]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_uzi.qc
store the champion name in a global string so that we can reset the champion entity...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_uzi.qc
index d6ea5c35b6ae3d14e1feaf7c0a5bde05a16c0173..d9197412b98287e9805d0736220ee97bbfc4cfb4 100644 (file)
@@ -4,17 +4,20 @@ REGISTER_WEAPON(UZI, w_uzi, IT_NAILS, 3, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT
 #ifdef SVQC
 // leilei's fancy muzzleflash stuff
 void W_Uzi_Flash_Go() {
-       if (self.frame > 10){
-               SUB_Remove();
+       if (self.alpha >= 0)
+       {
+               setmodel(self, "");
                return;
        }
        self.frame = self.frame + 2;
-       self.alpha = self.alpha - 0.2;
+       self.scale = self.scale * 0.5;
+       self.alpha = self.alpha - 0.25;
        self.think = W_Uzi_Flash_Go;
-       self.nextthink = time + 0.02;
+       self.nextthink = time + 0.05;
 };
 
 .float uzi_bulletcounter;
+.entity muzzleflash;
 void W_Uzi_Attack (float deathtype)
 {
        local entity flash;
@@ -44,16 +47,20 @@ void W_Uzi_Attack (float deathtype)
 
        pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
+       if ((self.muzzleflash == world) || wasfreed(self.muzzleflash))
+               self.muzzleflash = spawn();
+       
        // muzzle flash for 1st person view
-       flash = spawn();
-       setmodel(flash, "models/uziflash.md3"); // precision set below
+       setmodel(self.muzzleflash, "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');
+       self.muzzleflash.scale = 0.75;
+       self.muzzleflash.think = W_Uzi_Flash_Go;
+       self.muzzleflash.nextthink = time + 0.02;
+       self.muzzleflash.frame = 2;
+       self.muzzleflash.alpha = 0.75;
+       self.muzzleflash.angles_z = random() * 180;
+       self.muzzleflash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
+       W_AttachToShotorg(self.muzzleflash, '5 0 0');
 
        // casing code
        if (cvar("g_casings") >= 2)
@@ -126,21 +133,40 @@ float w_uzi(float req)
                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");
-       else if (req == WR_SUICIDEMESSAGE)
-               w_deathtypestring = "did the impossible";
-       else if (req == WR_KILLMESSAGE)
-       {
-               if(w_deathtype & HITTYPE_SECONDARY)
-                       w_deathtypestring = "was sniped by";
-               else
-                       w_deathtypestring = "was riddled full of holes by";
-       }
        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