1 // leilei's fancy muzzleflash stuff
2 void W_Uzi_Flash_Go() {
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;
13 .float uzi_bulletcounter;
14 void W_Uzi_Attack (float deathtype)
16 local entity flash, flash2;
18 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
20 if (self.uzi_bulletcounter == 1)
21 self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_first_ammo");
23 self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_sustained_ammo");
25 W_SetupShot (self, '23 8 -9.5', TRUE, 0, "weapons/uzi_fire.wav");
28 self.punchangle_x = random () - 0.5;
29 self.punchangle_y = random () - 0.5;
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");
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"));
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"));
40 pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
42 // muzzle flash for 1st person view
44 setorigin(flash, '5 0 0');
45 setmodel(flash, "models/uziflash.md3"); // precision set below
46 if (gettagindex(self.weaponentity, "shot"))
47 setattachment(flash, self.weaponentity, "shot");
48 else if (gettagindex(self.weaponentity, "bone02"))
49 setattachment(flash, self.weaponentity, "bone02");
52 setorigin(flash, shotorg + shotdir * 50);
53 flash.angles = vectoangles(shotdir);
54 //setorigin(flash, '48 0 5');
55 //setattachment(flash, self.weaponentity, "");
58 flash.viewmodelforclient = self;
59 flash.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
60 //SUB_SetFade(flash, time + 0.06, 0);
61 flash.think = W_Uzi_Flash_Go;
62 flash.nextthink = time + 0.02;
65 // muzzle flash for 3rd person view
67 setorigin(flash2, '43 1 8');
68 setmodel(flash2, "models/uziflash.md3"); // precision set below
69 setattachment(flash2, self.exteriorweaponentity, "");
70 //SUB_SetFade(flash2, time + 0.06, 0);
71 flash2.think = W_Uzi_Flash_Go;
72 flash2.nextthink = time + 0.02;
75 flash.angles_z = flash2.angles_z = flash.v_angle_z + random() * 180;
76 flash.alpha = flash2.alpha = 1;
77 flash.effects = flash2.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
80 if (cvar("g_casings") >= 2)
81 SpawnCasing (w_shotorg - v_forward * 10, ((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3);
87 if(self.weapon != self.switchweapon) // abort immediately if switching
94 if (!weapon_action(self.weapon, WR_CHECKAMMO2))
96 W_SwitchWeapon_Force(self, w_getbestweapon(self));
100 self.uzi_bulletcounter = self.uzi_bulletcounter + 1;
101 W_Uzi_Attack(WEP_UZI);
102 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_fire1_02);
105 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), w_ready);
108 void spawnfunc_weapon_machinegun(); // defined in t_items.qc
110 float w_uzi(float req)
113 if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
114 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
117 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
119 else if (req == WR_THINK)
121 if (self.BUTTON_ATCK)
122 if (weapon_prepareattack(0, 0))
124 self.uzi_bulletcounter = 1;
125 W_Uzi_Attack(WEP_UZI); // sets attack_finished
126 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_fire1_02);
128 if (self.BUTTON_ATCK2)
129 if (weapon_prepareattack(1, 0))
131 self.uzi_bulletcounter = 1;
132 W_Uzi_Attack(WEP_UZI | HITTYPE_SECONDARY); // sets attack_finished
133 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_uzi_first_refire"), w_ready);
136 else if (req == WR_PRECACHE)
138 precache_model ("models/uziflash.md3");
139 precache_model ("models/weapons/g_uzi.md3");
140 precache_model ("models/weapons/v_uzi.md3");
141 precache_model ("models/weapons/w_uzi.zym");
142 precache_sound ("weapons/uzi_fire.wav");
144 else if (req == WR_SETUP)
145 weapon_setup(WEP_UZI);
146 else if (req == WR_CHECKAMMO1)
147 return self.ammo_nails >= cvar("g_balance_uzi_first_ammo");
148 else if (req == WR_CHECKAMMO2)
149 return self.ammo_nails >= cvar("g_balance_uzi_first_ammo");
150 else if (req == WR_SUICIDEMESSAGE)
151 w_deathtypestring = "did the impossible";
152 else if (req == WR_KILLMESSAGE)
154 if(w_deathtype & HITTYPE_SECONDARY)
155 w_deathtypestring = "was sniped by";
157 w_deathtypestring = "was riddled full of holes by";