X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_uzi.qc;h=f3dc51ce832cba3c280d30265aec11f6e28eb56d;hb=2c5f7f2b33fb403cbd719696cd42e6544318d79b;hp=788c9880fe7c4f57df428a9ccc17afbbdc2e7138;hpb=fc3ca271aa4e931e705a861015d36694058c627b;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_uzi.qc b/qcsrc/server/w_uzi.qc index 788c9880f..f3dc51ce8 100644 --- a/qcsrc/server/w_uzi.qc +++ b/qcsrc/server/w_uzi.qc @@ -2,7 +2,6 @@ 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 Uzi_Flash_Go() @@ -38,21 +37,18 @@ void UziFlash() 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) { 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"); + if (self.misc_bulletcounter == 1) + 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.misc_bulletcounter == 1) ? autocvar_g_balance_uzi_first_damage : autocvar_g_balance_uzi_sustained_damage)); if (!g_norecoil) { self.punchangle_x = random () - 0.5; @@ -60,12 +56,12 @@ 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")); + 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, 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); @@ -74,7 +70,7 @@ 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); } @@ -94,13 +90,94 @@ void uzi_fire1_02() w_ready(); return; } - self.uzi_bulletcounter = self.uzi_bulletcounter + 1; + self.misc_bulletcounter = self.misc_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); +} + + +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 + { + 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; + } + + if (!weapon_action(self.weapon, WR_CHECKAMMO1)) + { + 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); + 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.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, 0, autocvar_g_balance_uzi_sustained_force, WEP_UZI, 0, 1, autocvar_g_balance_uzi_bulletconstant); + endFireBallisticBullet(); + + 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; + +} + +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); + 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); + 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.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); + } + +} void spawnfunc_weapon_machinegun(); // defined in t_items.qc @@ -115,19 +192,50 @@ float w_uzi(float req) } else if (req == WR_THINK) { - if (self.BUTTON_ATCK) - if (weapon_prepareattack(0, 0)) + if(autocvar_g_balance_uzi_mode == 1) { - 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); + if (self.BUTTON_ATCK) + if (weapon_prepareattack(0, 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)) + { + 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.misc_bulletcounter = autocvar_g_balance_uzi_burst * -1; + uzi_mode1_fire_burst(); + } } - if (self.BUTTON_ATCK2 && cvar("g_balance_uzi_first")) - if (weapon_prepareattack(1, 0)) + else { - 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); + + if (self.BUTTON_ATCK) + if (weapon_prepareattack(0, 0)) + { + 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.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); + } } } else if (req == WR_PRECACHE) @@ -141,9 +249,15 @@ float w_uzi(float req) else if (req == WR_SETUP) weapon_setup(WEP_UZI); else if (req == WR_CHECKAMMO1) - return self.ammo_nails >= cvar("g_balance_uzi_first_ammo"); + if(autocvar_g_balance_uzi_mode == 1) + return self.ammo_nails >= autocvar_g_balance_uzi_sustained_ammo; + else + return self.ammo_nails >= autocvar_g_balance_uzi_first_ammo; else if (req == WR_CHECKAMMO2) - return self.ammo_nails >= cvar("g_balance_uzi_first_ammo"); + if(autocvar_g_balance_uzi_mode == 1) + return self.ammo_nails >= autocvar_g_balance_uzi_burst_ammo; + else + return self.ammo_nails >= autocvar_g_balance_uzi_first_ammo; return TRUE; }; #endif