#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, speed) \
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, bulletconstant) \
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) \
ATTACK_FINISHED(self) = time + WEP_CVAR(uzi, first_refire) * W_WeaponRateFactor();
if (self.misc_bulletcounter == 1)
- fireBallisticBullet(w_shotorg, w_shotdir, WEP_CVAR(uzi, first_spread), WEP_CVAR(uzi, speed), 5, WEP_CVAR(uzi, first_damage), WEP_CVAR(uzi, first_force), deathtype, 0, WEP_CVAR(uzi, bulletconstant));
+ 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
- fireBallisticBullet(w_shotorg, w_shotdir, WEP_CVAR(uzi, sustained_spread), WEP_CVAR(uzi, speed), 5, WEP_CVAR(uzi, sustained_damage), WEP_CVAR(uzi, sustained_force), deathtype, 0, WEP_CVAR(uzi, bulletconstant));
- endFireBallisticBullet();
+ 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);
}
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));
- fireBallisticBullet(w_shotorg, w_shotdir, uzi_spread, WEP_CVAR(uzi, speed), 5, WEP_CVAR(uzi, sustained_damage), WEP_CVAR(uzi, sustained_force), WEP_UZI, 0, WEP_CVAR(uzi, bulletconstant));
- endFireBallisticBullet();
+ 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;
self.punchangle_y = random () - 0.5;
}
- fireBallisticBullet(w_shotorg, w_shotdir, WEP_CVAR(uzi, burst_speed), WEP_CVAR(uzi, speed), 5, WEP_CVAR(uzi, sustained_damage), WEP_CVAR(uzi, sustained_force), WEP_UZI, 0, WEP_CVAR(uzi, bulletconstant));
- endFireBallisticBullet();
-
+ 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);