REGISTER_WEAPON(UZI, w_uzi, IT_NAILS, 3, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_MID, "uzi", "uzi", "Machine Gun");
#else
#ifdef SVQC
+.entity muzzle_flash;
+
// leilei's fancy muzzleflash stuff
-void W_Uzi_Flash_Go() {
- if (self.frame > 10){
- SUB_Remove();
+void Uzi_Flash_Go()
+{
+ self.frame = self.frame + 2;
+ self.scale = self.scale * 0.5;
+ self.alpha = self.alpha - 0.25;
+ self.nextthink = time + 0.05;
+
+ if (self.alpha <= 0)
+ {
+ self.think = SUB_Remove;
+ self.nextthink = time;
+ self.owner.muzzle_flash = world;
return;
}
- self.frame = self.frame + 2;
- self.alpha = self.alpha - 0.2;
- self.think = W_Uzi_Flash_Go;
- self.nextthink = time + 0.02;
-};
+
+}
+
+void UziFlash()
+{
+ if (self.muzzle_flash == world)
+ 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.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;
+
+
+}
.float uzi_bulletcounter;
void W_Uzi_Attack (float deathtype)
{
- local entity flash;
-
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
{
if (self.uzi_bulletcounter == 1)
pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
- // muzzle flash for 1st person view
- flash = spawn();
- setmodel(flash, "models/uziflash.md3"); // precision set below
- //SUB_SetFade(flash, time + 0.06, 0);
- flash.think = W_Uzi_Flash_Go;
- flash.nextthink = time + 0.02;
- flash.frame = 2;
- flash.alpha = 1;
- flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
- W_AttachToShotorg(flash, '5 0 0');
+ UziFlash();
+ W_AttachToShotorg(self.muzzle_flash, '5 0 0');
// casing code
if (cvar("g_casings") >= 2)