1 // leilei's fancy muzzleflash stuff
3 void() W_Uzi_Flash_Go {
8 self.frame = self.frame + 2;
9 self.alpha = self.alpha - 0.2;
10 self.think = W_Uzi_Flash_Go;
11 self.nextthink = time + 0.02;
14 .float uzi_bulletcounter;
15 void W_Uzi_Attack (void)
17 local entity flash, flash2;
19 if (cvar("g_use_ammunition"))
21 if (self.uzi_bulletcounter == 1)
22 self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_first_ammo");
24 self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_sustained_ammo");
26 W_SetupShot (self, '11 5.5 -8', TRUE, 0, "weapons/uzi_fire.wav");
29 self.punchangle_x = random () - 0.5;
30 self.punchangle_y = random () - 0.5;
33 // this attack_finished just enforces a cooldown at the end of a burst
34 ATTACK_FINISHED(self) = time + cvar("g_balance_uzi_first_refire");
36 if (self.uzi_bulletcounter == 1)
37 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);
39 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);
41 // muzzle flash for 1st person view
43 setorigin(flash, '53 5 0');
44 setmodel(flash, "models/uziflash.md3"); // precision set below
45 setattachment(flash, self.weaponentity, "bone01");
47 flash.viewmodelforclient = self;
48 flash.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
50 //SUB_SetFade(flash, time + 0.06, 0);
51 flash.think = W_Uzi_Flash_Go;
52 flash.nextthink = time + 0.02;
55 // muzzle flash for 3rd person view
57 setorigin(flash2, '43 1 8');
58 setmodel(flash2, "models/uziflash.md3"); // precision set below
59 setattachment(flash2, self.exteriorweaponentity, "");
60 //SUB_SetFade(flash2, time + 0.06, 0);
61 flash2.think = W_Uzi_Flash_Go;
62 flash2.nextthink = time + 0.02;
65 flash.angles_z = flash2.angles_z = flash.v_angle_z + random() * 180;
66 flash.alpha = flash2.alpha = 1;
67 flash.effects = flash2.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
70 if (cvar("g_casings") >= 2)
71 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);
77 if(self.weapon != self.switchweapon) // abort immediately if switching
84 if (!weapon_action(self.weapon, WR_CHECKAMMO2))
86 self.switchweapon = w_getbestweapon(self);
87 if (self.switchweapon != self.weapon)
88 self.cnt = self.weapon;
92 ATTACK_FINISHED(self) = time + cvar("g_balance_uzi_refire");
93 self.uzi_bulletcounter = self.uzi_bulletcounter + 1;
95 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_fire1_02);
98 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), w_ready);
101 float(float req) w_uzi =
104 if(vlen(self.origin-self.enemy.origin)<750)
105 self.button0 = bot_aim(1000000, 0, 0.001, FALSE);
108 self.button3 = bot_aim(1000000, 0, 0.001, FALSE);
110 else if (req == WR_THINK)
113 if (weapon_prepareattack(0, cvar("g_balance_uzi_refire")))
115 self.uzi_bulletcounter = 1;
117 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_fire1_02);
120 if (weapon_prepareattack(1, cvar("g_balance_uzi_refire")))
122 self.uzi_bulletcounter = 1;
124 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), w_ready);
127 else if (req == WR_PRECACHE)
129 precache_model ("models/tracer.mdl");
130 precache_model ("models/uziflash.md3");
131 precache_model ("models/weapons/g_uzi.md3");
132 precache_model ("models/weapons/v_uzi.md3");
133 precache_model ("models/weapons/w_uzi.zym");
134 precache_sound ("weapons/ric1.wav");
135 precache_sound ("weapons/ric2.wav");
136 precache_sound ("weapons/ric3.wav");
137 precache_sound ("weapons/tink1.wav");
138 precache_sound ("weapons/uzi_fire.wav");
139 if (cvar("g_casings") >= 2)
140 precache_model ("models/casing_bronze.mdl");
142 else if (req == WR_SETUP)
143 weapon_setup(WEP_UZI, "uzi", IT_NAILS);
144 else if (req == WR_CHECKAMMO1)
145 return self.ammo_nails >= cvar("g_balance_uzi_first_ammo");
146 else if (req == WR_CHECKAMMO2)
147 return self.ammo_nails >= cvar("g_balance_uzi_first_ammo");
148 else if (req == WR_REGISTER)
149 weapon_register(WEP_UZI, cvar("g_balance_uzi_first_ammo"));