#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_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_MID, "uzi", "uzi", _("Machine Gun"))
#else
#ifdef SVQC
-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
- {
- 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()
{
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;
- }
- }
+ 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
{
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;
- }
+ W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_reload_ammo);
if (self.BUTTON_ATCK)
weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_mode1_fire_auto);
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(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();
+ weapon_action(self.weapon, WR_RELOAD);
else if(autocvar_g_balance_uzi_mode == 1)
{
if (self.BUTTON_ATCK)
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;
- }
+ 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();
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");
+ //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);
- W_UZI_SetAmmoCounter();
+ self.current_ammo = ammo_nails;
}
else if (req == WR_CHECKAMMO1)
{
if(autocvar_g_balance_uzi_mode == 1)
- return self.ammo_nails >= autocvar_g_balance_uzi_sustained_ammo;
+ ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_sustained_ammo;
else
- return self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
+ 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)
- return self.ammo_nails >= autocvar_g_balance_uzi_burst_ammo;
+ ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_burst_ammo;
else
- return self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
+ 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_UZI_Reload();
- }
- else if (req == WR_SWITCHABLE)
- {
- // checks if this weapon can be switched to, when reloading is enabled
- // returns true if there's either enough load in the weapon to use it,
- // or we have enough ammo to reload the weapon to a usable point
- float ammo_amount;
- ammo_amount = min(max(autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_first_ammo), autocvar_g_balance_uzi_burst_ammo);
- return self.uzi_load >= ammo_amount || self.ammo_nails >= ammo_amount;
+ 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");
}
return TRUE;
};
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;
}