]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Rename w_machinegun.qc to w_uzi.qc
authorMario <mario.mario@y7mail.com>
Mon, 30 Dec 2013 11:29:12 +0000 (22:29 +1100)
committerMario <mario.mario@y7mail.com>
Mon, 30 Dec 2013 11:29:12 +0000 (22:29 +1100)
qcsrc/common/weapons/all.qh
qcsrc/common/weapons/w_machinegun.qc [deleted file]
qcsrc/common/weapons/w_uzi.qc [new file with mode: 0644]

index f0133ec6ca6d4d323fe1f271e7772941e8069d64..a0615504ba6519afca2732a1f8d355c843d087f6 100644 (file)
@@ -5,7 +5,7 @@
 // core weapons
 #include "w_blaster.qc"
 #include "w_shockwave.qc"
-#include "w_machinegun.qc"
+#include "w_uzi.qc"
 #include "w_mortar.qc"
 #include "w_minelayer.qc"
 #include "w_electro.qc"
diff --git a/qcsrc/common/weapons/w_machinegun.qc b/qcsrc/common/weapons/w_machinegun.qc
deleted file mode 100644 (file)
index 406a545..0000000
+++ /dev/null
@@ -1,397 +0,0 @@
-#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(
-/* WEP_##id */ UZI,
-/* function */ W_Uzi,
-/* ammotype */ ammo_nails,
-/* impulse  */ 3,
-/* flags    */ WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
-/* rating   */ BOT_PICKUP_RATING_MID,
-/* color       */ '1 1 0',
-/* model    */ "uzi",
-/* netname  */ "uzi",
-/* fullname */ _("Machine Gun")
-);
-
-#define UZI_SETTINGS(w_cvar,w_prop) UZI_SETTINGS_LIST(w_cvar, w_prop, UZI, uzi)
-#define UZI_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
-       w_cvar(id, sn, NONE, spread_min) \
-       w_cvar(id, sn, NONE, spread_max) \
-       w_cvar(id, sn, NONE, spread_add) \
-       w_cvar(id, sn, NONE, mode) \
-       w_cvar(id, sn, NONE, first) \
-       w_cvar(id, sn, NONE, first_damage) \
-       w_cvar(id, sn, NONE, first_force) \
-       w_cvar(id, sn, NONE, first_refire) \
-       w_cvar(id, sn, NONE, first_spread) \
-       w_cvar(id, sn, NONE, first_ammo) \
-       w_cvar(id, sn, NONE, solidpenetration) \
-       w_cvar(id, sn, NONE, sustained_damage) \
-       w_cvar(id, sn, NONE, sustained_force) \
-       w_cvar(id, sn, NONE, sustained_refire) \
-       w_cvar(id, sn, NONE, sustained_spread) \
-       w_cvar(id, sn, NONE, sustained_ammo) \
-       w_cvar(id, sn, NONE, burst) \
-       w_cvar(id, sn, NONE, burst_refire) \
-       w_cvar(id, sn, NONE, burst_refire2) \
-       w_cvar(id, sn, NONE, burst_animtime) \
-       w_cvar(id, sn, NONE, burst_speed) \
-       w_cvar(id, sn, NONE, burst_ammo) \
-       w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
-       w_prop(id, sn, float,  reloading_time, reload_time) \
-       w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
-       w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
-       w_prop(id, sn, string, weaponreplace, weaponreplace) \
-       w_prop(id, sn, float,  weaponstart, weaponstart) \
-       w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride)
-
-#ifdef SVQC
-UZI_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
-#endif
-#else
-#ifdef SVQC
-
-void spawnfunc_weapon_uzi()
-{
-       if(autocvar_sv_q3acompat_machineshotgunswap)
-       if(self.classname != "droppedweapon")
-       {
-               weapon_defaultspawnfunc(WEP_SHOCKWAVE);
-               return;
-       }
-       weapon_defaultspawnfunc(WEP_UZI);
-}
-
-void W_Uzi_MuzzleFlash_Think()
-{
-       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 W_Uzi_MuzzleFlash()
-{
-       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 = W_Uzi_MuzzleFlash_Think;
-       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, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? WEP_CVAR(uzi, first_damage) : WEP_CVAR(uzi, sustained_damage)));
-       if (!autocvar_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)
-               fireBullet(w_shotorg, w_shotdir, WEP_CVAR(uzi, first_spread), WEP_CVAR(uzi, solidpenetration), WEP_CVAR(uzi, first_damage), WEP_CVAR(uzi, first_force), deathtype, 0);
-       else
-               fireBullet(w_shotorg, w_shotdir, WEP_CVAR(uzi, sustained_spread), WEP_CVAR(uzi, solidpenetration), WEP_CVAR(uzi, sustained_damage), WEP_CVAR(uzi, sustained_force), deathtype, 0);
-
-       pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
-
-       W_Uzi_MuzzleFlash();
-       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(WEP_CVAR(uzi, first_ammo));
-       else
-               W_DecreaseAmmo(WEP_CVAR(uzi, sustained_ammo));
-}
-
-// weapon frames
-void W_Uzi_Attack_Frame()
-{
-       if(self.weapon != self.switchweapon) // abort immediately if switching
-       {
-               w_ready();
-               return;
-       }
-       if (self.BUTTON_ATCK)
-       {
-               if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
-               if (!(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), W_Uzi_Attack_Frame);
-       }
-       else
-               weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(uzi, sustained_refire), w_ready);
-}
-
-
-void W_Uzi_Attack_Auto()
-{
-       float uzi_spread;
-
-       if (!self.BUTTON_ATCK)
-       {
-               w_ready();
-               return;
-       }
-
-       if (!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
-       if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
-       {
-               W_SwitchWeapon_Force(self, w_getbestweapon(self));
-               w_ready();
-               return;
-       }
-
-       W_DecreaseAmmo(WEP_CVAR(uzi, sustained_ammo));
-
-       W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(uzi, sustained_damage));
-       if (!autocvar_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));
-       fireBullet(w_shotorg, w_shotdir, uzi_spread, WEP_CVAR(uzi, solidpenetration), WEP_CVAR(uzi, sustained_damage), WEP_CVAR(uzi, sustained_force), WEP_UZI, 0);
-
-       self.misc_bulletcounter = self.misc_bulletcounter + 1;
-
-       pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
-
-       W_Uzi_MuzzleFlash();
-       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), W_Uzi_Attack_Auto);
-}
-
-void W_Uzi_Attack_Burst()
-{
-       W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(uzi, sustained_damage));
-       if (!autocvar_g_norecoil)
-       {
-               self.punchangle_x = random () - 0.5;
-               self.punchangle_y = random () - 0.5;
-       }
-
-       fireBullet(w_shotorg, w_shotdir, WEP_CVAR(uzi, burst_speed), WEP_CVAR(uzi, solidpenetration), WEP_CVAR(uzi, sustained_damage), WEP_CVAR(uzi, sustained_force), WEP_UZI, 0);
-
-       pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
-
-       W_Uzi_MuzzleFlash();
-       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), W_Uzi_Attack_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;
-                                       W_Uzi_Attack_Auto();
-                               }
-
-                               if(self.BUTTON_ATCK2)
-                               if(weapon_prepareattack(1, 0))
-                               {
-                                       if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
-                                       if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
-                                       {
-                                               W_SwitchWeapon_Force(self, w_getbestweapon(self));
-                                               w_ready();
-                                               return FALSE;
-                                       }
-
-                                       W_DecreaseAmmo(WEP_CVAR(uzi, burst_ammo));
-
-                                       self.misc_bulletcounter = WEP_CVAR(uzi, burst) * -1;
-                                       W_Uzi_Attack_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), W_Uzi_Attack_Frame);
-                               }
-
-                               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");
-                       UZI_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
-                       return TRUE;
-               }
-               case WR_CHECKAMMO1:
-               {
-                       if(WEP_CVAR(uzi, mode) == 1)
-                               ammo_amount = self.AMMO_VAL(WEP_UZI) >= WEP_CVAR(uzi, sustained_ammo);
-                       else
-                               ammo_amount = self.AMMO_VAL(WEP_UZI) >= 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_VAL(WEP_UZI) >= WEP_CVAR(uzi, burst_ammo);
-                       else
-                               ammo_amount = self.AMMO_VAL(WEP_UZI) >= 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:
-               {
-                       UZI_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
-                       return TRUE;
-               }
-               case WR_RELOAD:
-               {
-                       W_Reload(min(max(WEP_CVAR(uzi, sustained_ammo), WEP_CVAR(uzi, first_ammo)), WEP_CVAR(uzi, burst_ammo)), "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
diff --git a/qcsrc/common/weapons/w_uzi.qc b/qcsrc/common/weapons/w_uzi.qc
new file mode 100644 (file)
index 0000000..406a545
--- /dev/null
@@ -0,0 +1,397 @@
+#ifdef REGISTER_WEAPON
+REGISTER_WEAPON(
+/* WEP_##id */ UZI,
+/* function */ W_Uzi,
+/* ammotype */ ammo_nails,
+/* impulse  */ 3,
+/* flags    */ WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
+/* rating   */ BOT_PICKUP_RATING_MID,
+/* color       */ '1 1 0',
+/* model    */ "uzi",
+/* netname  */ "uzi",
+/* fullname */ _("Machine Gun")
+);
+
+#define UZI_SETTINGS(w_cvar,w_prop) UZI_SETTINGS_LIST(w_cvar, w_prop, UZI, uzi)
+#define UZI_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+       w_cvar(id, sn, NONE, spread_min) \
+       w_cvar(id, sn, NONE, spread_max) \
+       w_cvar(id, sn, NONE, spread_add) \
+       w_cvar(id, sn, NONE, mode) \
+       w_cvar(id, sn, NONE, first) \
+       w_cvar(id, sn, NONE, first_damage) \
+       w_cvar(id, sn, NONE, first_force) \
+       w_cvar(id, sn, NONE, first_refire) \
+       w_cvar(id, sn, NONE, first_spread) \
+       w_cvar(id, sn, NONE, first_ammo) \
+       w_cvar(id, sn, NONE, solidpenetration) \
+       w_cvar(id, sn, NONE, sustained_damage) \
+       w_cvar(id, sn, NONE, sustained_force) \
+       w_cvar(id, sn, NONE, sustained_refire) \
+       w_cvar(id, sn, NONE, sustained_spread) \
+       w_cvar(id, sn, NONE, sustained_ammo) \
+       w_cvar(id, sn, NONE, burst) \
+       w_cvar(id, sn, NONE, burst_refire) \
+       w_cvar(id, sn, NONE, burst_refire2) \
+       w_cvar(id, sn, NONE, burst_animtime) \
+       w_cvar(id, sn, NONE, burst_speed) \
+       w_cvar(id, sn, NONE, burst_ammo) \
+       w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
+       w_prop(id, sn, float,  reloading_time, reload_time) \
+       w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
+       w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
+       w_prop(id, sn, string, weaponreplace, weaponreplace) \
+       w_prop(id, sn, float,  weaponstart, weaponstart) \
+       w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride)
+
+#ifdef SVQC
+UZI_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
+#endif
+#else
+#ifdef SVQC
+
+void spawnfunc_weapon_uzi()
+{
+       if(autocvar_sv_q3acompat_machineshotgunswap)
+       if(self.classname != "droppedweapon")
+       {
+               weapon_defaultspawnfunc(WEP_SHOCKWAVE);
+               return;
+       }
+       weapon_defaultspawnfunc(WEP_UZI);
+}
+
+void W_Uzi_MuzzleFlash_Think()
+{
+       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 W_Uzi_MuzzleFlash()
+{
+       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 = W_Uzi_MuzzleFlash_Think;
+       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, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? WEP_CVAR(uzi, first_damage) : WEP_CVAR(uzi, sustained_damage)));
+       if (!autocvar_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)
+               fireBullet(w_shotorg, w_shotdir, WEP_CVAR(uzi, first_spread), WEP_CVAR(uzi, solidpenetration), WEP_CVAR(uzi, first_damage), WEP_CVAR(uzi, first_force), deathtype, 0);
+       else
+               fireBullet(w_shotorg, w_shotdir, WEP_CVAR(uzi, sustained_spread), WEP_CVAR(uzi, solidpenetration), WEP_CVAR(uzi, sustained_damage), WEP_CVAR(uzi, sustained_force), deathtype, 0);
+
+       pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+
+       W_Uzi_MuzzleFlash();
+       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(WEP_CVAR(uzi, first_ammo));
+       else
+               W_DecreaseAmmo(WEP_CVAR(uzi, sustained_ammo));
+}
+
+// weapon frames
+void W_Uzi_Attack_Frame()
+{
+       if(self.weapon != self.switchweapon) // abort immediately if switching
+       {
+               w_ready();
+               return;
+       }
+       if (self.BUTTON_ATCK)
+       {
+               if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
+               if (!(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), W_Uzi_Attack_Frame);
+       }
+       else
+               weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(uzi, sustained_refire), w_ready);
+}
+
+
+void W_Uzi_Attack_Auto()
+{
+       float uzi_spread;
+
+       if (!self.BUTTON_ATCK)
+       {
+               w_ready();
+               return;
+       }
+
+       if (!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
+       if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+       {
+               W_SwitchWeapon_Force(self, w_getbestweapon(self));
+               w_ready();
+               return;
+       }
+
+       W_DecreaseAmmo(WEP_CVAR(uzi, sustained_ammo));
+
+       W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(uzi, sustained_damage));
+       if (!autocvar_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));
+       fireBullet(w_shotorg, w_shotdir, uzi_spread, WEP_CVAR(uzi, solidpenetration), WEP_CVAR(uzi, sustained_damage), WEP_CVAR(uzi, sustained_force), WEP_UZI, 0);
+
+       self.misc_bulletcounter = self.misc_bulletcounter + 1;
+
+       pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+
+       W_Uzi_MuzzleFlash();
+       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), W_Uzi_Attack_Auto);
+}
+
+void W_Uzi_Attack_Burst()
+{
+       W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(uzi, sustained_damage));
+       if (!autocvar_g_norecoil)
+       {
+               self.punchangle_x = random () - 0.5;
+               self.punchangle_y = random () - 0.5;
+       }
+
+       fireBullet(w_shotorg, w_shotdir, WEP_CVAR(uzi, burst_speed), WEP_CVAR(uzi, solidpenetration), WEP_CVAR(uzi, sustained_damage), WEP_CVAR(uzi, sustained_force), WEP_UZI, 0);
+
+       pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+
+       W_Uzi_MuzzleFlash();
+       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), W_Uzi_Attack_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;
+                                       W_Uzi_Attack_Auto();
+                               }
+
+                               if(self.BUTTON_ATCK2)
+                               if(weapon_prepareattack(1, 0))
+                               {
+                                       if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
+                                       if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+                                       {
+                                               W_SwitchWeapon_Force(self, w_getbestweapon(self));
+                                               w_ready();
+                                               return FALSE;
+                                       }
+
+                                       W_DecreaseAmmo(WEP_CVAR(uzi, burst_ammo));
+
+                                       self.misc_bulletcounter = WEP_CVAR(uzi, burst) * -1;
+                                       W_Uzi_Attack_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), W_Uzi_Attack_Frame);
+                               }
+
+                               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");
+                       UZI_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
+                       return TRUE;
+               }
+               case WR_CHECKAMMO1:
+               {
+                       if(WEP_CVAR(uzi, mode) == 1)
+                               ammo_amount = self.AMMO_VAL(WEP_UZI) >= WEP_CVAR(uzi, sustained_ammo);
+                       else
+                               ammo_amount = self.AMMO_VAL(WEP_UZI) >= 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_VAL(WEP_UZI) >= WEP_CVAR(uzi, burst_ammo);
+                       else
+                               ammo_amount = self.AMMO_VAL(WEP_UZI) >= 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:
+               {
+                       UZI_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
+                       return TRUE;
+               }
+               case WR_RELOAD:
+               {
+                       W_Reload(min(max(WEP_CVAR(uzi, sustained_ammo), WEP_CVAR(uzi, first_ammo)), WEP_CVAR(uzi, burst_ammo)), "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