]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/w_uzi.qc
separate refire timers for each weapon; fixes "faster Nex refire by switching Laser...
[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, '11 5.5 -8', TRUE, 0, "weapons/uzi_fire.wav");
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         ATTACK_FINISHED(self) = 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"), cvar("g_balance_uzi_first_force"), IT_UZI, TRUE);
25         else
26                 fireBullet (w_shotorg, w_shotdir, cvar("g_balance_uzi_sustained_spread"), cvar("g_balance_uzi_sustained_damage"), cvar("g_balance_uzi_sustained_force"), IT_UZI, (self.uzi_bulletcounter & 3) == 0);
27
28         // muzzle flash for 1st person view
29         flash = spawn();
30         setorigin(flash, '53 5 0');
31         setmodel(flash, "models/uziflash.md3"); // precision set below
32         setattachment(flash, self.weaponentity, "bone01");
33         flash.owner = self;
34         flash.viewmodelforclient = self;
35         flash.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
36         flash.scale = 1.2;
37         SUB_SetFade(flash, time, 0.2);
38
39         // muzzle flash for 3rd person view
40         flash2 = spawn();
41         setorigin(flash2, '43 1 8');
42         setmodel(flash2, "models/uziflash.md3"); // precision set below
43         setattachment(flash2, self.exteriorweaponentity, "");
44         SUB_SetFade(flash2, time, 0.2);
45
46         // common properties
47         flash.angles_z = flash2.angles_z = flash.v_angle_z + random() * 180;
48         flash.alpha = flash2.alpha = 0.5;
49         flash.effects = flash2.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
50
51         // casing code
52         if (cvar("g_casings") >= 2)
53                 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);
54 }
55
56 // weapon frames
57 void()  uzi_fire1_02 =
58 {
59         if(self.weapon != self.switchweapon) // abort immediately if switching
60         {
61                 w_ready();
62                 return;
63         }
64         if (self.button0)
65         {
66                 if (!weapon_action(self.weapon, WR_CHECKAMMO2))
67                 {
68                         self.switchweapon = w_getbestweapon(self);
69                         if (self.switchweapon != self.weapon)
70                                 self.cnt = self.weapon;
71                         w_ready();
72                         return;
73                 }
74                 ATTACK_FINISHED(self) = time + cvar("g_balance_uzi_refire");
75                 self.uzi_bulletcounter = self.uzi_bulletcounter + 1;
76                 W_Uzi_Attack();
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 float(float req) w_uzi =
84 {
85         if (req == WR_AIM)
86                 if(vlen(self.origin-self.enemy.origin)<750)
87                         self.button0 = bot_aim(1000000, 0, 0.001, FALSE);
88                 else
89                 {
90                         self.button3 = bot_aim(1000000, 0, 0.001, FALSE);
91                 }
92         else if (req == WR_THINK)
93         {
94                 if (self.button0)
95                 if (weapon_prepareattack(0, 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"), uzi_fire1_02);
100                 }
101                 if (self.button3)
102                 if (weapon_prepareattack(1, cvar("g_balance_uzi_refire")))
103                 {
104                         self.uzi_bulletcounter = 1;
105                         W_Uzi_Attack();
106                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), w_ready);
107                 }
108         }
109         else if (req == WR_PRECACHE)
110         {
111                 precache_model ("models/tracer.mdl");
112                 precache_model ("models/uziflash.md3");
113                 precache_model ("models/weapons/g_uzi.md3");
114                 precache_model ("models/weapons/v_uzi.md3");
115                 precache_model ("models/weapons/w_uzi.zym");
116                 precache_sound ("weapons/ric1.wav");
117                 precache_sound ("weapons/ric2.wav");
118                 precache_sound ("weapons/ric3.wav");
119                 precache_sound ("weapons/tink1.wav");
120                 precache_sound ("weapons/uzi_fire.wav");
121                 if (cvar("g_casings") >= 2)
122                         precache_model ("models/casing_bronze.mdl");
123         }
124         else if (req == WR_SETUP)
125                 weapon_setup(WEP_UZI, "uzi", IT_NAILS);
126         else if (req == WR_CHECKAMMO1)
127                 return self.ammo_nails >= cvar("g_balance_uzi_first_ammo");
128         else if (req == WR_CHECKAMMO2)
129                 return self.ammo_nails >= cvar("g_balance_uzi_sustained_ammo");
130         return TRUE;
131 };