// leilei's fancy muzzleflash stuff void W_Uzi_Flash_Go() { if (self.frame > 10){ SUB_Remove(); return; } self.frame = self.frame + 2; self.alpha = self.alpha - 0.2; self.think = W_Uzi_Flash_Go; self.nextthink = time + 0.02; }; .float uzi_bulletcounter; void W_Uzi_Attack (float deathtype) { local entity flash; if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { 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, cvar("g_antilag_bullets") && cvar("g_balance_uzi_speed") >= cvar("g_antilag_bullets"), 0, "weapons/uzi_fire.wav", cvar("g_balance_uzi_first_damage")); if (!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 ATTACK_FINISHED(self) = time + cvar("g_balance_uzi_first_refire") * W_WeaponRateFactor(); if (self.uzi_bulletcounter == 1) fireBallisticBullet(w_shotorg, w_shotdir, cvar("g_balance_uzi_first_spread"), cvar("g_balance_uzi_speed"), 5, cvar("g_balance_uzi_first_damage"), 0, cvar("g_balance_uzi_first_force"), deathtype, 0, 1, cvar("g_balance_uzi_bulletconstant")); else fireBallisticBullet(w_shotorg, w_shotdir, cvar("g_balance_uzi_sustained_spread"), cvar("g_balance_uzi_speed"), 5, cvar("g_balance_uzi_sustained_damage"), 0, cvar("g_balance_uzi_sustained_force"), deathtype, 0, 1, cvar("g_balance_uzi_bulletconstant")); endFireBallisticBullet(); pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); // muzzle flash for 1st person view flash = spawn(); setmodel(flash, "models/uziflash.md3"); // precision set below //SUB_SetFade(flash, time + 0.06, 0); flash.think = W_Uzi_Flash_Go; flash.nextthink = time + 0.02; flash.frame = 2; flash.alpha = 1; flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; W_AttachToShotorg(flash, '5 0 0'); // casing code if (cvar("g_casings") >= 2) SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self); } // weapon frames void uzi_fire1_02() { if(self.weapon != self.switchweapon) // abort immediately if switching { w_ready(); return; } if (self.BUTTON_ATCK) { if (!weapon_action(self.weapon, WR_CHECKAMMO2)) { W_SwitchWeapon_Force(self, w_getbestweapon(self)); w_ready(); return; } self.uzi_bulletcounter = self.uzi_bulletcounter + 1; W_Uzi_Attack(WEP_UZI); 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); }; void spawnfunc_weapon_machinegun(); // defined in t_items.qc float w_uzi(float req) { if (req == WR_AIM) if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200) self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE); else { self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE); } else if (req == WR_THINK) { if (self.BUTTON_ATCK) if (weapon_prepareattack(0, 0)) { self.uzi_bulletcounter = 1; W_Uzi_Attack(WEP_UZI); // sets attack_finished weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_fire1_02); } if (self.BUTTON_ATCK2) if (weapon_prepareattack(1, 0)) { self.uzi_bulletcounter = 1; W_Uzi_Attack(WEP_UZI | HITTYPE_SECONDARY); // sets attack_finished weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_uzi_first_refire"), w_ready); } } else if (req == WR_PRECACHE) { precache_model ("models/uziflash.md3"); precache_model ("models/weapons/g_uzi.md3"); precache_model ("models/weapons/v_uzi.md3"); precache_model ("models/weapons/h_uzi.dpm"); precache_sound ("weapons/uzi_fire.wav"); } else if (req == WR_SETUP) weapon_setup(WEP_UZI); 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_first_ammo"); else if (req == WR_SUICIDEMESSAGE) w_deathtypestring = "did the impossible"; else if (req == WR_KILLMESSAGE) { if(w_deathtype & HITTYPE_SECONDARY) w_deathtypestring = "was sniped by"; else w_deathtypestring = "was riddled full of holes by"; } return TRUE; };