2 REGISTER_WEAPON(UZI, w_uzi, IT_NAILS, 3, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_MID, "uzi", "uzi", "Machine Gun");
7 // leilei's fancy muzzleflash stuff
10 self.frame = self.frame + 2;
11 self.scale = self.scale * 0.5;
12 self.alpha = self.alpha - 0.25;
13 self.nextthink = time + 0.05;
17 self.think = SUB_Remove;
18 self.nextthink = time;
19 self.owner.muzzle_flash = world;
27 if (self.muzzle_flash == world)
28 self.muzzle_flash = spawn();
30 // muzzle flash for 1st person view
31 setmodel(self.muzzle_flash, "models/uziflash.md3"); // precision set below
33 self.muzzle_flash.scale = 0.75;
34 self.muzzle_flash.think = Uzi_Flash_Go;
35 self.muzzle_flash.nextthink = time + 0.02;
36 self.muzzle_flash.frame = 2;
37 self.muzzle_flash.alpha = 0.75;
38 self.muzzle_flash.angles_z = random() * 180;
39 self.muzzle_flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
40 self.muzzle_flash.owner = self;
43 .float uzi_bulletcounter;
44 void W_Uzi_Attack (float deathtype)
46 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
48 if (self.uzi_bulletcounter == 1)
49 self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_first_ammo");
51 self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_sustained_ammo");
53 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"));
56 self.punchangle_x = random () - 0.5;
57 self.punchangle_y = random () - 0.5;
60 // this attack_finished just enforces a cooldown at the end of a burst
61 ATTACK_FINISHED(self) = time + cvar("g_balance_uzi_first_refire") * W_WeaponRateFactor();
63 if (self.uzi_bulletcounter == 1)
64 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"));
66 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"));
67 endFireBallisticBullet();
69 pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
72 W_AttachToShotorg(self.muzzle_flash, '5 0 0');
75 if (cvar("g_casings") >= 2)
76 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);
82 if(self.weapon != self.switchweapon) // abort immediately if switching
89 if (!weapon_action(self.weapon, WR_CHECKAMMO2))
91 W_SwitchWeapon_Force(self, w_getbestweapon(self));
95 self.uzi_bulletcounter = self.uzi_bulletcounter + 1;
96 W_Uzi_Attack(WEP_UZI);
97 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_fire1_02);
100 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), w_ready);
104 void uzi_mode1_fire_auto()
108 if (self.BUTTON_ATCK)
109 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_mode1_fire_auto);
112 ATTACK_FINISHED(self) = time + cvar("g_balance_uzi_first_refire") * W_WeaponRateFactor();
113 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), w_ready);
117 if (!weapon_action(self.weapon, WR_CHECKAMMO1))
119 W_SwitchWeapon_Force(self, w_getbestweapon(self));
124 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"));
127 self.punchangle_x = random () - 0.5;
128 self.punchangle_y = random () - 0.5;
131 uzi_spread = bound(cvar("g_balance_uzi_spread_min"), cvar("g_balance_uzi_spread_min") + (cvar("g_balance_uzi_spread_add") * self.uzi_bulletcounter), cvar("g_balance_uzi_spread_max"));
132 fireBallisticBullet(w_shotorg, w_shotdir, uzi_spread, cvar("g_balance_uzi_speed"), 5, cvar("g_balance_uzi_sustained_damage"), 0, cvar("g_balance_uzi_sustained_force"), WEP_UZI, 0, 1, cvar("g_balance_uzi_bulletconstant"));
133 endFireBallisticBullet();
135 self.uzi_bulletcounter = self.uzi_bulletcounter + 1;
137 pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
140 W_AttachToShotorg(self.muzzle_flash, '5 0 0');
142 if (cvar("g_casings") >= 2) // casing code
143 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);
145 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
146 self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_sustained_ammo");
150 void uzi_mode1_fire_burst()
152 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"));
155 self.punchangle_x = random () - 0.5;
156 self.punchangle_y = random () - 0.5;
159 fireBallisticBullet(w_shotorg, w_shotdir, cvar("g_balance_uzi_burst_spread"), cvar("g_balance_uzi_speed"), 5, cvar("g_balance_uzi_sustained_damage"), 0, cvar("g_balance_uzi_sustained_force"), WEP_UZI, 0, 1, cvar("g_balance_uzi_bulletconstant"));
160 endFireBallisticBullet();
163 pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
166 W_AttachToShotorg(self.muzzle_flash, '5 0 0');
168 if (cvar("g_casings") >= 2) // casing code
169 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);
171 self.uzi_bulletcounter = self.uzi_bulletcounter + 1;
172 if (self.uzi_bulletcounter == 0)
173 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_uzi_burst_refire2"), w_ready);
176 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_uzi_burst_refire"), uzi_mode1_fire_burst);
177 dprint("bullets:", ftos(self.uzi_bulletcounter),"\n");
182 void spawnfunc_weapon_machinegun(); // defined in t_items.qc
184 float w_uzi(float req)
187 if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
188 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
191 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
193 else if (req == WR_THINK)
195 if(cvar("g_balance_uzi_mode") == 1)
197 if (self.BUTTON_ATCK)
198 if (weapon_prepareattack(0, 0))
200 self.uzi_bulletcounter = 0;
201 uzi_mode1_fire_auto();
204 if(self.BUTTON_ATCK2)
205 if(weapon_prepareattack(1, 0))
207 if (!weapon_action(self.weapon, WR_CHECKAMMO2))
209 W_SwitchWeapon_Force(self, w_getbestweapon(self));
214 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
215 self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_burst_ammo");
217 self.uzi_bulletcounter = cvar("g_balance_uzi_burst") * -1;
218 uzi_mode1_fire_burst();
224 if (self.BUTTON_ATCK)
225 if (weapon_prepareattack(0, 0))
227 self.uzi_bulletcounter = 1;
228 W_Uzi_Attack(WEP_UZI); // sets attack_finished
229 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_fire1_02);
232 if (self.BUTTON_ATCK2 && cvar("g_balance_uzi_first"))
233 if (weapon_prepareattack(1, 0))
235 self.uzi_bulletcounter = 1;
236 W_Uzi_Attack(WEP_UZI | HITTYPE_SECONDARY); // sets attack_finished
237 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_uzi_first_refire"), w_ready);
241 else if (req == WR_PRECACHE)
243 precache_model ("models/uziflash.md3");
244 precache_model ("models/weapons/g_uzi.md3");
245 precache_model ("models/weapons/v_uzi.md3");
246 precache_model ("models/weapons/h_uzi.iqm");
247 precache_sound ("weapons/uzi_fire.wav");
249 else if (req == WR_SETUP)
250 weapon_setup(WEP_UZI);
251 else if (req == WR_CHECKAMMO1)
252 if(cvar("g_balance_uzi_mode") == 1)
253 return self.ammo_nails >= cvar("g_balance_uzi_sustained_ammo");
255 return self.ammo_nails >= cvar("g_balance_uzi_first_ammo");
256 else if (req == WR_CHECKAMMO2)
257 if(cvar("g_balance_uzi_mode") == 1)
258 return self.ammo_nails >= cvar("g_balance_uzi_burst_ammo");
260 return self.ammo_nails >= cvar("g_balance_uzi_first_ammo");
265 float w_uzi(float req)
267 if(req == WR_IMPACTEFFECT)
270 org2 = w_org + w_backoff * 2;
271 pointparticles(particleeffectnum("machinegun_impact"), org2, w_backoff * 1000, 1);
274 sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
275 else if(w_random < 0.1)
276 sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
277 else if(w_random < 0.2)
278 sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
280 else if(req == WR_PRECACHE)
282 precache_sound("weapons/ric1.wav");
283 precache_sound("weapons/ric2.wav");
284 precache_sound("weapons/ric3.wav");
286 else if (req == WR_SUICIDEMESSAGE)
287 w_deathtypestring = "%s did the impossible";
288 else if (req == WR_KILLMESSAGE)
290 if(w_deathtype & HITTYPE_SECONDARY)
291 w_deathtypestring = "%s was sniped by %s";
293 w_deathtypestring = "%s was riddled full of holes by %s";