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Some quick better defaults for centerprints -- leave the fontscale for now, as that...
[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_FLAG_RELOADABLE | 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.realowner.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.muzzle_flash.realowner = self;
40 }
41
42 void W_UZI_Attack (float deathtype)
43 {
44         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));
45         if (!g_norecoil)
46         {
47                 self.punchangle_x = random () - 0.5;
48                 self.punchangle_y = random () - 0.5;
49         }
50
51         // this attack_finished just enforces a cooldown at the end of a burst
52         ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_first_refire * W_WeaponRateFactor();
53
54         if (self.misc_bulletcounter == 1)
55                 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);
56         else
57                 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);
58         endFireBallisticBullet();
59
60         pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
61
62         UziFlash();
63         W_AttachToShotorg(self.muzzle_flash, '5 0 0');
64
65         // casing code
66         if (autocvar_g_casings >= 2)
67                 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);
68
69         if (self.misc_bulletcounter == 1)
70                 W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_first_ammo, autocvar_g_balance_uzi_reload_ammo);
71         else
72                 W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_reload_ammo);
73 }
74
75 // weapon frames
76 void uzi_fire1_02()
77 {
78         if(self.weapon != self.switchweapon) // abort immediately if switching
79         {
80                 w_ready();
81                 return;
82         }
83         if (self.BUTTON_ATCK)
84         {
85                 if (!weapon_action(self.weapon, WR_CHECKAMMO2))
86                 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
87                 {
88                         W_SwitchWeapon_Force(self, w_getbestweapon(self));
89                         w_ready();
90                         return;
91                 }
92                 self.misc_bulletcounter = self.misc_bulletcounter + 1;
93                 W_UZI_Attack(WEP_UZI);
94                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_fire1_02);
95         }
96         else
97                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, w_ready);
98 }
99
100
101 void uzi_mode1_fire_auto()
102 {
103         float uzi_spread;
104
105         W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_reload_ammo);
106         
107         if (self.BUTTON_ATCK)
108                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_mode1_fire_auto);
109         else
110         {
111                 ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_first_refire * W_WeaponRateFactor();
112                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, w_ready);
113                 return;
114         }
115
116         if (!weapon_action(self.weapon, WR_CHECKAMMO1))
117         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
118         {
119                 W_SwitchWeapon_Force(self, w_getbestweapon(self));
120                 w_ready();
121                 return;
122         }
123         
124         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);
125         if (!g_norecoil)
126         {
127                 self.punchangle_x = random () - 0.5;
128                 self.punchangle_y = random () - 0.5;
129         }
130         
131         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);
132         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);
133         endFireBallisticBullet();
134         
135         self.misc_bulletcounter = self.misc_bulletcounter + 1;
136         
137         pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
138
139         UziFlash();
140         W_AttachToShotorg(self.muzzle_flash, '5 0 0');
141         
142         if (autocvar_g_casings >= 2) // casing code
143                 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);
144 }
145
146 void uzi_mode1_fire_burst()
147 {
148         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);
149         if (!g_norecoil)
150         {
151                 self.punchangle_x = random () - 0.5;
152                 self.punchangle_y = random () - 0.5;
153         }
154         
155         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);
156         endFireBallisticBullet();
157         
158         
159         pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
160
161         UziFlash();
162         W_AttachToShotorg(self.muzzle_flash, '5 0 0');
163         
164         if (autocvar_g_casings >= 2) // casing code
165                 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);
166
167         self.misc_bulletcounter = self.misc_bulletcounter + 1;
168         if (self.misc_bulletcounter == 0)
169         {
170                 ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_burst_refire2 * W_WeaponRateFactor();
171                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_burst_animtime, w_ready);
172         }
173         else
174         {
175                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_burst_refire, uzi_mode1_fire_burst);
176         }
177                 
178 }
179
180 void spawnfunc_weapon_machinegun(); // defined in t_items.qc
181
182 float w_uzi(float req)
183 {
184         float ammo_amount;
185         if (req == WR_AIM)
186                 if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
187                         self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
188                 else
189                 {
190                         self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
191                 }
192         else if (req == WR_THINK)
193         {
194                 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
195                         weapon_action(self.weapon, WR_RELOAD);
196                 else if(autocvar_g_balance_uzi_mode == 1)
197                 {
198                         if (self.BUTTON_ATCK)
199                         if (weapon_prepareattack(0, 0))
200                         {                               
201                                 self.misc_bulletcounter = 0;
202                                 uzi_mode1_fire_auto();
203                         }
204                         
205                         if(self.BUTTON_ATCK2)
206                         if(weapon_prepareattack(1, 0))
207                         {
208                                 if (!weapon_action(self.weapon, WR_CHECKAMMO2))
209                                 {
210                                         W_SwitchWeapon_Force(self, w_getbestweapon(self));
211                                         w_ready();
212                                         return FALSE;
213                                 }
214
215                                 W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_burst_ammo, autocvar_g_balance_uzi_reload_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                 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
249         }
250         else if (req == WR_SETUP)
251         {
252                 weapon_setup(WEP_UZI);
253                 self.current_ammo = ammo_nails;
254         }
255         else if (req == WR_CHECKAMMO1)
256         {
257                 if(autocvar_g_balance_uzi_mode == 1)
258                         ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_sustained_ammo;
259                 else
260                         ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
261
262                 if(autocvar_g_balance_uzi_reload_ammo)
263                 {
264                         if(autocvar_g_balance_uzi_mode == 1)
265                                 ammo_amount += self.weapon_load[WEP_UZI] >= autocvar_g_balance_uzi_sustained_ammo;
266                         else
267                                 ammo_amount += self.weapon_load[WEP_UZI] >= autocvar_g_balance_uzi_first_ammo;
268                 }
269                 return ammo_amount;
270         }
271         else if (req == WR_CHECKAMMO2)
272         {
273                 if(autocvar_g_balance_uzi_mode == 1)
274                         ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_burst_ammo;
275                 else
276                         ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
277
278                 if(autocvar_g_balance_uzi_reload_ammo)
279                 {
280                         if(autocvar_g_balance_uzi_mode == 1)
281                                 ammo_amount += self.weapon_load[WEP_UZI] >= autocvar_g_balance_uzi_burst_ammo;
282                         else
283                                 ammo_amount += self.weapon_load[WEP_UZI] >= autocvar_g_balance_uzi_first_ammo;
284                 }
285                 return ammo_amount;
286         }
287         else if (req == WR_RELOAD)
288         {
289                 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");
290         }
291         return TRUE;
292 };
293 #endif
294 #ifdef CSQC
295 float w_uzi(float req)
296 {
297         if(req == WR_IMPACTEFFECT)
298         {
299                 vector org2;
300                 org2 = w_org + w_backoff * 2;
301                 pointparticles(particleeffectnum("machinegun_impact"), org2, w_backoff * 1000, 1);
302                 if(!w_issilent)
303                         if(w_random < 0.05)
304                                 sound(self, CH_SHOTS_SINGLE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
305                         else if(w_random < 0.1)
306                                 sound(self, CH_SHOTS_SINGLE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
307                         else if(w_random < 0.2)
308                                 sound(self, CH_SHOTS_SINGLE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
309         }
310         else if(req == WR_PRECACHE)
311         {
312                 precache_sound("weapons/ric1.wav");
313                 precache_sound("weapons/ric2.wav");
314                 precache_sound("weapons/ric3.wav");
315         }
316         else if (req == WR_SUICIDEMESSAGE)
317                 w_deathtypestring = _("%s is now thinking with portals");
318         else if (req == WR_KILLMESSAGE)
319         {
320                 if(w_deathtype & HITTYPE_SECONDARY)
321                         w_deathtypestring = _("%s was sniped by %s");
322                 else
323                         w_deathtypestring = _("%s was riddled full of holes by %s");
324         }
325         return TRUE;
326 }
327 #endif
328 #endif