X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=qcsrc%2Fserver%2Fw_uzi.qc;h=2d50143deed1ddad0ca5623cca74363ed66ab9aa;hb=5981a96dbd8ef5757088cab1d4be89a3115e8fb9;hp=676f64f780d1fd42bfd09d4afbc80bda75bf9a7c;hpb=d822e9e15e991a67e09e68f50a61cff487502328;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_uzi.qc b/qcsrc/server/w_uzi.qc index 676f64f78..2d50143de 100644 --- a/qcsrc/server/w_uzi.qc +++ b/qcsrc/server/w_uzi.qc @@ -46,11 +46,11 @@ 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 - cvar("g_balance_uzi_first_ammo"); + self.ammo_nails = self.ammo_nails - autocvar_g_balance_uzi_first_ammo; else - self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_sustained_ammo"); + self.ammo_nails = self.ammo_nails - autocvar_g_balance_uzi_sustained_ammo; } - W_SetupShot (self, cvar("g_antilag_bullets") && cvar("g_balance_uzi_speed") >= cvar("g_antilag_bullets"), 0, "weapons/uzi_fire.wav", cvar("g_balance_uzi_first_damage")); + 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)); if (!g_norecoil) { self.punchangle_x = random () - 0.5; @@ -58,12 +58,12 @@ void W_Uzi_Attack (float deathtype) } // this attack_finished just enforces a cooldown at the end of a burst - ATTACK_FINISHED(self) = time + cvar("g_balance_uzi_first_refire") * W_WeaponRateFactor(); + ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_first_refire * W_WeaponRateFactor(); if (self.uzi_bulletcounter == 1) - 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")); + 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); else - 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")); + 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); endFireBallisticBullet(); pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); @@ -72,7 +72,7 @@ void W_Uzi_Attack (float deathtype) W_AttachToShotorg(self.muzzle_flash, '5 0 0'); // casing code - if (cvar("g_casings") >= 2) + 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); } @@ -94,10 +94,10 @@ void uzi_fire1_02() } self.uzi_bulletcounter = self.uzi_bulletcounter + 1; W_Uzi_Attack(WEP_UZI); - weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_fire1_02); + weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_fire1_02); } else - weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), w_ready); + weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, w_ready); } @@ -106,11 +106,11 @@ void uzi_mode1_fire_auto() float uzi_spread; if (self.BUTTON_ATCK) - weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_mode1_fire_auto); + weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_mode1_fire_auto); else { - ATTACK_FINISHED(self) = time + cvar("g_balance_uzi_first_refire") * W_WeaponRateFactor(); - weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), w_ready); + ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_first_refire * W_WeaponRateFactor(); + weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, w_ready); return; } @@ -121,15 +121,15 @@ void uzi_mode1_fire_auto() return; } - W_SetupShot (self, cvar("g_antilag_bullets") && cvar("g_balance_uzi_speed") >= cvar("g_antilag_bullets"), 0, "weapons/uzi_fire.wav", cvar("g_balance_uzi_first_damage")); + 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); if (!g_norecoil) { self.punchangle_x = random () - 0.5; self.punchangle_y = random () - 0.5; } - uzi_spread = bound(cvar("g_balance_uzi_spread_min"), cvar("g_balance_uzi_spread_min") + (cvar("g_balance_uzi_spread_add") * self.uzi_bulletcounter), cvar("g_balance_uzi_spread_max")); - fireBallisticBullet(w_shotorg, w_shotdir, uzi_spread, cvar("g_balance_uzi_speed"), 5, cvar("g_balance_uzi_sustained_damage"), 0, cvar("g_balance_uzi_sustained_force"), WEP_UZI, 0, 1, cvar("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.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); endFireBallisticBullet(); self.uzi_bulletcounter = self.uzi_bulletcounter + 1; @@ -139,24 +139,24 @@ void uzi_mode1_fire_auto() UziFlash(); W_AttachToShotorg(self.muzzle_flash, '5 0 0'); - if (cvar("g_casings") >= 2) // casing code + 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 - cvar("g_balance_uzi_sustained_ammo"); + self.ammo_nails = self.ammo_nails - autocvar_g_balance_uzi_sustained_ammo; } void uzi_mode1_fire_burst() { - W_SetupShot (self, cvar("g_antilag_bullets") && cvar("g_balance_uzi_speed") >= cvar("g_antilag_bullets"), 0, "weapons/uzi_fire.wav", cvar("g_balance_uzi_first_damage")); + 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); if (!g_norecoil) { self.punchangle_x = random () - 0.5; self.punchangle_y = random () - 0.5; } - fireBallisticBullet(w_shotorg, w_shotdir, cvar("g_balance_uzi_burst_spread"), cvar("g_balance_uzi_speed"), 5, cvar("g_balance_uzi_sustained_damage"), 0, cvar("g_balance_uzi_sustained_force"), WEP_UZI, 0, 1, cvar("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, 0, autocvar_g_balance_uzi_sustained_force, WEP_UZI, 0, 1, autocvar_g_balance_uzi_bulletconstant); endFireBallisticBullet(); @@ -165,15 +165,15 @@ void uzi_mode1_fire_burst() UziFlash(); W_AttachToShotorg(self.muzzle_flash, '5 0 0'); - if (cvar("g_casings") >= 2) // casing code + 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, cvar("g_balance_uzi_burst_refire2"), w_ready); + weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_burst_refire2, w_ready); else { - weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_uzi_burst_refire"), uzi_mode1_fire_burst); + weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_burst_refire, uzi_mode1_fire_burst); dprint("bullets:", ftos(self.uzi_bulletcounter),"\n"); } @@ -192,7 +192,7 @@ float w_uzi(float req) } else if (req == WR_THINK) { - if(cvar("g_balance_uzi_mode") == 1) + if(autocvar_g_balance_uzi_mode == 1) { if (self.BUTTON_ATCK) if (weapon_prepareattack(0, 0)) @@ -212,9 +212,9 @@ float w_uzi(float req) } if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_burst_ammo"); + self.ammo_nails = self.ammo_nails - autocvar_g_balance_uzi_burst_ammo; - self.uzi_bulletcounter = cvar("g_balance_uzi_burst") * -1; + self.uzi_bulletcounter = autocvar_g_balance_uzi_burst * -1; uzi_mode1_fire_burst(); } } @@ -226,15 +226,15 @@ float w_uzi(float req) { self.uzi_bulletcounter = 1; W_Uzi_Attack(WEP_UZI); // sets attack_finished - weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_fire1_02); + weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_fire1_02); } - if (self.BUTTON_ATCK2 && cvar("g_balance_uzi_first")) + 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 - weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_uzi_first_refire"), w_ready); + weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_first_refire, w_ready); } } } @@ -249,15 +249,15 @@ float w_uzi(float req) else if (req == WR_SETUP) weapon_setup(WEP_UZI); else if (req == WR_CHECKAMMO1) - if(cvar("g_balance_uzi_mode") == 1) - return self.ammo_nails >= cvar("g_balance_uzi_sustained_ammo"); + if(autocvar_g_balance_uzi_mode == 1) + return self.ammo_nails >= autocvar_g_balance_uzi_sustained_ammo; else - return self.ammo_nails >= cvar("g_balance_uzi_first_ammo"); + return self.ammo_nails >= autocvar_g_balance_uzi_first_ammo; else if (req == WR_CHECKAMMO2) - if(cvar("g_balance_uzi_mode") == 1) - return self.ammo_nails >= cvar("g_balance_uzi_burst_ammo"); + if(autocvar_g_balance_uzi_mode == 1) + return self.ammo_nails >= autocvar_g_balance_uzi_burst_ammo; else - return self.ammo_nails >= cvar("g_balance_uzi_first_ammo"); + return self.ammo_nails >= autocvar_g_balance_uzi_first_ammo; return TRUE; }; #endif