]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Make uzi muzzleflah smaller, more transparent and stop it from spamming enteties
authorJakob MG <jakob_mg@hotmail.com>
Wed, 28 Jul 2010 19:56:26 +0000 (21:56 +0200)
committerJakob MG <jakob_mg@hotmail.com>
Wed, 28 Jul 2010 19:56:26 +0000 (21:56 +0200)
qcsrc/server/w_uzi.qc

index b11e490f4e40aba839ee3bded58a12460ed2e4ae..d9197412b98287e9805d0736220ee97bbfc4cfb4 100644 (file)
@@ -4,17 +4,20 @@ REGISTER_WEAPON(UZI, w_uzi, IT_NAILS, 3, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT
 #ifdef SVQC
 // leilei's fancy muzzleflash stuff
 void W_Uzi_Flash_Go() {
-       if (self.frame > 10){
-               SUB_Remove();
+       if (self.alpha >= 0)
+       {
+               setmodel(self, "");
                return;
        }
        self.frame = self.frame + 2;
-       self.alpha = self.alpha - 0.2;
+       self.scale = self.scale * 0.5;
+       self.alpha = self.alpha - 0.25;
        self.think = W_Uzi_Flash_Go;
-       self.nextthink = time + 0.02;
+       self.nextthink = time + 0.05;
 };
 
 .float uzi_bulletcounter;
+.entity muzzleflash;
 void W_Uzi_Attack (float deathtype)
 {
        local entity flash;
@@ -44,16 +47,20 @@ void W_Uzi_Attack (float deathtype)
 
        pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
+       if ((self.muzzleflash == world) || wasfreed(self.muzzleflash))
+               self.muzzleflash = spawn();
+       
        // muzzle flash for 1st person view
-       flash = spawn();
-       setmodel(flash, "models/uziflash.md3"); // precision set below
+       setmodel(self.muzzleflash, "models/uziflash.md3"); // precision set below
        //SUB_SetFade(flash, time + 0.06, 0);
-       flash.think = W_Uzi_Flash_Go;
-       flash.nextthink = time + 0.02;
-       flash.frame = 2;
-       flash.alpha = 1;
-       flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
-       W_AttachToShotorg(flash, '5 0 0');
+       self.muzzleflash.scale = 0.75;
+       self.muzzleflash.think = W_Uzi_Flash_Go;
+       self.muzzleflash.nextthink = time + 0.02;
+       self.muzzleflash.frame = 2;
+       self.muzzleflash.alpha = 0.75;
+       self.muzzleflash.angles_z = random() * 180;
+       self.muzzleflash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
+       W_AttachToShotorg(self.muzzleflash, '5 0 0');
 
        // casing code
        if (cvar("g_casings") >= 2)