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Add the properties to all weapons now
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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id */ MINSTANEX,
4 /* function */ w_minstanex,
5 /* ammotype */ IT_CELLS,
6 /* impulse  */ 7,
7 /* flags    */ WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_FLAG_SUPERWEAPON | WEP_TYPE_HITSCAN,
8 /* rating   */ BOT_PICKUP_RATING_HIGH,
9 /* model    */ "minstanex",
10 /* netname  */ "minstanex",
11 /* fullname */ _("MinstaNex")
12 );
13
14 #define MINSTANEX_SETTINGS(w_cvar,w_prop) \
15         w_cvar(WEP_MINSTANEX, minstanex, MO_PRI, ammo) \
16         w_cvar(WEP_MINSTANEX, minstanex, MO_PRI, animtime) \
17         w_cvar(WEP_MINSTANEX, minstanex, MO_PRI, refire) \
18         w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, ammo) \
19         w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, animtime) \
20         w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, damage) \
21         w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, delay) \
22         w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, edgedamage) \
23         w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, force) \
24         w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, lifetime) \
25         w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, radius) \
26         w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, refire) \
27         w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, shotangle) \
28         w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, speed) \
29         w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, spread) \
30         w_prop(WEP_MINSTANEX, minstanex, float,  reloading_ammo, reload_ammo) \
31         w_prop(WEP_MINSTANEX, minstanex, float,  reloading_time, reload_time) \
32         w_prop(WEP_MINSTANEX, minstanex, float,  switchdelay_raise, switchdelay_raise) \
33         w_prop(WEP_MINSTANEX, minstanex, float,  switchdelay_drop, switchdelay_drop) \
34         w_prop(WEP_MINSTANEX, minstanex, string, weaponreplace, weaponreplace) \
35         w_prop(WEP_MINSTANEX, minstanex, float,  weaponstart, weaponstart)
36
37 #ifdef SVQC
38 MINSTANEX_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
39 .float minstanex_lasthit;
40 .float jump_interval;
41 #endif
42 #else
43 #ifdef SVQC
44 void spawnfunc_weapon_minstanex (void) { weapon_defaultspawnfunc(WEP_MINSTANEX); }
45
46 void W_MinstaNex_Attack (void)
47 {
48         float flying;
49         flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
50
51         W_SetupShot (self, TRUE, 0, "weapons/minstanexfire.wav", CH_WEAPON_A, 10000);
52
53         yoda = 0;
54         damage_goodhits = 0;
55         FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_MINSTANEX);
56
57         if(yoda && flying)
58                 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
59         if(damage_goodhits && self.minstanex_lasthit)
60         {
61                 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
62                 damage_goodhits = 0; // only every second time
63         }
64
65         self.minstanex_lasthit = damage_goodhits;
66
67         pointparticles(particleeffectnum("nex_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
68
69         // teamcolor / hit beam effect
70         vector v;
71         v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
72         switch(self.team)
73         {
74                 case NUM_TEAM_1:   // Red
75                         if(damage_goodhits)
76                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED_HIT"), w_shotorg, v);
77                         else
78                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED"), w_shotorg, v);
79                         break;
80                 case NUM_TEAM_2:   // Blue
81                         if(damage_goodhits)
82                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE_HIT"), w_shotorg, v);
83                         else
84                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE"), w_shotorg, v);
85                         break;
86                 case NUM_TEAM_3:   // Yellow
87                         if(damage_goodhits)
88                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW_HIT"), w_shotorg, v);
89                         else
90                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW"), w_shotorg, v);
91                         break;
92                 case NUM_TEAM_4:   // Pink
93                         if(damage_goodhits)
94                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK_HIT"), w_shotorg, v);
95                         else
96                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK"), w_shotorg, v);
97                         break;
98                 default:
99                         if(damage_goodhits)
100                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3_HIT"), w_shotorg, v);
101                         else
102                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), w_shotorg, v);
103                         break;
104         }
105         
106         W_DecreaseAmmo(ammo_cells, ((g_minstagib) ? 1 : WEP_CVAR_PRI(minstanex, ammo)), WEP_CVAR(minstanex, reload_ammo));
107 }
108
109 float w_minstanex(float req)
110 {
111         float ammo_amount;
112         float minstanex_ammo;
113
114         // now multiple WR_s use this
115         minstanex_ammo = ((g_minstagib) ? 1 : WEP_CVAR_PRI(minstanex, ammo));
116
117         switch(req)
118         {
119                 case WR_AIM:
120                 {
121                         if(self.ammo_cells > 0)
122                                 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
123                         else
124                                 self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(minstanex, speed), 0, WEP_CVAR_SEC(minstanex, lifetime), FALSE); // WEAPONTODO: replace with proper minstanex cvars
125                                 
126                         return TRUE;
127                 }
128                 case WR_THINK:
129                 {
130                         // if the laser uses load, we also consider its ammo for reloading
131                         if(WEP_CVAR(minstanex, reload_ammo) && WEP_CVAR_SEC(minstanex, ammo) && self.clip_load < min(minstanex_ammo, WEP_CVAR_SEC(minstanex, ammo))) // forced reload
132                                 WEP_ACTION(self.weapon, WR_RELOAD);
133                         else if(WEP_CVAR(minstanex, reload_ammo) && self.clip_load < minstanex_ammo) // forced reload
134                                 WEP_ACTION(self.weapon, WR_RELOAD);
135                         else if (self.BUTTON_ATCK)
136                         {
137                                 if (weapon_prepareattack(0, WEP_CVAR_PRI(minstanex, refire)))
138                                 {
139                                         W_MinstaNex_Attack();
140                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(minstanex, animtime), w_ready);
141                                 }
142                         }
143                         else if (self.BUTTON_ATCK2)
144                         {
145                                 if (self.jump_interval <= time)
146                                 if (weapon_prepareattack(1, -1))
147                                 {
148                                         // handle refire manually, so that primary and secondary can be fired without conflictions (important for minstagib)
149                                         self.jump_interval = time + WEP_CVAR_SEC(minstanex, refire) * W_WeaponRateFactor();
150                                         
151                                         // decrease ammo for the laser?
152                                         if(WEP_CVAR_SEC(minstanex, ammo))
153                                                 W_DecreaseAmmo(ammo_cells, WEP_CVAR_SEC(minstanex, ammo), WEP_CVAR(minstanex, reload_ammo));
154
155                                         // ugly minstagib hack to reuse the fire mode of the laser
156                                         float w;
157                                         w = self.weapon;
158                                         self.weapon = WEP_BLASTER;
159                                         W_Blaster_Attack(
160                                                 WEP_CVAR_SEC(minstanex, shotangle),
161                                                 WEP_CVAR_SEC(minstanex, damage),
162                                                 WEP_CVAR_SEC(minstanex, edgedamage),
163                                                 WEP_CVAR_SEC(minstanex, radius),
164                                                 WEP_CVAR_SEC(minstanex, force),
165                                                 WEP_CVAR_SEC(minstanex, speed),
166                                                 WEP_CVAR_SEC(minstanex, spread),
167                                                 WEP_CVAR_SEC(minstanex, delay),
168                                                 WEP_CVAR_SEC(minstanex, lifetime)
169                                         );
170                                         self.weapon = w;
171                                         
172                                         // now do normal refire
173                                         weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(minstanex, animtime), w_ready);
174                                 }
175                         }
176                         
177                         return TRUE;
178                 }
179                 case WR_INIT:
180                 {
181                         precache_model("models/nexflash.md3");
182                         precache_model("models/weapons/g_minstanex.md3");
183                         precache_model("models/weapons/v_minstanex.md3");
184                         precache_model("models/weapons/h_minstanex.iqm");
185                         precache_sound("weapons/minstanexfire.wav");
186                         precache_sound("weapons/nexwhoosh1.wav");
187                         precache_sound("weapons/nexwhoosh2.wav");
188                         precache_sound("weapons/nexwhoosh3.wav");
189                         //W_Blaster(WR_INIT); // Samual: Is this really the proper thing to do? Didn't we already run this previously?
190                         MINSTANEX_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
191                         return TRUE;
192                 }
193                 case WR_SETUP:
194                 {
195                         self.current_ammo = ammo_cells;
196                         self.minstanex_lasthit = 0;
197                         return TRUE;
198                 }
199                 case WR_CHECKAMMO1:
200                 {
201                         ammo_amount = self.ammo_cells >= minstanex_ammo;
202                         ammo_amount += self.(weapon_load[WEP_MINSTANEX]) >= minstanex_ammo;
203                         return ammo_amount;
204                 }
205                 case WR_CHECKAMMO2:
206                 {
207                         if(!WEP_CVAR_SEC(minstanex, ammo))
208                                 return TRUE;
209                         ammo_amount = self.ammo_cells >= WEP_CVAR_SEC(minstanex, ammo);
210                         ammo_amount += self.(weapon_load[WEP_MINSTANEX]) >= WEP_CVAR_SEC(minstanex, ammo);
211                         return ammo_amount;
212                 }
213                 case WR_CONFIG:
214                 {
215                         MINSTANEX_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
216                         return TRUE;
217                 }
218                 case WR_RESETPLAYER:
219                 {
220                         self.minstanex_lasthit = 0;
221                         return TRUE;
222                 }
223                 case WR_RELOAD:
224                 {
225                         float used_ammo;
226                         if(WEP_CVAR_SEC(minstanex, ammo))
227                                 used_ammo = min(minstanex_ammo, WEP_CVAR_SEC(minstanex, ammo));
228                         else
229                                 used_ammo = minstanex_ammo;
230
231                         W_Reload(used_ammo, "weapons/reload.wav");
232                         return TRUE;
233                 }
234                 case WR_SUICIDEMESSAGE:
235                 {
236                         return WEAPON_THINKING_WITH_PORTALS;
237                 }
238                 case WR_KILLMESSAGE:
239                 {
240                         return WEAPON_MINSTANEX_MURDER;
241                 }
242         }
243         return TRUE;
244 }
245 #endif
246 #ifdef CSQC
247 float w_minstanex(float req)
248 {
249         switch(req)
250         {
251                 case WR_IMPACTEFFECT:
252                 {
253                         vector org2;
254                         org2 = w_org + w_backoff * 6;
255                         pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
256                         if(!w_issilent)
257                                 sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
258                                 
259                         return TRUE;
260                 }
261                 case WR_INIT:
262                 {
263                         precache_sound("weapons/neximpact.wav");
264                         return TRUE;
265                 }
266         }
267         return TRUE;
268 }
269 #endif
270 #endif