#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(UZI, w_uzi, IT_NAILS, 3, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_MID, "uzi", "uzi", "Machine Gun");
+REGISTER_WEAPON(UZI, w_uzi, IT_NAILS, 3, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_MID, "uzi", "uzi", _("Machine Gun"))
#else
#ifdef SVQC
-.entity muzzle_flash;
// leilei's fancy muzzleflash stuff
-void Uzi_Flash_Go()
-{
+void UZI_Flash_Go()
+{
self.frame = self.frame + 2;
self.scale = self.scale * 0.5;
self.alpha = self.alpha - 0.25;
{
self.think = SUB_Remove;
self.nextthink = time;
- self.owner.muzzle_flash = world;
+ self.realowner.muzzle_flash = world;
return;
}
-
+
}
void UziFlash()
-{
+{
if (self.muzzle_flash == world)
- self.muzzle_flash = spawn();
-
+ self.muzzle_flash = spawn();
+
// muzzle flash for 1st person view
setmodel(self.muzzle_flash, "models/uziflash.md3"); // precision set below
-
+
self.muzzle_flash.scale = 0.75;
- self.muzzle_flash.think = Uzi_Flash_Go;
+ self.muzzle_flash.think = UZI_Flash_Go;
self.muzzle_flash.nextthink = time + 0.02;
self.muzzle_flash.frame = 2;
self.muzzle_flash.alpha = 0.75;
self.muzzle_flash.angles_z = random() * 180;
self.muzzle_flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
- self.muzzle_flash.owner = self;
+ self.muzzle_flash.owner = self.muzzle_flash.realowner = self;
}
-.float uzi_bulletcounter;
-void W_Uzi_Attack (float deathtype)
+void W_UZI_Attack (float deathtype)
{
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- {
- if (self.uzi_bulletcounter == 1)
- self.ammo_nails = self.ammo_nails - autocvar_g_balance_uzi_first_ammo;
- else
- self.ammo_nails = self.ammo_nails - autocvar_g_balance_uzi_sustained_ammo;
- }
- W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CHAN_WEAPON, ((self.uzi_bulletcounter == 1) ? autocvar_g_balance_uzi_first_damage : autocvar_g_balance_uzi_sustained_damage));
+ W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? autocvar_g_balance_uzi_first_damage : autocvar_g_balance_uzi_sustained_damage));
if (!g_norecoil)
{
self.punchangle_x = random () - 0.5;
// this attack_finished just enforces a cooldown at the end of a burst
ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_first_refire * W_WeaponRateFactor();
- if (self.uzi_bulletcounter == 1)
- fireBallisticBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_first_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_first_damage, 0, autocvar_g_balance_uzi_first_force, deathtype, 0, 1, autocvar_g_balance_uzi_bulletconstant);
+ if (self.misc_bulletcounter == 1)
+ fireBallisticBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_first_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_first_damage, autocvar_g_balance_uzi_first_headshotaddeddamage, autocvar_g_balance_uzi_first_force, deathtype, 0, 1, autocvar_g_balance_uzi_bulletconstant);
else
- fireBallisticBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_sustained_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_sustained_damage, 0, autocvar_g_balance_uzi_sustained_force, deathtype, 0, 1, autocvar_g_balance_uzi_bulletconstant);
+ fireBallisticBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_sustained_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_sustained_damage, autocvar_g_balance_uzi_sustained_headshotaddeddamage, autocvar_g_balance_uzi_sustained_force, deathtype, 0, 1, autocvar_g_balance_uzi_bulletconstant);
endFireBallisticBullet();
pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
// casing code
if (autocvar_g_casings >= 2)
SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
+
+ if (self.misc_bulletcounter == 1)
+ W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_first_ammo, autocvar_g_balance_uzi_reload_ammo);
+ else
+ W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_reload_ammo);
}
// weapon frames
if (self.BUTTON_ATCK)
{
if (!weapon_action(self.weapon, WR_CHECKAMMO2))
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
{
W_SwitchWeapon_Force(self, w_getbestweapon(self));
w_ready();
return;
}
- self.uzi_bulletcounter = self.uzi_bulletcounter + 1;
- W_Uzi_Attack(WEP_UZI);
+ self.misc_bulletcounter = self.misc_bulletcounter + 1;
+ W_UZI_Attack(WEP_UZI);
weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_fire1_02);
}
else
void uzi_mode1_fire_auto()
{
float uzi_spread;
-
- if (self.BUTTON_ATCK)
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_mode1_fire_auto);
- else
+
+ if (!self.BUTTON_ATCK)
{
- ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_first_refire * W_WeaponRateFactor();
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, w_ready);
+ w_ready();
return;
}
if (!weapon_action(self.weapon, WR_CHECKAMMO1))
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
{
W_SwitchWeapon_Force(self, w_getbestweapon(self));
w_ready();
return;
}
-
- W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CHAN_WEAPON, autocvar_g_balance_uzi_sustained_damage);
+
+ W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_reload_ammo);
+
+ W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, autocvar_g_balance_uzi_sustained_damage);
if (!g_norecoil)
{
self.punchangle_x = random () - 0.5;
self.punchangle_y = random () - 0.5;
}
-
- uzi_spread = bound(autocvar_g_balance_uzi_spread_min, autocvar_g_balance_uzi_spread_min + (autocvar_g_balance_uzi_spread_add * self.uzi_bulletcounter), autocvar_g_balance_uzi_spread_max);
- fireBallisticBullet(w_shotorg, w_shotdir, uzi_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_sustained_damage, 0, autocvar_g_balance_uzi_sustained_force, WEP_UZI, 0, 1, autocvar_g_balance_uzi_bulletconstant);
+
+ uzi_spread = bound(autocvar_g_balance_uzi_spread_min, autocvar_g_balance_uzi_spread_min + (autocvar_g_balance_uzi_spread_add * self.misc_bulletcounter), autocvar_g_balance_uzi_spread_max);
+ fireBallisticBullet(w_shotorg, w_shotdir, uzi_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_sustained_damage, autocvar_g_balance_uzi_sustained_headshotaddeddamage, autocvar_g_balance_uzi_sustained_force, WEP_UZI, 0, 1, autocvar_g_balance_uzi_bulletconstant);
endFireBallisticBullet();
-
- self.uzi_bulletcounter = self.uzi_bulletcounter + 1;
-
+
+ self.misc_bulletcounter = self.misc_bulletcounter + 1;
+
pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
UziFlash();
W_AttachToShotorg(self.muzzle_flash, '5 0 0');
-
+
if (autocvar_g_casings >= 2) // casing code
SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
-
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_nails = self.ammo_nails - autocvar_g_balance_uzi_sustained_ammo;
-
+
+ ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_first_refire * W_WeaponRateFactor();
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_mode1_fire_auto);
}
void uzi_mode1_fire_burst()
{
- W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CHAN_WEAPON, autocvar_g_balance_uzi_sustained_damage);
+ W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, autocvar_g_balance_uzi_sustained_damage);
if (!g_norecoil)
{
self.punchangle_x = random () - 0.5;
self.punchangle_y = random () - 0.5;
}
-
- fireBallisticBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_burst_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_sustained_damage, 0, autocvar_g_balance_uzi_sustained_force, WEP_UZI, 0, 1, autocvar_g_balance_uzi_bulletconstant);
+
+ fireBallisticBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_burst_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_sustained_damage, autocvar_g_balance_uzi_sustained_headshotaddeddamage, autocvar_g_balance_uzi_sustained_force, WEP_UZI, 0, 1, autocvar_g_balance_uzi_bulletconstant);
endFireBallisticBullet();
-
-
+
+
pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
UziFlash();
W_AttachToShotorg(self.muzzle_flash, '5 0 0');
-
+
if (autocvar_g_casings >= 2) // casing code
SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
- self.uzi_bulletcounter = self.uzi_bulletcounter + 1;
- if (self.uzi_bulletcounter == 0)
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_burst_refire2, w_ready);
+ self.misc_bulletcounter = self.misc_bulletcounter + 1;
+ if (self.misc_bulletcounter == 0)
+ {
+ ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_burst_refire2 * W_WeaponRateFactor();
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_burst_animtime, w_ready);
+ }
else
{
weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_burst_refire, uzi_mode1_fire_burst);
- dprint("bullets:", ftos(self.uzi_bulletcounter),"\n");
}
-
+
}
void spawnfunc_weapon_machinegun(); // defined in t_items.qc
float w_uzi(float req)
{
+ float ammo_amount;
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 if (req == WR_THINK)
{
- if(autocvar_g_balance_uzi_mode == 1)
+ if(autocvar_g_balance_uzi_reload_ammo && self.clip_load < min(max(autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_first_ammo), autocvar_g_balance_uzi_burst_ammo)) // forced reload
+ weapon_action(self.weapon, WR_RELOAD);
+ else if(autocvar_g_balance_uzi_mode == 1)
{
if (self.BUTTON_ATCK)
if (weapon_prepareattack(0, 0))
- {
- self.uzi_bulletcounter = 0;
+ {
+ self.misc_bulletcounter = 0;
uzi_mode1_fire_auto();
}
-
+
if(self.BUTTON_ATCK2)
if(weapon_prepareattack(1, 0))
{
if (!weapon_action(self.weapon, WR_CHECKAMMO2))
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
{
W_SwitchWeapon_Force(self, w_getbestweapon(self));
w_ready();
return FALSE;
}
-
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_nails = self.ammo_nails - autocvar_g_balance_uzi_burst_ammo;
- self.uzi_bulletcounter = autocvar_g_balance_uzi_burst * -1;
+ W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_burst_ammo, autocvar_g_balance_uzi_reload_ammo);
+
+ self.misc_bulletcounter = autocvar_g_balance_uzi_burst * -1;
uzi_mode1_fire_burst();
}
}
else
{
-
+
if (self.BUTTON_ATCK)
if (weapon_prepareattack(0, 0))
{
- self.uzi_bulletcounter = 1;
- W_Uzi_Attack(WEP_UZI); // sets attack_finished
+ self.misc_bulletcounter = 1;
+ W_UZI_Attack(WEP_UZI); // sets attack_finished
weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_fire1_02);
}
if (self.BUTTON_ATCK2 && autocvar_g_balance_uzi_first)
if (weapon_prepareattack(1, 0))
{
- self.uzi_bulletcounter = 1;
- W_Uzi_Attack(WEP_UZI | HITTYPE_SECONDARY); // sets attack_finished
+ self.misc_bulletcounter = 1;
+ W_UZI_Attack(WEP_UZI | HITTYPE_SECONDARY); // sets attack_finished
weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_first_refire, w_ready);
}
}
precache_model ("models/weapons/v_uzi.md3");
precache_model ("models/weapons/h_uzi.iqm");
precache_sound ("weapons/uzi_fire.wav");
+ //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
}
else if (req == WR_SETUP)
+ {
weapon_setup(WEP_UZI);
+ self.current_ammo = ammo_nails;
+ }
else if (req == WR_CHECKAMMO1)
+ {
if(autocvar_g_balance_uzi_mode == 1)
- return self.ammo_nails >= autocvar_g_balance_uzi_sustained_ammo;
+ ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_sustained_ammo;
else
- return self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
+ ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
+
+ if(autocvar_g_balance_uzi_reload_ammo)
+ {
+ if(autocvar_g_balance_uzi_mode == 1)
+ ammo_amount += self.(weapon_load[WEP_UZI]) >= autocvar_g_balance_uzi_sustained_ammo;
+ else
+ ammo_amount += self.(weapon_load[WEP_UZI]) >= autocvar_g_balance_uzi_first_ammo;
+ }
+ return ammo_amount;
+ }
else if (req == WR_CHECKAMMO2)
+ {
if(autocvar_g_balance_uzi_mode == 1)
- return self.ammo_nails >= autocvar_g_balance_uzi_burst_ammo;
+ ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_burst_ammo;
else
- return self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
+ ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
+
+ if(autocvar_g_balance_uzi_reload_ammo)
+ {
+ if(autocvar_g_balance_uzi_mode == 1)
+ ammo_amount += self.(weapon_load[WEP_UZI]) >= autocvar_g_balance_uzi_burst_ammo;
+ else
+ ammo_amount += self.(weapon_load[WEP_UZI]) >= autocvar_g_balance_uzi_first_ammo;
+ }
+ return ammo_amount;
+ }
+ else if (req == WR_RELOAD)
+ {
+ W_Reload(min(max(autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_first_ammo), autocvar_g_balance_uzi_burst_ammo), autocvar_g_balance_uzi_reload_ammo, autocvar_g_balance_uzi_reload_time, "weapons/reload.wav");
+ }
return TRUE;
-};
+}
#endif
#ifdef CSQC
float w_uzi(float req)
pointparticles(particleeffectnum("machinegun_impact"), org2, w_backoff * 1000, 1);
if(!w_issilent)
if(w_random < 0.05)
- sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
else if(w_random < 0.1)
- sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
else if(w_random < 0.2)
- sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
}
else if(req == WR_PRECACHE)
{
precache_sound("weapons/ric3.wav");
}
else if (req == WR_SUICIDEMESSAGE)
- w_deathtypestring = "%s did the impossible";
+ w_deathtypestring = _("%s is now thinking with portals");
else if (req == WR_KILLMESSAGE)
{
if(w_deathtype & HITTYPE_SECONDARY)
- w_deathtypestring = "%s was sniped by %s";
+ w_deathtypestring = _("%s was sniped by %s's machine gun");
else
- w_deathtypestring = "%s was riddled full of holes by %s";
+ w_deathtypestring = _("%s was riddled full of holes by %s's machine gun");
}
return TRUE;
}