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more control over starting weapons/ammo/pickups
[divverent/nexuiz.git] / qcsrc / gamec / w_uzi.c
1 void() uzi_ready_01;
2 void() uzi_fire1_01;
3 void() uzi_deselect_01;
4 void() uzi_select_01;
5
6 float() uzi_check =
7 {
8         if (self.ammo_nails >= 1)
9                 return TRUE;
10         return FALSE;
11 };
12
13 void(float req) w_uzi =
14 {
15         if (req == WR_IDLE)
16                 uzi_ready_01();
17         else if (req == WR_FIRE1 || req == WR_FIRE2)
18                 weapon_prepareattack(uzi_check, uzi_check, uzi_fire1_01, cvar("g_balance_uzi_refire"));
19         else if (req == WR_RAISE)
20                 uzi_select_01();
21         else if (req == WR_UPDATECOUNTS)
22                 self.currentammo = self.ammo_nails;
23         else if (req == WR_DROP)
24                 uzi_deselect_01();
25         else if (req == WR_SETUP)
26                 weapon_setup(WEP_UZI, "w_uzi.zym", IT_NAILS);
27         else if (req == WR_CHECKAMMO)
28                 weapon_hasammo = uzi_check();
29 };
30
31 .float uzi_bulletcounter;
32 void W_Uzi_Attack (void)
33 {
34         local vector org;
35         entity flash;
36         sound (self, CHAN_WEAPON, "weapons/uzi_fire.wav", 1, ATTN_NORM);
37         if (cvar("g_use_ammunition"))
38                 self.ammo_nails = self.ammo_nails - 1;
39         self.punchangle_x = random () - 0.5;
40         self.punchangle_y = random () - 0.5;
41         org = self.origin + self.view_ofs + (v_right * 6) - (v_up * 8) + (v_forward * 15);
42
43         // this attack_finished just enforces a cooldown at the end of a burst
44         self.attack_finished = time + cvar("g_balance_uzi_refire2");
45
46         if (self.uzi_bulletcounter == 1)
47                 fireBullet (org, v_forward, cvar("g_balance_uzi_spread2"), cvar("g_balance_uzi_damage2"), IT_UZI, (self.uzi_bulletcounter & 3) == 0);
48         else
49                 fireBullet (org, v_forward, cvar("g_balance_uzi_spread"), cvar("g_balance_uzi_damage"), IT_UZI, (self.uzi_bulletcounter & 3) == 0);
50
51         // casing code
52         if (cvar("g_casings") >= 2)
53         {
54                 org = self.origin + self.view_ofs + (v_right * 6) - (v_up * 8) + (v_forward * 10);
55                 SpawnCasing (org, ((random () * 50 + 50) * v_right) - ((random () * 25 + 25) * v_forward) - ((random () * 5 + 10) * v_up), 2, v_forward,'0 250 0', 100, 2);
56         }
57
58         flash = spawn ();
59         org = self.origin + self.view_ofs + (v_right * 6) - (v_up * 10) + (v_forward * 40);
60         setorigin (flash, org);
61         setmodel (flash, "models/uziflash.md3");
62         flash.velocity = v_forward * 20;
63         flash.angles = vectoangles (flash.velocity);
64         flash.angles_z=flash.v_angle_z + random () * 180;
65         flash.scale = 0.75;
66         flash.alpha = 0.5;
67         SUB_SetFade (flash, time, 0.2);
68         flash.effects = flash.effects | EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
69
70 }
71 // weapon frames
72
73 void()  uzi_ready_01 =  {weapon_thinkf(WFRAME_IDLE, 0.1, uzi_ready_01); self.weaponentity.state = WS_READY;};
74 void()  uzi_select_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
75 void()  uzi_deselect_01 =       {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
76 void()  uzi_fire1_02 =
77 {
78         if (self.button0)
79         {
80                 self.uzi_bulletcounter = self.uzi_bulletcounter + 1;
81                 weapon_doattack(uzi_check, uzi_check, W_Uzi_Attack);
82                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_refire"), uzi_fire1_02);
83         }
84         else
85                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_refire"), uzi_ready_01);
86 };
87 void()  uzi_fire1_01 =
88 {
89         self.uzi_bulletcounter = 1;
90         weapon_doattack(uzi_check, uzi_check, W_Uzi_Attack);
91         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_refire"), uzi_fire1_02);
92 };
93