2 REGISTER_WEAPON(MINSTANEX, w_minstanex, IT_CELLS, 7, WEP_FLAG_HIDDEN | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "minstanex", "minstanex", _("MinstaNex"))
5 .float minstanex_lasthit;
7 void W_Minstanex_Reload()
9 if(autocvar_g_balance_minstanex_laser_ammo)
10 W_Reload(ammo_cells, min(autocvar_g_balance_minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo), autocvar_g_balance_minstanex_reload_ammo, autocvar_g_balance_minstanex_reload_time, "weapons/reload.wav");
12 W_Reload(ammo_cells, autocvar_g_balance_minstanex_ammo, autocvar_g_balance_minstanex_reload_ammo, autocvar_g_balance_minstanex_reload_time, "weapons/reload.wav");
15 void W_MinstaNex_Attack (void)
18 flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
20 W_SetupShot (self, TRUE, 0, "weapons/minstanexfire.wav", CHAN_WEAPON, 10000);
25 FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_MINSTANEX);
30 AnnounceTo(self, "yoda");
35 AnnounceTo(self, "yoda");
38 AnnounceTo(self, "headshot");
40 if(damage_goodhits && self.minstanex_lasthit)
42 if(AnnounceTo(self, "impressive"))
43 damage_goodhits = 0; // only every second time
47 self.minstanex_lasthit = damage_goodhits;
49 pointparticles(particleeffectnum("nex_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
51 // teamcolor / hit beam effect
53 v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
58 case COLOR_TEAM1: // Red
60 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED_HIT"), w_shotorg, v);
62 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED"), w_shotorg, v);
64 case COLOR_TEAM2: // Blue
66 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE_HIT"), w_shotorg, v);
68 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE"), w_shotorg, v);
70 case COLOR_TEAM3: // Yellow
72 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW_HIT"), w_shotorg, v);
74 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW"), w_shotorg, v);
76 case COLOR_TEAM4: // Pink
78 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK_HIT"), w_shotorg, v);
80 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK"), w_shotorg, v);
85 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), w_shotorg, v);
87 // flash and burn the wall
88 if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
89 Damage_DamageInfo(trace_endpos, 10000, 0, 0, 800 * w_shotdir, WEP_MINSTANEX, self);
91 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
92 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
94 if(autocvar_g_balance_minstanex_reload_ammo)
97 self.clip_load -= - 1;
99 self.clip_load -= autocvar_g_balance_minstanex_ammo;
100 self.weapon_load[WEP_MINSTANEX] = self.clip_load;
105 self.ammo_cells -= - 1;
107 self.ammo_cells -= autocvar_g_balance_minstanex_ammo;
113 .float minstagib_nextthink;
114 void minstagib_ammocheck (void)
116 if (time < self.minstagib_nextthink || self.deadflag || gameover)
119 if (self.ammo_cells <= 0)
121 if (self.health == 5)
123 centerprint(self, "you're dead now...\n");
124 Damage(self, self, self, 5, DEATH_NOAMMO, self.origin, '0 0 0');
125 AnnounceTo(self, "terminated");
127 else if (self.health == 10)
129 centerprint(self, "^11^7 second left to find some ammo\n");
130 Damage(self, self, self, 5, DEATH_NOAMMO, self.origin, '0 0 0');
131 AnnounceTo(self, "1");
133 else if (self.health == 20)
135 centerprint(self, "^12^7 seconds left to find some ammo\n");
136 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
137 AnnounceTo(self, "2");
139 else if (self.health == 30)
141 centerprint(self, "^13^7 seconds left to find some ammo\n");
142 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
143 AnnounceTo(self, "3");
145 else if (self.health == 40)
147 centerprint(self, "^14^7 seconds left to find some ammo\n");
148 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
149 AnnounceTo(self, "4");
151 else if (self.health == 50)
153 centerprint(self, "^15^7 seconds left to find some ammo\n");
154 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
155 AnnounceTo(self, "5");
157 else if (self.health == 60)
159 centerprint(self, "^36^7 seconds left to find some ammo\n");
160 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
161 AnnounceTo(self, "6");
163 else if (self.health == 70)
165 centerprint(self, "^37^7 seconds left to find some ammo\n");
166 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
167 AnnounceTo(self, "7");
169 else if (self.health == 80)
171 centerprint(self, "^38^7 seconds left to find some ammo\n");
172 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
173 AnnounceTo(self, "8");
175 else if (self.health == 90)
177 centerprint(self, "^39^7 seconds left to find some ammo\n");
178 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
179 AnnounceTo(self, "9");
181 else if (self.health == 100)
183 centerprint(self, "get some ammo or\nyou'll be dead in ^310^7 seconds...");
184 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
185 if not(self.flags & FL_GODMODE)
186 AnnounceTo(self, "10");
189 self.minstagib_nextthink = time + 1;
192 void spawnfunc_weapon_minstanex (void); // defined in t_items.qc
194 float minstanex_ammo;
195 float w_minstanex(float req)
200 if(self.ammo_cells > 0)
201 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
203 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
205 else if (req == WR_THINK)
210 minstanex_ammo = autocvar_g_balance_minstanex_ammo;
212 // if the laser uses load, we also consider its ammo for reloading
213 if(autocvar_g_balance_minstanex_reload_ammo && autocvar_g_balance_minstanex_laser_ammo && self.clip_load < min(minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo)) // forced reload
214 W_Minstanex_Reload();
215 else if(autocvar_g_balance_minstanex_reload_ammo && self.clip_load < minstanex_ammo) // forced reload
216 W_Minstanex_Reload();
217 else if (self.BUTTON_ATCK)
219 if (weapon_prepareattack(0, autocvar_g_balance_minstanex_refire))
221 W_MinstaNex_Attack();
222 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minstanex_animtime, w_ready);
225 else if (self.BUTTON_ATCK2)
227 if (self.jump_interval <= time)
229 self.jump_interval = time + autocvar_g_balance_laser_primary_refire * W_WeaponRateFactor();
231 // decrease ammo for the laser?
232 if(autocvar_g_balance_minstanex_laser_ammo)
234 if(autocvar_g_balance_minstanex_reload_ammo)
235 self.clip_load -= autocvar_g_balance_minstanex_laser_ammo;
237 self.ammo_cells -= autocvar_g_balance_minstanex_laser_ammo;
240 // ugly minstagib hack to reuse the fire mode of the laser
243 self.weapon = WEP_LASER;
249 else if (req == WR_PRECACHE)
251 precache_model ("models/nexflash.md3");
252 precache_model ("models/weapons/g_minstanex.md3");
253 precache_model ("models/weapons/v_minstanex.md3");
254 precache_model ("models/weapons/h_minstanex.iqm");
255 precache_sound ("weapons/minstanexfire.wav");
256 precache_sound ("weapons/nexwhoosh1.wav");
257 precache_sound ("weapons/nexwhoosh2.wav");
258 precache_sound ("weapons/nexwhoosh3.wav");
259 precache_sound ("weapons/reload.wav");
260 w_laser(WR_PRECACHE);
262 else if (req == WR_SETUP)
264 weapon_setup(WEP_MINSTANEX);
265 self.minstanex_lasthit = 0;
267 else if (req == WR_CHECKAMMO1)
269 ammo_amount = self.ammo_cells >= autocvar_g_balance_minstanex_ammo;
270 ammo_amount += self.weapon_load[WEP_MINSTANEX] >= autocvar_g_balance_minstanex_ammo;
273 else if (req == WR_CHECKAMMO2)
275 if(!autocvar_g_balance_minstanex_laser_ammo)
277 ammo_amount = self.ammo_cells >= autocvar_g_balance_minstanex_laser_ammo;
278 ammo_amount += self.weapon_load[WEP_MINSTANEX] >= autocvar_g_balance_minstanex_laser_ammo;
281 else if (req == WR_RESETPLAYER)
283 self.minstanex_lasthit = 0;
285 else if (req == WR_RELOAD)
287 W_Minstanex_Reload();
293 float w_minstanex(float req)
295 if(req == WR_IMPACTEFFECT)
298 org2 = w_org + w_backoff * 6;
299 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
301 sound(self, CHAN_PROJECTILE, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
303 else if(req == WR_PRECACHE)
305 precache_sound("weapons/neximpact.wav");
307 else if (req == WR_SUICIDEMESSAGE)
308 w_deathtypestring = _("%s did the impossible");
309 else if (req == WR_KILLMESSAGE)
310 w_deathtypestring = _("%s has been vaporized by %s");