2 REGISTER_WEAPON(UZI, w_uzi, IT_NAILS, 3, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_MID, "uzi", "uzi", _("Machine Gun"))
6 // leilei's fancy muzzleflash stuff
9 self.frame = self.frame + 2;
10 self.scale = self.scale * 0.5;
11 self.alpha = self.alpha - 0.25;
12 self.nextthink = time + 0.05;
16 self.think = SUB_Remove;
17 self.nextthink = time;
18 self.owner.muzzle_flash = world;
26 if (self.muzzle_flash == world)
27 self.muzzle_flash = spawn();
29 // muzzle flash for 1st person view
30 setmodel(self.muzzle_flash, "models/uziflash.md3"); // precision set below
32 self.muzzle_flash.scale = 0.75;
33 self.muzzle_flash.think = UZI_Flash_Go;
34 self.muzzle_flash.nextthink = time + 0.02;
35 self.muzzle_flash.frame = 2;
36 self.muzzle_flash.alpha = 0.75;
37 self.muzzle_flash.angles_z = random() * 180;
38 self.muzzle_flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
39 self.muzzle_flash.owner = self;
42 void W_UZI_Attack (float deathtype)
44 W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CHAN_WEAPON, ((self.misc_bulletcounter == 1) ? autocvar_g_balance_uzi_first_damage : autocvar_g_balance_uzi_sustained_damage));
47 self.punchangle_x = random () - 0.5;
48 self.punchangle_y = random () - 0.5;
51 // this attack_finished just enforces a cooldown at the end of a burst
52 ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_first_refire * W_WeaponRateFactor();
54 if (self.misc_bulletcounter == 1)
55 fireBallisticBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_first_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_first_damage, 0, autocvar_g_balance_uzi_first_force, deathtype, 0, 1, autocvar_g_balance_uzi_bulletconstant);
57 fireBallisticBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_sustained_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_sustained_damage, 0, autocvar_g_balance_uzi_sustained_force, deathtype, 0, 1, autocvar_g_balance_uzi_bulletconstant);
58 endFireBallisticBullet();
60 pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
63 W_AttachToShotorg(self.muzzle_flash, '5 0 0');
66 if (autocvar_g_casings >= 2)
67 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);
69 if (self.misc_bulletcounter == 1)
70 W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_first_ammo, autocvar_g_balance_uzi_reload_ammo);
72 W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_reload_ammo);
78 if(self.weapon != self.switchweapon) // abort immediately if switching
85 if (!weapon_action(self.weapon, WR_CHECKAMMO2))
87 W_SwitchWeapon_Force(self, w_getbestweapon(self));
91 self.misc_bulletcounter = self.misc_bulletcounter + 1;
92 W_UZI_Attack(WEP_UZI);
93 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_fire1_02);
96 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, w_ready);
100 void uzi_mode1_fire_auto()
104 W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_reload_ammo);
106 if (self.BUTTON_ATCK)
107 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_mode1_fire_auto);
110 ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_first_refire * W_WeaponRateFactor();
111 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, w_ready);
115 if (!weapon_action(self.weapon, WR_CHECKAMMO1))
117 W_SwitchWeapon_Force(self, w_getbestweapon(self));
122 W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CHAN_WEAPON, autocvar_g_balance_uzi_sustained_damage);
125 self.punchangle_x = random () - 0.5;
126 self.punchangle_y = random () - 0.5;
129 uzi_spread = bound(autocvar_g_balance_uzi_spread_min, autocvar_g_balance_uzi_spread_min + (autocvar_g_balance_uzi_spread_add * self.misc_bulletcounter), autocvar_g_balance_uzi_spread_max);
130 fireBallisticBullet(w_shotorg, w_shotdir, uzi_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_sustained_damage, 0, autocvar_g_balance_uzi_sustained_force, WEP_UZI, 0, 1, autocvar_g_balance_uzi_bulletconstant);
131 endFireBallisticBullet();
133 self.misc_bulletcounter = self.misc_bulletcounter + 1;
135 pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
138 W_AttachToShotorg(self.muzzle_flash, '5 0 0');
140 if (autocvar_g_casings >= 2) // casing code
141 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);
144 void uzi_mode1_fire_burst()
146 W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CHAN_WEAPON, autocvar_g_balance_uzi_sustained_damage);
149 self.punchangle_x = random () - 0.5;
150 self.punchangle_y = random () - 0.5;
153 fireBallisticBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_burst_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_sustained_damage, 0, autocvar_g_balance_uzi_sustained_force, WEP_UZI, 0, 1, autocvar_g_balance_uzi_bulletconstant);
154 endFireBallisticBullet();
157 pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
160 W_AttachToShotorg(self.muzzle_flash, '5 0 0');
162 if (autocvar_g_casings >= 2) // casing code
163 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);
165 self.misc_bulletcounter = self.misc_bulletcounter + 1;
166 if (self.misc_bulletcounter == 0)
168 ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_burst_refire2 * W_WeaponRateFactor();
169 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_burst_animtime, w_ready);
173 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_burst_refire, uzi_mode1_fire_burst);
178 void spawnfunc_weapon_machinegun(); // defined in t_items.qc
180 float w_uzi(float req)
184 if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
185 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
188 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
190 else if (req == WR_THINK)
192 if(autocvar_g_balance_uzi_reload_ammo && self.clip_load < min(max(autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_first_ammo), autocvar_g_balance_uzi_burst_ammo)) // forced reload
193 weapon_action(self.weapon, WR_RELOAD);
194 else if(autocvar_g_balance_uzi_mode == 1)
196 if (self.BUTTON_ATCK)
197 if (weapon_prepareattack(0, 0))
199 self.misc_bulletcounter = 0;
200 uzi_mode1_fire_auto();
203 if(self.BUTTON_ATCK2)
204 if(weapon_prepareattack(1, 0))
206 if (!weapon_action(self.weapon, WR_CHECKAMMO2))
208 W_SwitchWeapon_Force(self, w_getbestweapon(self));
213 W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_burst_ammo, autocvar_g_balance_uzi_reload_ammo);
215 self.misc_bulletcounter = autocvar_g_balance_uzi_burst * -1;
216 uzi_mode1_fire_burst();
222 if (self.BUTTON_ATCK)
223 if (weapon_prepareattack(0, 0))
225 self.misc_bulletcounter = 1;
226 W_UZI_Attack(WEP_UZI); // sets attack_finished
227 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_fire1_02);
230 if (self.BUTTON_ATCK2 && autocvar_g_balance_uzi_first)
231 if (weapon_prepareattack(1, 0))
233 self.misc_bulletcounter = 1;
234 W_UZI_Attack(WEP_UZI | HITTYPE_SECONDARY); // sets attack_finished
235 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_first_refire, w_ready);
239 else if (req == WR_PRECACHE)
241 precache_model ("models/uziflash.md3");
242 precache_model ("models/weapons/g_uzi.md3");
243 precache_model ("models/weapons/v_uzi.md3");
244 precache_model ("models/weapons/h_uzi.iqm");
245 precache_sound ("weapons/uzi_fire.wav");
246 precache_sound ("weapons/reload.wav");
248 else if (req == WR_SETUP)
250 weapon_setup(WEP_UZI);
251 self.current_ammo = ammo_nails;
253 else if (req == WR_CHECKAMMO1)
255 if(autocvar_g_balance_uzi_mode == 1)
256 ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_sustained_ammo;
258 ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
260 if(autocvar_g_balance_uzi_reload_ammo)
262 if(autocvar_g_balance_uzi_mode == 1)
263 ammo_amount += self.weapon_load[WEP_UZI] >= autocvar_g_balance_uzi_sustained_ammo;
265 ammo_amount += self.weapon_load[WEP_UZI] >= autocvar_g_balance_uzi_first_ammo;
269 else if (req == WR_CHECKAMMO2)
271 if(autocvar_g_balance_uzi_mode == 1)
272 ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_burst_ammo;
274 ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
276 if(autocvar_g_balance_uzi_reload_ammo)
278 if(autocvar_g_balance_uzi_mode == 1)
279 ammo_amount += self.weapon_load[WEP_UZI] >= autocvar_g_balance_uzi_burst_ammo;
281 ammo_amount += self.weapon_load[WEP_UZI] >= autocvar_g_balance_uzi_first_ammo;
285 else if (req == WR_RELOAD)
287 W_Reload(ammo_nails, min(max(autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_first_ammo), autocvar_g_balance_uzi_burst_ammo), autocvar_g_balance_uzi_reload_ammo, autocvar_g_balance_uzi_reload_time, "weapons/reload.wav");
293 float w_uzi(float req)
295 if(req == WR_IMPACTEFFECT)
298 org2 = w_org + w_backoff * 2;
299 pointparticles(particleeffectnum("machinegun_impact"), org2, w_backoff * 1000, 1);
302 sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
303 else if(w_random < 0.1)
304 sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
305 else if(w_random < 0.2)
306 sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
308 else if(req == WR_PRECACHE)
310 precache_sound("weapons/ric1.wav");
311 precache_sound("weapons/ric2.wav");
312 precache_sound("weapons/ric3.wav");
314 else if (req == WR_SUICIDEMESSAGE)
315 w_deathtypestring = _("%s did the impossible");
316 else if (req == WR_KILLMESSAGE)
318 if(w_deathtype & HITTYPE_SECONDARY)
319 w_deathtypestring = _("%s was sniped by %s");
321 w_deathtypestring = _("%s was riddled full of holes by %s");