+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, w_ready);
+}
+
+
+void uzi_mode1_fire_auto()
+{
+ float uzi_spread;
+
+ if (self.BUTTON_ATCK)
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_mode1_fire_auto);
+ else
+ {
+ ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_first_refire * W_WeaponRateFactor();
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, w_ready);
+ return;
+ }
+
+ if (!weapon_action(self.weapon, WR_CHECKAMMO1))
+ {
+ W_SwitchWeapon_Force(self, w_getbestweapon(self));
+ w_ready();
+ return;
+ }
+
+ W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CHAN_WEAPON, autocvar_g_balance_uzi_sustained_damage);
+ if (!g_norecoil)
+ {
+ self.punchangle_x = random () - 0.5;
+ self.punchangle_y = random () - 0.5;
+ }
+
+ uzi_spread = bound(autocvar_g_balance_uzi_spread_min, autocvar_g_balance_uzi_spread_min + (autocvar_g_balance_uzi_spread_add * self.misc_bulletcounter), autocvar_g_balance_uzi_spread_max);
+ fireBallisticBullet(w_shotorg, w_shotdir, uzi_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_sustained_damage, 0, autocvar_g_balance_uzi_sustained_force, WEP_UZI, 0, 1, autocvar_g_balance_uzi_bulletconstant);
+ endFireBallisticBullet();
+
+ self.misc_bulletcounter = self.misc_bulletcounter + 1;
+
+ pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+
+ UziFlash();
+ 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);
+
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ self.ammo_nails = self.ammo_nails - autocvar_g_balance_uzi_sustained_ammo;
+
+}
+
+void uzi_mode1_fire_burst()
+{
+ W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CHAN_WEAPON, autocvar_g_balance_uzi_sustained_damage);
+ if (!g_norecoil)
+ {
+ self.punchangle_x = random () - 0.5;
+ self.punchangle_y = random () - 0.5;
+ }
+
+ fireBallisticBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_burst_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_sustained_damage, 0, autocvar_g_balance_uzi_sustained_force, WEP_UZI, 0, 1, autocvar_g_balance_uzi_bulletconstant);
+ endFireBallisticBullet();
+
+
+ pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+
+ UziFlash();
+ 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 + autocvar_g_balance_uzi_burst_refire2 * W_WeaponRateFactor();
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_burst_animtime, w_ready);
+ }
+ else
+ {
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_burst_refire, uzi_mode1_fire_burst);
+ }
+
+}