#else
#ifdef SVQC
-void W_UZI_Reload()
-{
- self.reload_ammo_player = ammo_nails;
- self.reload_ammo_min = min(max(autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_first_ammo), autocvar_g_balance_uzi_burst_ammo);
- self.reload_ammo_amount = autocvar_g_balance_uzi_reload_ammo;
- self.reload_time = autocvar_g_balance_uzi_reload_time;
- self.reload_sound = "weapons/reload.wav";
-
- W_Reload();
-}
-
// leilei's fancy muzzleflash stuff
void UZI_Flash_Go()
{
{
self.think = SUB_Remove;
self.nextthink = time;
- self.owner.muzzle_flash = world;
+ self.realowner.muzzle_flash = world;
return;
}
self.muzzle_flash.alpha = 0.75;
self.muzzle_flash.angles_z = random() * 180;
self.muzzle_flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
- self.muzzle_flash.owner = self;
+ self.muzzle_flash.owner = self.muzzle_flash.realowner = self;
}
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", CHAN_WEAPON, ((self.misc_bulletcounter == 1) ? autocvar_g_balance_uzi_first_damage : autocvar_g_balance_uzi_sustained_damage));
+ 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));
if (!g_norecoil)
{
self.punchangle_x = random () - 0.5;
if (autocvar_g_casings >= 2)
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);
- // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- {
- if(autocvar_g_balance_uzi_reload_ammo)
- {
- if (self.misc_bulletcounter == 1)
- self.clip_load -= autocvar_g_balance_uzi_first_ammo;
- else
- self.clip_load -= autocvar_g_balance_uzi_sustained_ammo;
- self.weapon_load[WEP_UZI] = self.clip_load;
- }
- else
- {
- if (self.misc_bulletcounter == 1)
- self.ammo_nails -= autocvar_g_balance_uzi_first_ammo;
- else
- self.ammo_nails -= autocvar_g_balance_uzi_sustained_ammo;
- }
- }
+ if (self.misc_bulletcounter == 1)
+ W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_first_ammo, autocvar_g_balance_uzi_reload_ammo);
+ else
+ W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_reload_ammo);
}
// weapon frames
if (self.BUTTON_ATCK)
{
if (!weapon_action(self.weapon, WR_CHECKAMMO2))
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
{
W_SwitchWeapon_Force(self, w_getbestweapon(self));
w_ready();
{
float uzi_spread;
- // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- {
- if(autocvar_g_balance_uzi_reload_ammo)
- {
- self.clip_load -= autocvar_g_balance_uzi_sustained_ammo;
- self.weapon_load[WEP_UZI] = self.clip_load;
- }
- else
- self.ammo_nails -= autocvar_g_balance_uzi_sustained_ammo;
- }
+ W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_reload_ammo);
if (self.BUTTON_ATCK)
weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_mode1_fire_auto);
}
if (!weapon_action(self.weapon, WR_CHECKAMMO1))
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
{
W_SwitchWeapon_Force(self, w_getbestweapon(self));
w_ready();
return;
}
- 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);
+ 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);
if (!g_norecoil)
{
self.punchangle_x = random () - 0.5;
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", CHAN_WEAPON, autocvar_g_balance_uzi_sustained_damage);
+ 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);
if (!g_norecoil)
{
self.punchangle_x = random () - 0.5;
else if (req == WR_THINK)
{
if(autocvar_g_balance_uzi_reload_ammo && self.clip_load < min(max(autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_first_ammo), autocvar_g_balance_uzi_burst_ammo)) // forced reload
- W_UZI_Reload();
+ weapon_action(self.weapon, WR_RELOAD);
else if(autocvar_g_balance_uzi_mode == 1)
{
if (self.BUTTON_ATCK)
return FALSE;
}
- // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- {
- if(autocvar_g_balance_uzi_reload_ammo)
- {
- self.clip_load -= autocvar_g_balance_uzi_burst_ammo;
- self.weapon_load[WEP_UZI] = self.clip_load;
- }
- else
- self.ammo_nails -= autocvar_g_balance_uzi_burst_ammo;
- }
+ W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_burst_ammo, autocvar_g_balance_uzi_reload_ammo);
self.misc_bulletcounter = autocvar_g_balance_uzi_burst * -1;
uzi_mode1_fire_burst();
precache_model ("models/weapons/v_uzi.md3");
precache_model ("models/weapons/h_uzi.iqm");
precache_sound ("weapons/uzi_fire.wav");
- precache_sound ("weapons/reload.wav");
+ //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
}
else if (req == WR_SETUP)
{
weapon_setup(WEP_UZI);
+ self.current_ammo = ammo_nails;
}
else if (req == WR_CHECKAMMO1)
{
}
else if (req == WR_RELOAD)
{
- W_UZI_Reload();
+ W_Reload(min(max(autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_first_ammo), autocvar_g_balance_uzi_burst_ammo), autocvar_g_balance_uzi_reload_ammo, autocvar_g_balance_uzi_reload_time, "weapons/reload.wav");
}
return TRUE;
};
pointparticles(particleeffectnum("machinegun_impact"), org2, w_backoff * 1000, 1);
if(!w_issilent)
if(w_random < 0.05)
- sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
else if(w_random < 0.1)
- sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
else if(w_random < 0.2)
- sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
}
else if(req == WR_PRECACHE)
{
precache_sound("weapons/ric3.wav");
}
else if (req == WR_SUICIDEMESSAGE)
- w_deathtypestring = _("%s did the impossible");
+ w_deathtypestring = _("%s is now thinking with portals");
else if (req == WR_KILLMESSAGE)
{
if(w_deathtype & HITTYPE_SECONDARY)