5 /* ammotype */ IT_NAILS,
7 /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
8 /* rating */ BOT_PICKUP_RATING_MID,
10 /* shortname */ "uzi",
11 /* fullname */ _("Machine Gun")
16 // leilei's fancy muzzleflash stuff
19 self.frame = self.frame + 2;
20 self.scale = self.scale * 0.5;
21 self.alpha = self.alpha - 0.25;
22 self.nextthink = time + 0.05;
26 self.think = SUB_Remove;
27 self.nextthink = time;
28 self.realowner.muzzle_flash = world;
36 if (self.muzzle_flash == world)
37 self.muzzle_flash = spawn();
39 // muzzle flash for 1st person view
40 setmodel(self.muzzle_flash, "models/uziflash.md3"); // precision set below
42 self.muzzle_flash.scale = 0.75;
43 self.muzzle_flash.think = UZI_Flash_Go;
44 self.muzzle_flash.nextthink = time + 0.02;
45 self.muzzle_flash.frame = 2;
46 self.muzzle_flash.alpha = 0.75;
47 self.muzzle_flash.angles_z = random() * 180;
48 self.muzzle_flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
49 self.muzzle_flash.owner = self.muzzle_flash.realowner = self;
52 void W_UZI_Attack (float deathtype)
54 W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? autocvar_g_balance_uzi_first_damage : autocvar_g_balance_uzi_sustained_damage));
57 self.punchangle_x = random () - 0.5;
58 self.punchangle_y = random () - 0.5;
61 // this attack_finished just enforces a cooldown at the end of a burst
62 ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_first_refire * W_WeaponRateFactor();
64 if (self.misc_bulletcounter == 1)
65 fireBallisticBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_first_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_first_damage, autocvar_g_balance_uzi_first_force, deathtype, 0, 1, autocvar_g_balance_uzi_bulletconstant);
67 fireBallisticBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_sustained_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_sustained_damage, autocvar_g_balance_uzi_sustained_force, deathtype, 0, 1, autocvar_g_balance_uzi_bulletconstant);
68 endFireBallisticBullet();
70 pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
73 W_AttachToShotorg(self.muzzle_flash, '5 0 0');
76 if (autocvar_g_casings >= 2)
77 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);
79 if (self.misc_bulletcounter == 1)
80 W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_first_ammo, autocvar_g_balance_uzi_reload_ammo);
82 W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_reload_ammo);
88 if(self.weapon != self.switchweapon) // abort immediately if switching
95 if (!weapon_action(self.weapon, WR_CHECKAMMO2))
96 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
98 W_SwitchWeapon_Force(self, w_getbestweapon(self));
102 self.misc_bulletcounter = self.misc_bulletcounter + 1;
103 W_UZI_Attack(WEP_UZI);
104 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_fire1_02);
107 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, w_ready);
111 void uzi_mode1_fire_auto()
115 if (!self.BUTTON_ATCK)
121 if (!weapon_action(self.weapon, WR_CHECKAMMO1))
122 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
124 W_SwitchWeapon_Force(self, w_getbestweapon(self));
129 W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_reload_ammo);
131 W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, autocvar_g_balance_uzi_sustained_damage);
134 self.punchangle_x = random () - 0.5;
135 self.punchangle_y = random () - 0.5;
138 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);
139 fireBallisticBullet(w_shotorg, w_shotdir, uzi_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_sustained_damage, autocvar_g_balance_uzi_sustained_force, WEP_UZI, 0, 1, autocvar_g_balance_uzi_bulletconstant);
140 endFireBallisticBullet();
142 self.misc_bulletcounter = self.misc_bulletcounter + 1;
144 pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
147 W_AttachToShotorg(self.muzzle_flash, '5 0 0');
149 if (autocvar_g_casings >= 2) // casing code
150 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);
152 ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_first_refire * W_WeaponRateFactor();
153 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_mode1_fire_auto);
156 void uzi_mode1_fire_burst()
158 W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, autocvar_g_balance_uzi_sustained_damage);
161 self.punchangle_x = random () - 0.5;
162 self.punchangle_y = random () - 0.5;
165 fireBallisticBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_burst_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_sustained_damage, autocvar_g_balance_uzi_sustained_force, WEP_UZI, 0, 1, autocvar_g_balance_uzi_bulletconstant);
166 endFireBallisticBullet();
169 pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
172 W_AttachToShotorg(self.muzzle_flash, '5 0 0');
174 if (autocvar_g_casings >= 2) // casing code
175 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);
177 self.misc_bulletcounter = self.misc_bulletcounter + 1;
178 if (self.misc_bulletcounter == 0)
180 ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_burst_refire2 * W_WeaponRateFactor();
181 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_burst_animtime, w_ready);
185 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_burst_refire, uzi_mode1_fire_burst);
190 void spawnfunc_weapon_machinegun(); // defined in t_items.qc
192 float w_uzi(float req)
199 if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
200 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
202 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
208 if(autocvar_g_balance_uzi_reload_ammo && self.clip_load < min(max(autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_first_ammo), autocvar_g_balance_uzi_burst_ammo)) // forced reload
209 weapon_action(self.weapon, WR_RELOAD);
210 else if(autocvar_g_balance_uzi_mode == 1)
212 if (self.BUTTON_ATCK)
213 if (weapon_prepareattack(0, 0))
215 self.misc_bulletcounter = 0;
216 uzi_mode1_fire_auto();
219 if(self.BUTTON_ATCK2)
220 if(weapon_prepareattack(1, 0))
222 if (!weapon_action(self.weapon, WR_CHECKAMMO2))
223 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
225 W_SwitchWeapon_Force(self, w_getbestweapon(self));
230 W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_burst_ammo, autocvar_g_balance_uzi_reload_ammo);
232 self.misc_bulletcounter = autocvar_g_balance_uzi_burst * -1;
233 uzi_mode1_fire_burst();
239 if (self.BUTTON_ATCK)
240 if (weapon_prepareattack(0, 0))
242 self.misc_bulletcounter = 1;
243 W_UZI_Attack(WEP_UZI); // sets attack_finished
244 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_fire1_02);
247 if (self.BUTTON_ATCK2 && autocvar_g_balance_uzi_first)
248 if (weapon_prepareattack(1, 0))
250 self.misc_bulletcounter = 1;
251 W_UZI_Attack(WEP_UZI | HITTYPE_SECONDARY); // sets attack_finished
252 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_first_refire, w_ready);
260 precache_model ("models/uziflash.md3");
261 precache_model ("models/weapons/g_uzi.md3");
262 precache_model ("models/weapons/v_uzi.md3");
263 precache_model ("models/weapons/h_uzi.iqm");
264 precache_sound ("weapons/uzi_fire.wav");
269 weapon_setup(WEP_UZI);
270 self.current_ammo = ammo_nails;
275 if(autocvar_g_balance_uzi_mode == 1)
276 ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_sustained_ammo;
278 ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
280 if(autocvar_g_balance_uzi_reload_ammo)
282 if(autocvar_g_balance_uzi_mode == 1)
283 ammo_amount += self.(weapon_load[WEP_UZI]) >= autocvar_g_balance_uzi_sustained_ammo;
285 ammo_amount += self.(weapon_load[WEP_UZI]) >= autocvar_g_balance_uzi_first_ammo;
291 if(autocvar_g_balance_uzi_mode == 1)
292 ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_burst_ammo;
294 ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
296 if(autocvar_g_balance_uzi_reload_ammo)
298 if(autocvar_g_balance_uzi_mode == 1)
299 ammo_amount += self.(weapon_load[WEP_UZI]) >= autocvar_g_balance_uzi_burst_ammo;
301 ammo_amount += self.(weapon_load[WEP_UZI]) >= autocvar_g_balance_uzi_first_ammo;
307 W_Reload(min(max(autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_first_ammo), autocvar_g_balance_uzi_burst_ammo), autocvar_g_balance_uzi_reload_ammo, autocvar_g_balance_uzi_reload_time, "weapons/reload.wav");
310 case WR_SUICIDEMESSAGE:
312 return WEAPON_THINKING_WITH_PORTALS;
316 if(w_deathtype & HITTYPE_SECONDARY)
317 return WEAPON_UZI_MURDER_SNIPE;
319 return WEAPON_UZI_MURDER_SPRAY;
326 float w_uzi(float req)
330 case WR_IMPACTEFFECT:
333 org2 = w_org + w_backoff * 2;
334 pointparticles(particleeffectnum("machinegun_impact"), org2, w_backoff * 1000, 1);
337 sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
338 else if(w_random < 0.1)
339 sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
340 else if(w_random < 0.2)
341 sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
347 precache_sound("weapons/ric1.wav");
348 precache_sound("weapons/ric2.wav");
349 precache_sound("weapons/ric3.wav");