5 /* ammotype */ IT_NAILS,
7 /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
8 /* rating */ BOT_PICKUP_RATING_MID,
11 /* fullname */ _("Machine Gun")
14 #define UZI_SETTINGS(weapon) \
15 WEP_ADD_CVAR(weapon, MO_NONE, speed) \
16 WEP_ADD_CVAR(weapon, MO_NONE, spread_min) \
17 WEP_ADD_CVAR(weapon, MO_NONE, spread_max) \
18 WEP_ADD_CVAR(weapon, MO_NONE, spread_add) \
19 WEP_ADD_CVAR(weapon, MO_NONE, mode) \
20 WEP_ADD_CVAR(weapon, MO_NONE, bulletconstant) \
21 WEP_ADD_CVAR(weapon, MO_NONE, first) \
22 WEP_ADD_CVAR(weapon, MO_NONE, first_damage) \
23 WEP_ADD_CVAR(weapon, MO_NONE, first_force) \
24 WEP_ADD_CVAR(weapon, MO_NONE, first_refire) \
25 WEP_ADD_CVAR(weapon, MO_NONE, first_spread) \
26 WEP_ADD_CVAR(weapon, MO_NONE, first_ammo) \
27 WEP_ADD_CVAR(weapon, MO_NONE, sustained_damage) \
28 WEP_ADD_CVAR(weapon, MO_NONE, sustained_force) \
29 WEP_ADD_CVAR(weapon, MO_NONE, sustained_refire) \
30 WEP_ADD_CVAR(weapon, MO_NONE, sustained_spread) \
31 WEP_ADD_CVAR(weapon, MO_NONE, sustained_ammo) \
32 WEP_ADD_CVAR(weapon, MO_NONE, burst) \
33 WEP_ADD_CVAR(weapon, MO_NONE, burst_refire) \
34 WEP_ADD_CVAR(weapon, MO_NONE, burst_refire2) \
35 WEP_ADD_CVAR(weapon, MO_NONE, burst_animtime) \
36 WEP_ADD_CVAR(weapon, MO_NONE, burst_speed) \
37 WEP_ADD_CVAR(weapon, MO_NONE, burst_ammo) \
38 WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
39 WEP_ADD_PROP(weapon, reloading_time, reload_time) \
40 WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
41 WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
49 void spawnfunc_weapon_uzi()
51 if(autocvar_sv_q3acompat_machineshotgunswap)
52 if(self.classname != "droppedweapon")
54 weapon_defaultspawnfunc(WEP_SHOTGUN);
57 weapon_defaultspawnfunc(WEP_UZI);
60 // leilei's fancy muzzleflash stuff
63 self.frame = self.frame + 2;
64 self.scale = self.scale * 0.5;
65 self.alpha = self.alpha - 0.25;
66 self.nextthink = time + 0.05;
70 self.think = SUB_Remove;
71 self.nextthink = time;
72 self.realowner.muzzle_flash = world;
80 if (self.muzzle_flash == world)
81 self.muzzle_flash = spawn();
83 // muzzle flash for 1st person view
84 setmodel(self.muzzle_flash, "models/uziflash.md3"); // precision set below
86 self.muzzle_flash.scale = 0.75;
87 self.muzzle_flash.think = UZI_Flash_Go;
88 self.muzzle_flash.nextthink = time + 0.02;
89 self.muzzle_flash.frame = 2;
90 self.muzzle_flash.alpha = 0.75;
91 self.muzzle_flash.angles_z = random() * 180;
92 self.muzzle_flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
93 self.muzzle_flash.owner = self.muzzle_flash.realowner = self;
96 void W_UZI_Attack (float deathtype)
98 W_SetupShot (self, autocvar_g_antilag_bullets && WEP_CVAR(uzi, speed) >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? WEP_CVAR(uzi, first_damage) : WEP_CVAR(uzi, sustained_damage)));
101 self.punchangle_x = random () - 0.5;
102 self.punchangle_y = random () - 0.5;
105 // this attack_finished just enforces a cooldown at the end of a burst
106 ATTACK_FINISHED(self) = time + WEP_CVAR(uzi, first_refire) * W_WeaponRateFactor();
108 if (self.misc_bulletcounter == 1)
109 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, 1, WEP_CVAR(uzi, bulletconstant));
111 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, 1, WEP_CVAR(uzi, bulletconstant));
112 endFireBallisticBullet();
114 pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
117 W_AttachToShotorg(self.muzzle_flash, '5 0 0');
120 if (autocvar_g_casings >= 2)
121 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);
123 if (self.misc_bulletcounter == 1)
124 W_DecreaseAmmo(ammo_nails, WEP_CVAR(uzi, first_ammo), autocvar_g_balance_uzi_reload_ammo);
126 W_DecreaseAmmo(ammo_nails, WEP_CVAR(uzi, sustained_ammo), autocvar_g_balance_uzi_reload_ammo);
132 if(self.weapon != self.switchweapon) // abort immediately if switching
137 if (self.BUTTON_ATCK)
139 if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
140 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
142 W_SwitchWeapon_Force(self, w_getbestweapon(self));
146 self.misc_bulletcounter = self.misc_bulletcounter + 1;
147 W_UZI_Attack(WEP_UZI);
148 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(uzi, sustained_refire), uzi_fire1_02);
151 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(uzi, sustained_refire), w_ready);
155 void uzi_mode1_fire_auto()
159 if (!self.BUTTON_ATCK)
165 if (!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
166 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
168 W_SwitchWeapon_Force(self, w_getbestweapon(self));
173 W_DecreaseAmmo(ammo_nails, WEP_CVAR(uzi, sustained_ammo), autocvar_g_balance_uzi_reload_ammo);
175 W_SetupShot (self, autocvar_g_antilag_bullets && WEP_CVAR(uzi, speed) >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(uzi, sustained_damage));
178 self.punchangle_x = random () - 0.5;
179 self.punchangle_y = random () - 0.5;
182 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));
183 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, 1, WEP_CVAR(uzi, bulletconstant));
184 endFireBallisticBullet();
186 self.misc_bulletcounter = self.misc_bulletcounter + 1;
188 pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
191 W_AttachToShotorg(self.muzzle_flash, '5 0 0');
193 if (autocvar_g_casings >= 2) // casing code
194 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);
196 ATTACK_FINISHED(self) = time + WEP_CVAR(uzi, first_refire) * W_WeaponRateFactor();
197 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(uzi, sustained_refire), uzi_mode1_fire_auto);
200 void uzi_mode1_fire_burst()
202 W_SetupShot (self, autocvar_g_antilag_bullets && WEP_CVAR(uzi, speed) >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(uzi, sustained_damage));
205 self.punchangle_x = random () - 0.5;
206 self.punchangle_y = random () - 0.5;
209 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, 1, WEP_CVAR(uzi, bulletconstant));
210 endFireBallisticBullet();
213 pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
216 W_AttachToShotorg(self.muzzle_flash, '5 0 0');
218 if (autocvar_g_casings >= 2) // casing code
219 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);
221 self.misc_bulletcounter = self.misc_bulletcounter + 1;
222 if (self.misc_bulletcounter == 0)
224 ATTACK_FINISHED(self) = time + WEP_CVAR(uzi, burst_refire2) * W_WeaponRateFactor();
225 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(uzi, burst_animtime), w_ready);
229 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(uzi, burst_refire), uzi_mode1_fire_burst);
234 float w_uzi(float req)
241 if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
242 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
244 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
250 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
251 WEP_ACTION(self.weapon, WR_RELOAD);
252 else if(WEP_CVAR(uzi, mode) == 1)
254 if (self.BUTTON_ATCK)
255 if (weapon_prepareattack(0, 0))
257 self.misc_bulletcounter = 0;
258 uzi_mode1_fire_auto();
261 if(self.BUTTON_ATCK2)
262 if(weapon_prepareattack(1, 0))
264 if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
265 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
267 W_SwitchWeapon_Force(self, w_getbestweapon(self));
272 W_DecreaseAmmo(ammo_nails, WEP_CVAR(uzi, burst_ammo), autocvar_g_balance_uzi_reload_ammo);
274 self.misc_bulletcounter = WEP_CVAR(uzi, burst) * -1;
275 uzi_mode1_fire_burst();
281 if (self.BUTTON_ATCK)
282 if (weapon_prepareattack(0, 0))
284 self.misc_bulletcounter = 1;
285 W_UZI_Attack(WEP_UZI); // sets attack_finished
286 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(uzi, sustained_refire), uzi_fire1_02);
289 if (self.BUTTON_ATCK2 && WEP_CVAR(uzi, first))
290 if (weapon_prepareattack(1, 0))
292 self.misc_bulletcounter = 1;
293 W_UZI_Attack(WEP_UZI | HITTYPE_SECONDARY); // sets attack_finished
294 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(uzi, first_refire), w_ready);
302 precache_model ("models/uziflash.md3");
303 precache_model ("models/weapons/g_uzi.md3");
304 precache_model ("models/weapons/v_uzi.md3");
305 precache_model ("models/weapons/h_uzi.iqm");
306 precache_sound ("weapons/uzi_fire.wav");
307 WEP_SET_PROPS(UZI_SETTINGS(uzi), WEP_UZI)
312 self.current_ammo = ammo_nails;
317 if(WEP_CVAR(uzi, mode) == 1)
318 ammo_amount = self.ammo_nails >= WEP_CVAR(uzi, sustained_ammo);
320 ammo_amount = self.ammo_nails >= WEP_CVAR(uzi, first_ammo);
322 if(autocvar_g_balance_uzi_reload_ammo)
324 if(WEP_CVAR(uzi, mode) == 1)
325 ammo_amount += self.(weapon_load[WEP_UZI]) >= WEP_CVAR(uzi, sustained_ammo);
327 ammo_amount += self.(weapon_load[WEP_UZI]) >= WEP_CVAR(uzi, first_ammo);
333 if(WEP_CVAR(uzi, mode) == 1)
334 ammo_amount = self.ammo_nails >= WEP_CVAR(uzi, burst_ammo);
336 ammo_amount = self.ammo_nails >= WEP_CVAR(uzi, first_ammo);
338 if(autocvar_g_balance_uzi_reload_ammo)
340 if(WEP_CVAR(uzi, mode) == 1)
341 ammo_amount += self.(weapon_load[WEP_UZI]) >= WEP_CVAR(uzi, burst_ammo);
343 ammo_amount += self.(weapon_load[WEP_UZI]) >= WEP_CVAR(uzi, first_ammo);
349 WEP_CONFIG_SETTINGS(UZI_SETTINGS(uzi))
354 W_Reload(min(max(WEP_CVAR(uzi, sustained_ammo), WEP_CVAR(uzi, first_ammo)), WEP_CVAR(uzi, burst_ammo)), autocvar_g_balance_uzi_reload_ammo, autocvar_g_balance_uzi_reload_time, "weapons/reload.wav");
357 case WR_SUICIDEMESSAGE:
359 return WEAPON_THINKING_WITH_PORTALS;
363 if(w_deathtype & HITTYPE_SECONDARY)
364 return WEAPON_UZI_MURDER_SNIPE;
366 return WEAPON_UZI_MURDER_SPRAY;
373 float w_uzi(float req)
377 case WR_IMPACTEFFECT:
380 org2 = w_org + w_backoff * 2;
381 pointparticles(particleeffectnum("machinegun_impact"), org2, w_backoff * 1000, 1);
384 sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
385 else if(w_random < 0.1)
386 sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
387 else if(w_random < 0.2)
388 sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
394 precache_sound("weapons/ric1.wav");
395 precache_sound("weapons/ric2.wav");
396 precache_sound("weapons/ric3.wav");