]> icculus.org git repositories - divverent/nexuiz.git/blob - qcsrc/gamec/w_uzi.c
cleaned a lot of weapon code
[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         sound (self, CHAN_WEAPON, "weapons/uzi_fire.wav", 1, ATTN_NORM);
36         self.ammo_nails = self.ammo_nails - 1;
37         self.punchangle_x = random () - 0.5;
38         self.punchangle_y = random () - 0.5;
39         org = self.origin + self.view_ofs + (v_right * 6) - (v_up * 8) + (v_forward * 15);
40
41         // this attack_finished just enforces a cooldown at the end of a burst
42         self.attack_finished = time + cvar("g_balance_uzi_refire2");
43
44         if (self.uzi_bulletcounter == 1)
45                 fireBullet (org, v_forward, cvar("g_balance_uzi_spread2"), cvar("g_balance_uzi_damage2"), IT_UZI, (self.uzi_bulletcounter & 3) == 0);
46         else
47                 fireBullet (org, v_forward, cvar("g_balance_uzi_spread"), cvar("g_balance_uzi_damage"), IT_UZI, (self.uzi_bulletcounter & 3) == 0);
48
49         // casing code
50         if (cvar("g_casings") == 1)
51         {
52                 org = self.origin + self.view_ofs + (v_right * 6) - (v_up * 8) + (v_forward * 10);
53                 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);
54         }
55 }
56 // weapon frames
57
58 void()  uzi_ready_01 =  {weapon_thinkf(WFRAME_IDLE, 0.1, uzi_ready_01); self.weaponentity.state = WS_READY;};
59 void()  uzi_select_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
60 void()  uzi_deselect_01 =       {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
61 void()  uzi_fire1_02 =
62 {
63         if (self.button0)
64         {
65                 self.uzi_bulletcounter = self.uzi_bulletcounter + 1;
66                 weapon_doattack(uzi_check, uzi_check, W_Uzi_Attack);
67                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_refire"), uzi_fire1_02);
68         }
69         else
70                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_refire"), uzi_ready_01);
71 };
72 void()  uzi_fire1_01 =
73 {
74         self.uzi_bulletcounter = 1;
75         weapon_doattack(uzi_check, uzi_check, W_Uzi_Attack);
76         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_refire"), uzi_fire1_02);
77 };
78