]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_uzi.qc
Merge commit '6f440770dbdb' into atheros/item_keys
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_uzi.qc
index e4531680035608473b0a3e286a43bfe52465a076..f5bacd22036ea554c2835b434725b0496110b3ad 100644 (file)
@@ -4,8 +4,8 @@ REGISTER_WEAPON(UZI, w_uzi, IT_NAILS, 3, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE |
 #ifdef SVQC
 
 // leilei's fancy muzzleflash stuff
-void UZI_Flash_Go() 
-{      
+void UZI_Flash_Go()
+{
        self.frame = self.frame + 2;
        self.scale = self.scale * 0.5;
        self.alpha = self.alpha - 0.25;
@@ -15,20 +15,20 @@ void UZI_Flash_Go()
        {
                self.think = SUB_Remove;
                self.nextthink = time;
-               self.owner.muzzle_flash = world;
+               self.realowner.muzzle_flash = world;
                return;
        }
-       
+
 }
 
 void UziFlash()
-{      
+{
        if (self.muzzle_flash == world)
-               self.muzzle_flash = spawn();    
-       
+               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;
@@ -36,12 +36,12 @@ void UziFlash()
        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;
+       self.muzzle_flash.owner = self.muzzle_flash.realowner = self;
 }
 
 void W_UZI_Attack (float deathtype)
 {
-       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));
+       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));
        if (!g_norecoil)
        {
                self.punchangle_x = random () - 0.5;
@@ -83,6 +83,7 @@ void uzi_fire1_02()
        if (self.BUTTON_ATCK)
        {
                if (!weapon_action(self.weapon, WR_CHECKAMMO2))
+               if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
                {
                        W_SwitchWeapon_Force(self, w_getbestweapon(self));
                        w_ready();
@@ -101,64 +102,65 @@ void uzi_mode1_fire_auto()
 {
        float uzi_spread;
 
-       W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_reload_ammo);
-       
-       if (self.BUTTON_ATCK)
-               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_mode1_fire_auto);
-       else
+       if (!self.BUTTON_ATCK)
        {
-               ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_first_refire * W_WeaponRateFactor();
-               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, w_ready);
+               w_ready();
                return;
        }
 
        if (!weapon_action(self.weapon, WR_CHECKAMMO1))
+       if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
        {
                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);
+
+       W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_reload_ammo);
+
+       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);
        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);
+
+       ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_first_refire * W_WeaponRateFactor();
+       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_mode1_fire_auto);
 }
 
 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);
+       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);
        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);
 
@@ -172,7 +174,7 @@ void uzi_mode1_fire_burst()
        {
                weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_burst_refire, uzi_mode1_fire_burst);
        }
-               
+
 }
 
 void spawnfunc_weapon_machinegun(); // defined in t_items.qc
@@ -195,15 +197,16 @@ float w_uzi(float req)
                {
                        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))
+                               if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
                                {
                                        W_SwitchWeapon_Force(self, w_getbestweapon(self));
                                        w_ready();
@@ -218,7 +221,7 @@ float w_uzi(float req)
                }
                else
                {
-                       
+
                        if (self.BUTTON_ATCK)
                        if (weapon_prepareattack(0, 0))
                        {
@@ -260,9 +263,9 @@ float w_uzi(float req)
                if(autocvar_g_balance_uzi_reload_ammo)
                {
                        if(autocvar_g_balance_uzi_mode == 1)
-                               ammo_amount += self.weapon_load[WEP_UZI] >= autocvar_g_balance_uzi_sustained_ammo;
+                               ammo_amount += self.(weapon_load[WEP_UZI]) >= autocvar_g_balance_uzi_sustained_ammo;
                        else
-                               ammo_amount += self.weapon_load[WEP_UZI] >= autocvar_g_balance_uzi_first_ammo;
+                               ammo_amount += self.(weapon_load[WEP_UZI]) >= autocvar_g_balance_uzi_first_ammo;
                }
                return ammo_amount;
        }
@@ -276,9 +279,9 @@ float w_uzi(float req)
                if(autocvar_g_balance_uzi_reload_ammo)
                {
                        if(autocvar_g_balance_uzi_mode == 1)
-                               ammo_amount += self.weapon_load[WEP_UZI] >= autocvar_g_balance_uzi_burst_ammo;
+                               ammo_amount += self.(weapon_load[WEP_UZI]) >= autocvar_g_balance_uzi_burst_ammo;
                        else
-                               ammo_amount += self.weapon_load[WEP_UZI] >= autocvar_g_balance_uzi_first_ammo;
+                               ammo_amount += self.(weapon_load[WEP_UZI]) >= autocvar_g_balance_uzi_first_ammo;
                }
                return ammo_amount;
        }
@@ -287,7 +290,7 @@ float w_uzi(float req)
                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");
        }
        return TRUE;
-};
+}
 #endif
 #ifdef CSQC
 float w_uzi(float req)
@@ -299,11 +302,11 @@ float w_uzi(float req)
                pointparticles(particleeffectnum("machinegun_impact"), org2, w_backoff * 1000, 1);
                if(!w_issilent)
                        if(w_random < 0.05)
-                               sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
+                               sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
                        else if(w_random < 0.1)
-                               sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
+                               sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
                        else if(w_random < 0.2)
-                               sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
+                               sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
        }
        else if(req == WR_PRECACHE)
        {
@@ -312,7 +315,7 @@ float w_uzi(float req)
                precache_sound("weapons/ric3.wav");
        }
        else if (req == WR_SUICIDEMESSAGE)
-               w_deathtypestring = _("%s did the impossible");
+               w_deathtypestring = _("%s is now thinking with portals");
        else if (req == WR_KILLMESSAGE)
        {
                if(w_deathtype & HITTYPE_SECONDARY)