#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 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; } .float uzi_bulletcounter; void W_Uzi_Attack (float deathtype) { if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { 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"); } 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")); if (!g_norecoil) { self.punchangle_x = random () - 0.5; self.punchangle_y = random () - 0.5; } // 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(); 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")); 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")); endFireBallisticBullet(); pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); UziFlash(); W_AttachToShotorg(self.muzzle_flash, '5 0 0'); // casing code if (cvar("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); } // weapon frames void uzi_fire1_02() { if(self.weapon != self.switchweapon) // abort immediately if switching { w_ready(); return; } if (self.BUTTON_ATCK) { if (!weapon_action(self.weapon, WR_CHECKAMMO2)) { W_SwitchWeapon_Force(self, w_getbestweapon(self)); w_ready(); return; } self.uzi_bulletcounter = self.uzi_bulletcounter + 1; W_Uzi_Attack(WEP_UZI); weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_fire1_02); } else weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), w_ready); }; void spawnfunc_weapon_machinegun(); // defined in t_items.qc float w_uzi(float req) { 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); else { self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE); } else if (req == WR_THINK) { 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) { precache_model ("models/uziflash.md3"); precache_model ("models/weapons/g_uzi.md3"); precache_model ("models/weapons/v_uzi.md3"); precache_model ("models/weapons/h_uzi.iqm"); precache_sound ("weapons/uzi_fire.wav"); } else if (req == WR_SETUP) weapon_setup(WEP_UZI); else if (req == WR_CHECKAMMO1) 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"); 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 = "%s did the impossible"; else if (req == WR_KILLMESSAGE) { if(w_deathtype & HITTYPE_SECONDARY) w_deathtypestring = "%s was sniped by %s"; else w_deathtypestring = "%s was riddled full of holes by %s"; } return TRUE; } #endif #endif