]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/w_uzi.qc
minor edits to make code more similar to old versions
[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, flash2;
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, '23 8 -9.5', TRUE, 0, "weapons/uzi_fire.wav");
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");
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
40         pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
41
42         // muzzle flash for 1st person view
43         flash = spawn();
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");
50         else
51         {
52                 setorigin(flash, shotorg + shotdir * 50);
53                 flash.angles = vectoangles(shotdir);
54                 //setorigin(flash, '48 0 5');
55                 //setattachment(flash, self.weaponentity, "");
56         }
57         flash.owner = self;
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;
63         flash.frame = 2;
64
65         // muzzle flash for 3rd person view
66         flash2 = spawn();
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;
73         flash2.frame = 2;
74         // common properties
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;
78
79         // casing code
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);
82 }
83
84 // weapon frames
85 void uzi_fire1_02()
86 {
87         if(self.weapon != self.switchweapon) // abort immediately if switching
88         {
89                 w_ready();
90                 return;
91         }
92         if (self.BUTTON_ATCK)
93         {
94                 if (!weapon_action(self.weapon, WR_CHECKAMMO2))
95                 {
96                         W_SwitchWeapon_Force(self, w_getbestweapon(self));
97                         w_ready();
98                         return;
99                 }
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);
103         }
104         else
105                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), w_ready);
106 };
107
108 void spawnfunc_weapon_machinegun(); // defined in t_items.qc
109
110 float w_uzi(float req)
111 {
112         if (req == WR_AIM)
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);
115                 else
116                 {
117                         self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
118                 }
119         else if (req == WR_THINK)
120         {
121                 if (self.BUTTON_ATCK)
122                 if (weapon_prepareattack(0, 0))
123                 {
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);
127                 }
128                 if (self.BUTTON_ATCK2)
129                 if (weapon_prepareattack(1, 0))
130                 {
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);
134                 }
135         }
136         else if (req == WR_PRECACHE)
137         {
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");
143         }
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)
153         {
154                 if(w_deathtype & HITTYPE_SECONDARY)
155                         w_deathtypestring = "was sniped by";
156                 else
157                         w_deathtypestring = "was riddled full of holes by";
158         }
159         return TRUE;
160 };