// leilei's fancy muzzleflash stuff void() W_Uzi_Flash_Go; 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 (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, '25 5.5 -8', TRUE, 0, "weapons/uzi_fire.wav"); //W_SetupShot (self, '25 8 -8', TRUE, 0, "weapons/uzi_fire.wav"); // TODO: move model to the right a little 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"); 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); pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); // muzzle flash for 1st person view flash = spawn(); setorigin(flash, '53 5 0'); setmodel(flash, "models/uziflash.md3"); // precision set below setattachment(flash, self.weaponentity, "bone01"); flash.owner = self; flash.viewmodelforclient = self; flash.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient; flash.scale = 1.2; //SUB_SetFade(flash, time + 0.06, 0); flash.think = W_Uzi_Flash_Go; flash.nextthink = time + 0.02; flash.frame = 2; // muzzle flash for 3rd person view flash2 = spawn(); setorigin(flash2, '43 1 8'); setmodel(flash2, "models/uziflash.md3"); // precision set below setattachment(flash2, self.exteriorweaponentity, ""); //SUB_SetFade(flash2, time + 0.06, 0); flash2.think = W_Uzi_Flash_Go; flash2.nextthink = time + 0.02; flash2.frame = 2; // common properties flash.angles_z = flash2.angles_z = flash.v_angle_z + random() * 180; flash.alpha = flash2.alpha = 1; 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) - (v_forward * (random () * 25 + 25)) - ((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.BUTTON_ATCK) { if (!weapon_action(self.weapon, WR_CHECKAMMO2)) { self.switchweapon = w_getbestweapon(self); if (self.switchweapon != self.weapon) self.cnt = self.weapon; w_ready(); return; } ATTACK_FINISHED(self) = 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 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, 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.BUTTON_ATCK2) 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_PRECACHE) { precache_model ("models/tracer.mdl"); precache_model ("models/uziflash.md3"); precache_model ("models/weapons/g_uzi.md3"); precache_model ("models/weapons/v_uzi.md3"); precache_model ("models/weapons/w_uzi.zym"); precache_sound ("weapons/ric1.wav"); precache_sound ("weapons/ric2.wav"); precache_sound ("weapons/ric3.wav"); precache_sound ("weapons/tink1.wav"); precache_sound ("weapons/uzi_fire.wav"); if (cvar("g_casings") >= 2) precache_model ("models/casing_bronze.mdl"); } 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_first_ammo"); else if (req == WR_REGISTER) weapon_register(WEP_UZI, cvar("g_balance_uzi_first_ammo")); return TRUE; };