#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(UZI, w_uzi, IT_NAILS, 3, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_MID, "uzi", "uzi", "Machine Gun");
+REGISTER_WEAPON(UZI, w_uzi, IT_NAILS, 3, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_MID, "uzi", "uzi", _("Machine Gun"))
#else
#ifdef SVQC
-// leilei's fancy muzzleflash stuff
-void W_Uzi_Flash_Go() {
- if (self.alpha >= 0)
+
+// weapon load persistence, for weapons that support reloading
+.float uzi_load;
+
+void W_UZI_SetAmmoCounter()
+{
+ // set clip_load to the weapon we have switched to, if the gun uses reloading
+ if(!autocvar_g_balance_uzi_reload_ammo)
+ self.clip_load = 0; // also keeps crosshair ammo from displaying
+ else
{
- setmodel(self, "");
- return;
+ self.clip_load = self.uzi_load;
+ self.clip_size = autocvar_g_balance_uzi_reload_ammo; // for the crosshair ammo display
}
+}
+
+void W_UZI_ReloadedAndReady()
+{
+ float t;
+
+ // now do the ammo transfer
+ self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
+ while(self.clip_load < autocvar_g_balance_uzi_reload_ammo && self.ammo_nails) // make sure we don't add more ammo than we have
+ {
+ self.clip_load += 1;
+ self.ammo_nails -= 1;
+ }
+ self.uzi_load = self.clip_load;
+
+ t = ATTACK_FINISHED(self) - autocvar_g_balance_uzi_reload_time - 1;
+ ATTACK_FINISHED(self) = t;
+ w_ready();
+}
+
+void W_UZI_Reload()
+{
+ // return if reloading is disabled for this weapon
+ if(!autocvar_g_balance_uzi_reload_ammo)
+ return;
+
+ if(!W_ReloadCheck(self.ammo_nails, min(max(autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_first_ammo), autocvar_g_balance_uzi_burst_ammo)))
+ return;
+
+ float t;
+
+ sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
+
+ t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_uzi_reload_time + 1;
+ ATTACK_FINISHED(self) = t;
+
+ weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_uzi_reload_time, W_UZI_ReloadedAndReady);
+
+ self.old_clip_load = self.clip_load;
+ self.clip_load = -1;
+}
+
+// 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.think = W_Uzi_Flash_Go;
self.nextthink = time + 0.05;
-};
-
-.float uzi_bulletcounter;
-.entity muzzleflash;
-void W_Uzi_Attack (float deathtype)
-{
- local entity flash;
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ if (self.alpha <= 0)
{
- if (self.uzi_bulletcounter == 1)
- self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_first_ammo");
- else
- self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_sustained_ammo");
+ self.think = SUB_Remove;
+ self.nextthink = time;
+ self.owner.muzzle_flash = world;
+ return;
}
- 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"));
+
+}
+
+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;
+}
+
+void W_UZI_Attack (float deathtype)
+{
+ W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CHAN_WEAPON, ((self.misc_bulletcounter == 1) ? autocvar_g_balance_uzi_first_damage : autocvar_g_balance_uzi_sustained_damage));
if (!g_norecoil)
{
self.punchangle_x = random () - 0.5;
}
// this attack_finished just enforces a cooldown at the end of a burst
- ATTACK_FINISHED(self) = time + cvar("g_balance_uzi_first_refire") * W_WeaponRateFactor();
+ ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_first_refire * W_WeaponRateFactor();
- if (self.uzi_bulletcounter == 1)
- 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"));
+ if (self.misc_bulletcounter == 1)
+ fireBallisticBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_first_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_first_damage, 0, autocvar_g_balance_uzi_first_force, deathtype, 0, 1, autocvar_g_balance_uzi_bulletconstant);
else
- 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"));
+ fireBallisticBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_sustained_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_sustained_damage, 0, autocvar_g_balance_uzi_sustained_force, deathtype, 0, 1, autocvar_g_balance_uzi_bulletconstant);
endFireBallisticBullet();
pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
- if ((self.muzzleflash == world) || wasfreed(self.muzzleflash))
- self.muzzleflash = spawn();
-
- // muzzle flash for 1st person view
- setmodel(self.muzzleflash, "models/uziflash.md3"); // precision set below
- //SUB_SetFade(flash, time + 0.06, 0);
- self.muzzleflash.scale = 0.75;
- self.muzzleflash.think = W_Uzi_Flash_Go;
- self.muzzleflash.nextthink = time + 0.02;
- self.muzzleflash.frame = 2;
- self.muzzleflash.alpha = 0.75;
- self.muzzleflash.angles_z = random() * 180;
- self.muzzleflash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
- W_AttachToShotorg(self.muzzleflash, '5 0 0');
+ UziFlash();
+ W_AttachToShotorg(self.muzzle_flash, '5 0 0');
// casing code
- if (cvar("g_casings") >= 2)
+ 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 this weapon is reloadable, decrease its load. Else decrease the player's ammo
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ {
+ if(autocvar_g_balance_uzi_reload_ammo)
+ {
+ if (self.misc_bulletcounter == 1)
+ self.clip_load -= autocvar_g_balance_uzi_first_ammo;
+ else
+ self.clip_load -= autocvar_g_balance_uzi_sustained_ammo;
+ self.uzi_load = self.clip_load;
+ }
+ else
+ {
+ if (self.misc_bulletcounter == 1)
+ self.ammo_nails -= autocvar_g_balance_uzi_first_ammo;
+ else
+ self.ammo_nails -= autocvar_g_balance_uzi_sustained_ammo;
+ }
+ }
}
// weapon frames
w_ready();
return;
}
- self.uzi_bulletcounter = self.uzi_bulletcounter + 1;
- W_Uzi_Attack(WEP_UZI);
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_fire1_02);
+ 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, cvar("g_balance_uzi_sustained_refire"), w_ready);
-};
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, w_ready);
+}
+
+
+void uzi_mode1_fire_auto()
+{
+ float uzi_spread;
+
+ // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ {
+ if(autocvar_g_balance_uzi_reload_ammo)
+ {
+ self.clip_load -= autocvar_g_balance_uzi_sustained_ammo;
+ self.uzi_load = self.clip_load;
+ }
+ else
+ self.ammo_nails -= autocvar_g_balance_uzi_sustained_ammo;
+ }
+
+ 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);
+}
+
+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);
+ }
+
+}
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 if (req == WR_THINK)
{
- if (self.BUTTON_ATCK)
- if (weapon_prepareattack(0, 0))
+ 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
+ W_UZI_Reload();
+ else if(autocvar_g_balance_uzi_mode == 1)
{
- self.uzi_bulletcounter = 1;
- W_Uzi_Attack(WEP_UZI); // sets attack_finished
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_fire1_02);
+ 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))
+ {
+ W_SwitchWeapon_Force(self, w_getbestweapon(self));
+ w_ready();
+ return FALSE;
+ }
+
+ // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ {
+ if(autocvar_g_balance_uzi_reload_ammo)
+ {
+ self.clip_load -= autocvar_g_balance_uzi_burst_ammo;
+ self.uzi_load = self.clip_load;
+ }
+ else
+ self.ammo_nails -= autocvar_g_balance_uzi_burst_ammo;
+ }
+
+ self.misc_bulletcounter = autocvar_g_balance_uzi_burst * -1;
+ uzi_mode1_fire_burst();
+ }
}
- if (self.BUTTON_ATCK2 && cvar("g_balance_uzi_first"))
- if (weapon_prepareattack(1, 0))
+ else
{
- self.uzi_bulletcounter = 1;
- W_Uzi_Attack(WEP_UZI | HITTYPE_SECONDARY); // sets attack_finished
- weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_uzi_first_refire"), w_ready);
+
+ 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/weapons/v_uzi.md3");
precache_model ("models/weapons/h_uzi.iqm");
precache_sound ("weapons/uzi_fire.wav");
+ precache_sound ("weapons/reload.wav");
}
else if (req == WR_SETUP)
+ {
weapon_setup(WEP_UZI);
+ W_UZI_SetAmmoCounter();
+ }
else if (req == WR_CHECKAMMO1)
- return self.ammo_nails >= cvar("g_balance_uzi_first_ammo");
+ {
+ 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.uzi_load >= autocvar_g_balance_uzi_sustained_ammo;
+ else
+ ammo_amount += self.uzi_load >= autocvar_g_balance_uzi_first_ammo;
+ }
+ return ammo_amount;
+ }
else if (req == WR_CHECKAMMO2)
- return self.ammo_nails >= cvar("g_balance_uzi_first_ammo");
+ {
+ 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.uzi_load >= autocvar_g_balance_uzi_burst_ammo;
+ else
+ ammo_amount += self.uzi_load >= autocvar_g_balance_uzi_first_ammo;
+ }
+ return ammo_amount;
+ }
+ else if (req == WR_RESETPLAYER)
+ {
+ // all weapons must be fully loaded when we spawn
+ self.uzi_load = autocvar_g_balance_uzi_reload_ammo;
+ }
+ else if (req == WR_RELOAD)
+ {
+ W_UZI_Reload();
+ }
return TRUE;
};
#endif
precache_sound("weapons/ric3.wav");
}
else if (req == WR_SUICIDEMESSAGE)
- w_deathtypestring = "%s did the impossible";
+ w_deathtypestring = _("%s did the impossible");
else if (req == WR_KILLMESSAGE)
{
if(w_deathtype & HITTYPE_SECONDARY)
- w_deathtypestring = "%s was sniped by %s";
+ w_deathtypestring = _("%s was sniped by %s");
else
- w_deathtypestring = "%s was riddled full of holes by %s";
+ w_deathtypestring = _("%s was riddled full of holes by %s");
}
return TRUE;
}