--- /dev/null
+#ifdef REGISTER_WEAPON
+REGISTER_WEAPON(
+/* WEP_##id */ UZI,
+/* function */ W_Uzi,
+/* ammotype */ ammo_nails,
+/* impulse */ 3,
+/* flags */ WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
+/* rating */ BOT_PICKUP_RATING_MID,
+/* color */ '1 1 0',
+/* model */ "uzi",
+/* netname */ "uzi",
+/* fullname */ _("Machine Gun")
+);
+
+#define UZI_SETTINGS(w_cvar,w_prop) UZI_SETTINGS_LIST(w_cvar, w_prop, UZI, uzi)
+#define UZI_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, NONE, spread_min) \
+ w_cvar(id, sn, NONE, spread_max) \
+ w_cvar(id, sn, NONE, spread_add) \
+ w_cvar(id, sn, NONE, mode) \
+ w_cvar(id, sn, NONE, first) \
+ w_cvar(id, sn, NONE, first_damage) \
+ w_cvar(id, sn, NONE, first_force) \
+ w_cvar(id, sn, NONE, first_refire) \
+ w_cvar(id, sn, NONE, first_spread) \
+ w_cvar(id, sn, NONE, first_ammo) \
+ w_cvar(id, sn, NONE, solidpenetration) \
+ w_cvar(id, sn, NONE, sustained_damage) \
+ w_cvar(id, sn, NONE, sustained_force) \
+ w_cvar(id, sn, NONE, sustained_refire) \
+ w_cvar(id, sn, NONE, sustained_spread) \
+ w_cvar(id, sn, NONE, sustained_ammo) \
+ w_cvar(id, sn, NONE, burst) \
+ w_cvar(id, sn, NONE, burst_refire) \
+ w_cvar(id, sn, NONE, burst_refire2) \
+ w_cvar(id, sn, NONE, burst_animtime) \
+ w_cvar(id, sn, NONE, burst_speed) \
+ w_cvar(id, sn, NONE, burst_ammo) \
+ w_prop(id, sn, float, reloading_ammo, reload_ammo) \
+ w_prop(id, sn, float, reloading_time, reload_time) \
+ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(id, sn, string, weaponreplace, weaponreplace) \
+ w_prop(id, sn, float, weaponstart, weaponstart) \
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
+
+#ifdef SVQC
+UZI_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
+#endif
+#else
+#ifdef SVQC
+
+void spawnfunc_weapon_uzi()
+{
+ if(autocvar_sv_q3acompat_machineshotgunswap)
+ if(self.classname != "droppedweapon")
+ {
+ weapon_defaultspawnfunc(WEP_SHOCKWAVE);
+ return;
+ }
+ weapon_defaultspawnfunc(WEP_UZI);
+}
+
+void W_Uzi_MuzzleFlash_Think()
+{
+ 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.realowner.muzzle_flash = world;
+ return;
+ }
+
+}
+
+void W_Uzi_MuzzleFlash()
+{
+ 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 = W_Uzi_MuzzleFlash_Think;
+ 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.muzzle_flash.realowner = self;
+}
+
+void W_Uzi_Attack(float deathtype)
+{
+ W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? WEP_CVAR(uzi, first_damage) : WEP_CVAR(uzi, sustained_damage)));
+ if (!autocvar_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 + WEP_CVAR(uzi, first_refire) * W_WeaponRateFactor();
+
+ if (self.misc_bulletcounter == 1)
+ fireBullet(w_shotorg, w_shotdir, WEP_CVAR(uzi, first_spread), WEP_CVAR(uzi, solidpenetration), WEP_CVAR(uzi, first_damage), WEP_CVAR(uzi, first_force), deathtype, 0);
+ else
+ fireBullet(w_shotorg, w_shotdir, WEP_CVAR(uzi, sustained_spread), WEP_CVAR(uzi, solidpenetration), WEP_CVAR(uzi, sustained_damage), WEP_CVAR(uzi, sustained_force), deathtype, 0);
+
+ pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+
+ W_Uzi_MuzzleFlash();
+ W_AttachToShotorg(self.muzzle_flash, '5 0 0');
+
+ // casing code
+ if (autocvar_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);
+
+ if (self.misc_bulletcounter == 1)
+ W_DecreaseAmmo(WEP_CVAR(uzi, first_ammo));
+ else
+ W_DecreaseAmmo(WEP_CVAR(uzi, sustained_ammo));
+}
+
+// weapon frames
+void W_Uzi_Attack_Frame()
+{
+ if(self.weapon != self.switchweapon) // abort immediately if switching
+ {
+ w_ready();
+ return;
+ }
+ if (self.BUTTON_ATCK)
+ {
+ if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
+ if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+ {
+ W_SwitchWeapon_Force(self, w_getbestweapon(self));
+ w_ready();
+ return;
+ }
+ self.misc_bulletcounter = self.misc_bulletcounter + 1;
+ W_Uzi_Attack(WEP_UZI);
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(uzi, sustained_refire), W_Uzi_Attack_Frame);
+ }
+ else
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(uzi, sustained_refire), w_ready);
+}
+
+
+void W_Uzi_Attack_Auto()
+{
+ float uzi_spread;
+
+ if (!self.BUTTON_ATCK)
+ {
+ w_ready();
+ return;
+ }
+
+ if (!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
+ if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+ {
+ W_SwitchWeapon_Force(self, w_getbestweapon(self));
+ w_ready();
+ return;
+ }
+
+ W_DecreaseAmmo(WEP_CVAR(uzi, sustained_ammo));
+
+ W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(uzi, sustained_damage));
+ if (!autocvar_g_norecoil)
+ {
+ self.punchangle_x = random () - 0.5;
+ self.punchangle_y = random () - 0.5;
+ }
+
+ uzi_spread = bound(WEP_CVAR(uzi, spread_min), WEP_CVAR(uzi, spread_min) + (WEP_CVAR(uzi, spread_add) * self.misc_bulletcounter), WEP_CVAR(uzi, spread_max));
+ fireBullet(w_shotorg, w_shotdir, uzi_spread, WEP_CVAR(uzi, solidpenetration), WEP_CVAR(uzi, sustained_damage), WEP_CVAR(uzi, sustained_force), WEP_UZI, 0);
+
+ self.misc_bulletcounter = self.misc_bulletcounter + 1;
+
+ pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+
+ W_Uzi_MuzzleFlash();
+ W_AttachToShotorg(self.muzzle_flash, '5 0 0');
+
+ if (autocvar_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);
+
+ ATTACK_FINISHED(self) = time + WEP_CVAR(uzi, first_refire) * W_WeaponRateFactor();
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(uzi, sustained_refire), W_Uzi_Attack_Auto);
+}
+
+void W_Uzi_Attack_Burst()
+{
+ W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(uzi, sustained_damage));
+ if (!autocvar_g_norecoil)
+ {
+ self.punchangle_x = random () - 0.5;
+ self.punchangle_y = random () - 0.5;
+ }
+
+ fireBullet(w_shotorg, w_shotdir, WEP_CVAR(uzi, burst_speed), WEP_CVAR(uzi, solidpenetration), WEP_CVAR(uzi, sustained_damage), WEP_CVAR(uzi, sustained_force), WEP_UZI, 0);
+
+ pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+
+ W_Uzi_MuzzleFlash();
+ W_AttachToShotorg(self.muzzle_flash, '5 0 0');
+
+ if (autocvar_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.misc_bulletcounter = self.misc_bulletcounter + 1;
+ if (self.misc_bulletcounter == 0)
+ {
+ ATTACK_FINISHED(self) = time + WEP_CVAR(uzi, burst_refire2) * W_WeaponRateFactor();
+ weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(uzi, burst_animtime), w_ready);
+ }
+ else
+ {
+ weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(uzi, burst_refire), W_Uzi_Attack_Burst);
+ }
+
+}
+
+float W_Uzi(float req)
+{
+ float ammo_amount;
+ switch(req)
+ {
+ case 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);
+
+ return TRUE;
+ }
+ case WR_THINK:
+ {
+ if(autocvar_g_balance_uzi_reload_ammo && self.clip_load < min(max(WEP_CVAR(uzi, sustained_ammo), WEP_CVAR(uzi, first_ammo)), WEP_CVAR(uzi, burst_ammo))) // forced reload
+ WEP_ACTION(self.weapon, WR_RELOAD);
+ else if(WEP_CVAR(uzi, mode) == 1)
+ {
+ if (self.BUTTON_ATCK)
+ if (weapon_prepareattack(0, 0))
+ {
+ self.misc_bulletcounter = 0;
+ W_Uzi_Attack_Auto();
+ }
+
+ if(self.BUTTON_ATCK2)
+ if(weapon_prepareattack(1, 0))
+ {
+ if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
+ if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+ {
+ W_SwitchWeapon_Force(self, w_getbestweapon(self));
+ w_ready();
+ return FALSE;
+ }
+
+ W_DecreaseAmmo(WEP_CVAR(uzi, burst_ammo));
+
+ self.misc_bulletcounter = WEP_CVAR(uzi, burst) * -1;
+ W_Uzi_Attack_Burst();
+ }
+ }
+ else
+ {
+
+ if (self.BUTTON_ATCK)
+ if (weapon_prepareattack(0, 0))
+ {
+ self.misc_bulletcounter = 1;
+ W_Uzi_Attack(WEP_UZI); // sets attack_finished
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(uzi, sustained_refire), W_Uzi_Attack_Frame);
+ }
+
+ if (self.BUTTON_ATCK2 && WEP_CVAR(uzi, first))
+ if (weapon_prepareattack(1, 0))
+ {
+ self.misc_bulletcounter = 1;
+ W_Uzi_Attack(WEP_UZI | HITTYPE_SECONDARY); // sets attack_finished
+ weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(uzi, first_refire), w_ready);
+ }
+ }
+
+ return TRUE;
+ }
+ case WR_INIT:
+ {
+ 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");
+ UZI_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
+ return TRUE;
+ }
+ case WR_CHECKAMMO1:
+ {
+ if(WEP_CVAR(uzi, mode) == 1)
+ ammo_amount = self.AMMO_VAL(WEP_UZI) >= WEP_CVAR(uzi, sustained_ammo);
+ else
+ ammo_amount = self.AMMO_VAL(WEP_UZI) >= WEP_CVAR(uzi, first_ammo);
+
+ if(autocvar_g_balance_uzi_reload_ammo)
+ {
+ if(WEP_CVAR(uzi, mode) == 1)
+ ammo_amount += self.(weapon_load[WEP_UZI]) >= WEP_CVAR(uzi, sustained_ammo);
+ else
+ ammo_amount += self.(weapon_load[WEP_UZI]) >= WEP_CVAR(uzi, first_ammo);
+ }
+ return ammo_amount;
+ }
+ case WR_CHECKAMMO2:
+ {
+ if(WEP_CVAR(uzi, mode) == 1)
+ ammo_amount = self.AMMO_VAL(WEP_UZI) >= WEP_CVAR(uzi, burst_ammo);
+ else
+ ammo_amount = self.AMMO_VAL(WEP_UZI) >= WEP_CVAR(uzi, first_ammo);
+
+ if(autocvar_g_balance_uzi_reload_ammo)
+ {
+ if(WEP_CVAR(uzi, mode) == 1)
+ ammo_amount += self.(weapon_load[WEP_UZI]) >= WEP_CVAR(uzi, burst_ammo);
+ else
+ ammo_amount += self.(weapon_load[WEP_UZI]) >= WEP_CVAR(uzi, first_ammo);
+ }
+ return ammo_amount;
+ }
+ case WR_CONFIG:
+ {
+ UZI_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
+ return TRUE;
+ }
+ case WR_RELOAD:
+ {
+ W_Reload(min(max(WEP_CVAR(uzi, sustained_ammo), WEP_CVAR(uzi, first_ammo)), WEP_CVAR(uzi, burst_ammo)), "weapons/reload.wav");
+ return TRUE;
+ }
+ case WR_SUICIDEMESSAGE:
+ {
+ return WEAPON_THINKING_WITH_PORTALS;
+ }
+ case WR_KILLMESSAGE:
+ {
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_UZI_MURDER_SNIPE;
+ else
+ return WEAPON_UZI_MURDER_SPRAY;
+ }
+ }
+ return TRUE;
+}
+#endif
+#ifdef CSQC
+float W_Uzi(float req)
+{
+ switch(req)
+ {
+ case 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, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
+ else if(w_random < 0.1)
+ sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
+ else if(w_random < 0.2)
+ sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
+
+ return TRUE;
+ }
+ case WR_INIT:
+ {
+ precache_sound("weapons/ric1.wav");
+ precache_sound("weapons/ric2.wav");
+ precache_sound("weapons/ric3.wav");
+ return TRUE;
+ }
+ }
+ return TRUE;
+}
+#endif
+#endif
+++ /dev/null
-#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(
-/* WEP_##id */ UZI,
-/* function */ W_Uzi,
-/* ammotype */ ammo_nails,
-/* impulse */ 3,
-/* flags */ WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
-/* rating */ BOT_PICKUP_RATING_MID,
-/* color */ '1 1 0',
-/* model */ "uzi",
-/* netname */ "uzi",
-/* fullname */ _("Machine Gun")
-);
-
-#define UZI_SETTINGS(w_cvar,w_prop) UZI_SETTINGS_LIST(w_cvar, w_prop, UZI, uzi)
-#define UZI_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
- w_cvar(id, sn, NONE, spread_min) \
- w_cvar(id, sn, NONE, spread_max) \
- w_cvar(id, sn, NONE, spread_add) \
- w_cvar(id, sn, NONE, mode) \
- w_cvar(id, sn, NONE, first) \
- w_cvar(id, sn, NONE, first_damage) \
- w_cvar(id, sn, NONE, first_force) \
- w_cvar(id, sn, NONE, first_refire) \
- w_cvar(id, sn, NONE, first_spread) \
- w_cvar(id, sn, NONE, first_ammo) \
- w_cvar(id, sn, NONE, solidpenetration) \
- w_cvar(id, sn, NONE, sustained_damage) \
- w_cvar(id, sn, NONE, sustained_force) \
- w_cvar(id, sn, NONE, sustained_refire) \
- w_cvar(id, sn, NONE, sustained_spread) \
- w_cvar(id, sn, NONE, sustained_ammo) \
- w_cvar(id, sn, NONE, burst) \
- w_cvar(id, sn, NONE, burst_refire) \
- w_cvar(id, sn, NONE, burst_refire2) \
- w_cvar(id, sn, NONE, burst_animtime) \
- w_cvar(id, sn, NONE, burst_speed) \
- w_cvar(id, sn, NONE, burst_ammo) \
- w_prop(id, sn, float, reloading_ammo, reload_ammo) \
- w_prop(id, sn, float, reloading_time, reload_time) \
- w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
- w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
- w_prop(id, sn, string, weaponreplace, weaponreplace) \
- w_prop(id, sn, float, weaponstart, weaponstart) \
- w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
-
-#ifdef SVQC
-UZI_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
-#endif
-#else
-#ifdef SVQC
-
-void spawnfunc_weapon_uzi()
-{
- if(autocvar_sv_q3acompat_machineshotgunswap)
- if(self.classname != "droppedweapon")
- {
- weapon_defaultspawnfunc(WEP_SHOCKWAVE);
- return;
- }
- weapon_defaultspawnfunc(WEP_UZI);
-}
-
-void W_Uzi_MuzzleFlash_Think()
-{
- 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.realowner.muzzle_flash = world;
- return;
- }
-
-}
-
-void W_Uzi_MuzzleFlash()
-{
- 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 = W_Uzi_MuzzleFlash_Think;
- 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.muzzle_flash.realowner = self;
-}
-
-void W_Uzi_Attack(float deathtype)
-{
- W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? WEP_CVAR(uzi, first_damage) : WEP_CVAR(uzi, sustained_damage)));
- if (!autocvar_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 + WEP_CVAR(uzi, first_refire) * W_WeaponRateFactor();
-
- if (self.misc_bulletcounter == 1)
- fireBullet(w_shotorg, w_shotdir, WEP_CVAR(uzi, first_spread), WEP_CVAR(uzi, solidpenetration), WEP_CVAR(uzi, first_damage), WEP_CVAR(uzi, first_force), deathtype, 0);
- else
- fireBullet(w_shotorg, w_shotdir, WEP_CVAR(uzi, sustained_spread), WEP_CVAR(uzi, solidpenetration), WEP_CVAR(uzi, sustained_damage), WEP_CVAR(uzi, sustained_force), deathtype, 0);
-
- pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
-
- W_Uzi_MuzzleFlash();
- W_AttachToShotorg(self.muzzle_flash, '5 0 0');
-
- // casing code
- if (autocvar_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);
-
- if (self.misc_bulletcounter == 1)
- W_DecreaseAmmo(WEP_CVAR(uzi, first_ammo));
- else
- W_DecreaseAmmo(WEP_CVAR(uzi, sustained_ammo));
-}
-
-// weapon frames
-void W_Uzi_Attack_Frame()
-{
- if(self.weapon != self.switchweapon) // abort immediately if switching
- {
- w_ready();
- return;
- }
- if (self.BUTTON_ATCK)
- {
- if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
- if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
- {
- W_SwitchWeapon_Force(self, w_getbestweapon(self));
- w_ready();
- return;
- }
- self.misc_bulletcounter = self.misc_bulletcounter + 1;
- W_Uzi_Attack(WEP_UZI);
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(uzi, sustained_refire), W_Uzi_Attack_Frame);
- }
- else
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(uzi, sustained_refire), w_ready);
-}
-
-
-void W_Uzi_Attack_Auto()
-{
- float uzi_spread;
-
- if (!self.BUTTON_ATCK)
- {
- w_ready();
- return;
- }
-
- if (!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
- if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
- {
- W_SwitchWeapon_Force(self, w_getbestweapon(self));
- w_ready();
- return;
- }
-
- W_DecreaseAmmo(WEP_CVAR(uzi, sustained_ammo));
-
- W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(uzi, sustained_damage));
- if (!autocvar_g_norecoil)
- {
- self.punchangle_x = random () - 0.5;
- self.punchangle_y = random () - 0.5;
- }
-
- uzi_spread = bound(WEP_CVAR(uzi, spread_min), WEP_CVAR(uzi, spread_min) + (WEP_CVAR(uzi, spread_add) * self.misc_bulletcounter), WEP_CVAR(uzi, spread_max));
- fireBullet(w_shotorg, w_shotdir, uzi_spread, WEP_CVAR(uzi, solidpenetration), WEP_CVAR(uzi, sustained_damage), WEP_CVAR(uzi, sustained_force), WEP_UZI, 0);
-
- self.misc_bulletcounter = self.misc_bulletcounter + 1;
-
- pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
-
- W_Uzi_MuzzleFlash();
- W_AttachToShotorg(self.muzzle_flash, '5 0 0');
-
- if (autocvar_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);
-
- ATTACK_FINISHED(self) = time + WEP_CVAR(uzi, first_refire) * W_WeaponRateFactor();
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(uzi, sustained_refire), W_Uzi_Attack_Auto);
-}
-
-void W_Uzi_Attack_Burst()
-{
- W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(uzi, sustained_damage));
- if (!autocvar_g_norecoil)
- {
- self.punchangle_x = random () - 0.5;
- self.punchangle_y = random () - 0.5;
- }
-
- fireBullet(w_shotorg, w_shotdir, WEP_CVAR(uzi, burst_speed), WEP_CVAR(uzi, solidpenetration), WEP_CVAR(uzi, sustained_damage), WEP_CVAR(uzi, sustained_force), WEP_UZI, 0);
-
- pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
-
- W_Uzi_MuzzleFlash();
- W_AttachToShotorg(self.muzzle_flash, '5 0 0');
-
- if (autocvar_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.misc_bulletcounter = self.misc_bulletcounter + 1;
- if (self.misc_bulletcounter == 0)
- {
- ATTACK_FINISHED(self) = time + WEP_CVAR(uzi, burst_refire2) * W_WeaponRateFactor();
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(uzi, burst_animtime), w_ready);
- }
- else
- {
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(uzi, burst_refire), W_Uzi_Attack_Burst);
- }
-
-}
-
-float W_Uzi(float req)
-{
- float ammo_amount;
- switch(req)
- {
- case 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);
-
- return TRUE;
- }
- case WR_THINK:
- {
- if(autocvar_g_balance_uzi_reload_ammo && self.clip_load < min(max(WEP_CVAR(uzi, sustained_ammo), WEP_CVAR(uzi, first_ammo)), WEP_CVAR(uzi, burst_ammo))) // forced reload
- WEP_ACTION(self.weapon, WR_RELOAD);
- else if(WEP_CVAR(uzi, mode) == 1)
- {
- if (self.BUTTON_ATCK)
- if (weapon_prepareattack(0, 0))
- {
- self.misc_bulletcounter = 0;
- W_Uzi_Attack_Auto();
- }
-
- if(self.BUTTON_ATCK2)
- if(weapon_prepareattack(1, 0))
- {
- if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
- if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
- {
- W_SwitchWeapon_Force(self, w_getbestweapon(self));
- w_ready();
- return FALSE;
- }
-
- W_DecreaseAmmo(WEP_CVAR(uzi, burst_ammo));
-
- self.misc_bulletcounter = WEP_CVAR(uzi, burst) * -1;
- W_Uzi_Attack_Burst();
- }
- }
- else
- {
-
- if (self.BUTTON_ATCK)
- if (weapon_prepareattack(0, 0))
- {
- self.misc_bulletcounter = 1;
- W_Uzi_Attack(WEP_UZI); // sets attack_finished
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(uzi, sustained_refire), W_Uzi_Attack_Frame);
- }
-
- if (self.BUTTON_ATCK2 && WEP_CVAR(uzi, first))
- if (weapon_prepareattack(1, 0))
- {
- self.misc_bulletcounter = 1;
- W_Uzi_Attack(WEP_UZI | HITTYPE_SECONDARY); // sets attack_finished
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(uzi, first_refire), w_ready);
- }
- }
-
- return TRUE;
- }
- case WR_INIT:
- {
- 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");
- UZI_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
- return TRUE;
- }
- case WR_CHECKAMMO1:
- {
- if(WEP_CVAR(uzi, mode) == 1)
- ammo_amount = self.AMMO_VAL(WEP_UZI) >= WEP_CVAR(uzi, sustained_ammo);
- else
- ammo_amount = self.AMMO_VAL(WEP_UZI) >= WEP_CVAR(uzi, first_ammo);
-
- if(autocvar_g_balance_uzi_reload_ammo)
- {
- if(WEP_CVAR(uzi, mode) == 1)
- ammo_amount += self.(weapon_load[WEP_UZI]) >= WEP_CVAR(uzi, sustained_ammo);
- else
- ammo_amount += self.(weapon_load[WEP_UZI]) >= WEP_CVAR(uzi, first_ammo);
- }
- return ammo_amount;
- }
- case WR_CHECKAMMO2:
- {
- if(WEP_CVAR(uzi, mode) == 1)
- ammo_amount = self.AMMO_VAL(WEP_UZI) >= WEP_CVAR(uzi, burst_ammo);
- else
- ammo_amount = self.AMMO_VAL(WEP_UZI) >= WEP_CVAR(uzi, first_ammo);
-
- if(autocvar_g_balance_uzi_reload_ammo)
- {
- if(WEP_CVAR(uzi, mode) == 1)
- ammo_amount += self.(weapon_load[WEP_UZI]) >= WEP_CVAR(uzi, burst_ammo);
- else
- ammo_amount += self.(weapon_load[WEP_UZI]) >= WEP_CVAR(uzi, first_ammo);
- }
- return ammo_amount;
- }
- case WR_CONFIG:
- {
- UZI_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
- return TRUE;
- }
- case WR_RELOAD:
- {
- W_Reload(min(max(WEP_CVAR(uzi, sustained_ammo), WEP_CVAR(uzi, first_ammo)), WEP_CVAR(uzi, burst_ammo)), "weapons/reload.wav");
- return TRUE;
- }
- case WR_SUICIDEMESSAGE:
- {
- return WEAPON_THINKING_WITH_PORTALS;
- }
- case WR_KILLMESSAGE:
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_UZI_MURDER_SNIPE;
- else
- return WEAPON_UZI_MURDER_SPRAY;
- }
- }
- return TRUE;
-}
-#endif
-#ifdef CSQC
-float W_Uzi(float req)
-{
- switch(req)
- {
- case 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, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
- else if(w_random < 0.1)
- sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
- else if(w_random < 0.2)
- sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
-
- return TRUE;
- }
- case WR_INIT:
- {
- precache_sound("weapons/ric1.wav");
- precache_sound("weapons/ric2.wav");
- precache_sound("weapons/ric3.wav");
- return TRUE;
- }
- }
- return TRUE;
-}
-#endif
-#endif