]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/w_uzi.qc
fixed muzzleflashes with sv_qcweaponanimation mode
[divverent/nexuiz.git] / data / qcsrc / server / w_uzi.qc
1
2 // leilei's fancy muzzleflash stuff
3 void W_Uzi_Flash_Go() {
4         if (self.frame > 10){
5                 SUB_Remove();
6                 return;
7         }
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;
12 };
13
14 .float uzi_bulletcounter;
15 void W_Uzi_Attack (float deathtype)
16 {
17         local entity flash, flash2;
18
19         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
20         {
21                 if (self.uzi_bulletcounter == 1)
22                         self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_first_ammo");
23                 else
24                         self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_sustained_ammo");
25         }
26         W_SetupShot (self, '23 8 -9.5', TRUE, 0, "weapons/uzi_fire.wav");
27         if (!g_norecoil)
28         {
29                 self.punchangle_x = random () - 0.5;
30                 self.punchangle_y = random () - 0.5;
31         }
32
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");
35
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"));
38         else
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"));
40
41         pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
42
43         // muzzle flash for 1st person view
44         flash = spawn();
45         setorigin(flash, '5 0 0');
46         setmodel(flash, "models/uziflash.md3"); // precision set below
47         if (gettagindex(self.weaponentity, "shot"))
48                 setattachment(flash, self.weaponentity, "shot");
49         else if (gettagindex(self.weaponentity, "bone02"))
50                 setattachment(flash, self.weaponentity, "bone02");
51         else
52         {
53                 setorigin(flash, '48 0 5');
54                 setattachment(flash, self.weaponentity, "");
55         }
56         flash.owner = self;
57         flash.viewmodelforclient = self;
58         flash.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
59         //SUB_SetFade(flash, time + 0.06, 0);
60         flash.think = W_Uzi_Flash_Go;
61         flash.nextthink = time + 0.02;
62         flash.frame = 2;
63
64         // muzzle flash for 3rd person view
65         flash2 = spawn();
66         setorigin(flash2, '43 1 8');
67         setmodel(flash2, "models/uziflash.md3"); // precision set below
68         setattachment(flash2, self.exteriorweaponentity, "");
69         //SUB_SetFade(flash2, time + 0.06, 0);
70         flash2.think = W_Uzi_Flash_Go;
71         flash2.nextthink = time + 0.02;
72         flash2.frame = 2;
73         // common properties
74         flash.angles_z = flash2.angles_z = flash.v_angle_z + random() * 180;
75         flash.alpha = flash2.alpha = 1;
76         flash.effects = flash2.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
77
78         // casing code
79         if (cvar("g_casings") >= 2)
80                 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);
81 }
82
83 // weapon frames
84 void uzi_fire1_02()
85 {
86         if(self.weapon != self.switchweapon) // abort immediately if switching
87         {
88                 w_ready();
89                 return;
90         }
91         if (self.BUTTON_ATCK)
92         {
93                 if (!weapon_action(self.weapon, WR_CHECKAMMO2))
94                 {
95                         W_SwitchWeapon_Force(self, w_getbestweapon(self));
96                         w_ready();
97                         return;
98                 }
99                 self.uzi_bulletcounter = self.uzi_bulletcounter + 1;
100                 W_Uzi_Attack(WEP_UZI);
101                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_fire1_02);
102         }
103         else
104                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), w_ready);
105 };
106
107 void spawnfunc_weapon_machinegun(); // defined in t_items.qc
108
109 float w_uzi(float req)
110 {
111         if (req == WR_AIM)
112                 if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
113                         self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
114                 else
115                 {
116                         self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
117                 }
118         else if (req == WR_THINK)
119         {
120                 if (self.BUTTON_ATCK)
121                 if (weapon_prepareattack(0, 0))
122                 {
123                         self.uzi_bulletcounter = 1;
124                         W_Uzi_Attack(WEP_UZI); // sets attack_finished
125                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_fire1_02);
126                 }
127                 if (self.BUTTON_ATCK2)
128                 if (weapon_prepareattack(1, 0))
129                 {
130                         self.uzi_bulletcounter = 1;
131                         W_Uzi_Attack(WEP_UZI | HITTYPE_SECONDARY); // sets attack_finished
132                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_uzi_first_refire"), w_ready);
133                 }
134         }
135         else if (req == WR_PRECACHE)
136         {
137                 precache_model ("models/uziflash.md3");
138                 precache_model ("models/weapons/g_uzi.md3");
139                 precache_model ("models/weapons/v_uzi.md3");
140                 precache_model ("models/weapons/w_uzi.dpm");
141                 precache_sound ("weapons/uzi_fire.wav");
142         }
143         else if (req == WR_SETUP)
144         {
145                 weapon_setup(WEP_UZI);
146         }
147         else if (req == WR_CHECKAMMO1)
148                 return self.ammo_nails >= cvar("g_balance_uzi_first_ammo");
149         else if (req == WR_CHECKAMMO2)
150                 return self.ammo_nails >= cvar("g_balance_uzi_first_ammo");
151         else if (req == WR_SUICIDEMESSAGE)
152                 w_deathtypestring = "did the impossible";
153         else if (req == WR_KILLMESSAGE)
154         {
155                 if(w_deathtype & HITTYPE_SECONDARY)
156                         w_deathtypestring = "was sniped by";
157                 else
158                         w_deathtypestring = "was riddled full of holes by";
159         }
160         return TRUE;
161 };