]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/gamec/w_uzi.c
i hope buttons can now be triggered by touch. i have no way to test that though...
[divverent/nexuiz.git] / data / qcsrc / server / 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 >= cvar("g_balance_uzi_first_ammo"))
9                 return TRUE;
10         return FALSE;
11 };
12
13 float() uzi_check2 =
14 {
15         if (self.ammo_nails >= cvar("g_balance_uzi_sustained_ammo"))
16                 return TRUE;
17         return FALSE;
18 };
19
20 void(float req) w_uzi =
21 {
22         if (req == WR_IDLE)
23                 uzi_ready_01();
24         else if (req == WR_FIRE1 || req == WR_FIRE2)
25                 weapon_prepareattack(uzi_check, uzi_check, uzi_fire1_01, cvar("g_balance_uzi_refire"));
26         else if (req == WR_RAISE)
27                 uzi_select_01();
28         else if (req == WR_UPDATECOUNTS)
29                 self.currentammo = self.ammo_nails;
30         else if (req == WR_DROP)
31                 uzi_deselect_01();
32         else if (req == WR_SETUP)
33                 weapon_setup(WEP_UZI, "w_uzi.zym", IT_NAILS);
34         else if (req == WR_CHECKAMMO)
35                 weapon_hasammo = uzi_check();
36 };
37
38 .float uzi_bulletcounter;
39 void W_Uzi_Attack (void)
40 {
41         local vector org;
42
43         local vector trueaim;
44         trueaim = W_TrueAim();
45
46         entity flash;
47         sound (self, CHAN_WEAPON, "weapons/uzi_fire.ogg", 1, ATTN_NORM);
48         if (self.items & IT_STRENGTH) {
49                 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
50         }
51
52         if (cvar("g_use_ammunition"))
53         {
54                 if (self.uzi_bulletcounter == 1)
55                         self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_first_ammo");
56                 else
57                         self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_sustained_ammo");
58         }
59         self.punchangle_x = random () - 0.5;
60         self.punchangle_y = random () - 0.5;
61         org = self.origin + self.view_ofs + (v_right * 6) - (v_up * 8) + (v_forward * 15);
62
63         // this attack_finished just enforces a cooldown at the end of a burst
64         self.attack_finished = time + cvar("g_balance_uzi_first_refire");
65
66         if (self.uzi_bulletcounter == 1)
67                 fireBullet (org, normalize(trueaim - org), cvar("g_balance_uzi_first_spread"), cvar("g_balance_uzi_first_damage"), IT_UZI, (self.uzi_bulletcounter & 3) == 0);
68         else
69                 fireBullet (org, normalize(trueaim - org), cvar("g_balance_uzi_sustained_spread"), cvar("g_balance_uzi_sustained_damage"), IT_UZI, (self.uzi_bulletcounter & 3) == 0);
70
71         // casing code
72         if (cvar("g_casings") >= 2)
73         {
74                 org = self.origin + self.view_ofs + (v_right * 6) - (v_up * 8) + (v_forward * 10);
75                 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);
76         }
77
78         flash = spawn ();
79         org = self.origin + self.view_ofs + (v_right * 6) - (v_up * 10) + (v_forward * 40);
80         setorigin (flash, org);
81         setmodel (flash, "models/uziflash.md3");
82         flash.velocity = v_forward * 20;
83         flash.angles = vectoangles (flash.velocity);
84         flash.angles_z=flash.v_angle_z + random () * 180;
85         flash.scale = 0.75;
86         flash.alpha = 0.5;
87         SUB_SetFade (flash, time, 0.2);
88         flash.effects = flash.effects | EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
89
90 }
91 // weapon frames
92
93 void()  uzi_ready_01 =  {weapon_thinkf(WFRAME_IDLE, 0.1, uzi_ready_01); self.weaponentity.state = WS_READY;};
94 void()  uzi_select_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
95 void()  uzi_deselect_01 =       {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
96 void()  uzi_fire1_02 =
97 {
98         if (self.button0)
99         {
100                 self.uzi_bulletcounter = self.uzi_bulletcounter + 1;
101                 weapon_doattack(uzi_check2, uzi_check2, W_Uzi_Attack);
102                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_fire1_02);
103         }
104         else
105                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_ready_01);
106 };
107 void()  uzi_fire1_01 =
108 {
109         self.uzi_bulletcounter = 1;
110         weapon_doattack(uzi_check, uzi_check, W_Uzi_Attack);
111         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_fire1_02);
112 };
113