#ifdef SVQC
// leilei's fancy muzzleflash stuff
void W_Uzi_Flash_Go() {
- if (self.frame > 10){
- SUB_Remove();
+ if (self.alpha >= 0)
+ {
+ setmodel(self, "");
return;
}
self.frame = self.frame + 2;
- self.alpha = self.alpha - 0.2;
+ self.scale = self.scale * 0.5;
+ self.alpha = self.alpha - 0.25;
self.think = W_Uzi_Flash_Go;
- self.nextthink = time + 0.02;
+ self.nextthink = time + 0.05;
};
.float uzi_bulletcounter;
+.entity muzzleflash;
void W_Uzi_Attack (float deathtype)
{
local entity flash;
pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+ if ((self.muzzleflash == world) || wasfreed(self.muzzleflash))
+ self.muzzleflash = spawn();
+
// muzzle flash for 1st person view
- flash = spawn();
- setmodel(flash, "models/uziflash.md3"); // precision set below
+ setmodel(self.muzzleflash, "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');
+ self.muzzleflash.scale = 0.75;
+ self.muzzleflash.think = W_Uzi_Flash_Go;
+ self.muzzleflash.nextthink = time + 0.02;
+ self.muzzleflash.frame = 2;
+ self.muzzleflash.alpha = 0.75;
+ self.muzzleflash.angles_z = random() * 180;
+ self.muzzleflash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
+ W_AttachToShotorg(self.muzzleflash, '5 0 0');
// casing code
if (cvar("g_casings") >= 2)
return self.ammo_nails >= cvar("g_balance_uzi_first_ammo");
else if (req == WR_CHECKAMMO2)
return self.ammo_nails >= cvar("g_balance_uzi_first_ammo");
- else if (req == WR_SUICIDEMESSAGE)
- w_deathtypestring = "did the impossible";
- else if (req == WR_KILLMESSAGE)
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- w_deathtypestring = "was sniped by";
- else
- w_deathtypestring = "was riddled full of holes by";
- }
return TRUE;
};
#endif
#ifdef CSQC
float w_uzi(float req)
{
+ if(req == WR_IMPACTEFFECT)
+ {
+ vector org2;
+ org2 = w_org + w_backoff * 2;
+ 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);
+ else if(w_random < 0.1)
+ sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
+ else if(w_random < 0.2)
+ sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
+ }
+ else if(req == WR_PRECACHE)
+ {
+ precache_sound("weapons/ric1.wav");
+ precache_sound("weapons/ric2.wav");
+ precache_sound("weapons/ric3.wav");
+ }
+ else if (req == WR_SUICIDEMESSAGE)
+ w_deathtypestring = "%s did the impossible";
+ else if (req == WR_KILLMESSAGE)
+ {
+ if(w_deathtype & HITTYPE_SECONDARY)
+ w_deathtypestring = "%s was sniped by %s";
+ else
+ w_deathtypestring = "%s was riddled full of holes by %s";
+ }
return TRUE;
}
#endif