X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_uzi.qc;h=f3dc51ce832cba3c280d30265aec11f6e28eb56d;hb=7e831a7d912845a7139ee8deda891378bb4c2197;hp=676f64f780d1fd42bfd09d4afbc80bda75bf9a7c;hpb=70e0121c311b23e870c263ef672e9778cb519c3e;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_uzi.qc b/qcsrc/server/w_uzi.qc index 676f64f78..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() @@ -40,17 +39,16 @@ void UziFlash() 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; @@ -58,12 +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); @@ -72,7 +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); } @@ -92,12 +90,12 @@ 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); } @@ -106,11 +104,11 @@ 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; } @@ -121,42 +119,42 @@ 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.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.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 (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(); @@ -165,16 +163,18 @@ 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); + 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, cvar("g_balance_uzi_burst_refire"), uzi_mode1_fire_burst); - dprint("bullets:", ftos(self.uzi_bulletcounter),"\n"); + weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_burst_refire, uzi_mode1_fire_burst); } } @@ -192,12 +192,12 @@ 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)) { - self.uzi_bulletcounter = 0; + self.misc_bulletcounter = 0; uzi_mode1_fire_auto(); } @@ -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.misc_bulletcounter = autocvar_g_balance_uzi_burst * -1; uzi_mode1_fire_burst(); } } @@ -224,17 +224,17 @@ float w_uzi(float req) if (self.BUTTON_ATCK) if (weapon_prepareattack(0, 0)) { - self.uzi_bulletcounter = 1; + self.misc_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; + self.misc_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