+++ /dev/null
-#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(
-/* WEP_##id */ UZI,
-/* function */ w_uzi,
-/* ammotype */ IT_NAILS,
-/* impulse */ 3,
-/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
-/* rating */ BOT_PICKUP_RATING_MID,
-/* model */ "uzi",
-/* shortname */ "uzi",
-/* fullname */ _("Machine Gun")
-);
-#else
-#ifdef SVQC
-
-// leilei's fancy muzzleflash stuff
-void UZI_Flash_Go()
-{
- self.frame = self.frame + 2;
- self.scale = self.scale * 0.5;
- self.alpha = self.alpha - 0.25;
- self.nextthink = time + 0.05;
-
- if (self.alpha <= 0)
- {
- self.think = SUB_Remove;
- self.nextthink = time;
- self.realowner.muzzle_flash = world;
- return;
- }
-
-}
-
-void UziFlash()
-{
- if (self.muzzle_flash == world)
- self.muzzle_flash = spawn();
-
- // muzzle flash for 1st person view
- setmodel(self.muzzle_flash, "models/uziflash.md3"); // precision set below
-
- self.muzzle_flash.scale = 0.75;
- self.muzzle_flash.think = UZI_Flash_Go;
- self.muzzle_flash.nextthink = time + 0.02;
- self.muzzle_flash.frame = 2;
- self.muzzle_flash.alpha = 0.75;
- self.muzzle_flash.angles_z = random() * 180;
- self.muzzle_flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
- self.muzzle_flash.owner = self.muzzle_flash.realowner = self;
-}
-
-void W_UZI_Attack (float deathtype)
-{
- W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? autocvar_g_balance_uzi_first_damage : autocvar_g_balance_uzi_sustained_damage));
- if (!autocvar_g_norecoil)
- {
- self.punchangle_x = random () - 0.5;
- self.punchangle_y = random () - 0.5;
- }
-
- // this attack_finished just enforces a cooldown at the end of a burst
- ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_first_refire * W_WeaponRateFactor();
-
- if (self.misc_bulletcounter == 1)
- fireBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_first_spread, autocvar_g_balance_uzi_solidpenetration, autocvar_g_balance_uzi_first_damage, autocvar_g_balance_uzi_first_force, deathtype, 0);
- else
- fireBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_sustained_spread, autocvar_g_balance_uzi_solidpenetration, autocvar_g_balance_uzi_sustained_damage, autocvar_g_balance_uzi_sustained_force, deathtype, 0);
-
- pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
-
- UziFlash();
- W_AttachToShotorg(self.muzzle_flash, '5 0 0');
-
- // casing code
- if (autocvar_g_casings >= 2)
- 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 (self.misc_bulletcounter == 1)
- W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_first_ammo, autocvar_g_balance_uzi_reload_ammo);
- else
- W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_reload_ammo);
-}
-
-// weapon frames
-void uzi_fire1_02()
-{
- if(self.weapon != self.switchweapon) // abort immediately if switching
- {
- w_ready();
- return;
- }
- if (self.BUTTON_ATCK)
- {
- if (!weapon_action(self.weapon, WR_CHECKAMMO2))
- if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
- {
- W_SwitchWeapon_Force(self, w_getbestweapon(self));
- w_ready();
- return;
- }
- self.misc_bulletcounter = self.misc_bulletcounter + 1;
- W_UZI_Attack(WEP_UZI);
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_fire1_02);
- }
- else
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, w_ready);
-}
-
-
-void uzi_mode1_fire_auto()
-{
- float uzi_spread;
-
- if (!self.BUTTON_ATCK)
- {
- w_ready();
- return;
- }
-
- if (!weapon_action(self.weapon, WR_CHECKAMMO1))
- if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
- {
- W_SwitchWeapon_Force(self, w_getbestweapon(self));
- w_ready();
- return;
- }
-
- W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_reload_ammo);
-
- W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, autocvar_g_balance_uzi_sustained_damage);
- if (!autocvar_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);
- fireBullet(w_shotorg, w_shotdir, uzi_spread, autocvar_g_balance_uzi_solidpenetration, autocvar_g_balance_uzi_sustained_damage, autocvar_g_balance_uzi_sustained_force, WEP_UZI, 0);
-
- 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);
-
- ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_first_refire * W_WeaponRateFactor();
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_mode1_fire_auto);
-}
-
-void uzi_mode1_fire_burst()
-{
- W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, autocvar_g_balance_uzi_sustained_damage);
- if (!autocvar_g_norecoil)
- {
- self.punchangle_x = random () - 0.5;
- self.punchangle_y = random () - 0.5;
- }
-
- fireBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_burst_spread, autocvar_g_balance_uzi_solidpenetration, autocvar_g_balance_uzi_sustained_damage, autocvar_g_balance_uzi_sustained_force, WEP_UZI, 0);
-
- 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);
- }
-
-}
-
-void spawnfunc_weapon_machinegun(); // defined in t_items.qc
-
-float w_uzi(float req)
-{
- float ammo_amount;
- if (req == WR_AIM)
- if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
- self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
- else
- {
- self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
- }
- else if (req == WR_THINK)
- {
- if(autocvar_g_balance_uzi_reload_ammo && self.clip_load < min(max(autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_first_ammo), autocvar_g_balance_uzi_burst_ammo)) // forced reload
- weapon_action(self.weapon, WR_RELOAD);
- else if(autocvar_g_balance_uzi_mode == 1)
- {
- if (self.BUTTON_ATCK)
- if (weapon_prepareattack(0, 0))
- {
- self.misc_bulletcounter = 0;
- uzi_mode1_fire_auto();
- }
-
- if(self.BUTTON_ATCK2)
- if(weapon_prepareattack(1, 0))
- {
- if (!weapon_action(self.weapon, WR_CHECKAMMO2))
- if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
- {
- W_SwitchWeapon_Force(self, w_getbestweapon(self));
- w_ready();
- return FALSE;
- }
-
- W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_burst_ammo, autocvar_g_balance_uzi_reload_ammo);
-
- self.misc_bulletcounter = autocvar_g_balance_uzi_burst * -1;
- uzi_mode1_fire_burst();
- }
- }
- else
- {
-
- if (self.BUTTON_ATCK)
- if (weapon_prepareattack(0, 0))
- {
- self.misc_bulletcounter = 1;
- W_UZI_Attack(WEP_UZI); // sets attack_finished
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_fire1_02);
- }
-
- if (self.BUTTON_ATCK2 && autocvar_g_balance_uzi_first)
- if (weapon_prepareattack(1, 0))
- {
- self.misc_bulletcounter = 1;
- W_UZI_Attack(WEP_UZI | HITTYPE_SECONDARY); // sets attack_finished
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_first_refire, w_ready);
- }
- }
- }
- else if (req == WR_PRECACHE)
- {
- precache_model ("models/uziflash.md3");
- precache_model ("models/weapons/g_uzi.md3");
- precache_model ("models/weapons/v_uzi.md3");
- precache_model ("models/weapons/h_uzi.iqm");
- precache_sound ("weapons/uzi_fire.wav");
- //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
- }
- else if (req == WR_SETUP)
- {
- weapon_setup(WEP_UZI);
- self.current_ammo = ammo_nails;
- }
- else if (req == WR_CHECKAMMO1)
- {
- if(autocvar_g_balance_uzi_mode == 1)
- ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_sustained_ammo;
- else
- ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
-
- if(autocvar_g_balance_uzi_reload_ammo)
- {
- if(autocvar_g_balance_uzi_mode == 1)
- ammo_amount += self.(weapon_load[WEP_UZI]) >= autocvar_g_balance_uzi_sustained_ammo;
- else
- ammo_amount += self.(weapon_load[WEP_UZI]) >= autocvar_g_balance_uzi_first_ammo;
- }
- return ammo_amount;
- }
- else if (req == WR_CHECKAMMO2)
- {
- if(autocvar_g_balance_uzi_mode == 1)
- ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_burst_ammo;
- else
- ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
-
- if(autocvar_g_balance_uzi_reload_ammo)
- {
- if(autocvar_g_balance_uzi_mode == 1)
- ammo_amount += self.(weapon_load[WEP_UZI]) >= autocvar_g_balance_uzi_burst_ammo;
- else
- ammo_amount += self.(weapon_load[WEP_UZI]) >= autocvar_g_balance_uzi_first_ammo;
- }
- return ammo_amount;
- }
- else if (req == WR_RELOAD)
- {
- W_Reload(min(max(autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_first_ammo), autocvar_g_balance_uzi_burst_ammo), autocvar_g_balance_uzi_reload_ammo, autocvar_g_balance_uzi_reload_time, "weapons/reload.wav");
- }
- else if (req == WR_SUICIDEMESSAGE)
- {
- return WEAPON_THINKING_WITH_PORTALS;
- }
- else if (req == WR_KILLMESSAGE)
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_UZI_MURDER_SNIPE;
- else
- return WEAPON_UZI_MURDER_SPRAY;
- }
- return TRUE;
-}
-#endif
-#ifdef CSQC
-float w_uzi(float req)
-{
- if(req == WR_IMPACTEFFECT)
- {
- vector org2;
- org2 = w_org + w_backoff * 2;
- pointparticles(particleeffectnum("machinegun_impact"), org2, w_backoff * 1000, 1);
- if(!w_issilent)
- if(w_random < 0.05)
- sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTEN_NORM);
- else if(w_random < 0.1)
- sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTEN_NORM);
- else if(w_random < 0.2)
- sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTEN_NORM);
- }
- else if(req == WR_PRECACHE)
- {
- precache_sound("weapons/ric1.wav");
- precache_sound("weapons/ric2.wav");
- precache_sound("weapons/ric3.wav");
- }
- return TRUE;
-}
-#endif
-#endif