X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_uzi.qc;h=71ea1f6f6710d33f25dd833324c15f824fbe8a79;hb=5c1853300daf8fd4855f5a693c86a1c05c79633c;hp=0e563405a1fa858ebdbd6719868e30859fd89eef;hpb=1eadc66440474af5c3d2b2f7e5a24935da3ffbdf;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_uzi.qc b/qcsrc/server/w_uzi.qc index 0e563405a..71ea1f6f6 100644 --- a/qcsrc/server/w_uzi.qc +++ b/qcsrc/server/w_uzi.qc @@ -1,11 +1,11 @@ #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 // leilei's fancy muzzleflash stuff -void Uzi_Flash_Go() -{ +void UZI_Flash_Go() +{ self.frame = self.frame + 2; self.scale = self.scale * 0.5; self.alpha = self.alpha - 0.25; @@ -15,40 +15,33 @@ void Uzi_Flash_Go() { self.think = SUB_Remove; self.nextthink = time; - self.owner.muzzle_flash = world; + self.realowner.muzzle_flash = world; return; } - + } void UziFlash() -{ +{ if (self.muzzle_flash == world) - self.muzzle_flash = spawn(); - + 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.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; + self.muzzle_flash.owner = self.muzzle_flash.realowner = self; } -void W_Uzi_Attack (float deathtype) +void W_UZI_Attack (float deathtype) { - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - { - if (self.misc_bulletcounter == 1) - self.ammo_nails = self.ammo_nails - autocvar_g_balance_uzi_first_ammo; - else - self.ammo_nails = self.ammo_nails - autocvar_g_balance_uzi_sustained_ammo; - } - 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)); + W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 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 (!g_norecoil) { self.punchangle_x = random () - 0.5; @@ -72,6 +65,11 @@ void W_Uzi_Attack (float deathtype) // 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 @@ -85,13 +83,14 @@ void uzi_fire1_02() if (self.BUTTON_ATCK) { if (!weapon_action(self.weapon, WR_CHECKAMMO2)) + if not(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); + W_UZI_Attack(WEP_UZI); weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_fire1_02); } else @@ -102,67 +101,66 @@ void uzi_fire1_02() void uzi_mode1_fire_auto() { float uzi_spread; - - if (self.BUTTON_ATCK) - weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_mode1_fire_auto); - else + + if (!self.BUTTON_ATCK) { - ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_first_refire * W_WeaponRateFactor(); - weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, w_ready); + w_ready(); return; } if (!weapon_action(self.weapon, WR_CHECKAMMO1)) + if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { 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); + + W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_reload_ammo); + + W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, 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); - - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - self.ammo_nails = self.ammo_nails - autocvar_g_balance_uzi_sustained_ammo; - + + 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, 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); + W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, 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); @@ -176,13 +174,14 @@ void uzi_mode1_fire_burst() { 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); @@ -192,27 +191,29 @@ float w_uzi(float req) } else if (req == WR_THINK) { - if(autocvar_g_balance_uzi_mode == 1) + 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 not(self.items & IT_UNLIMITED_WEAPON_AMMO) { 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 - 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(); @@ -220,12 +221,12 @@ float w_uzi(float req) } else { - + if (self.BUTTON_ATCK) if (weapon_prepareattack(0, 0)) { self.misc_bulletcounter = 1; - W_Uzi_Attack(WEP_UZI); // sets attack_finished + W_UZI_Attack(WEP_UZI); // sets attack_finished weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_fire1_02); } @@ -233,7 +234,7 @@ float w_uzi(float req) if (weapon_prepareattack(1, 0)) { self.misc_bulletcounter = 1; - W_Uzi_Attack(WEP_UZI | HITTYPE_SECONDARY); // sets attack_finished + W_UZI_Attack(WEP_UZI | HITTYPE_SECONDARY); // sets attack_finished weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_first_refire, w_ready); } } @@ -245,19 +246,49 @@ float w_uzi(float req) 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) - 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_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; }; #endif @@ -271,11 +302,11 @@ float w_uzi(float req) 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); + sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM); else if(w_random < 0.1) - sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM); else if(w_random < 0.2) - sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM); } else if(req == WR_PRECACHE) { @@ -284,7 +315,7 @@ float w_uzi(float req) precache_sound("weapons/ric3.wav"); } else if (req == WR_SUICIDEMESSAGE) - w_deathtypestring = _("%s did the impossible"); + w_deathtypestring = _("%s is now thinking with portals"); else if (req == WR_KILLMESSAGE) { if(w_deathtype & HITTYPE_SECONDARY)