2 // leilei's fancy muzzleflash stuff
3 void W_Uzi_Flash_Go() {
8 self.frame = self.frame + 2;
9 self.alpha = self.alpha - 0.2;
10 self.think = W_Uzi_Flash_Go;
11 self.nextthink = time + 0.02;
14 .float uzi_bulletcounter;
15 void W_Uzi_Attack (float deathtype)
17 local entity flash, flash2;
19 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
21 if (self.uzi_bulletcounter == 1)
22 self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_first_ammo");
24 self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_sustained_ammo");
26 W_SetupShot (self, '23 8 -9.5', TRUE, 0, "weapons/uzi_fire.wav");
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 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"));
39 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"));
41 pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
43 // muzzle flash for 1st person view
45 setorigin(flash, '5 0 0');
46 setmodel(flash, "models/uziflash.md3"); // precision set below
47 setattachment(flash, self.weaponentity, "bone02");
49 flash.viewmodelforclient = self;
50 flash.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
51 //SUB_SetFade(flash, time + 0.06, 0);
52 flash.think = W_Uzi_Flash_Go;
53 flash.nextthink = time + 0.02;
56 // muzzle flash for 3rd person view
58 setorigin(flash2, '43 1 8');
59 setmodel(flash2, "models/uziflash.md3"); // precision set below
60 setattachment(flash2, self.exteriorweaponentity, "");
61 //SUB_SetFade(flash2, time + 0.06, 0);
62 flash2.think = W_Uzi_Flash_Go;
63 flash2.nextthink = time + 0.02;
66 flash.angles_z = flash2.angles_z = flash.v_angle_z + random() * 180;
67 flash.alpha = flash2.alpha = 1;
68 flash.effects = flash2.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
71 if (cvar("g_casings") >= 2)
72 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);
78 if(self.weapon != self.switchweapon) // abort immediately if switching
85 if (!weapon_action(self.weapon, WR_CHECKAMMO2))
87 W_SwitchWeapon_Force(self, w_getbestweapon(self));
91 self.uzi_bulletcounter = self.uzi_bulletcounter + 1;
92 W_Uzi_Attack(WEP_UZI);
93 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_fire1_02);
96 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), w_ready);
99 void spawnfunc_weapon_machinegun(); // defined in t_items.qc
101 float w_uzi(float req)
104 if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
105 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
108 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
110 else if (req == WR_THINK)
112 if (self.BUTTON_ATCK)
113 if (weapon_prepareattack(0, 0))
115 self.uzi_bulletcounter = 1;
116 W_Uzi_Attack(WEP_UZI); // sets attack_finished
117 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_fire1_02);
119 if (self.BUTTON_ATCK2)
120 if (weapon_prepareattack(1, 0))
122 self.uzi_bulletcounter = 1;
123 W_Uzi_Attack(WEP_UZI | HITTYPE_SECONDARY); // sets attack_finished
124 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_uzi_first_refire"), w_ready);
127 else if (req == WR_PRECACHE)
129 precache_model ("models/uziflash.md3");
130 precache_model ("models/weapons/g_uzi.md3");
131 precache_model ("models/weapons/v_uzi.md3");
132 precache_model ("models/weapons/w_uzi.dpm");
133 precache_sound ("weapons/uzi_fire.wav");
135 else if (req == WR_SETUP)
137 weapon_setup(WEP_UZI);
139 else if (req == WR_CHECKAMMO1)
140 return self.ammo_nails >= cvar("g_balance_uzi_first_ammo");
141 else if (req == WR_CHECKAMMO2)
142 return self.ammo_nails >= cvar("g_balance_uzi_first_ammo");
143 else if (req == WR_SUICIDEMESSAGE)
144 w_deathtypestring = "did the impossible";
145 else if (req == WR_KILLMESSAGE)
147 if(w_deathtype & HITTYPE_SECONDARY)
148 w_deathtypestring = "was sniped by";
150 w_deathtypestring = "was riddled full of holes by";