set g_balance_shotgun_secondary_animtime 1
// }}}
// {{{ uzi
+set g_balance_uzi_mode 0 // Activates varible spread for sustained & burst mode secondary
+set g_balance_uzi_spread_min 0.02
+set g_balance_uzi_spread_max 0.6
+set g_balance_uzi_spread_add 0.012
+set g_balance_uzi_burst 0 // # of bullets in a burst (if set to 2 or more)
+set g_balance_uzi_burst_refire 0.05 // refire between burst bullets
+set g_balance_uzi_burst_refire2 0.75 // refire after burst
+set g_balance_uzi_burst_spread 0.04
+set g_balance_uzi_burst_damage 18
+set g_balance_uzi_burst_force 50
+set g_balance_uzi_burst_ammo 3
set g_balance_uzi_first 1
set g_balance_uzi_first_damage 30
set g_balance_uzi_first_force 50
set g_balance_shotgun_secondary_animtime 1
// }}}
// {{{ uzi
+set g_balance_uzi_mode 0 // Activates varible spread for sustained & burst mode secondary
+set g_balance_uzi_spread_min 0.02
+set g_balance_uzi_spread_max 0.6
+set g_balance_uzi_spread_add 0.012
+set g_balance_uzi_burst 0 // # of bullets in a burst (if set to 2 or more)
+set g_balance_uzi_burst_refire 0.05 // refire between burst bullets
+set g_balance_uzi_burst_refire2 0.75 // refire after burst
+set g_balance_uzi_burst_spread 0.04
+set g_balance_uzi_burst_damage 18
+set g_balance_uzi_burst_force 50
+set g_balance_uzi_burst_ammo 3
set g_balance_uzi_first 1
set g_balance_uzi_first_damage 26
set g_balance_uzi_first_force -30
set g_balance_shotgun_secondary_animtime 1
// }}}
// {{{ uzi
+set g_balance_uzi_mode 0 // Activates varible spread for sustained & burst mode secondary
+set g_balance_uzi_spread_min 0.02
+set g_balance_uzi_spread_max 0.6
+set g_balance_uzi_spread_add 0.012
+set g_balance_uzi_burst 0 // # of bullets in a burst (if set to 2 or more)
+set g_balance_uzi_burst_refire 0.05 // refire between burst bullets
+set g_balance_uzi_burst_refire2 0.75 // refire after burst
+set g_balance_uzi_burst_spread 0.04
+set g_balance_uzi_burst_damage 18
+set g_balance_uzi_burst_force 50
+set g_balance_uzi_burst_ammo 3
set g_balance_uzi_first 1
set g_balance_uzi_first_damage 30
set g_balance_uzi_first_force 50
set g_balance_shotgun_secondary_animtime 1
// }}}
// {{{ uzi
+set g_balance_uzi_mode 0 // Activates varible spread for sustained & burst mode secondary
+set g_balance_uzi_spread_min 0.02
+set g_balance_uzi_spread_max 0.6
+set g_balance_uzi_spread_add 0.012
+set g_balance_uzi_burst 0 // # of bullets in a burst (if set to 2 or more)
+set g_balance_uzi_burst_refire 0.05 // refire between burst bullets
+set g_balance_uzi_burst_refire2 0.75 // refire after burst
+set g_balance_uzi_burst_spread 0.04
+set g_balance_uzi_burst_damage 18
+set g_balance_uzi_burst_force 50
+set g_balance_uzi_burst_ammo 3
set g_balance_uzi_first 1
set g_balance_uzi_first_damage 12
set g_balance_uzi_first_force 5
set g_balance_shotgun_secondary_animtime 1
// }}}
// {{{ uzi
+set g_balance_uzi_mode 0 // Activates varible spread for sustained & burst mode secondary
+set g_balance_uzi_spread_min 0.02
+set g_balance_uzi_spread_max 0.6
+set g_balance_uzi_spread_add 0.012
+set g_balance_uzi_burst 0 // # of bullets in a burst (if set to 2 or more)
+set g_balance_uzi_burst_refire 0.05 // refire between burst bullets
+set g_balance_uzi_burst_refire2 0.75 // refire after burst
+set g_balance_uzi_burst_spread 0.04
+set g_balance_uzi_burst_damage 18
+set g_balance_uzi_burst_force 50
+set g_balance_uzi_burst_ammo 3
set g_balance_uzi_first 1
set g_balance_uzi_first_damage 30
set g_balance_uzi_first_force 50
set g_balance_shotgun_secondary_animtime 1
// }}}
// {{{ uzi
+set g_balance_uzi_mode 0 // Activates varible spread for sustained & burst mode secondary
+set g_balance_uzi_spread_min 0.02
+set g_balance_uzi_spread_max 0.6
+set g_balance_uzi_spread_add 0.012
+set g_balance_uzi_burst 0 // # of bullets in a burst (if set to 2 or more)
+set g_balance_uzi_burst_refire 0.05 // refire between burst bullets
+set g_balance_uzi_burst_refire2 0.75 // refire after burst
+set g_balance_uzi_burst_spread 0.04
+set g_balance_uzi_burst_damage 18
+set g_balance_uzi_burst_force 50
+set g_balance_uzi_burst_ammo 3
set g_balance_uzi_first 1
set g_balance_uzi_first_damage 18
set g_balance_uzi_first_force 35
set g_balance_shotgun_secondary_refire 1.1
set g_balance_shotgun_secondary_animtime 1
// }}}
+
// {{{ uzi
+set g_balance_uzi_mode 1 // Activates varible spread for sustained & burst mode secondary
+set g_balance_uzi_spread_min 0.02
+set g_balance_uzi_spread_max 0.6
+set g_balance_uzi_spread_add 0.012
+
+set g_balance_uzi_burst 5 // # of bullets in a burst (if set to 2 or more)
+set g_balance_uzi_burst_refire 0.05 // refire between burst bullets
+set g_balance_uzi_burst_refire2 0.75 // refire after burst
+set g_balance_uzi_burst_spread 0.04
+set g_balance_uzi_burst_damage 18 // 90 dps (but 90 dmg deliverd in .25s)
+set g_balance_uzi_burst_force 50
+set g_balance_uzi_burst_ammo 3
+
set g_balance_uzi_first 1
set g_balance_uzi_first_damage 30
set g_balance_uzi_first_force 50
set g_balance_uzi_first_spread 0.015
set g_balance_uzi_first_refire 0.3
set g_balance_uzi_first_ammo 1
-set g_balance_uzi_sustained_damage 15
+
+set g_balance_uzi_sustained_damage 12 // 120 dps
set g_balance_uzi_sustained_force 10
set g_balance_uzi_sustained_spread 0.08
set g_balance_uzi_sustained_refire 0.1
set g_balance_uzi_sustained_ammo 1
+
set g_balance_uzi_speed 18000
set g_balance_uzi_bulletconstant 115 // 13.1qu
// }}}
// {{{ mortar
set g_balance_grenadelauncher_primary_type 0
-set g_balance_grenadelauncher_primary_damage 60
-set g_balance_grenadelauncher_primary_edgedamage 38
-set g_balance_grenadelauncher_primary_force 400
+set g_balance_grenadelauncher_primary_damage 50
+set g_balance_grenadelauncher_primary_edgedamage 30
+set g_balance_grenadelauncher_primary_force 250
set g_balance_grenadelauncher_primary_radius 140
set g_balance_grenadelauncher_primary_speed 2000
set g_balance_grenadelauncher_primary_speed_up 200
set g_balance_grenadelauncher_primary_remote_minbouncecnt 0
set g_balance_grenadelauncher_secondary_type 1
-set g_balance_grenadelauncher_secondary_damage 70
-set g_balance_grenadelauncher_secondary_edgedamage 38
-set g_balance_grenadelauncher_secondary_force 400
+set g_balance_grenadelauncher_secondary_damage 60
+set g_balance_grenadelauncher_secondary_edgedamage 35
+set g_balance_grenadelauncher_secondary_force 300
set g_balance_grenadelauncher_secondary_radius 140
set g_balance_grenadelauncher_secondary_speed 1400
set g_balance_grenadelauncher_secondary_speed_up 200
set g_balance_electro_secondary_damage 25
set g_balance_electro_secondary_edgedamage 0
set g_balance_electro_secondary_force 100
-set g_balance_electro_secondary_radius 75
-set g_balance_electro_secondary_speed 500
-set g_balance_electro_secondary_speed_up 150
+set g_balance_electro_secondary_radius 100
+set g_balance_electro_secondary_speed 900
+set g_balance_electro_secondary_speed_up 200
set g_balance_electro_secondary_speed_z 0
-set g_balance_electro_secondary_spread 0.08
+set g_balance_electro_secondary_spread 0.025
set g_balance_electro_secondary_lifetime 5
set g_balance_electro_secondary_refire 0.1
set g_balance_electro_secondary_refire2 2
set g_balance_electro_secondary_damageforcescale 2
set g_balance_electro_secondary_count 3
-set g_balance_electro_combo_damage 90
-set g_balance_electro_combo_edgedamage 0
+set g_balance_electro_combo_damage 80
+set g_balance_electro_combo_edgedamage 10
set g_balance_electro_combo_force 80
set g_balance_electro_combo_radius 250
set g_balance_electro_combo_comboradius 0
-set g_balance_electro_combo_speed 400
+set g_balance_electro_combo_speed 1000
// }}}
// {{{ crylink
set g_balance_crylink_primary_damage 5
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;
}
else
weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), w_ready);
-};
+}
+
+
+void uzi_mode1_fire_auto()
+{
+ float uzi_spread;
+
+ if (self.BUTTON_ATCK)
+ weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_mode1_fire_auto);
+ else
+ {
+ ATTACK_FINISHED(self) = time + cvar("g_balance_uzi_first_refire") * W_WeaponRateFactor();
+ weapon_thinkf(WFRAME_FIRE1, cvar("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, 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;
+ }
+
+ uzi_spread = bound(cvar("g_balance_uzi_spread_min"), cvar("g_balance_uzi_spread_min") + (cvar("g_balance_uzi_spread_add") * self.uzi_bulletcounter), cvar("g_balance_uzi_spread_max"));
+ fireBallisticBullet(w_shotorg, w_shotdir, uzi_spread, cvar("g_balance_uzi_speed"), 5, cvar("g_balance_uzi_sustained_damage"), 0, cvar("g_balance_uzi_sustained_force"), WEP_UZI, 0, 1, cvar("g_balance_uzi_bulletconstant"));
+ endFireBallisticBullet();
+
+ self.uzi_bulletcounter = self.uzi_bulletcounter + 1;
+
+ pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+
+ UziFlash();
+ W_AttachToShotorg(self.muzzle_flash, '5 0 0');
+
+ if (cvar("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);
+
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_sustained_ammo");
+
+}
+
+void uzi_mode1_fire_burst()
+{
+ 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;
+ }
+
+ fireBallisticBullet(w_shotorg, w_shotdir, cvar("g_balance_uzi_burst_spread"), cvar("g_balance_uzi_speed"), 5, cvar("g_balance_uzi_sustained_damage"), 0, cvar("g_balance_uzi_sustained_force"), WEP_UZI, 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');
+
+ if (cvar("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.uzi_bulletcounter = self.uzi_bulletcounter + 1;
+ if (self.uzi_bulletcounter == 0)
+ weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_uzi_burst_refire2"), w_ready);
+ else
+ {
+ weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_uzi_burst_refire"), uzi_mode1_fire_burst);
+ dprint("bullets:", ftos(self.uzi_bulletcounter),"\n");
+ }
+
+}
void spawnfunc_weapon_machinegun(); // defined in t_items.qc
+/*
+set g_balance_uzi_mode 1
+set g_balance_uzi_spread_min 0.025
+set g_balance_uzi_spread_max 0.85
+set g_balance_uzi_spread_add 0.01
+set g_balance_uzi_burst 5
+set g_balance_uzi_burst_refire 0.05
+set g_balance_uzi_burst_refire2 0.75
+set g_balance_uzi_burst_spread 0.04
+g_balance_uzi_burst_ammo
+*/
+
float w_uzi(float req)
{
if (req == WR_AIM)
}
else if (req == WR_THINK)
{
- if (self.BUTTON_ATCK)
- if (weapon_prepareattack(0, 0))
+ if(cvar("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.uzi_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;
+ }
+
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_burst_ammo");
+
+ self.uzi_bulletcounter = cvar("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.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)
else if (req == WR_SETUP)
weapon_setup(WEP_UZI);
else if (req == WR_CHECKAMMO1)
- return self.ammo_nails >= cvar("g_balance_uzi_first_ammo");
+ if(cvar("g_balance_uzi_mode") == 1)
+ return self.ammo_nails >= cvar("g_balance_uzi_sustained_ammo");
+ else
+ 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");
+ if(cvar("g_balance_uzi_mode") == 1)
+ return self.ammo_nails >= cvar("g_balance_uzi_burst_ammo");
+ else
+ return self.ammo_nails >= cvar("g_balance_uzi_first_ammo");
return TRUE;
};
#endif