// the view to go back to normal, so reticle_type would become 0 as we fade out)
if(spectatee_status || getstati(STAT_HEALTH) <= 0)
reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
- else if(button_zoom)
+ else if(button_zoom || zoomscript_caught)
reticle_type = 1; // normal zoom
else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_CAMPINGRIFLE && button_attack2)
reticle_type = 2; // nex zoom
reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
}
+ f = current_zoomfraction;
+ if(zoomscript_caught)
+ f = 1;
if(cvar("cl_reticle_item_normal"))
{
precache_pic("gfx/reticle_normal");
- if(reticle_type == 1 && current_zoomfraction)
- drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', current_zoomfraction * cvar("cl_reticle_item_normal"), DRAWFLAG_NORMAL);
+ if(reticle_type == 1 && f)
+ drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * cvar("cl_reticle_item_normal"), DRAWFLAG_NORMAL);
}
if(cvar("cl_reticle_item_nex"))
{
precache_pic("gfx/reticle_nex");
- if(reticle_type == 2 && current_zoomfraction)
- drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', current_zoomfraction * cvar("cl_reticle_item_nex"), DRAWFLAG_NORMAL);
+ if(reticle_type == 2 && f)
+ drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * cvar("cl_reticle_item_nex"), DRAWFLAG_NORMAL);
}
// Draw the mouse cursor
#ifdef SVQC
// leilei's fancy muzzleflash stuff
void W_Uzi_Flash_Go() {
- if (self.frame > 10){
- SUB_Remove();
+ if (self.alpha >= 0)
+ {
+ setmodel(self, "");
return;
}
self.frame = self.frame + 2;
- self.alpha = self.alpha - 0.2;
+ self.scale = self.scale * 0.5;
+ self.alpha = self.alpha - 0.25;
self.think = W_Uzi_Flash_Go;
- self.nextthink = time + 0.02;
+ self.nextthink = time + 0.05;
};
.float uzi_bulletcounter;
+.entity muzzleflash;
void W_Uzi_Attack (float deathtype)
{
local entity flash;
pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+ if ((self.muzzleflash == world) || wasfreed(self.muzzleflash))
+ self.muzzleflash = spawn();
+
// muzzle flash for 1st person view
- flash = spawn();
- setmodel(flash, "models/uziflash.md3"); // precision set below
+ setmodel(self.muzzleflash, "models/uziflash.md3"); // precision set below
//SUB_SetFade(flash, time + 0.06, 0);
- flash.think = W_Uzi_Flash_Go;
- flash.nextthink = time + 0.02;
- flash.frame = 2;
- flash.alpha = 1;
- flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
- W_AttachToShotorg(flash, '5 0 0');
+ self.muzzleflash.scale = 0.75;
+ self.muzzleflash.think = W_Uzi_Flash_Go;
+ self.muzzleflash.nextthink = time + 0.02;
+ self.muzzleflash.frame = 2;
+ self.muzzleflash.alpha = 0.75;
+ self.muzzleflash.angles_z = random() * 180;
+ self.muzzleflash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
+ W_AttachToShotorg(self.muzzleflash, '5 0 0');
// casing code
if (cvar("g_casings") >= 2)