--- /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