3 /* WEP_##id */ MINSTANEX,
4 /* function */ w_minstanex,
5 /* ammotype */ IT_CELLS,
7 /* flags */ WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_FLAG_SUPERWEAPON | WEP_TYPE_HITSCAN,
8 /* rating */ BOT_PICKUP_RATING_HIGH,
9 /* model */ "minstanex",
10 /* shortname */ "minstanex",
11 /* fullname */ _("MinstaNex")
15 .float minstanex_lasthit;
18 void W_MinstaNex_Attack (void)
21 flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
23 W_SetupShot (self, TRUE, 0, "weapons/minstanexfire.wav", CH_WEAPON_A, 10000);
27 FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_MINSTANEX);
30 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
31 if(damage_goodhits && self.minstanex_lasthit)
33 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
34 damage_goodhits = 0; // only every second time
37 self.minstanex_lasthit = damage_goodhits;
39 pointparticles(particleeffectnum("nex_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
41 // teamcolor / hit beam effect
43 v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
46 case NUM_TEAM_1: // Red
48 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED_HIT"), w_shotorg, v);
50 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED"), w_shotorg, v);
52 case NUM_TEAM_2: // Blue
54 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE_HIT"), w_shotorg, v);
56 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE"), w_shotorg, v);
58 case NUM_TEAM_3: // Yellow
60 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW_HIT"), w_shotorg, v);
62 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW"), w_shotorg, v);
64 case NUM_TEAM_4: // Pink
66 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK_HIT"), w_shotorg, v);
68 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK"), w_shotorg, v);
72 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3_HIT"), w_shotorg, v);
74 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), w_shotorg, v);
78 W_DecreaseAmmo(ammo_cells, ((g_minstagib) ? 1 : autocvar_g_balance_minstanex_ammo), autocvar_g_balance_minstanex_reload_ammo);
81 void spawnfunc_weapon_minstanex (void); // defined in t_items.qc
83 float w_minstanex(float req)
88 // now multiple WR_s use this
89 minstanex_ammo = ((g_minstagib) ? 1 : autocvar_g_balance_minstanex_ammo);
93 if(self.ammo_cells > 0)
94 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
96 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
98 else if (req == WR_THINK)
100 // if the laser uses load, we also consider its ammo for reloading
101 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
102 weapon_action(self.weapon, WR_RELOAD);
103 else if(autocvar_g_balance_minstanex_reload_ammo && self.clip_load < minstanex_ammo) // forced reload
104 weapon_action(self.weapon, WR_RELOAD);
105 else if (self.BUTTON_ATCK)
107 if (weapon_prepareattack(0, autocvar_g_balance_minstanex_refire))
109 W_MinstaNex_Attack();
110 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minstanex_animtime, w_ready);
113 else if (self.BUTTON_ATCK2)
115 if (self.jump_interval <= time)
116 if (weapon_prepareattack(1, -1))
118 // handle refire manually, so that primary and secondary can be fired without conflictions (important for minstagib)
119 self.jump_interval = time + autocvar_g_balance_minstanex_laser_refire * W_WeaponRateFactor();
121 // decrease ammo for the laser?
122 if(autocvar_g_balance_minstanex_laser_ammo)
123 W_DecreaseAmmo(ammo_cells, autocvar_g_balance_minstanex_laser_ammo, autocvar_g_balance_minstanex_reload_ammo);
125 // ugly minstagib hack to reuse the fire mode of the laser
128 self.weapon = WEP_LASER;
132 // now do normal refire
133 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_minstanex_laser_animtime, w_ready);
137 else if (req == WR_PRECACHE)
139 precache_model ("models/nexflash.md3");
140 precache_model ("models/weapons/g_minstanex.md3");
141 precache_model ("models/weapons/v_minstanex.md3");
142 precache_model ("models/weapons/h_minstanex.iqm");
143 precache_sound ("weapons/minstanexfire.wav");
144 precache_sound ("weapons/nexwhoosh1.wav");
145 precache_sound ("weapons/nexwhoosh2.wav");
146 precache_sound ("weapons/nexwhoosh3.wav");
147 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
148 w_laser(WR_PRECACHE);
150 else if (req == WR_SETUP)
152 weapon_setup(WEP_MINSTANEX);
153 self.current_ammo = ammo_cells;
154 self.minstanex_lasthit = 0;
156 else if (req == WR_CHECKAMMO1)
158 ammo_amount = self.ammo_cells >= minstanex_ammo;
159 ammo_amount += self.(weapon_load[WEP_MINSTANEX]) >= minstanex_ammo;
162 else if (req == WR_CHECKAMMO2)
164 if(!autocvar_g_balance_minstanex_laser_ammo)
166 ammo_amount = self.ammo_cells >= autocvar_g_balance_minstanex_laser_ammo;
167 ammo_amount += self.(weapon_load[WEP_MINSTANEX]) >= autocvar_g_balance_minstanex_laser_ammo;
170 else if (req == WR_RESETPLAYER)
172 self.minstanex_lasthit = 0;
174 else if (req == WR_RELOAD)
177 if(autocvar_g_balance_minstanex_laser_ammo)
178 used_ammo = min(minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo);
180 used_ammo = minstanex_ammo;
182 W_Reload(used_ammo, autocvar_g_balance_minstanex_reload_ammo, autocvar_g_balance_minstanex_reload_time, "weapons/reload.wav");
184 else if (req == WR_SUICIDEMESSAGE)
186 return WEAPON_THINKING_WITH_PORTALS;
188 else if (req == WR_KILLMESSAGE)
190 return WEAPON_MINSTANEX_MURDER;
196 float w_minstanex(float req)
198 if(req == WR_IMPACTEFFECT)
201 org2 = w_org + w_backoff * 6;
202 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
204 sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTEN_NORM);
206 else if(req == WR_PRECACHE)
208 precache_sound("weapons/neximpact.wav");