]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/w_uzi.qc
Merge branch 'Mario/melee_mutator' into Mario/mutators
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_uzi.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id  */ UZI,
4 /* function  */ w_uzi,
5 /* ammotype  */ IT_NAILS,
6 /* impulse   */ 3,
7 /* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
8 /* rating    */ BOT_PICKUP_RATING_MID,
9 /* model     */ "uzi",
10 /* shortname */ "uzi",
11 /* fullname  */ _("Machine Gun")
12 );
13 #else
14 #ifdef SVQC
15
16 // leilei's fancy muzzleflash stuff
17 void UZI_Flash_Go()
18 {
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;
23
24         if (self.alpha <= 0)
25         {
26                 self.think = SUB_Remove;
27                 self.nextthink = time;
28                 self.realowner.muzzle_flash = world;
29                 return;
30         }
31
32 }
33
34 void UziFlash()
35 {
36         if (self.muzzle_flash == world)
37                 self.muzzle_flash = spawn();
38
39         // muzzle flash for 1st person view
40         setmodel(self.muzzle_flash, "models/uziflash.md3"); // precision set below
41
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;
50 }
51
52 void W_UZI_Attack (float deathtype)
53 {
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));
55         
56         self.punchangle_x = random () - 0.5;
57         self.punchangle_y = random () - 0.5;
58
59         // this attack_finished just enforces a cooldown at the end of a burst
60         ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_first_refire * W_WeaponRateFactor();
61
62         if (self.misc_bulletcounter == 1)
63                 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);
64         else
65                 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);
66         endFireBallisticBullet();
67
68         pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
69
70         UziFlash();
71         W_AttachToShotorg(self.muzzle_flash, '5 0 0');
72
73         // casing code
74         if (autocvar_g_casings >= 2)
75                 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);
76
77         if (self.misc_bulletcounter == 1)
78                 W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_first_ammo, autocvar_g_balance_uzi_reload_ammo);
79         else
80                 W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_reload_ammo);
81 }
82
83 // weapon frames
84 void uzi_fire1_02()
85 {
86         if(self.weapon != self.switchweapon) // abort immediately if switching
87         {
88                 w_ready();
89                 return;
90         }
91         if (self.BUTTON_ATCK)
92         {
93                 if (!weapon_action(self.weapon, WR_CHECKAMMO2))
94                 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
95                 {
96                         W_SwitchWeapon_Force(self, w_getbestweapon(self));
97                         w_ready();
98                         return;
99                 }
100                 self.misc_bulletcounter = self.misc_bulletcounter + 1;
101                 W_UZI_Attack(WEP_UZI);
102                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_fire1_02);
103         }
104         else
105                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, w_ready);
106 }
107
108
109 void uzi_mode1_fire_auto()
110 {
111         float uzi_spread;
112
113         if (!self.BUTTON_ATCK)
114         {
115                 w_ready();
116                 return;
117         }
118
119         if (!weapon_action(self.weapon, WR_CHECKAMMO1))
120         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
121         {
122                 W_SwitchWeapon_Force(self, w_getbestweapon(self));
123                 w_ready();
124                 return;
125         }
126
127         W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_reload_ammo);
128
129         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);
130         
131         self.punchangle_x = random () - 0.5;
132         self.punchangle_y = random () - 0.5;
133
134         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);
135         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);
136         endFireBallisticBullet();
137
138         self.misc_bulletcounter = self.misc_bulletcounter + 1;
139
140         pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
141
142         UziFlash();
143         W_AttachToShotorg(self.muzzle_flash, '5 0 0');
144
145         if (autocvar_g_casings >= 2) // casing code
146                 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);
147
148         ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_first_refire * W_WeaponRateFactor();
149         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_mode1_fire_auto);
150 }
151
152 void uzi_mode1_fire_burst()
153 {
154         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);
155         
156         self.punchangle_x = random () - 0.5;
157         self.punchangle_y = random () - 0.5;
158
159         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);
160         endFireBallisticBullet();
161
162
163         pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
164
165         UziFlash();
166         W_AttachToShotorg(self.muzzle_flash, '5 0 0');
167
168         if (autocvar_g_casings >= 2) // casing code
169                 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);
170
171         self.misc_bulletcounter = self.misc_bulletcounter + 1;
172         if (self.misc_bulletcounter == 0)
173         {
174                 ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_burst_refire2 * W_WeaponRateFactor();
175                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_burst_animtime, w_ready);
176         }
177         else
178         {
179                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_burst_refire, uzi_mode1_fire_burst);
180         }
181
182 }
183
184 void spawnfunc_weapon_machinegun(); // defined in t_items.qc
185
186 float w_uzi(float req)
187 {
188         float ammo_amount;
189         if (req == WR_AIM)
190                 if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
191                         self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
192                 else
193                 {
194                         self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
195                 }
196         else if (req == WR_THINK)
197         {
198                 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
199                         weapon_action(self.weapon, WR_RELOAD);
200                 else if(autocvar_g_balance_uzi_mode == 1)
201                 {
202                         if (self.BUTTON_ATCK)
203                         if (weapon_prepareattack(0, 0))
204                         {
205                                 self.misc_bulletcounter = 0;
206                                 uzi_mode1_fire_auto();
207                         }
208
209                         if(self.BUTTON_ATCK2)
210                         if(weapon_prepareattack(1, 0))
211                         {
212                                 if (!weapon_action(self.weapon, WR_CHECKAMMO2))
213                                 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
214                                 {
215                                         W_SwitchWeapon_Force(self, w_getbestweapon(self));
216                                         w_ready();
217                                         return FALSE;
218                                 }
219
220                                 W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_burst_ammo, autocvar_g_balance_uzi_reload_ammo);
221
222                                 self.misc_bulletcounter = autocvar_g_balance_uzi_burst * -1;
223                                 uzi_mode1_fire_burst();
224                         }
225                 }
226                 else
227                 {
228
229                         if (self.BUTTON_ATCK)
230                         if (weapon_prepareattack(0, 0))
231                         {
232                                 self.misc_bulletcounter = 1;
233                                 W_UZI_Attack(WEP_UZI); // sets attack_finished
234                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_fire1_02);
235                         }
236
237                         if (self.BUTTON_ATCK2 && autocvar_g_balance_uzi_first)
238                         if (weapon_prepareattack(1, 0))
239                         {
240                                 self.misc_bulletcounter = 1;
241                                 W_UZI_Attack(WEP_UZI | HITTYPE_SECONDARY); // sets attack_finished
242                                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_first_refire, w_ready);
243                         }
244                 }
245         }
246         else if (req == WR_PRECACHE)
247         {
248                 precache_model ("models/uziflash.md3");
249                 precache_model ("models/weapons/g_uzi.md3");
250                 precache_model ("models/weapons/v_uzi.md3");
251                 precache_model ("models/weapons/h_uzi.iqm");
252                 precache_sound ("weapons/uzi_fire.wav");
253                 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
254         }
255         else if (req == WR_SETUP)
256         {
257                 weapon_setup(WEP_UZI);
258                 self.current_ammo = ammo_nails;
259         }
260         else if (req == WR_CHECKAMMO1)
261         {
262                 if(autocvar_g_balance_uzi_mode == 1)
263                         ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_sustained_ammo;
264                 else
265                         ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
266
267                 if(autocvar_g_balance_uzi_reload_ammo)
268                 {
269                         if(autocvar_g_balance_uzi_mode == 1)
270                                 ammo_amount += self.(weapon_load[WEP_UZI]) >= autocvar_g_balance_uzi_sustained_ammo;
271                         else
272                                 ammo_amount += self.(weapon_load[WEP_UZI]) >= autocvar_g_balance_uzi_first_ammo;
273                 }
274                 return ammo_amount;
275         }
276         else if (req == WR_CHECKAMMO2)
277         {
278                 if(autocvar_g_balance_uzi_mode == 1)
279                         ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_burst_ammo;
280                 else
281                         ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
282
283                 if(autocvar_g_balance_uzi_reload_ammo)
284                 {
285                         if(autocvar_g_balance_uzi_mode == 1)
286                                 ammo_amount += self.(weapon_load[WEP_UZI]) >= autocvar_g_balance_uzi_burst_ammo;
287                         else
288                                 ammo_amount += self.(weapon_load[WEP_UZI]) >= autocvar_g_balance_uzi_first_ammo;
289                 }
290                 return ammo_amount;
291         }
292         else if (req == WR_RELOAD)
293         {
294                 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");
295         }
296         else if (req == WR_SUICIDEMESSAGE)
297         {
298                 return WEAPON_THINKING_WITH_PORTALS;
299         }
300         else if (req == WR_KILLMESSAGE)
301         {
302                 if(w_deathtype & HITTYPE_SECONDARY)
303                         return WEAPON_UZI_MURDER_SNIPE;
304                 else
305                         return WEAPON_UZI_MURDER_SPRAY;
306         }
307         return TRUE;
308 }
309 #endif
310 #ifdef CSQC
311 float w_uzi(float req)
312 {
313         if(req == WR_IMPACTEFFECT)
314         {
315                 vector org2;
316                 org2 = w_org + w_backoff * 2;
317                 pointparticles(particleeffectnum("machinegun_impact"), org2, w_backoff * 1000, 1);
318                 if(!w_issilent)
319                         if(w_random < 0.05)
320                                 sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
321                         else if(w_random < 0.1)
322                                 sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
323                         else if(w_random < 0.2)
324                                 sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
325         }
326         else if(req == WR_PRECACHE)
327         {
328                 precache_sound("weapons/ric1.wav");
329                 precache_sound("weapons/ric2.wav");
330                 precache_sound("weapons/ric3.wav");
331         }
332         return TRUE;
333 }
334 #endif
335 #endif