1 // leilei's fancy muzzleflash stuff
2 void W_Uzi_Flash_Go() {
7 self.frame = self.frame + 2;
8 self.alpha = self.alpha - 0.2;
9 self.think = W_Uzi_Flash_Go;
10 self.nextthink = time + 0.02;
13 .float uzi_bulletcounter;
14 void W_Uzi_Attack (void)
16 local entity flash, flash2;
18 if (cvar("g_use_ammunition"))
20 if (self.uzi_bulletcounter == 1)
21 self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_first_ammo");
23 self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_sustained_ammo");
25 W_SetupShot (self, '25 5.5 -8', TRUE, 0, "weapons/uzi_fire.wav");
26 //W_SetupShot (self, '25 8 -8', TRUE, 0, "weapons/uzi_fire.wav"); // TODO: move model to the right a little
29 self.punchangle_x = random () - 0.5;
30 self.punchangle_y = random () - 0.5;
33 // this attack_finished just enforces a cooldown at the end of a burst
34 ATTACK_FINISHED(self) = time + cvar("g_balance_uzi_first_refire");
36 if (self.uzi_bulletcounter == 1)
37 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);
39 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);
41 pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
43 // muzzle flash for 1st person view
45 setorigin(flash, '53 5 0');
46 setmodel(flash, "models/uziflash.md3"); // precision set below
47 setattachment(flash, self.weaponentity, "bone01");
49 flash.viewmodelforclient = self;
50 flash.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
52 //SUB_SetFade(flash, time + 0.06, 0);
53 flash.think = W_Uzi_Flash_Go;
54 flash.nextthink = time + 0.02;
57 // muzzle flash for 3rd person view
59 setorigin(flash2, '43 1 8');
60 setmodel(flash2, "models/uziflash.md3"); // precision set below
61 setattachment(flash2, self.exteriorweaponentity, "");
62 //SUB_SetFade(flash2, time + 0.06, 0);
63 flash2.think = W_Uzi_Flash_Go;
64 flash2.nextthink = time + 0.02;
67 flash.angles_z = flash2.angles_z = flash.v_angle_z + random() * 180;
68 flash.alpha = flash2.alpha = 1;
69 flash.effects = flash2.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
72 if (cvar("g_casings") >= 2)
73 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);
79 if(self.weapon != self.switchweapon) // abort immediately if switching
86 if (!weapon_action(self.weapon, WR_CHECKAMMO2))
88 self.switchweapon = w_getbestweapon(self);
89 if (self.switchweapon != self.weapon)
90 self.cnt = self.weapon;
94 ATTACK_FINISHED(self) = time + cvar("g_balance_uzi_refire");
95 self.uzi_bulletcounter = self.uzi_bulletcounter + 1;
97 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_fire1_02);
100 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), w_ready);
103 float w_uzi(float req)
106 if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
107 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
110 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
112 else if (req == WR_THINK)
114 if (self.BUTTON_ATCK)
115 if (weapon_prepareattack(0, cvar("g_balance_uzi_refire")))
117 self.uzi_bulletcounter = 1;
119 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_fire1_02);
121 if (self.BUTTON_ATCK2)
122 if (weapon_prepareattack(1, cvar("g_balance_uzi_refire")))
124 self.uzi_bulletcounter = 1;
126 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), w_ready);
129 else if (req == WR_PRECACHE)
131 precache_model ("models/tracer.mdl");
132 precache_model ("models/uziflash.md3");
133 precache_model ("models/weapons/g_uzi.md3");
134 precache_model ("models/weapons/v_uzi.md3");
135 precache_model ("models/weapons/w_uzi.zym");
136 precache_sound ("weapons/ric1.wav");
137 precache_sound ("weapons/ric2.wav");
138 precache_sound ("weapons/ric3.wav");
139 precache_sound ("weapons/tink1.wav");
140 precache_sound ("weapons/uzi_fire.wav");
141 if (cvar("g_casings") >= 2)
142 precache_model ("models/casing_bronze.mdl");
144 else if (req == WR_SETUP)
145 weapon_setup(WEP_UZI, "uzi", IT_NAILS);
146 else if (req == WR_CHECKAMMO1)
147 return self.ammo_nails >= cvar("g_balance_uzi_first_ammo");
148 else if (req == WR_CHECKAMMO2)
149 return self.ammo_nails >= cvar("g_balance_uzi_first_ammo");
150 else if (req == WR_REGISTER)
151 weapon_register(WEP_UZI, cvar("g_balance_uzi_first_ammo"));