3 void() mac_deselect_01;
\r
4 void() mac_select_01;
\r
9 if (self.ammo_nails >= 1)
\r
14 void(float req) w_mac =
\r
18 else if (req == WR_FIRE1)
\r
19 weapon_prepareattack(mac_check, mac_check, mac_fire1_01, cvar("g_balance_mac_refire"));
\r
20 else if (req == WR_FIRE2)
\r
21 weapon_prepareattack(mac_check, mac_check, mac_fire2_01, cvar("g_balance_mac_refire2"));
\r
22 else if (req == WR_RAISE)
\r
24 else if (req == WR_UPDATECOUNTS)
\r
25 self.currentammo = self.ammo_nails;
\r
26 else if (req == WR_DROP)
\r
28 else if (req == WR_SETUP)
\r
29 weapon_setup(WEP_MAC, "w_mac.zym", IT_NAILS);
\r
30 else if (req == WR_CHECKAMMO)
\r
31 weapon_hasammo = mac_check();
\r
34 .float mac_bulletcounter;
\r
35 void W_Mac_Attack (void)
\r
39 sound (self, CHAN_WEAPON, "weapons/mac_fire.wav", 1, ATTN_NORM);
\r
40 self.ammo_nails = self.ammo_nails - 1;
\r
41 self.punchangle_x = random () - 0.5;
\r
42 self.punchangle_y = random () - 0.5;
\r
43 org = self.origin + self.view_ofs + (v_right * 6) - (v_up * 8) + (v_forward * 15);
\r
45 // this attack_finished just enforces a cooldown at the end of a burst
\r
46 self.attack_finished = time + cvar("g_balance_mac_refire2");
\r
48 if (self.mac_bulletcounter == 1)
\r
49 fireBullet (org, v_forward, cvar("g_balance_mac_spread2"), cvar("g_balance_mac_damage2"), WEP_MAC, (self.mac_bulletcounter & 3) == 0);
\r
51 fireBullet (org, v_forward, cvar("g_balance_mac_spread"), cvar("g_balance_mac_damage"), WEP_MAC, (self.mac_bulletcounter & 3) == 0);
\r
54 if (cvar("g_casings") >= 2)
\r
56 org = self.origin + self.view_ofs + (v_right * 6) - (v_up * 8) + (v_forward * 10);
\r
57 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);
\r
61 org = self.origin + self.view_ofs + (v_right * 12) - (v_up * 9) + (v_forward * 40);
\r
62 setorigin (flash, org);
\r
63 setmodel (flash, "models/uziflash.md3"); //temp use mac flash
\r
64 flash.velocity = v_forward * 20;
\r
65 flash.angles = vectoangles (flash.velocity);
\r
66 flash.angles_z=flash.v_angle_z + random () * 180;
\r
69 SUB_SetFade (flash, time, 0.2);
\r
70 flash.effects = flash.effects | EF_ADDITIVE | EF_FULLBRIGHT;
\r
74 void() mac_ready_01 = {weapon_thinkf(WFRAME_IDLE, 0.1, mac_ready_01); self.weaponentity.state = WS_READY;};
\r
75 void() mac_select_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
\r
76 void() mac_deselect_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
\r
77 void() mac_fire1_01 =
\r
81 self.mac_bulletcounter = self.mac_bulletcounter + 1;
\r
82 weapon_doattack(mac_check, mac_check, W_Mac_Attack);
\r
83 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_mac_refire"), mac_fire1_01);
\r
86 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_mac_refire"), mac_ready_01);
\r
89 void() mac_fire2_03 =
\r
91 self.mac_bulletcounter = 1;
\r
92 weapon_doattack(mac_check, mac_check, W_Mac_Attack);
\r
93 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_mac_refire"), mac_fire1_01);
\r
96 void() mac_fire2_02 =
\r
98 self.mac_bulletcounter = 1;
\r
99 weapon_doattack(mac_check, mac_check, W_Mac_Attack);
\r
100 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_mac_refire"), mac_fire2_03);
\r
103 void() mac_fire2_01 =
\r
105 self.mac_bulletcounter = 1;
\r
106 weapon_doattack(mac_check, mac_check, W_Mac_Attack);
\r
107 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_mac_refire"), mac_fire2_02);
\r