]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_uzi.qc
Merge branch 'Mario/mutators' of git://de.git.xonotic.org/xonotic/xonotic-data.pk3dir...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_uzi.qc
index a1fa8a99c9dae1292dcbe0cac30bc7c3b85360a8..38793a96f2c22bef6d459982fd6613c4a8e1ca0b 100644 (file)
@@ -52,9 +52,11 @@ void UziFlash()
 void W_UZI_Attack (float deathtype)
 {
        W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? autocvar_g_balance_uzi_first_damage : autocvar_g_balance_uzi_sustained_damage));
-       
-       self.punchangle_x = random () - 0.5;
-       self.punchangle_y = random () - 0.5;
+       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 + autocvar_g_balance_uzi_first_refire * W_WeaponRateFactor();
@@ -127,9 +129,11 @@ void uzi_mode1_fire_auto()
        W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_reload_ammo);
 
        W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, autocvar_g_balance_uzi_sustained_damage);
-       
-       self.punchangle_x = random () - 0.5;
-       self.punchangle_y = random () - 0.5;
+       if (!autocvar_g_norecoil)
+       {
+               self.punchangle_x = random () - 0.5;
+               self.punchangle_y = random () - 0.5;
+       }
 
        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);
        fireBallisticBullet(w_shotorg, w_shotdir, uzi_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_sustained_damage, autocvar_g_balance_uzi_sustained_force, WEP_UZI, 0, 1, autocvar_g_balance_uzi_bulletconstant);
@@ -152,9 +156,11 @@ void uzi_mode1_fire_auto()
 void uzi_mode1_fire_burst()
 {
        W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, autocvar_g_balance_uzi_sustained_damage);
-       
-       self.punchangle_x = random () - 0.5;
-       self.punchangle_y = random () - 0.5;
+       if (!autocvar_g_norecoil)
+       {
+               self.punchangle_x = random () - 0.5;
+               self.punchangle_y = random () - 0.5;
+       }
 
        fireBallisticBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_burst_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_sustained_damage, autocvar_g_balance_uzi_sustained_force, WEP_UZI, 0, 1, autocvar_g_balance_uzi_bulletconstant);
        endFireBallisticBullet();