X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_uzi.qc;h=4fb6047430c77e7671cca794854c7182c13f3cbd;hp=3645b95db83f12c969e22e37fcdf1be8abb19c4d;hb=20256058c4de97b81ee5aaedaa383a99010752f0;hpb=99ff757f1fa76d51845175c3a7a9e3d141d25e68 diff --git a/qcsrc/server/w_uzi.qc b/qcsrc/server/w_uzi.qc index 3645b95db..4fb604743 100644 --- a/qcsrc/server/w_uzi.qc +++ b/qcsrc/server/w_uzi.qc @@ -1,5 +1,15 @@ #ifdef REGISTER_WEAPON -REGISTER_WEAPON(UZI, w_uzi, IT_NAILS, 3, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_MID, "uzi", "uzi", _("Machine Gun")) +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", +/* shortname */ "uzi", +/* fullname */ _("Machine Gun") +); #else #ifdef SVQC @@ -41,8 +51,8 @@ void UziFlash() 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", CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? autocvar_g_balance_uzi_first_damage : autocvar_g_balance_uzi_sustained_damage)); - if (!g_norecoil) + W_SetupShot (self, TRUE, 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 (!autocvar_g_norecoil) { self.punchangle_x = random () - 0.5; self.punchangle_y = random () - 0.5; @@ -52,10 +62,9 @@ void W_UZI_Attack (float deathtype) ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_first_refire * W_WeaponRateFactor(); 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, autocvar_g_balance_uzi_first_force, deathtype, 0, 1, autocvar_g_balance_uzi_bulletconstant); + fireBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_first_spread, autocvar_g_balance_uzi_solidpenetration, autocvar_g_balance_uzi_first_damage, autocvar_g_balance_uzi_first_force, deathtype, 0); else - 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); - endFireBallisticBullet(); + fireBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_sustained_spread, autocvar_g_balance_uzi_solidpenetration, autocvar_g_balance_uzi_sustained_damage, autocvar_g_balance_uzi_sustained_force, deathtype, 0); pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); @@ -83,7 +92,7 @@ void uzi_fire1_02() if (self.BUTTON_ATCK) { if (!weapon_action(self.weapon, WR_CHECKAMMO2)) - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) + if (!(self.items & IT_UNLIMITED_WEAPON_AMMO)) { W_SwitchWeapon_Force(self, w_getbestweapon(self)); w_ready(); @@ -109,7 +118,7 @@ void uzi_mode1_fire_auto() } if (!weapon_action(self.weapon, WR_CHECKAMMO1)) - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) + if (!(self.items & IT_UNLIMITED_WEAPON_AMMO)) { W_SwitchWeapon_Force(self, w_getbestweapon(self)); w_ready(); @@ -118,16 +127,15 @@ void uzi_mode1_fire_auto() 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) + W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, autocvar_g_balance_uzi_sustained_damage); + if (!autocvar_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, autocvar_g_balance_uzi_sustained_force, WEP_UZI, 0, 1, autocvar_g_balance_uzi_bulletconstant); - endFireBallisticBullet(); + fireBullet(w_shotorg, w_shotdir, uzi_spread, autocvar_g_balance_uzi_solidpenetration, autocvar_g_balance_uzi_sustained_damage, autocvar_g_balance_uzi_sustained_force, WEP_UZI, 0); self.misc_bulletcounter = self.misc_bulletcounter + 1; @@ -145,16 +153,14 @@ void 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", CH_WEAPON_A, autocvar_g_balance_uzi_sustained_damage); - if (!g_norecoil) + W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, autocvar_g_balance_uzi_sustained_damage); + if (!autocvar_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, autocvar_g_balance_uzi_sustained_force, WEP_UZI, 0, 1, autocvar_g_balance_uzi_bulletconstant); - endFireBallisticBullet(); - + fireBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_burst_spread, autocvar_g_balance_uzi_solidpenetration, autocvar_g_balance_uzi_sustained_damage, autocvar_g_balance_uzi_sustained_force, WEP_UZI, 0); pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); @@ -206,7 +212,7 @@ float w_uzi(float req) if(weapon_prepareattack(1, 0)) { if (!weapon_action(self.weapon, WR_CHECKAMMO2)) - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) + if (!(self.items & IT_UNLIMITED_WEAPON_AMMO)) { W_SwitchWeapon_Force(self, w_getbestweapon(self)); w_ready(); @@ -313,11 +319,11 @@ float w_uzi(float req) pointparticles(particleeffectnum("machinegun_impact"), org2, w_backoff * 1000, 1); if(!w_issilent) if(w_random < 0.05) - sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTEN_NORM); else if(w_random < 0.1) - sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTEN_NORM); else if(w_random < 0.2) - sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTEN_NORM); } else if(req == WR_PRECACHE) {