]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/w_uzi.qc
add DP_PHYSICS preliminary API so maps can already contain ODE objects
[divverent/nexuiz.git] / data / qcsrc / server / w_uzi.qc
1 // leilei's fancy muzzleflash stuff
2 void W_Uzi_Flash_Go() {
3         if (self.frame > 10){
4                 SUB_Remove();
5                 return;
6         }
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;
11 };
12
13 .float uzi_bulletcounter;
14 void W_Uzi_Attack (float deathtype)
15 {
16         local entity flash;
17
18         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
19         {
20                 if (self.uzi_bulletcounter == 1)
21                         self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_first_ammo");
22                 else
23                         self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_sustained_ammo");
24         }
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"));
26         if (!g_norecoil)
27         {
28                 self.punchangle_x = random () - 0.5;
29                 self.punchangle_y = random () - 0.5;
30         }
31
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();
34
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"));
37         else
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();
40
41         pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
42
43         // muzzle flash for 1st person view
44         flash = spawn();
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;
49         flash.frame = 2;
50         flash.alpha = 1;
51         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
52         W_AttachToShotorg(flash, '5 0 0');
53
54         // casing code
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);
57 }
58
59 // weapon frames
60 void uzi_fire1_02()
61 {
62         if(self.weapon != self.switchweapon) // abort immediately if switching
63         {
64                 w_ready();
65                 return;
66         }
67         if (self.BUTTON_ATCK)
68         {
69                 if (!weapon_action(self.weapon, WR_CHECKAMMO2))
70                 {
71                         W_SwitchWeapon_Force(self, w_getbestweapon(self));
72                         w_ready();
73                         return;
74                 }
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);
78         }
79         else
80                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), w_ready);
81 };
82
83 void spawnfunc_weapon_machinegun(); // defined in t_items.qc
84
85 float w_uzi(float req)
86 {
87         if (req == WR_AIM)
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);
90                 else
91                 {
92                         self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
93                 }
94         else if (req == WR_THINK)
95         {
96                 if (self.BUTTON_ATCK)
97                 if (weapon_prepareattack(0, 0))
98                 {
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);
102                 }
103                 if (self.BUTTON_ATCK2)
104                 if (weapon_prepareattack(1, 0))
105                 {
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);
109                 }
110         }
111         else if (req == WR_PRECACHE)
112         {
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");
118         }
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)
128         {
129                 if(w_deathtype & HITTYPE_SECONDARY)
130                         w_deathtypestring = "was sniped by";
131                 else
132                         w_deathtypestring = "was riddled full of holes by";
133         }
134         return TRUE;
135 };