2 REGISTER_WEAPON(UZI, w_uzi, IT_NAILS, 3, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_MID, "uzi", "uzi", "Machine Gun");
5 // leilei's fancy muzzleflash stuff
6 void W_Uzi_Flash_Go() {
11 self.frame = self.frame + 2;
12 self.alpha = self.alpha - 0.2;
13 self.think = W_Uzi_Flash_Go;
14 self.nextthink = time + 0.02;
17 .float uzi_bulletcounter;
18 void W_Uzi_Attack (float deathtype)
22 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
24 if (self.uzi_bulletcounter == 1)
25 self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_first_ammo");
27 self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_sustained_ammo");
29 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"));
32 self.punchangle_x = random () - 0.5;
33 self.punchangle_y = random () - 0.5;
36 // this attack_finished just enforces a cooldown at the end of a burst
37 ATTACK_FINISHED(self) = time + cvar("g_balance_uzi_first_refire") * W_WeaponRateFactor();
39 if (self.uzi_bulletcounter == 1)
40 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"));
42 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"));
43 endFireBallisticBullet();
45 pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
47 // muzzle flash for 1st person view
49 setmodel(flash, "models/uziflash.md3"); // precision set below
50 //SUB_SetFade(flash, time + 0.06, 0);
51 flash.think = W_Uzi_Flash_Go;
52 flash.nextthink = time + 0.02;
55 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
56 W_AttachToShotorg(flash, '5 0 0');
59 if (cvar("g_casings") >= 2)
60 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);
66 if(self.weapon != self.switchweapon) // abort immediately if switching
73 if (!weapon_action(self.weapon, WR_CHECKAMMO2))
75 W_SwitchWeapon_Force(self, w_getbestweapon(self));
79 self.uzi_bulletcounter = self.uzi_bulletcounter + 1;
80 W_Uzi_Attack(WEP_UZI);
81 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_fire1_02);
84 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), w_ready);
87 void spawnfunc_weapon_machinegun(); // defined in t_items.qc
89 float w_uzi(float req)
92 if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
93 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
96 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
98 else if (req == WR_THINK)
100 if (self.BUTTON_ATCK)
101 if (weapon_prepareattack(0, 0))
103 self.uzi_bulletcounter = 1;
104 W_Uzi_Attack(WEP_UZI); // sets attack_finished
105 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_fire1_02);
107 if (self.BUTTON_ATCK2 && cvar("g_balance_uzi_first"))
108 if (weapon_prepareattack(1, 0))
110 self.uzi_bulletcounter = 1;
111 W_Uzi_Attack(WEP_UZI | HITTYPE_SECONDARY); // sets attack_finished
112 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_uzi_first_refire"), w_ready);
115 else if (req == WR_PRECACHE)
117 precache_model ("models/uziflash.md3");
118 precache_model ("models/weapons/g_uzi.md3");
119 precache_model ("models/weapons/v_uzi.md3");
120 precache_model ("models/weapons/h_uzi.iqm");
121 precache_sound ("weapons/uzi_fire.wav");
123 else if (req == WR_SETUP)
124 weapon_setup(WEP_UZI);
125 else if (req == WR_CHECKAMMO1)
126 return self.ammo_nails >= cvar("g_balance_uzi_first_ammo");
127 else if (req == WR_CHECKAMMO2)
128 return self.ammo_nails >= cvar("g_balance_uzi_first_ammo");
133 float w_uzi(float req)
135 if(req == WR_IMPACTEFFECT)
138 org2 = w_org + w_backoff * 2;
139 pointparticles(particleeffectnum("machinegun_impact"), org2, w_backoff * 1000, 1);
142 sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
143 else if(w_random < 0.1)
144 sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
145 else if(w_random < 0.2)
146 sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
148 else if(req == WR_PRECACHE)
150 precache_sound("weapons/ric1.wav");
151 precache_sound("weapons/ric2.wav");
152 precache_sound("weapons/ric3.wav");
154 else if (req == WR_SUICIDEMESSAGE)
155 w_deathtypestring = "did the impossible";
156 else if (req == WR_KILLMESSAGE)
158 if(w_deathtype & HITTYPE_SECONDARY)
159 w_deathtypestring = "was sniped by";
161 w_deathtypestring = "was riddled full of holes by";