]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
various fixes for uzi refire
authorRudolf Polzer <divverent@alientrap.org>
Wed, 21 Sep 2011 14:24:28 +0000 (16:24 +0200)
committerRudolf Polzer <divverent@alientrap.org>
Wed, 21 Sep 2011 14:41:40 +0000 (16:41 +0200)
(the .cfg change makes it behave like before, except now intentionally so)

balanceXonotic.cfg
qcsrc/server/w_uzi.qc

index 0c46451f4a2a1b1929d8a03104f11a4a228e2047..dc9a9c06515b6ac8d8eafa1423c1d5e0b29e8843 100644 (file)
@@ -289,7 +289,7 @@ set g_balance_uzi_first 1
 set g_balance_uzi_first_damage 16
 set g_balance_uzi_first_force 5
 set g_balance_uzi_first_spread 0.03
-set g_balance_uzi_first_refire 0.2
+set g_balance_uzi_first_refire 0.3
 set g_balance_uzi_first_ammo 1
 
 set g_balance_uzi_sustained_damage 14
index 92c81714a1a96fd1f0b606258d0dffe76645571e..4a10ecdf3a37610e63209edb72eaccac0a6a726f 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;
@@ -18,17 +18,17 @@ void UZI_Flash_Go()
                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;
@@ -102,14 +102,9 @@ 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;
        }
 
@@ -120,27 +115,32 @@ void uzi_mode1_fire_auto()
                w_ready();
                return;
        }
-       
+
+       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()
@@ -151,16 +151,16 @@ void uzi_mode1_fire_burst()
                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);
 
@@ -174,7 +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
@@ -197,15 +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();
@@ -220,7 +221,7 @@ float w_uzi(float req)
                }
                else
                {
-                       
+
                        if (self.BUTTON_ATCK)
                        if (weapon_prepareattack(0, 0))
                        {