {weapon_thinkf(WFRAME_IDLE, 0.1, uzi_ready_01); self.weaponentity.state = WS_READY;};
78 void()  uzi_select_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
79 void()  uzi_deselect_01 =       {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
80 void()  uzi_fire1_02 =
81 {
82         if (self.button0)
83         {
84                 self.uzi_bulletcounter = self.uzi_bulletcounter + 1;
85                 weapon_doattack(uzi_check, uzi_check, W_Uzi_Attack);
86                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_refire"), uzi_fire1_02);
87         }
88         else
89                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_refire"), uzi_ready_01);
90 };
91 void()  uzi_fire1_01 =
92 {
93         self.uzi_bulletcounter = 1;
94         weapon_doattack(uzi_check, uzi_check, W_Uzi_Attack);
95         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_refire"), uzi_fire1_02);
96 };
97