]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/w_uzi.qc
more modular weapon system
[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 (void)
15 {
16         local entity flash, flash2;
17
18         if (cvar("g_use_ammunition"))
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, '25 5.5 -8', TRUE, 0, "weapons/uzi_fire.wav");
26         //W_SetupShot (self, '25 8 -8', TRUE, 0, "weapons/uzi_fire.wav"); // TODO: move model to the right a little
27         if (!g_norecoil)
28         {
29                 self.punchangle_x = random () - 0.5;
30                 self.punchangle_y = random () - 0.5;
31         }
32
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");
35
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"), WEP_UZI, TRUE);
38         else
39                 fireBullet (w_shotorg, w_shotdir, cvar("g_balance_uzi_sustained_spread"), cvar("g_balance_uzi_sustained_damage"), cvar("g_balance_uzi_sustained_force"), WEP_UZI, (self.uzi_bulletcounter & 3) == 0);
40
41         pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
42
43         // muzzle flash for 1st person view
44         flash = spawn();
45         setorigin(flash, '53 5 0');
46         setmodel(flash, "models/uziflash.md3"); // precision set below
47         setattachment(flash, self.weaponentity, "bone01");
48         flash.owner = self;
49         flash.viewmodelforclient = self;
50         flash.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
51         flash.scale = 1.2;
52         //SUB_SetFade(flash, time + 0.06, 0);
53         flash.think = W_Uzi_Flash_Go;
54         flash.nextthink = time + 0.02;
55         flash.frame = 2;
56
57         // muzzle flash for 3rd person view
58         flash2 = spawn();
59         setorigin(flash2, '43 1 8');
60         setmodel(flash2, "models/uziflash.md3"); // precision set below
61         setattachment(flash2, self.exteriorweaponentity, "");
62         //SUB_SetFade(flash2, time + 0.06, 0);
63         flash2.think = W_Uzi_Flash_Go;
64         flash2.nextthink = time + 0.02;
65         flash2.frame = 2;
66         // common properties
67         flash.angles_z = flash2.angles_z = flash.v_angle_z + random() * 180;
68         flash.alpha = flash2.alpha = 1;
69         flash.effects = flash2.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
70
71         // casing code
72         if (cvar("g_casings") >= 2)
73                 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);
74 }
75
76 // weapon frames
77 void uzi_fire1_02()
78 {
79         if(self.weapon != self.switchweapon) // abort immediately if switching
80         {
81                 w_ready();
82                 return;
83         }
84         if (self.BUTTON_ATCK)
85         {
86                 if (!weapon_action(self.weapon, WR_CHECKAMMO2))
87                 {
88                         self.switchweapon = w_getbestweapon(self);
89                         if (self.switchweapon != self.weapon)
90                                 self.cnt = self.weapon;
91                         w_ready();
92                         return;
93                 }
94                 ATTACK_FINISHED(self) = time + cvar("g_balance_uzi_refire");
95                 self.uzi_bulletcounter = self.uzi_bulletcounter + 1;
96                 W_Uzi_Attack();
97                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_fire1_02);
98         }
99         else
100                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), w_ready);
101 };
102
103 void spawnfunc_weapon_machinegun(); // defined in t_items.qc
104
105 float w_uzi(float req)
106 {
107         if (req == WR_AIM)
108                 if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
109                         self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
110                 else
111                 {
112                         self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
113                 }
114         else if (req == WR_THINK)
115         {
116                 if (self.BUTTON_ATCK)
117                 if (weapon_prepareattack(0, cvar("g_balance_uzi_refire")))
118                 {
119                         self.uzi_bulletcounter = 1;
120                         W_Uzi_Attack();
121                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_fire1_02);
122                 }
123                 if (self.BUTTON_ATCK2)
124                 if (weapon_prepareattack(1, cvar("g_balance_uzi_refire")))
125                 {
126                         self.uzi_bulletcounter = 1;
127                         W_Uzi_Attack();
128                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), w_ready);
129                 }
130         }
131         else if (req == WR_PRECACHE)
132         {
133                 precache_model ("models/tracer.mdl");
134                 precache_model ("models/uziflash.md3");
135                 precache_model ("models/weapons/g_uzi.md3");
136                 precache_model ("models/weapons/v_uzi.md3");
137                 precache_model ("models/weapons/w_uzi.zym");
138                 precache_sound ("weapons/ric1.wav");
139                 precache_sound ("weapons/ric2.wav");
140                 precache_sound ("weapons/ric3.wav");
141                 precache_sound ("weapons/tink1.wav");
142                 precache_sound ("weapons/uzi_fire.wav");
143                 if (cvar("g_casings") >= 2)
144                         precache_model ("models/casing_bronze.mdl");
145         }
146         else if (req == WR_SETUP)
147                 weapon_setup(WEP_UZI, "uzi");
148         else if (req == WR_CHECKAMMO1)
149                 return self.ammo_nails >= cvar("g_balance_uzi_first_ammo");
150         else if (req == WR_CHECKAMMO2)
151                 return self.ammo_nails >= cvar("g_balance_uzi_first_ammo");
152         else if (req == WR_SUICIDEMESSAGE)
153                 w_deathtypestring = "did the impossible";
154         else if (req == WR_KILLMESSAGE)
155                 w_deathtypestring = "was riddled full of holes by";
156         else if (req == WR_SPAWNFUNC)
157                 spawnfunc_weapon_machinegun();
158         return TRUE;
159 };