make weapon death messages translatable
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_uzi.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(UZI, w_uzi, IT_NAILS, 3, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_MID, "uzi", "uzi", _("Machine Gun"))
3 #else
4 #ifdef SVQC
5
6 // leilei's fancy muzzleflash stuff
7 void Uzi_Flash_Go() 
8 {       
9         self.frame = self.frame + 2;
10         self.scale = self.scale * 0.5;
11         self.alpha = self.alpha - 0.25;
12         self.nextthink = time + 0.05;
13
14         if (self.alpha <= 0)
15         {
16                 self.think = SUB_Remove;
17                 self.nextthink = time;
18                 self.owner.muzzle_flash = world;
19                 return;
20         }
21         
22 }
23
24 void UziFlash()
25 {       
26         if (self.muzzle_flash == world)
27                 self.muzzle_flash = spawn();    
28         
29         // muzzle flash for 1st person view
30         setmodel(self.muzzle_flash, "models/uziflash.md3"); // precision set below
31         
32         self.muzzle_flash.scale = 0.75;
33         self.muzzle_flash.think = Uzi_Flash_Go;
34         self.muzzle_flash.nextthink = time + 0.02;
35         self.muzzle_flash.frame = 2;
36         self.muzzle_flash.alpha = 0.75;
37         self.muzzle_flash.angles_z = random() * 180;
38         self.muzzle_flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
39         self.muzzle_flash.owner = self;
40 }
41
42 void W_Uzi_Attack (float deathtype)
43 {
44         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
45         {
46                 if (self.misc_bulletcounter == 1)
47                         self.ammo_nails = self.ammo_nails - autocvar_g_balance_uzi_first_ammo;
48                 else
49                         self.ammo_nails = self.ammo_nails - autocvar_g_balance_uzi_sustained_ammo;
50         }
51         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));
52         if (!g_norecoil)
53         {
54                 self.punchangle_x = random () - 0.5;
55                 self.punchangle_y = random () - 0.5;
56         }
57
58         // this attack_finished just enforces a cooldown at the end of a burst
59         ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_first_refire * W_WeaponRateFactor();
60
61         if (self.misc_bulletcounter == 1)
62                 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);
63         else
64                 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);
65         endFireBallisticBullet();
66
67         pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
68
69         UziFlash();
70         W_AttachToShotorg(self.muzzle_flash, '5 0 0');
71
72         // casing code
73         if (autocvar_g_casings >= 2)
74                 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);
75 }
76
77 // weapon frames
78 void uzi_fire1_02()
79 {
80         if(self.weapon != self.switchweapon) // abort immediately if switching
81         {
82                 w_ready();
83                 return;
84         }
85         if (self.BUTTON_ATCK)
86         {
87                 if (!weapon_action(self.weapon, WR_CHECKAMMO2))
88                 {
89                         W_SwitchWeapon_Force(self, w_getbestweapon(self));
90                         w_ready();
91                         return;
92                 }
93                 self.misc_bulletcounter = self.misc_bulletcounter + 1;
94                 W_Uzi_Attack(WEP_UZI);
95                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_fire1_02);
96         }
97         else
98                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, w_ready);
99 }
100
101
102 void uzi_mode1_fire_auto()
103 {
104         float uzi_spread;
105         
106         if (self.BUTTON_ATCK)
107                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_mode1_fire_auto);
108         else
109         {
110                 ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_first_refire * W_WeaponRateFactor();
111                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, w_ready);
112                 return;
113         }
114
115         if (!weapon_action(self.weapon, WR_CHECKAMMO1))
116         {
117                 W_SwitchWeapon_Force(self, w_getbestweapon(self));
118                 w_ready();
119                 return;
120         }
121         
122         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);
123         if (!g_norecoil)
124         {
125                 self.punchangle_x = random () - 0.5;
126                 self.punchangle_y = random () - 0.5;
127         }
128         
129         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);
130         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);
131         endFireBallisticBullet();
132         
133         self.misc_bulletcounter = self.misc_bulletcounter + 1;
134         
135         pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
136
137         UziFlash();
138         W_AttachToShotorg(self.muzzle_flash, '5 0 0');
139         
140         if (autocvar_g_casings >= 2) // casing code
141                 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);
142         
143         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)   
144                 self.ammo_nails = self.ammo_nails - autocvar_g_balance_uzi_sustained_ammo;
145         
146 }
147
148 void uzi_mode1_fire_burst()
149 {
150         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);
151         if (!g_norecoil)
152         {
153                 self.punchangle_x = random () - 0.5;
154                 self.punchangle_y = random () - 0.5;
155         }
156         
157         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);
158         endFireBallisticBullet();
159         
160         
161         pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
162
163         UziFlash();
164         W_AttachToShotorg(self.muzzle_flash, '5 0 0');
165         
166         if (autocvar_g_casings >= 2) // casing code
167                 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);
168
169         self.misc_bulletcounter = self.misc_bulletcounter + 1;
170         if (self.misc_bulletcounter == 0)
171         {
172                 ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_burst_refire2 * W_WeaponRateFactor();
173                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_burst_animtime, w_ready);
174         }
175         else
176         {
177                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_burst_refire, uzi_mode1_fire_burst);
178         }
179                 
180 }
181
182 void spawnfunc_weapon_machinegun(); // defined in t_items.qc
183
184 float w_uzi(float req)
185 {
186         if (req == WR_AIM)
187                 if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
188                         self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
189                 else
190                 {
191                         self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
192                 }
193         else if (req == WR_THINK)
194         {
195                 if(autocvar_g_balance_uzi_mode == 1)
196                 {
197                         if (self.BUTTON_ATCK)
198                         if (weapon_prepareattack(0, 0))
199                         {                               
200                                 self.misc_bulletcounter = 0;
201                                 uzi_mode1_fire_auto();
202                         }
203                         
204                         if(self.BUTTON_ATCK2)
205                         if(weapon_prepareattack(1, 0))
206                         {
207                                 if (!weapon_action(self.weapon, WR_CHECKAMMO2))
208                                 {
209                                         W_SwitchWeapon_Force(self, w_getbestweapon(self));
210                                         w_ready();
211                                         return FALSE;
212                                 }
213                                 
214                                 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)   
215                                         self.ammo_nails = self.ammo_nails - autocvar_g_balance_uzi_burst_ammo;
216
217                                 self.misc_bulletcounter = autocvar_g_balance_uzi_burst * -1;
218                                 uzi_mode1_fire_burst();
219                         }
220                 }
221                 else
222                 {
223                         
224                         if (self.BUTTON_ATCK)
225                         if (weapon_prepareattack(0, 0))
226                         {
227                                 self.misc_bulletcounter = 1;
228                                 W_Uzi_Attack(WEP_UZI); // sets attack_finished
229                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_fire1_02);
230                         }
231
232                         if (self.BUTTON_ATCK2 && autocvar_g_balance_uzi_first)
233                         if (weapon_prepareattack(1, 0))
234                         {
235                                 self.misc_bulletcounter = 1;
236                                 W_Uzi_Attack(WEP_UZI | HITTYPE_SECONDARY); // sets attack_finished
237                                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_first_refire, w_ready);
238                         }
239                 }
240         }
241         else if (req == WR_PRECACHE)
242         {
243                 precache_model ("models/uziflash.md3");
244                 precache_model ("models/weapons/g_uzi.md3");
245                 precache_model ("models/weapons/v_uzi.md3");
246                 precache_model ("models/weapons/h_uzi.iqm");
247                 precache_sound ("weapons/uzi_fire.wav");
248         }
249         else if (req == WR_SETUP)
250                 weapon_setup(WEP_UZI);
251         else if (req == WR_CHECKAMMO1)
252                 if(autocvar_g_balance_uzi_mode == 1)
253                         return self.ammo_nails >= autocvar_g_balance_uzi_sustained_ammo;
254                 else
255                         return self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
256         else if (req == WR_CHECKAMMO2)
257                 if(autocvar_g_balance_uzi_mode == 1)
258                         return self.ammo_nails >= autocvar_g_balance_uzi_burst_ammo;
259                 else
260                         return self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
261         return TRUE;
262 };
263 #endif
264 #ifdef CSQC
265 float w_uzi(float req)
266 {
267         if(req == WR_IMPACTEFFECT)
268         {
269                 vector org2;
270                 org2 = w_org + w_backoff * 2;
271                 pointparticles(particleeffectnum("machinegun_impact"), org2, w_backoff * 1000, 1);
272                 if(!w_issilent)
273                         if(w_random < 0.05)
274                                 sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
275                         else if(w_random < 0.1)
276                                 sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
277                         else if(w_random < 0.2)
278                                 sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
279         }
280         else if(req == WR_PRECACHE)
281         {
282                 precache_sound("weapons/ric1.wav");
283                 precache_sound("weapons/ric2.wav");
284                 precache_sound("weapons/ric3.wav");
285         }
286         else if (req == WR_SUICIDEMESSAGE)
287                 w_deathtypestring = _("%s did the impossible");
288         else if (req == WR_KILLMESSAGE)
289         {
290                 if(w_deathtype & HITTYPE_SECONDARY)
291                         w_deathtypestring = _("%s was sniped by %s");
292                 else
293                         w_deathtypestring = _("%s was riddled full of holes by %s");
294         }
295         return TRUE;
296 }
297 #endif
298 #endif