2 REGISTER_WEAPON(UZI, w_uzi, IT_NAILS, 3, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_MID, "uzi", "uzi", _("Machine Gun"))
8 void W_Uzi_SetAmmoCounter()
10 // set clip_load to the weapon we have switched to, if the gun uses reloading
11 if(!autocvar_g_balance_uzi_reload_ammo)
12 self.clip_load = 0; // also keeps crosshair ammo from displaying
15 self.clip_load = self.uzi_load;
16 self.clip_size = autocvar_g_balance_uzi_reload_ammo; // for the crosshair ammo display
20 void W_Uzi_ReloadedAndReady()
24 // now do the ammo transfer
25 self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
26 while(self.clip_load < autocvar_g_balance_uzi_reload_ammo && self.ammo_nails) // make sure we don't add more ammo than we have
31 self.uzi_load = self.clip_load;
33 t = ATTACK_FINISHED(self) - autocvar_g_balance_uzi_reload_time - 1;
34 ATTACK_FINISHED(self) = t;
40 // return if reloading is disabled for this weapon
41 if(!autocvar_g_balance_uzi_reload_ammo)
44 if(!W_ReloadCheck(self.ammo_nails))
49 sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
51 t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_uzi_reload_time + 1;
52 ATTACK_FINISHED(self) = t;
54 weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_uzi_reload_time, W_Uzi_ReloadedAndReady);
56 self.old_clip_load = self.clip_load;
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.owner.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;
96 void W_Uzi_Attack (float deathtype)
98 if(autocvar_g_balance_uzi_reload_ammo && self.clip_load <= 0)
99 return; // reloading, so we are done
101 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));
104 self.punchangle_x = random () - 0.5;
105 self.punchangle_y = random () - 0.5;
108 // this attack_finished just enforces a cooldown at the end of a burst
109 ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_first_refire * W_WeaponRateFactor();
111 if (self.misc_bulletcounter == 1)
112 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);
114 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);
115 endFireBallisticBullet();
117 pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
120 W_AttachToShotorg(self.muzzle_flash, '5 0 0');
123 if (autocvar_g_casings >= 2)
124 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);
126 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
127 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
129 if(autocvar_g_balance_uzi_reload_ammo)
131 if (self.misc_bulletcounter == 1)
132 self.clip_load -= autocvar_g_balance_uzi_first_ammo;
134 self.clip_load -= autocvar_g_balance_uzi_sustained_ammo;
135 self.uzi_load = self.clip_load;
139 if (self.misc_bulletcounter == 1)
140 self.ammo_nails -= autocvar_g_balance_uzi_first_ammo;
142 self.ammo_nails -= autocvar_g_balance_uzi_sustained_ammo;
150 if(self.weapon != self.switchweapon) // abort immediately if switching
155 if (self.BUTTON_ATCK)
157 if (!weapon_action(self.weapon, WR_CHECKAMMO2))
159 W_SwitchWeapon_Force(self, w_getbestweapon(self));
163 self.misc_bulletcounter = self.misc_bulletcounter + 1;
164 W_Uzi_Attack(WEP_UZI);
165 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_fire1_02);
168 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, w_ready);
172 void uzi_mode1_fire_auto()
176 if (self.BUTTON_ATCK)
177 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_mode1_fire_auto);
180 ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_first_refire * W_WeaponRateFactor();
181 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, w_ready);
185 if (!weapon_action(self.weapon, WR_CHECKAMMO1))
187 W_SwitchWeapon_Force(self, w_getbestweapon(self));
192 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);
195 self.punchangle_x = random () - 0.5;
196 self.punchangle_y = random () - 0.5;
199 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);
200 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);
201 endFireBallisticBullet();
203 self.misc_bulletcounter = self.misc_bulletcounter + 1;
205 pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
208 W_AttachToShotorg(self.muzzle_flash, '5 0 0');
210 if (autocvar_g_casings >= 2) // casing code
211 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);
213 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
214 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
216 if(autocvar_g_balance_uzi_reload_ammo)
218 self.clip_load -= autocvar_g_balance_uzi_sustained_ammo;
219 self.uzi_load = self.clip_load;
222 self.ammo_nails -= autocvar_g_balance_uzi_sustained_ammo;
226 void uzi_mode1_fire_burst()
228 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);
231 self.punchangle_x = random () - 0.5;
232 self.punchangle_y = random () - 0.5;
235 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);
236 endFireBallisticBullet();
239 pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
242 W_AttachToShotorg(self.muzzle_flash, '5 0 0');
244 if (autocvar_g_casings >= 2) // casing code
245 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);
247 self.misc_bulletcounter = self.misc_bulletcounter + 1;
248 if (self.misc_bulletcounter == 0)
250 ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_burst_refire2 * W_WeaponRateFactor();
251 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_burst_animtime, w_ready);
255 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_burst_refire, uzi_mode1_fire_burst);
260 void spawnfunc_weapon_machinegun(); // defined in t_items.qc
262 float w_uzi(float req)
265 if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
266 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
269 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
271 else if (req == WR_THINK)
273 if(autocvar_g_balance_uzi_reload_ammo && self.clip_load <= 0) // forced reload
275 else if(autocvar_g_balance_uzi_mode == 1)
277 if (self.BUTTON_ATCK)
278 if (weapon_prepareattack(0, 0))
280 self.misc_bulletcounter = 0;
281 uzi_mode1_fire_auto();
284 if(self.BUTTON_ATCK2)
285 if(weapon_prepareattack(1, 0))
287 if (!weapon_action(self.weapon, WR_CHECKAMMO2))
289 W_SwitchWeapon_Force(self, w_getbestweapon(self));
294 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
295 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
297 if(autocvar_g_balance_uzi_reload_ammo)
299 self.clip_load -= autocvar_g_balance_uzi_burst_ammo;
300 self.uzi_load = self.clip_load;
303 self.ammo_nails -= autocvar_g_balance_uzi_burst_ammo;
306 self.misc_bulletcounter = autocvar_g_balance_uzi_burst * -1;
307 uzi_mode1_fire_burst();
313 if (self.BUTTON_ATCK)
314 if (weapon_prepareattack(0, 0))
316 self.misc_bulletcounter = 1;
317 W_Uzi_Attack(WEP_UZI); // sets attack_finished
318 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_fire1_02);
321 if (self.BUTTON_ATCK2 && autocvar_g_balance_uzi_first)
322 if (weapon_prepareattack(1, 0))
324 self.misc_bulletcounter = 1;
325 W_Uzi_Attack(WEP_UZI | HITTYPE_SECONDARY); // sets attack_finished
326 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_first_refire, w_ready);
331 if(self.switchweapon == self.weapon)
333 if(self.weaponentity.state == WS_READY)
335 self.wish_reload = 0;
341 else if (req == WR_PRECACHE)
343 precache_model ("models/uziflash.md3");
344 precache_model ("models/weapons/g_uzi.md3");
345 precache_model ("models/weapons/v_uzi.md3");
346 precache_model ("models/weapons/h_uzi.iqm");
347 precache_sound ("weapons/uzi_fire.wav");
349 else if (req == WR_SETUP)
351 weapon_setup(WEP_UZI);
352 W_Uzi_SetAmmoCounter();
354 else if (req == WR_CHECKAMMO1)
356 if(autocvar_g_balance_uzi_mode == 1)
357 return self.ammo_nails >= autocvar_g_balance_uzi_sustained_ammo;
359 return self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
361 else if (req == WR_CHECKAMMO2)
363 if(autocvar_g_balance_uzi_mode == 1)
364 return self.ammo_nails >= autocvar_g_balance_uzi_burst_ammo;
366 return self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
368 else if (req == WR_RELOAD)
376 float w_uzi(float req)
378 if(req == WR_IMPACTEFFECT)
381 org2 = w_org + w_backoff * 2;
382 pointparticles(particleeffectnum("machinegun_impact"), org2, w_backoff * 1000, 1);
385 sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
386 else if(w_random < 0.1)
387 sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
388 else if(w_random < 0.2)
389 sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
391 else if(req == WR_PRECACHE)
393 precache_sound("weapons/ric1.wav");
394 precache_sound("weapons/ric2.wav");
395 precache_sound("weapons/ric3.wav");
397 else if (req == WR_SUICIDEMESSAGE)
398 w_deathtypestring = "%s did the impossible";
399 else if (req == WR_KILLMESSAGE)
401 if(w_deathtype & HITTYPE_SECONDARY)
402 w_deathtypestring = "%s was sniped by %s";
404 w_deathtypestring = "%s was riddled full of holes by %s";