.float uzi_bulletcounter; void W_Uzi_Attack (void) { local entity flash, flash2; if (cvar("g_use_ammunition")) { if (self.uzi_bulletcounter == 1) self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_first_ammo"); else self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_sustained_ammo"); } W_SetupShot (self, '15 5.5 -8', TRUE, 0, "weapons/uzi_fire.ogg"); if (!cvar("g_norecoil")) { self.punchangle_x = random () - 0.5; self.punchangle_y = random () - 0.5; } // this attack_finished just enforces a cooldown at the end of a burst self.attack_finished = time + cvar("g_balance_uzi_first_refire"); if (self.uzi_bulletcounter == 1) 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); else 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); // muzzle flash for 1st person view flash = spawn(); setorigin(flash, '53 5 -1'); setmodel(flash, "models/uziflash.md3"); setattachment(flash, self.weaponentity, "bone01"); flash.viewmodelforclient = self; flash.scale = 1.2; SUB_SetFade(flash, time, 0.2); // muzzle flash for 3rd person view flash2 = spawn(); setorigin(flash2, '51 1 8'); setmodel(flash2, "models/uziflash.md3"); setattachment(flash2, self.exteriorweaponentity, ""); SUB_SetFade(flash2, time, 0.2); // common properties flash.angles_z = flash2.angles_z = flash.v_angle_z + random() * 180; flash.alpha = flash2.alpha = 0.5; flash.effects = flash2.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; // casing code if (cvar("g_casings") >= 2) 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); } // weapon frames void() uzi_fire1_02 = { if(self.weapon != self.switchweapon) // abort immediately if switching { w_ready(); return; } if (self.button0) { if (!weapon_action(self.weapon, WR_CHECKAMMO2)) { self.switchweapon = w_getbestweapon(self); if (self.switchweapon != self.weapon) self.cnt = self.weapon; w_ready(); return; } self.attack_finished = time + cvar("g_balance_uzi_refire"); self.uzi_bulletcounter = self.uzi_bulletcounter + 1; W_Uzi_Attack(); weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_fire1_02); } else weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), w_ready); }; float(float req) w_uzi = { if (req == WR_AIM) if(vlen(self.origin-self.enemy.origin)<750) self.button0 = bot_aim(1000000, 0, 0.001, FALSE); else { self.button3 = bot_aim(1000000, 0, 0.001, FALSE); } else if (req == WR_THINK) { if (self.button0) if (weapon_prepareattack(0, cvar("g_balance_uzi_refire"))) { self.uzi_bulletcounter = 1; W_Uzi_Attack(); weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_fire1_02); } if (self.button3) if (weapon_prepareattack(1, cvar("g_balance_uzi_refire"))) { self.uzi_bulletcounter = 1; W_Uzi_Attack(); weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), w_ready); } } else if (req == WR_SETUP) weapon_setup(WEP_UZI, "uzi", IT_NAILS); else if (req == WR_CHECKAMMO1) return self.ammo_nails >= cvar("g_balance_uzi_first_ammo"); else if (req == WR_CHECKAMMO2) return self.ammo_nails >= cvar("g_balance_uzi_sustained_ammo"); return TRUE; };