X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_uzi.qc;h=ebeedc2ec632b3f4fa3a8d40ffa085c5753be978;hb=860aaa75fa9af90c9a7e7e08458e7453c9377b6e;hp=245ad652f6d8bb33eab902171e4975c7580195af;hpb=85ff31f9ec26adf70f835d95184f6dded9d0c785;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_uzi.qc b/qcsrc/server/w_uzi.qc index 245ad652f..ebeedc2ec 100644 --- a/qcsrc/server/w_uzi.qc +++ b/qcsrc/server/w_uzi.qc @@ -1,32 +1,101 @@ #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.frame > 10){ - SUB_Remove(); - return; + +.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 + { + self.clip_load = self.uzi_load; + self.clip_size = autocvar_g_balance_uzi_reload_ammo; // for the crosshair ammo display } - self.frame = self.frame + 2; - self.alpha = self.alpha - 0.2; - self.think = W_Uzi_Flash_Go; - self.nextthink = time + 0.02; -}; +} -.float uzi_bulletcounter; -void W_Uzi_Attack (float deathtype) +void W_Uzi_ReloadedAndReady() { - local entity flash; + float t; - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) + // 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 { - 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.clip_load += 1; + self.ammo_nails -= 1; } - 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")); + 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)) + 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.nextthink = time + 0.05; + + if (self.alpha <= 0) + { + self.think = SUB_Remove; + self.nextthink = time; + self.owner.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; +} + +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; @@ -34,29 +103,21 @@ void W_Uzi_Attack (float deathtype) } // 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); - // 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) + 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); } @@ -76,13 +137,102 @@ void uzi_fire1_02() w_ready(); return; } - self.uzi_bulletcounter = self.uzi_bulletcounter + 1; + self.misc_bulletcounter = self.misc_bulletcounter + 1; W_Uzi_Attack(WEP_UZI); - weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_fire1_02); + 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 @@ -97,20 +247,73 @@ float w_uzi(float req) } 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); + } } + if(self.wish_reload) + { + if(self.switchweapon == self.weapon) + { + if(self.weaponentity.state == WS_READY) + { + self.wish_reload = 0; + W_Uzi_Reload(); + } + } + } } else if (req == WR_PRECACHE) { @@ -121,11 +324,28 @@ float w_uzi(float req) precache_sound ("weapons/uzi_fire.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) + return self.ammo_nails >= autocvar_g_balance_uzi_sustained_ammo; + else + return self.ammo_nails >= autocvar_g_balance_uzi_first_ammo; + } else if (req == WR_CHECKAMMO2) - return self.ammo_nails >= cvar("g_balance_uzi_first_ammo"); + { + if(autocvar_g_balance_uzi_mode == 1) + return self.ammo_nails >= autocvar_g_balance_uzi_burst_ammo; + else + return self.ammo_nails >= autocvar_g_balance_uzi_first_ammo; + } + else if (req == WR_RELOAD) + { + W_Uzi_Reload(); + } return TRUE; }; #endif @@ -152,13 +372,13 @@ float w_uzi(float req) 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; }