]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Kill g_antilag_bullets (always assume 1); kill bullet gravity.
authorRudolf Polzer <divverent@xonotic.org>
Mon, 11 Nov 2013 16:18:58 +0000 (17:18 +0100)
committerRudolf Polzer <divverent@xonotic.org>
Mon, 11 Nov 2013 16:18:58 +0000 (17:18 +0100)
Real code simplification to be done later.

defaultXonotic.cfg
qcsrc/client/projectile.qc
qcsrc/common/constants.qh
qcsrc/server/autocvars.qh
qcsrc/server/tturrets/units/unit_machinegun.qc
qcsrc/server/tturrets/units/unit_walker.qc
qcsrc/server/vehicles/spiderbot.qc
qcsrc/server/w_common.qc
qcsrc/server/w_rifle.qc
qcsrc/server/w_shotgun.qc
qcsrc/server/w_uzi.qc

index 5b6637fa994b093c9ef174f22d2f08d56027e6fa..217aab90a0c0603720b7870fb3ce70fb95fa03ad 100644 (file)
@@ -400,7 +400,6 @@ pausable 0
 set g_spawnshieldtime 1 "number of seconds you are invincible after you spawned, this shield is lost after you fire"
 set g_antilag 2        "AntiLag (0 = no AntiLag, 1 = verified client side hit scan, 2 = server side hit scan in the past, 3 = unverified client side hit scan)"
 set g_antilag_nudge 0 "don't touch"
-set g_antilag_bullets 1 "Bullets AntiLag (0 = no AntiLag, 1 = server side hit scan in the past) - DO NOT TOUCH (severely changes weapon balance)"
 set g_shootfromclient 2 "let client decide if it has the gun left or right; if set to 2, center handedness is allowed; see also cl_gunalign"
 set g_shootfromeye 0 "shots are fired from your eye/crosshair; visual gun position can still be influenced by cl_gunalign 1 and 2"
 set g_shootfromcenter 0 "weapon gets moved to the center, shots still come from the barrel of your weapon; visual gun position can still be influenced by cl_gunalign 1 and 2"
index e00e25e6e4125226bde9bd5da5f5cd0ad4d924f4..52f6e2324b5ecd578a15b1556e9ce90279fefc45 100644 (file)
@@ -167,10 +167,7 @@ void Projectile_Draw()
 
        switch(self.cnt)
        {
-               case PROJECTILE_BULLET_GLOWING:
-               case PROJECTILE_BULLET_GLOWING_TRACER:
-                       adddynamiclight(self.origin, 50 * a, '1 1 0');
-                       break;
+               // Possibly add dlights here.
                default:
                        break;
        }
@@ -292,9 +289,6 @@ void Ent_Projectile()
                {
                        case PROJECTILE_ELECTRO: setmodel(self, "models/ebomb.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
                        case PROJECTILE_ROCKET: setmodel(self, "models/rocket.md3");self.traileffect = particleeffectnum("TR_ROCKET"); self.scale = 2; break;
-                       case PROJECTILE_BULLET: setmodel(self, "models/tracer.mdl");self.traileffect = particleeffectnum("tr_bullet"); break;
-                       case PROJECTILE_BULLET_GLOWING: setmodel(self, "models/tracer.mdl");self.traileffect = particleeffectnum("tr_rifle_weak"); break;
-                       case PROJECTILE_BULLET_GLOWING_TRACER: setmodel(self, "models/tracer.mdl");self.traileffect = particleeffectnum("tr_rifle"); break;
                        case PROJECTILE_CRYLINK: setmodel(self, "models/plasmatrail.mdl");self.traileffect = particleeffectnum("TR_CRYLINKPLASMA"); break;
                        case PROJECTILE_CRYLINK_BOUNCING: setmodel(self, "models/plasmatrail.mdl");self.traileffect = particleeffectnum("TR_CRYLINKPLASMA"); break;
                        case PROJECTILE_ELECTRO_BEAM: setmodel(self, "models/elaser.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
index b3dafaaf7ba7293813715bb1d1ae0aa673af8f14..55d16953f6a04d4a5e4f9bc8c289b5981654704e 100644 (file)
@@ -327,7 +327,6 @@ const float ATTEN_MAX = 3.984375;
 const float PROJECTILE_ELECTRO = 1;
 const float PROJECTILE_ROCKET = 2;
 const float PROJECTILE_TAG = 3;
-const float PROJECTILE_BULLET = 4;
 const float PROJECTILE_CRYLINK = 5;
 const float PROJECTILE_ELECTRO_BEAM = 6;
 const float PROJECTILE_GRENADE = 7;
@@ -342,11 +341,9 @@ const float PROJECTILE_PORTO_BLUE = 15;
 const float PROJECTILE_HOOKBOMB = 16;
 const float PROJECTILE_HAGAR = 17;
 const float PROJECTILE_HAGAR_BOUNCING = 18;
-const float PROJECTILE_BULLET_GLOWING = 19;
 const float PROJECTILE_CRYLINK_BOUNCING = 20;
 const float PROJECTILE_FIREBALL = 21;
 const float PROJECTILE_FIREMINE = 22;
-const float PROJECTILE_BULLET_GLOWING_TRACER = 23;
 
 const float PROJECTILE_RAPTORCANNON = 24;
 const float PROJECTILE_RAPTORBOMB = 25;
index 759aea6add8832d27b88c9cb413ef08f70b65ae9..7d920fb0cd7f913f1d91a819b1d9fbb0a00022f4 100644 (file)
@@ -70,7 +70,6 @@ float autocvar_ekg;
 #define autocvar_fraglimit_override cvar("fraglimit_override")
 float autocvar_g_allow_oldnexbeam;
 float autocvar_g_antilag;
-float autocvar_g_antilag_bullets;
 float autocvar_g_antilag_nudge;
 float autocvar_g_arena_maxspawned;
 float autocvar_g_arena_point_leadlimit;
index 10d186193840ee6ba54f28eb090950eabf4fabca..46c46d7f8f04068e7dba48f4b5f1e59320388385 100644 (file)
@@ -5,7 +5,7 @@ void turret_machinegun_attack();
 //.float bulletcounter;
 void turret_machinegun_attack()
 {
-    fireBallisticBullet (self.tur_shotorg, self.tur_shotdir_updated,self.shot_spread, self.shot_speed, 5, self.shot_dmg, self.shot_force, DEATH_TURRET_MACHINEGUN, 0, 1, autocvar_g_balance_uzi_bulletconstant);
+    fireBallisticBullet (self.tur_shotorg, self.tur_shotdir_updated,self.shot_spread, self.shot_speed, 5, self.shot_dmg, self.shot_force, DEATH_TURRET_MACHINEGUN, 0, autocvar_g_balance_uzi_bulletconstant);
     endFireBallisticBullet();
 
     UziFlash();
@@ -21,8 +21,7 @@ void turret_machinegun_std_init()
     self.turrcaps_flags = TFL_TURRCAPS_PLAYERKILL;
     self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE;
 
-       if (!autocvar_g_antilag_bullets)
-               self.turrcaps_flags |= TFL_TURRCAPS_HITSCAN;
+    self.turrcaps_flags |= TFL_TURRCAPS_HITSCAN;
 
     if (turret_stdproc_init("machinegun_std", "models/turrets/base.md3", "models/turrets/machinegun.md3", TID_MACHINEGUN) == 0)
     {
index 615622e3bbc139d5b47139d9bff00ab03e83c757..1ce59dd278bfb4e3bc2c5d84a9584bde94b212b2 100644 (file)
@@ -515,7 +515,7 @@ void walker_postthink()
 void walker_attack()
 {
     sound (self, CH_WEAPON_A, "weapons/uzi_fire.wav", VOL_BASE, ATTEN_NORM);
-    fireBallisticBullet (self.tur_shotorg, self.tur_shotdir_updated, self.shot_spread, self.shot_speed, 5, self.shot_dmg, self.shot_force, DEATH_TURRET_WALK_GUN, 0, 1, autocvar_g_balance_uzi_bulletconstant);
+    fireBallisticBullet (self.tur_shotorg, self.tur_shotdir_updated, self.shot_spread, self.shot_speed, 5, self.shot_dmg, self.shot_force, DEATH_TURRET_WALK_GUN, 0, autocvar_g_balance_uzi_bulletconstant);
     endFireBallisticBullet();
     pointparticles(particleeffectnum("laser_muzzleflash"), self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
 }
@@ -574,10 +574,7 @@ void turret_walker_dinit()
     self.turrcaps_flags = TFL_TURRCAPS_PLAYERKILL | TFL_TURRCAPS_MOVE ;
     self.aim_flags = TFL_AIM_LEAD;
 
-    if (autocvar_g_antilag_bullets)
-        self.turrcaps_flags |= TFL_TURRCAPS_HITSCAN;
-    else
-        self.aim_flags      |= TFL_AIM_SHOTTIMECOMPENSATE;
+    self.turrcaps_flags |= TFL_TURRCAPS_HITSCAN;
 
 
     self.turret_respawnhook = walker_respawnhook;
index a36904139336fa09cdb5e90510f3aca9a211c0fd..bdbcb828870829577254ea87fe569ad792acd51a 100644 (file)
@@ -495,10 +495,10 @@ float spiderbot_frame()
             v_forward = normalize(v_forward);
             v += v_forward * 50;
 
-//void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, float lifetime, float damage, float force, float dtype, float tracereffects, float gravityfactor, float bulletconstant)
+//void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, float lifetime, float damage, float force, float dtype, float tracereffects, float bulletconstant)
 
             fireBallisticBullet(v, v_forward, autocvar_g_vehicle_spiderbot_minigun_spread, autocvar_g_vehicle_spiderbot_minigun_speed,
-                                5, autocvar_g_vehicle_spiderbot_minigun_damage, autocvar_g_vehicle_spiderbot_minigun_force, DEATH_VH_SPID_MINIGUN, 0, 1, autocvar_g_vehicle_spiderbot_minigun_bulletconstant);
+                                5, autocvar_g_vehicle_spiderbot_minigun_damage, autocvar_g_vehicle_spiderbot_minigun_force, DEATH_VH_SPID_MINIGUN, 0, autocvar_g_vehicle_spiderbot_minigun_bulletconstant);
 
             endFireBallisticBullet();
 
index 0734a58db390555a8015023f02daeaa1dfb5bd26..72cac7985797445909ff04409d554f63b01ea8ff 100644 (file)
@@ -389,29 +389,20 @@ void fireBallisticBullet_trace_callback(vector start, vector hit, vector end)
        self.owner = world;
 }
 
-void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, float lifetime, float damage, float force, float dtype, float tracereffects, float gravityfactor, float bulletconstant)
+void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, float lifetime, float damage, float force, float dtype, float tracereffects, float bulletconstant)
 {
        float lag, dt, savetime; //, density;
        entity pl, oldself;
-       float antilagging;
-
-       antilagging = (autocvar_g_antilag_bullets && (pSpeed >= autocvar_g_antilag_bullets));
 
        entity proj;
        proj = spawn();
        proj.classname = "bullet";
        proj.owner = proj.realowner = self;
        PROJECTILE_MAKETRIGGER(proj);
-       if(gravityfactor > 0)
-       {
-               proj.movetype = MOVETYPE_TOSS;
-               proj.gravity = gravityfactor;
-       }
-       else
-               proj.movetype = MOVETYPE_FLY;
+       proj.movetype = MOVETYPE_FLY;
        proj.think = SUB_Remove;
        proj.nextthink = time + lifetime; // min(pLifetime, vlen(world.maxs - world.mins) / pSpeed);
-       W_SetupProjectileVelocityEx(proj, dir, v_up, pSpeed, 0, 0, spread, antilagging);
+       W_SetupProjectileVelocityEx(proj, dir, v_up, pSpeed, 0, 0, spread, TRUE);
        proj.angles = vectoangles(proj.velocity);
        if(bulletconstant > 0)
                proj.dmg_radius = autocvar_g_ballistics_materialconstant / bulletconstant;
@@ -432,122 +423,108 @@ void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, f
 
        other = proj; MUTATOR_CALLHOOK(EditProjectile);
 
-       if(antilagging)
-       {
-               float eff;
+       float eff;
 
-               if(tracereffects & EF_RED)
-                       eff = particleeffectnum("tr_rifle");
-               else if(tracereffects & EF_BLUE)
-                       eff = particleeffectnum("tr_rifle_weak");
-               else
-                       eff = particleeffectnum("tr_bullet");
+       if(tracereffects & EF_RED)
+               eff = particleeffectnum("tr_rifle");
+       else if(tracereffects & EF_BLUE)
+               eff = particleeffectnum("tr_rifle_weak");
+       else
+               eff = particleeffectnum("tr_bullet");
+
+       // NOTE: this may severely throw off weapon balance
+       lag = ANTILAG_LATENCY(self);
+       if(lag < 0.001)
+               lag = 0;
+       if (!IS_REAL_CLIENT(self))
+               lag = 0;
+       if(autocvar_g_antilag == 0 || self.cvar_cl_noantilag)
+               lag = 0; // only do hitscan, but no antilag
+
+       if(lag)
+               FOR_EACH_PLAYER(pl)
+                       if(pl != self)
+                               antilag_takeback(pl, time - lag);
 
-               // NOTE: this may severely throw off weapon balance
-               lag = ANTILAG_LATENCY(self);
-               if(lag < 0.001)
-                       lag = 0;
-               if (!IS_REAL_CLIENT(self))
-                       lag = 0;
-               if(autocvar_g_antilag == 0 || self.cvar_cl_noantilag)
-                       lag = 0; // only do hitscan, but no antilag
+       oldself = self;
+       self = proj;
 
-               if(lag)
-                       FOR_EACH_PLAYER(pl)
-                               if(pl != self)
-                                       antilag_takeback(pl, time - lag);
+       savetime = frametime;
+       frametime = 0.05;
 
-               oldself = self;
-               self = proj;
+       for(;;)
+       {
+               // DP tracetoss is stupid and always traces in 0.05s
+               // ticks. This makes it trace in 0.05*0.125s ticks
+               // instead.
+               vector v0;
+               v0 = self.velocity;
+               self.velocity = self.velocity * 0.125;
+               trace_fraction = 0;
+               fireBallisticBullet_trace_callback_ent = self;
+               fireBallisticBullet_trace_callback_eff = eff;
+               WarpZone_TraceToss_ThroughZone(self, self.owner, world, fireBallisticBullet_trace_callback);
+               self.velocity = v0;
+
+               if(trace_fraction == 1)
+                       break;
+                       // won't hit anything anytime soon (DP's
+                       // tracetoss does 200 tics of, here,
+                       // 0.05*0.125s, that is, 1.25 seconds
 
-               savetime = frametime;
-               frametime = 0.05;
+               other = trace_ent;
+               dt = WarpZone_tracetoss_time * 0.125; // this is only approximate!
+               setorigin(self, trace_endpos);
+               self.velocity = WarpZone_tracetoss_velocity * (1 / 0.125);
 
-               for(;;)
+               if(!SUB_OwnerCheck())
                {
-                       // DP tracetoss is stupid and always traces in 0.05s
-                       // ticks. This makes it trace in 0.05*0.125s ticks
-                       // instead.
-                       vector v0;
-                       float g0;
-                       v0 = self.velocity;
-                       g0 = self.gravity;
-                       self.velocity = self.velocity * 0.125;
-                       self.gravity *= 0.125 * 0.125;
-                       trace_fraction = 0;
-                       fireBallisticBullet_trace_callback_ent = self;
-                       fireBallisticBullet_trace_callback_eff = eff;
-                       WarpZone_TraceToss_ThroughZone(self, self.owner, world, fireBallisticBullet_trace_callback);
-                       self.velocity = v0;
-                       self.gravity = g0;
-
-                       if(trace_fraction == 1)
+                       if(SUB_NoImpactCheck())
                                break;
-                               // won't hit anything anytime soon (DP's
-                               // tracetoss does 200 tics of, here,
-                               // 0.05*0.125s, that is, 1.25 seconds
-
-                       other = trace_ent;
-                       dt = WarpZone_tracetoss_time * 0.125; // this is only approximate!
-                       setorigin(self, trace_endpos);
-                       self.velocity = WarpZone_tracetoss_velocity * (1 / 0.125);
-
-                       if(!SUB_OwnerCheck())
-                       {
-                               if(SUB_NoImpactCheck())
-                                       break;
-
-                               // hit the player
-                               W_BallisticBullet_Hit();
-                       }
 
-                       if(proj.dmg_radius < 0) // these NEVER penetrate solid
-                               break;
+                       // hit the player
+                       W_BallisticBullet_Hit();
+               }
 
-                       // if we hit "weapclip", bail out
-                       //
-                       // rationale of this check:
-                       //
-                       // any shader that is solid, nodraw AND trans is meant to clip weapon
-                       // shots and players, but has no other effect!
-                       //
-                       // if it is not trans, it is caulk and should not have this side effect
-                       //
-                       // matching shaders:
-                       //   common/weapclip (intended)
-                       //   common/noimpact (is supposed to eat projectiles, but is erased farther above)
-                       if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
-                       if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
-                       if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
-                               break;
+               if(proj.dmg_radius < 0) // these NEVER penetrate solid
+                       break;
 
-                       // go through solid!
-                       if(!W_BallisticBullet_LeaveSolid((other && (other.solid != SOLID_BSP)) ? eff : -1))
-                               break;
+               // if we hit "weapclip", bail out
+               //
+               // rationale of this check:
+               //
+               // any shader that is solid, nodraw AND trans is meant to clip weapon
+               // shots and players, but has no other effect!
+               //
+               // if it is not trans, it is caulk and should not have this side effect
+               //
+               // matching shaders:
+               //   common/weapclip (intended)
+               //   common/noimpact (is supposed to eat projectiles, but is erased farther above)
+               if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
+               if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
+               if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
+                       break;
 
-                       W_BallisticBullet_LeaveSolid_think();
+               // go through solid!
+               if(!W_BallisticBullet_LeaveSolid((other && (other.solid != SOLID_BSP)) ? eff : -1))
+                       break;
 
-                       self.projectiledeathtype |= HITTYPE_BOUNCE;
-               }
-               frametime = savetime;
-               self = oldself;
+               W_BallisticBullet_LeaveSolid_think();
 
-               if(lag)
-                       FOR_EACH_PLAYER(pl)
-                               if(pl != self)
-                                       antilag_restore(pl);
+               self.projectiledeathtype |= HITTYPE_BOUNCE;
+       }
+       frametime = savetime;
+       self = oldself;
 
-               remove(proj);
+       if(lag)
+               FOR_EACH_PLAYER(pl)
+                       if(pl != self)
+                               antilag_restore(pl);
 
-               return;
-       }
+       remove(proj);
 
-       if(tracereffects & EF_RED)
-               CSQCProjectile(proj, TRUE, PROJECTILE_BULLET_GLOWING_TRACER, TRUE);
-       else if(tracereffects & EF_BLUE)
-               CSQCProjectile(proj, TRUE, PROJECTILE_BULLET_GLOWING, TRUE);
-       else
-               CSQCProjectile(proj, TRUE, PROJECTILE_BULLET, TRUE);
+       return;
 }
 
 void fireBullet (vector start, vector dir, float spread, float damage, float force, float dtype, float tracer)
index c1ed230cf9cef0b31b22186dc9dfe3ea04faa992..90db2ad75c4aa7007409257c5d320a883fb7d888 100644 (file)
@@ -21,7 +21,7 @@ void W_Rifle_FireBullet(float pSpread, float pDamage, float pForce, float pSpeed
 
        W_DecreaseAmmo(ammo_nails, pAmmo, autocvar_g_balance_rifle_reload_ammo);
 
-       W_SetupShot (self, autocvar_g_antilag_bullets && pSpeed >= autocvar_g_antilag_bullets, 2, pSound, CH_WEAPON_A, pDamage * pShots);
+       W_SetupShot (self, TRUE, 2, pSound, CH_WEAPON_A, pDamage * pShots);
 
        pointparticles(particleeffectnum("rifle_muzzleflash"), w_shotorg, w_shotdir * 2000, 1);
 
@@ -32,7 +32,7 @@ void W_Rifle_FireBullet(float pSpread, float pDamage, float pForce, float pSpeed
        }
 
        for(i = 0; i < pShots; ++i)
-               fireBallisticBullet(w_shotorg, w_shotdir, pSpread, pSpeed, pLifetime, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE), 1, pBulletConstant);
+               fireBallisticBullet(w_shotorg, w_shotdir, pSpread, pSpeed, pLifetime, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE), pBulletConstant);
        endFireBallisticBullet();
 
        if (autocvar_g_casings >= 2)
index a40a2da4b7c1d7aedeb41f180cb60bfdaa4666a5..2fb6214017c0f1de374817fc596b44d9d3f66104 100644 (file)
@@ -35,9 +35,9 @@ void W_Shotgun_Attack (void)
 
        W_DecreaseAmmo(ammo_shells, ammoamount, autocvar_g_balance_shotgun_reload_ammo);
 
-       W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CH_WEAPON_A, d * bullets);
+       W_SetupShot (self, TRUE, 5, "weapons/shotgun_fire.wav", CH_WEAPON_A, d * bullets);
        for (sc = 0;sc < bullets;sc = sc + 1)
-               fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, f, WEP_SHOTGUN, 0, 1, bulletconstant);
+               fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, f, WEP_SHOTGUN, 0, bulletconstant);
        endFireBallisticBullet();
 
        pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
@@ -178,12 +178,7 @@ float w_shotgun(float req)
                if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
                        self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
                else
-               {
-                       if(autocvar_g_antilag_bullets)
-                               self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
-                       else
-                               self.BUTTON_ATCK = bot_aim(autocvar_g_balance_shotgun_primary_speed, 0, 0.001, FALSE);
-               }
+                       self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
 
        else if (req == WR_THINK)
        {
index 88dcc8c9ffe76bf8c7c192086d6e93fdef831a9e..5fd890a0b7c600124db484093997aefcb62c4bf4 100644 (file)
@@ -51,7 +51,7 @@ 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));
+       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;
@@ -62,9 +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);
+               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, autocvar_g_balance_uzi_bulletconstant);
        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);
+               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, autocvar_g_balance_uzi_bulletconstant);
        endFireBallisticBullet();
 
        pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
@@ -128,7 +128,7 @@ 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);
+       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;
@@ -136,7 +136,7 @@ void uzi_mode1_fire_auto()
        }
 
        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);
+       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, autocvar_g_balance_uzi_bulletconstant);
        endFireBallisticBullet();
 
        self.misc_bulletcounter = self.misc_bulletcounter + 1;
@@ -155,14 +155,14 @@ 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);
+       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);
+       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, autocvar_g_balance_uzi_bulletconstant);
        endFireBallisticBullet();