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_Attack (void)
10 flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
12 W_SetupShot (self, TRUE, 0, "weapons/minstanexfire.wav", CH_WEAPON_A, 10000);
17 FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_MINSTANEX);
22 AnnounceTo(self, "yoda");
27 AnnounceTo(self, "yoda");
30 AnnounceTo(self, "headshot");
32 if(damage_goodhits && self.minstanex_lasthit)
34 if(AnnounceTo(self, "impressive"))
35 damage_goodhits = 0; // only every second time
39 self.minstanex_lasthit = damage_goodhits;
41 pointparticles(particleeffectnum("nex_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
43 // teamcolor / hit beam effect
45 v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
50 case COLOR_TEAM1: // Red
52 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED_HIT"), w_shotorg, v);
54 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED"), w_shotorg, v);
56 case COLOR_TEAM2: // Blue
58 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE_HIT"), w_shotorg, v);
60 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE"), w_shotorg, v);
62 case COLOR_TEAM3: // Yellow
64 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW_HIT"), w_shotorg, v);
66 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW"), w_shotorg, v);
68 case COLOR_TEAM4: // Pink
70 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK_HIT"), w_shotorg, v);
72 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK"), w_shotorg, v);
77 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), w_shotorg, v);
80 W_DecreaseAmmo(ammo_cells, 1, autocvar_g_balance_minstanex_reload_ammo);
82 W_DecreaseAmmo(ammo_cells, autocvar_g_balance_minstanex_ammo, autocvar_g_balance_minstanex_reload_ammo);
86 .float minstagib_nextthink;
87 .float minstagib_needammo;
88 void minstagib_stop_countdown(void)
90 if (self.minstagib_needammo)
93 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MINSTA_FINDAMMO);
95 self.minstagib_needammo = FALSE;
97 void minstagib_ammocheck(void)
99 if (time < self.minstagib_nextthink)
102 if (self.deadflag || gameover || self.ammo_cells > 0 || (self.items & IT_UNLIMITED_WEAPON_AMMO))
103 minstagib_stop_countdown();
106 self.minstagib_needammo = TRUE;
107 if (self.health == 5)
109 Damage(self, self, self, 5, DEATH_NOAMMO, self.origin, '0 0 0');
110 AnnounceTo(self, "terminated");
112 else if (self.health == 10)
114 Damage(self, self, self, 5, DEATH_NOAMMO, self.origin, '0 0 0');
115 AnnounceTo(self, "1");
117 else if (self.health == 20)
119 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
120 AnnounceTo(self, "2");
122 else if (self.health == 30)
124 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
125 AnnounceTo(self, "3");
127 else if (self.health == 40)
129 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
130 AnnounceTo(self, "4");
132 else if (self.health == 50)
134 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
135 AnnounceTo(self, "5");
137 else if (self.health == 60)
139 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
140 AnnounceTo(self, "6");
142 else if (self.health == 70)
144 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
145 AnnounceTo(self, "7");
147 else if (self.health == 80)
149 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
150 AnnounceTo(self, "8");
152 else if (self.health == 90)
154 Send_CSQC_Centerprint_Generic(self, CPID_MINSTA_FINDAMMO, "^1%d^7 seconds left to find some ammo", 1, 9);
155 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
156 AnnounceTo(self, "9");
158 else if (self.health == 100)
160 Send_CSQC_Centerprint_Generic(self, CPID_MINSTA_FINDAMMO, "get some ammo or\nyou'll be dead in ^3%d^7 seconds...", 1, 10);
161 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
162 if not(self.flags & FL_GODMODE)
163 AnnounceTo(self, "10");
166 self.minstagib_nextthink = time + 1;
169 void spawnfunc_weapon_minstanex (void); // defined in t_items.qc
171 float w_minstanex(float req)
174 float minstanex_ammo;
176 // now multiple WR_s use this
180 minstanex_ammo = autocvar_g_balance_minstanex_ammo;
184 if(self.ammo_cells > 0)
185 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
187 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
189 else if (req == WR_THINK)
191 // if the laser uses load, we also consider its ammo for reloading
192 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
193 weapon_action(self.weapon, WR_RELOAD);
194 else if(autocvar_g_balance_minstanex_reload_ammo && self.clip_load < minstanex_ammo) // forced reload
195 weapon_action(self.weapon, WR_RELOAD);
196 else if (self.BUTTON_ATCK)
198 if (weapon_prepareattack(0, autocvar_g_balance_minstanex_refire))
200 W_MinstaNex_Attack();
201 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minstanex_animtime, w_ready);
204 else if (self.BUTTON_ATCK2)
206 if (self.jump_interval <= time)
208 self.jump_interval = time + autocvar_g_balance_laser_primary_refire * W_WeaponRateFactor();
210 // decrease ammo for the laser?
211 if(autocvar_g_balance_minstanex_laser_ammo)
212 W_DecreaseAmmo(ammo_cells, autocvar_g_balance_minstanex_laser_ammo, autocvar_g_balance_minstanex_reload_ammo);
214 // ugly minstagib hack to reuse the fire mode of the laser
217 self.weapon = WEP_LASER;
223 else if (req == WR_PRECACHE)
225 precache_model ("models/nexflash.md3");
226 precache_model ("models/weapons/g_minstanex.md3");
227 precache_model ("models/weapons/v_minstanex.md3");
228 precache_model ("models/weapons/h_minstanex.iqm");
229 precache_sound ("weapons/minstanexfire.wav");
230 precache_sound ("weapons/nexwhoosh1.wav");
231 precache_sound ("weapons/nexwhoosh2.wav");
232 precache_sound ("weapons/nexwhoosh3.wav");
233 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
234 w_laser(WR_PRECACHE);
236 else if (req == WR_SETUP)
238 weapon_setup(WEP_MINSTANEX);
239 self.current_ammo = ammo_cells;
240 self.minstanex_lasthit = 0;
242 else if (req == WR_CHECKAMMO1)
244 ammo_amount = self.ammo_cells >= minstanex_ammo;
245 ammo_amount += self.(weapon_load[WEP_MINSTANEX]) >= minstanex_ammo;
248 else if (req == WR_CHECKAMMO2)
250 if(!autocvar_g_balance_minstanex_laser_ammo)
252 ammo_amount = self.ammo_cells >= autocvar_g_balance_minstanex_laser_ammo;
253 ammo_amount += self.(weapon_load[WEP_MINSTANEX]) >= autocvar_g_balance_minstanex_laser_ammo;
256 else if (req == WR_RESETPLAYER)
258 self.minstanex_lasthit = 0;
260 else if (req == WR_RELOAD)
263 if(autocvar_g_balance_minstanex_laser_ammo)
264 used_ammo = min(minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo);
266 used_ammo = minstanex_ammo;
268 W_Reload(used_ammo, autocvar_g_balance_minstanex_reload_ammo, autocvar_g_balance_minstanex_reload_time, "weapons/reload.wav");
274 float w_minstanex(float req)
276 if(req == WR_IMPACTEFFECT)
279 org2 = w_org + w_backoff * 6;
280 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
282 sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
284 else if(req == WR_PRECACHE)
286 precache_sound("weapons/neximpact.wav");
288 else if (req == WR_SUICIDEMESSAGE)
289 w_deathtypestring = _("%s is now thinking with portals");
290 else if (req == WR_KILLMESSAGE)
291 w_deathtypestring = _("%s has been vaporized by %s's minstanex");