2 REGISTER_WEAPON(UZI, w_uzi, IT_NAILS, 3, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_MID, "uzi", "uzi", "Machine Gun");
4 // leilei's fancy muzzleflash stuff
5 void W_Uzi_Flash_Go() {
10 self.frame = self.frame + 2;
11 self.alpha = self.alpha - 0.2;
12 self.think = W_Uzi_Flash_Go;
13 self.nextthink = time + 0.02;
16 .float uzi_bulletcounter;
17 void W_Uzi_Attack (float deathtype)
21 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
23 if (self.uzi_bulletcounter == 1)
24 self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_first_ammo");
26 self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_sustained_ammo");
28 W_SetupShot (self, cvar("g_antilag_bullets") && cvar("g_balance_uzi_speed") >= cvar("g_antilag_bullets"), 0, "weapons/uzi_fire.wav", cvar("g_balance_uzi_first_damage"));
31 self.punchangle_x = random () - 0.5;
32 self.punchangle_y = random () - 0.5;
35 // this attack_finished just enforces a cooldown at the end of a burst
36 ATTACK_FINISHED(self) = time + cvar("g_balance_uzi_first_refire") * W_WeaponRateFactor();
38 if (self.uzi_bulletcounter == 1)
39 fireBallisticBullet(w_shotorg, w_shotdir, cvar("g_balance_uzi_first_spread"), cvar("g_balance_uzi_speed"), 5, cvar("g_balance_uzi_first_damage"), 0, cvar("g_balance_uzi_first_force"), deathtype, 0, 1, cvar("g_balance_uzi_bulletconstant"));
41 fireBallisticBullet(w_shotorg, w_shotdir, cvar("g_balance_uzi_sustained_spread"), cvar("g_balance_uzi_speed"), 5, cvar("g_balance_uzi_sustained_damage"), 0, cvar("g_balance_uzi_sustained_force"), deathtype, 0, 1, cvar("g_balance_uzi_bulletconstant"));
42 endFireBallisticBullet();
44 pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
46 // muzzle flash for 1st person view
48 setmodel(flash, "models/uziflash.md3"); // precision set below
49 //SUB_SetFade(flash, time + 0.06, 0);
50 flash.think = W_Uzi_Flash_Go;
51 flash.nextthink = time + 0.02;
54 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
55 W_AttachToShotorg(flash, '5 0 0');
58 if (cvar("g_casings") >= 2)
59 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);
65 if(self.weapon != self.switchweapon) // abort immediately if switching
72 if (!weapon_action(self.weapon, WR_CHECKAMMO2))
74 W_SwitchWeapon_Force(self, w_getbestweapon(self));
78 self.uzi_bulletcounter = self.uzi_bulletcounter + 1;
79 W_Uzi_Attack(WEP_UZI);
80 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_fire1_02);
83 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), w_ready);
86 void spawnfunc_weapon_machinegun(); // defined in t_items.qc
88 float w_uzi(float req)
91 if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
92 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
95 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
97 else if (req == WR_THINK)
100 if (weapon_prepareattack(0, 0))
102 self.uzi_bulletcounter = 1;
103 W_Uzi_Attack(WEP_UZI); // sets attack_finished
104 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_fire1_02);
106 if (self.BUTTON_ATCK2 && cvar("g_balance_uzi_first"))
107 if (weapon_prepareattack(1, 0))
109 self.uzi_bulletcounter = 1;
110 W_Uzi_Attack(WEP_UZI | HITTYPE_SECONDARY); // sets attack_finished
111 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_uzi_first_refire"), w_ready);
114 else if (req == WR_PRECACHE)
116 precache_model ("models/uziflash.md3");
117 precache_model ("models/weapons/g_uzi.md3");
118 precache_model ("models/weapons/v_uzi.md3");
119 precache_model ("models/weapons/h_uzi.iqm");
120 precache_sound ("weapons/uzi_fire.wav");
122 else if (req == WR_SETUP)
123 weapon_setup(WEP_UZI);
124 else if (req == WR_CHECKAMMO1)
125 return self.ammo_nails >= cvar("g_balance_uzi_first_ammo");
126 else if (req == WR_CHECKAMMO2)
127 return self.ammo_nails >= cvar("g_balance_uzi_first_ammo");
128 else if (req == WR_SUICIDEMESSAGE)
129 w_deathtypestring = "did the impossible";
130 else if (req == WR_KILLMESSAGE)
132 if(w_deathtype & HITTYPE_SECONDARY)
133 w_deathtypestring = "was sniped by";
135 w_deathtypestring = "was riddled full of holes by";