From: Mario Date: Mon, 30 Dec 2013 11:33:12 +0000 (+1100) Subject: Rename back to w_machinegun.qc X-Git-Tag: xonotic-v0.8.0~152^2~205 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=98549b9844dd9976ac029c3ff1d76e255d8af0f5;p=xonotic%2Fxonotic-data.pk3dir.git Rename back to w_machinegun.qc --- diff --git a/qcsrc/common/weapons/w_machinegun.qc b/qcsrc/common/weapons/w_machinegun.qc new file mode 100644 index 000000000..406a5455a --- /dev/null +++ b/qcsrc/common/weapons/w_machinegun.qc @@ -0,0 +1,397 @@ +#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 diff --git a/qcsrc/common/weapons/w_uzi.qc b/qcsrc/common/weapons/w_uzi.qc deleted file mode 100644 index 406a5455a..000000000 --- a/qcsrc/common/weapons/w_uzi.qc +++ /dev/null @@ -1,397 +0,0 @@ -#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