X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_uzi.qc;h=1b1ab55a211798be1c18930c55d3dad1cd7331ca;hb=a60cee16752e5abd387f6b7cd7d826b4f0321d05;hp=4887f803d36e518153bf69de39a14378f1b6c982;hpb=2ef908ed0fef3660c024e7943863a98dc94fe398;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_uzi.qc b/qcsrc/server/w_uzi.qc index 4887f803d..1b1ab55a2 100644 --- a/qcsrc/server/w_uzi.qc +++ b/qcsrc/server/w_uzi.qc @@ -1,23 +1,48 @@ #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"); #else +#ifdef SVQC +.entity muzzle_flash; + // leilei's fancy muzzleflash stuff -void W_Uzi_Flash_Go() { - if (self.frame > 10){ - SUB_Remove(); +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.owner.muzzle_flash = world; return; } - self.frame = self.frame + 2; - self.alpha = self.alpha - 0.2; - self.think = W_Uzi_Flash_Go; - self.nextthink = time + 0.02; -}; + +} + +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; +} .float uzi_bulletcounter; void W_Uzi_Attack (float deathtype) { - local entity flash; - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { if (self.uzi_bulletcounter == 1) @@ -25,7 +50,7 @@ void W_Uzi_Attack (float deathtype) else self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_sustained_ammo"); } - 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")); + W_SetupShot (self, cvar("g_antilag_bullets") && cvar("g_balance_uzi_speed") >= cvar("g_antilag_bullets"), 0, "weapons/uzi_fire.wav", CHAN_WEAPON, ((self.uzi_bulletcounter == 1) ? cvar("g_balance_uzi_first_damage") : cvar("g_balance_uzi_sustained_damage"))); if (!g_norecoil) { self.punchangle_x = random () - 0.5; @@ -43,16 +68,8 @@ void W_Uzi_Attack (float deathtype) pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); - // muzzle flash for 1st person view - flash = spawn(); - setmodel(flash, "models/uziflash.md3"); // precision set below - //SUB_SetFade(flash, time + 0.06, 0); - flash.think = W_Uzi_Flash_Go; - flash.nextthink = time + 0.02; - flash.frame = 2; - flash.alpha = 1; - flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; - W_AttachToShotorg(flash, '5 0 0'); + UziFlash(); + W_AttachToShotorg(self.muzzle_flash, '5 0 0'); // casing code if (cvar("g_casings") >= 2) @@ -81,7 +98,86 @@ void uzi_fire1_02() } else weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), w_ready); -}; +} + + +void uzi_mode1_fire_auto() +{ + float uzi_spread; + + if (self.BUTTON_ATCK) + weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_mode1_fire_auto); + else + { + ATTACK_FINISHED(self) = time + cvar("g_balance_uzi_first_refire") * W_WeaponRateFactor(); + weapon_thinkf(WFRAME_FIRE1, cvar("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, cvar("g_antilag_bullets") && cvar("g_balance_uzi_speed") >= cvar("g_antilag_bullets"), 0, "weapons/uzi_fire.wav", CHAN_WEAPON, cvar("g_balance_uzi_sustained_damage")); + if (!g_norecoil) + { + self.punchangle_x = random () - 0.5; + self.punchangle_y = random () - 0.5; + } + + uzi_spread = bound(cvar("g_balance_uzi_spread_min"), cvar("g_balance_uzi_spread_min") + (cvar("g_balance_uzi_spread_add") * self.uzi_bulletcounter), cvar("g_balance_uzi_spread_max")); + fireBallisticBullet(w_shotorg, w_shotdir, uzi_spread, cvar("g_balance_uzi_speed"), 5, cvar("g_balance_uzi_sustained_damage"), 0, cvar("g_balance_uzi_sustained_force"), WEP_UZI, 0, 1, cvar("g_balance_uzi_bulletconstant")); + endFireBallisticBullet(); + + self.uzi_bulletcounter = self.uzi_bulletcounter + 1; + + pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); + + UziFlash(); + W_AttachToShotorg(self.muzzle_flash, '5 0 0'); + + if (cvar("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 - cvar("g_balance_uzi_sustained_ammo"); + +} + +void uzi_mode1_fire_burst() +{ + W_SetupShot (self, cvar("g_antilag_bullets") && cvar("g_balance_uzi_speed") >= cvar("g_antilag_bullets"), 0, "weapons/uzi_fire.wav", CHAN_WEAPON, cvar("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, cvar("g_balance_uzi_burst_spread"), cvar("g_balance_uzi_speed"), 5, cvar("g_balance_uzi_sustained_damage"), 0, cvar("g_balance_uzi_sustained_force"), WEP_UZI, 0, 1, cvar("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 (cvar("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.uzi_bulletcounter = self.uzi_bulletcounter + 1; + if (self.uzi_bulletcounter == 0) + weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_uzi_burst_refire2"), w_ready); + else + { + weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_uzi_burst_refire"), uzi_mode1_fire_burst); + dprint("bullets:", ftos(self.uzi_bulletcounter),"\n"); + } + +} void spawnfunc_weapon_machinegun(); // defined in t_items.qc @@ -96,19 +192,50 @@ float w_uzi(float req) } else if (req == WR_THINK) { - if (self.BUTTON_ATCK) - if (weapon_prepareattack(0, 0)) + if(cvar("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.uzi_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 not(self.items & IT_UNLIMITED_WEAPON_AMMO) + self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_burst_ammo"); + + self.uzi_bulletcounter = cvar("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.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_ATCK2 && cvar("g_balance_uzi_first")) + if (weapon_prepareattack(1, 0)) + { + 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); + } } } else if (req == WR_PRECACHE) @@ -122,18 +249,50 @@ float w_uzi(float req) else if (req == WR_SETUP) weapon_setup(WEP_UZI); else if (req == WR_CHECKAMMO1) - return self.ammo_nails >= cvar("g_balance_uzi_first_ammo"); + if(cvar("g_balance_uzi_mode") == 1) + return self.ammo_nails >= cvar("g_balance_uzi_sustained_ammo"); + else + return self.ammo_nails >= cvar("g_balance_uzi_first_ammo"); else if (req == WR_CHECKAMMO2) - return self.ammo_nails >= cvar("g_balance_uzi_first_ammo"); + if(cvar("g_balance_uzi_mode") == 1) + return self.ammo_nails >= cvar("g_balance_uzi_burst_ammo"); + else + return self.ammo_nails >= cvar("g_balance_uzi_first_ammo"); + 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, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM); + else if(w_random < 0.1) + sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM); + else if(w_random < 0.2) + sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM); + } + else if(req == WR_PRECACHE) + { + precache_sound("weapons/ric1.wav"); + precache_sound("weapons/ric2.wav"); + precache_sound("weapons/ric3.wav"); + } else if (req == WR_SUICIDEMESSAGE) - w_deathtypestring = "did the impossible"; + w_deathtypestring = "%s did the impossible"; else if (req == WR_KILLMESSAGE) { if(w_deathtype & HITTYPE_SECONDARY) - w_deathtypestring = "was sniped by"; + w_deathtypestring = "%s was sniped by %s"; else - w_deathtypestring = "was riddled full of holes by"; + w_deathtypestring = "%s was riddled full of holes by %s"; } return TRUE; -}; +} +#endif #endif