#ifdef REGISTER_WEAPON REGISTER_WEAPON( /* WEP_##id */ UZI, /* function */ w_uzi, /* ammotype */ IT_NAILS, /* impulse */ 3, /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, /* rating */ BOT_PICKUP_RATING_MID, /* model */ "uzi", /* netname */ "uzi", /* fullname */ _("Machine Gun") ); #define UZI_SETTINGS(weapon) \ WEP_ADD_CVAR(weapon, MO_NONE, speed) \ WEP_ADD_CVAR(weapon, MO_NONE, spread_min) \ WEP_ADD_CVAR(weapon, MO_NONE, spread_max) \ WEP_ADD_CVAR(weapon, MO_NONE, spread_add) \ WEP_ADD_CVAR(weapon, MO_NONE, mode) \ WEP_ADD_CVAR(weapon, MO_NONE, bulletconstant) \ WEP_ADD_CVAR(weapon, MO_NONE, first) \ WEP_ADD_CVAR(weapon, MO_NONE, first_damage) \ WEP_ADD_CVAR(weapon, MO_NONE, first_force) \ WEP_ADD_CVAR(weapon, MO_NONE, first_refire) \ WEP_ADD_CVAR(weapon, MO_NONE, first_spread) \ WEP_ADD_CVAR(weapon, MO_NONE, first_ammo) \ WEP_ADD_CVAR(weapon, MO_NONE, sustained_damage) \ WEP_ADD_CVAR(weapon, MO_NONE, sustained_force) \ WEP_ADD_CVAR(weapon, MO_NONE, sustained_refire) \ WEP_ADD_CVAR(weapon, MO_NONE, sustained_spread) \ WEP_ADD_CVAR(weapon, MO_NONE, sustained_ammo) \ WEP_ADD_CVAR(weapon, MO_NONE, burst) \ WEP_ADD_CVAR(weapon, MO_NONE, burst_refire) \ WEP_ADD_CVAR(weapon, MO_NONE, burst_refire2) \ WEP_ADD_CVAR(weapon, MO_NONE, burst_animtime) \ WEP_ADD_CVAR(weapon, MO_NONE, burst_speed) \ WEP_ADD_CVAR(weapon, MO_NONE, burst_ammo) \ WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \ WEP_ADD_PROP(weapon, reloading_time, reload_time) \ WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \ WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop) #ifdef SVQC UZI_SETTINGS(uzi) #endif #else #ifdef SVQC void spawnfunc_weapon_uzi() { if(autocvar_sv_q3acompat_machineshotgunswap) if(self.classname != "droppedweapon") { weapon_defaultspawnfunc(WEP_SHOTGUN); return; } weapon_defaultspawnfunc(WEP_UZI); } // leilei's fancy muzzleflash stuff void UZI_Flash_Go() { self.frame = self.frame + 2; self.scale = self.scale * 0.5; self.alpha = self.alpha - 0.25; self.nextthink = time + 0.05; if (self.alpha <= 0) { self.think = SUB_Remove; self.nextthink = time; self.realowner.muzzle_flash = world; return; } } void UziFlash() { if (self.muzzle_flash == world) self.muzzle_flash = spawn(); // muzzle flash for 1st person view setmodel(self.muzzle_flash, "models/uziflash.md3"); // precision set below self.muzzle_flash.scale = 0.75; self.muzzle_flash.think = UZI_Flash_Go; self.muzzle_flash.nextthink = time + 0.02; self.muzzle_flash.frame = 2; self.muzzle_flash.alpha = 0.75; self.muzzle_flash.angles_z = random() * 180; self.muzzle_flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; self.muzzle_flash.owner = self.muzzle_flash.realowner = self; } void W_UZI_Attack (float deathtype) { W_SetupShot (self, autocvar_g_antilag_bullets && WEP_CVAR(uzi, speed) >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? WEP_CVAR(uzi, first_damage) : WEP_CVAR(uzi, sustained_damage))); if (!g_norecoil) { self.punchangle_x = random () - 0.5; self.punchangle_y = random () - 0.5; } // this attack_finished just enforces a cooldown at the end of a burst ATTACK_FINISHED(self) = time + WEP_CVAR(uzi, first_refire) * W_WeaponRateFactor(); if (self.misc_bulletcounter == 1) fireBallisticBullet(w_shotorg, w_shotdir, WEP_CVAR(uzi, first_spread), WEP_CVAR(uzi, speed), 5, WEP_CVAR(uzi, first_damage), WEP_CVAR(uzi, first_force), deathtype, 0, 1, WEP_CVAR(uzi, bulletconstant)); else fireBallisticBullet(w_shotorg, w_shotdir, WEP_CVAR(uzi, sustained_spread), WEP_CVAR(uzi, speed), 5, WEP_CVAR(uzi, sustained_damage), WEP_CVAR(uzi, sustained_force), deathtype, 0, 1, WEP_CVAR(uzi, bulletconstant)); endFireBallisticBullet(); pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); UziFlash(); W_AttachToShotorg(self.muzzle_flash, '5 0 0'); // casing code 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); if (self.misc_bulletcounter == 1) W_DecreaseAmmo(ammo_nails, WEP_CVAR(uzi, first_ammo), autocvar_g_balance_uzi_reload_ammo); else W_DecreaseAmmo(ammo_nails, WEP_CVAR(uzi, sustained_ammo), autocvar_g_balance_uzi_reload_ammo); } // weapon frames void uzi_fire1_02() { if(self.weapon != self.switchweapon) // abort immediately if switching { w_ready(); return; } if (self.BUTTON_ATCK) { if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2)) if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { W_SwitchWeapon_Force(self, w_getbestweapon(self)); w_ready(); return; } self.misc_bulletcounter = self.misc_bulletcounter + 1; W_UZI_Attack(WEP_UZI); weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(uzi, sustained_refire), uzi_fire1_02); } else weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(uzi, sustained_refire), w_ready); } void uzi_mode1_fire_auto() { float uzi_spread; if (!self.BUTTON_ATCK) { w_ready(); return; } if (!WEP_ACTION(self.weapon, WR_CHECKAMMO1)) if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { W_SwitchWeapon_Force(self, w_getbestweapon(self)); w_ready(); return; } W_DecreaseAmmo(ammo_nails, WEP_CVAR(uzi, sustained_ammo), autocvar_g_balance_uzi_reload_ammo); W_SetupShot (self, autocvar_g_antilag_bullets && WEP_CVAR(uzi, speed) >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(uzi, sustained_damage)); if (!g_norecoil) { self.punchangle_x = random () - 0.5; self.punchangle_y = random () - 0.5; } uzi_spread = bound(WEP_CVAR(uzi, spread_min), WEP_CVAR(uzi, spread_min) + (WEP_CVAR(uzi, spread_add) * self.misc_bulletcounter), WEP_CVAR(uzi, spread_max)); fireBallisticBullet(w_shotorg, w_shotdir, uzi_spread, WEP_CVAR(uzi, speed), 5, WEP_CVAR(uzi, sustained_damage), WEP_CVAR(uzi, sustained_force), WEP_UZI, 0, 1, WEP_CVAR(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); ATTACK_FINISHED(self) = time + WEP_CVAR(uzi, first_refire) * W_WeaponRateFactor(); weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(uzi, sustained_refire), uzi_mode1_fire_auto); } void uzi_mode1_fire_burst() { W_SetupShot (self, autocvar_g_antilag_bullets && WEP_CVAR(uzi, speed) >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(uzi, sustained_damage)); if (!g_norecoil) { self.punchangle_x = random () - 0.5; self.punchangle_y = random () - 0.5; } fireBallisticBullet(w_shotorg, w_shotdir, WEP_CVAR(uzi, burst_speed), WEP_CVAR(uzi, speed), 5, WEP_CVAR(uzi, sustained_damage), WEP_CVAR(uzi, sustained_force), WEP_UZI, 0, 1, WEP_CVAR(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 + WEP_CVAR(uzi, burst_refire2) * W_WeaponRateFactor(); weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(uzi, burst_animtime), w_ready); } else { weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(uzi, burst_refire), uzi_mode1_fire_burst); } } float w_uzi(float req) { float ammo_amount; switch(req) { case WR_AIM: { if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200) self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE); else self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE); return TRUE; } case WR_THINK: { if(autocvar_g_balance_uzi_reload_ammo && self.clip_load < min(max(WEP_CVAR(uzi, sustained_ammo), WEP_CVAR(uzi, first_ammo)), WEP_CVAR(uzi, burst_ammo))) // forced reload WEP_ACTION(self.weapon, WR_RELOAD); else if(WEP_CVAR(uzi, mode) == 1) { 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 (!WEP_ACTION(self.weapon, WR_CHECKAMMO2)) if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { W_SwitchWeapon_Force(self, w_getbestweapon(self)); w_ready(); return FALSE; } W_DecreaseAmmo(ammo_nails, WEP_CVAR(uzi, burst_ammo), autocvar_g_balance_uzi_reload_ammo); self.misc_bulletcounter = WEP_CVAR(uzi, burst) * -1; uzi_mode1_fire_burst(); } } else { 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, WEP_CVAR(uzi, sustained_refire), uzi_fire1_02); } if (self.BUTTON_ATCK2 && WEP_CVAR(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, WEP_CVAR(uzi, first_refire), w_ready); } } return TRUE; } case WR_INIT: { precache_model ("models/uziflash.md3"); precache_model ("models/weapons/g_uzi.md3"); precache_model ("models/weapons/v_uzi.md3"); precache_model ("models/weapons/h_uzi.iqm"); precache_sound ("weapons/uzi_fire.wav"); #define WEP_ADD_CVAR(weapon,mode,name) /*nothing*/ #define WEP_ADD_PROP(weapon,prop,name) WEP_SET_PROP(WEP_UZI,weapon,prop,name) UZI_SETTINGS(uzi) #undef WEP_ADD_CVAR #undef WEP_ADD_PROP return TRUE; } case WR_SETUP: { weapon_setup(WEP_UZI); self.current_ammo = ammo_nails; return TRUE; } case WR_CHECKAMMO1: { if(WEP_CVAR(uzi, mode) == 1) ammo_amount = self.ammo_nails >= WEP_CVAR(uzi, sustained_ammo); else ammo_amount = self.ammo_nails >= WEP_CVAR(uzi, first_ammo); if(autocvar_g_balance_uzi_reload_ammo) { if(WEP_CVAR(uzi, mode) == 1) ammo_amount += self.(weapon_load[WEP_UZI]) >= WEP_CVAR(uzi, sustained_ammo); else ammo_amount += self.(weapon_load[WEP_UZI]) >= WEP_CVAR(uzi, first_ammo); } return ammo_amount; } case WR_CHECKAMMO2: { if(WEP_CVAR(uzi, mode) == 1) ammo_amount = self.ammo_nails >= WEP_CVAR(uzi, burst_ammo); else ammo_amount = self.ammo_nails >= WEP_CVAR(uzi, first_ammo); if(autocvar_g_balance_uzi_reload_ammo) { if(WEP_CVAR(uzi, mode) == 1) ammo_amount += self.(weapon_load[WEP_UZI]) >= WEP_CVAR(uzi, burst_ammo); else ammo_amount += self.(weapon_load[WEP_UZI]) >= WEP_CVAR(uzi, first_ammo); } return ammo_amount; } case WR_CONFIG: { #define WEP_ADD_CVAR(weapon,mode,name) WEP_CONFIG_WRITE_CVARS(weapon,mode,name) #define WEP_ADD_PROP(weapon,prop,name) WEP_CONFIG_WRITE_PROPS(weapon,prop,name) UZI_SETTINGS(uzi) #undef WEP_ADD_CVAR #undef WEP_ADD_PROP return TRUE; } case WR_RELOAD: { W_Reload(min(max(WEP_CVAR(uzi, sustained_ammo), WEP_CVAR(uzi, first_ammo)), WEP_CVAR(uzi, burst_ammo)), autocvar_g_balance_uzi_reload_ammo, autocvar_g_balance_uzi_reload_time, "weapons/reload.wav"); return TRUE; } case WR_SUICIDEMESSAGE: { return WEAPON_THINKING_WITH_PORTALS; } case WR_KILLMESSAGE: { if(w_deathtype & HITTYPE_SECONDARY) return WEAPON_UZI_MURDER_SNIPE; else return WEAPON_UZI_MURDER_SPRAY; } } return TRUE; } #endif #ifdef CSQC float w_uzi(float req) { switch(req) { case WR_IMPACTEFFECT: { vector org2; org2 = w_org + w_backoff * 2; pointparticles(particleeffectnum("machinegun_impact"), org2, w_backoff * 1000, 1); if(!w_issilent) if(w_random < 0.05) sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM); else if(w_random < 0.1) sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM); else if(w_random < 0.2) sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM); return TRUE; } case WR_INIT: { precache_sound("weapons/ric1.wav"); precache_sound("weapons/ric2.wav"); precache_sound("weapons/ric3.wav"); return TRUE; } } return TRUE; } #endif #endif