2 REGISTER_WEAPON(MINSTANEX, w_minstanex, IT_CELLS, 7, WEP_FLAG_HIDDEN | WEP_FLAG_CANCLIMB | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "minstanex", "minstanex", _("MinstaNex"))
5 .float minstanex_lasthit;
9 float W_Minstanex_LaserUsesLoad()
11 // if the minsta uses reloading, and consumption is enabled for the minsta laser, decrease clip load
12 if(!autocvar_g_balance_minstanex_reload_ammo) // reloading is disabled
15 if(autocvar_g_balance_minstanex_reload_laserload)
16 return autocvar_g_balance_minstanex_reload_laserload;
21 void W_Minstanex_SetAmmoCounter()
23 // set clip_load to the weapon we have switched to, if the gun uses reloading
24 if(!autocvar_g_balance_minstanex_reload_ammo)
25 self.clip_load = 0; // also keeps crosshair ammo from displaying
28 self.clip_load = self.minstanex_load;
29 self.clip_size = autocvar_g_balance_minstanex_reload_ammo; // for the crosshair ammo display
33 void W_Minstanex_ReloadedAndReady()
37 // now do the ammo transfer
38 self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
39 while(self.clip_load < autocvar_g_balance_minstanex_reload_ammo && self.ammo_cells) // make sure we don't add more ammo than we have
44 self.minstanex_load = self.clip_load;
46 t = ATTACK_FINISHED(self) - autocvar_g_balance_minstanex_reload_time - 1;
47 ATTACK_FINISHED(self) = t;
51 void W_Minstanex_Reload()
53 // return if reloading is disabled for this weapon
54 if(!autocvar_g_balance_minstanex_reload_ammo)
57 if(W_Minstanex_LaserUsesLoad())
59 if(!W_ReloadCheck(self.ammo_cells, min(autocvar_g_balance_minstanex_ammo, W_Minstanex_LaserUsesLoad())))
62 else if(!W_ReloadCheck(self.ammo_cells, autocvar_g_balance_minstanex_ammo))
67 sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
69 t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_minstanex_reload_time + 1;
70 ATTACK_FINISHED(self) = t;
72 weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_minstanex_reload_time, W_Minstanex_ReloadedAndReady);
74 self.old_clip_load = self.clip_load;
78 void W_MinstaNex_Attack (void)
81 flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
83 W_SetupShot (self, TRUE, 0, "weapons/minstanexfire.wav", CHAN_WEAPON, 10000);
88 FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_MINSTANEX);
93 AnnounceTo(self, "yoda");
98 AnnounceTo(self, "yoda");
101 AnnounceTo(self, "headshot");
103 if(damage_goodhits && self.minstanex_lasthit)
105 if(AnnounceTo(self, "impressive"))
106 damage_goodhits = 0; // only every second time
110 self.minstanex_lasthit = damage_goodhits;
112 pointparticles(particleeffectnum("nex_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
114 // teamcolor / hit beam effect
116 v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
121 case COLOR_TEAM1: // Red
123 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED_HIT"), w_shotorg, v);
125 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED"), w_shotorg, v);
127 case COLOR_TEAM2: // Blue
129 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE_HIT"), w_shotorg, v);
131 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE"), w_shotorg, v);
133 case COLOR_TEAM3: // Yellow
135 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW_HIT"), w_shotorg, v);
137 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW"), w_shotorg, v);
139 case COLOR_TEAM4: // Pink
141 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK_HIT"), w_shotorg, v);
143 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK"), w_shotorg, v);
148 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), w_shotorg, v);
150 // flash and burn the wall
151 if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
152 Damage_DamageInfo(trace_endpos, 10000, 0, 0, 800 * w_shotdir, WEP_MINSTANEX, self);
154 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
155 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
157 if(autocvar_g_balance_minstanex_reload_ammo)
160 self.clip_load -= - 1;
162 self.clip_load -= autocvar_g_balance_minstanex_ammo;
163 self.minstanex_load = self.clip_load;
168 self.ammo_cells -= - 1;
170 self.ammo_cells -= autocvar_g_balance_minstanex_ammo;
176 .float minstagib_nextthink;
177 void minstagib_ammocheck (void)
179 if (time < self.minstagib_nextthink || self.deadflag || gameover)
182 if (self.ammo_cells <= 0)
184 if (self.health == 5)
186 centerprint(self, "you're dead now...\n");
187 Damage(self, self, self, 5, DEATH_NOAMMO, self.origin, '0 0 0');
188 AnnounceTo(self, "terminated");
190 else if (self.health == 10)
192 centerprint(self, "^11^7 second left to find some ammo\n");
193 Damage(self, self, self, 5, DEATH_NOAMMO, self.origin, '0 0 0');
194 AnnounceTo(self, "1");
196 else if (self.health == 20)
198 centerprint(self, "^12^7 seconds left to find some ammo\n");
199 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
200 AnnounceTo(self, "2");
202 else if (self.health == 30)
204 centerprint(self, "^13^7 seconds left to find some ammo\n");
205 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
206 AnnounceTo(self, "3");
208 else if (self.health == 40)
210 centerprint(self, "^14^7 seconds left to find some ammo\n");
211 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
212 AnnounceTo(self, "4");
214 else if (self.health == 50)
216 centerprint(self, "^15^7 seconds left to find some ammo\n");
217 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
218 AnnounceTo(self, "5");
220 else if (self.health == 60)
222 centerprint(self, "^36^7 seconds left to find some ammo\n");
223 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
224 AnnounceTo(self, "6");
226 else if (self.health == 70)
228 centerprint(self, "^37^7 seconds left to find some ammo\n");
229 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
230 AnnounceTo(self, "7");
232 else if (self.health == 80)
234 centerprint(self, "^38^7 seconds left to find some ammo\n");
235 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
236 AnnounceTo(self, "8");
238 else if (self.health == 90)
240 centerprint(self, "^39^7 seconds left to find some ammo\n");
241 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
242 AnnounceTo(self, "9");
244 else if (self.health == 100)
246 centerprint(self, "get some ammo or\nyou'll be dead in ^310^7 seconds...");
247 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
248 if not(self.flags & FL_GODMODE)
249 AnnounceTo(self, "10");
252 self.minstagib_nextthink = time + 1;
255 void spawnfunc_weapon_minstanex (void); // defined in t_items.qc
257 float minstanex_ammo;
258 float w_minstanex(float req)
262 if(self.ammo_cells > 0)
263 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
265 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
267 else if (req == WR_THINK)
272 minstanex_ammo = autocvar_g_balance_minstanex_ammo;
274 // if the laser uses load, we also consider its ammo for reloading
275 if(autocvar_g_balance_minstanex_reload_ammo && W_Minstanex_LaserUsesLoad() && self.clip_load < min(minstanex_ammo, W_Minstanex_LaserUsesLoad())) // forced reload
276 W_Minstanex_Reload();
277 else if(autocvar_g_balance_minstanex_reload_ammo && self.clip_load < minstanex_ammo) // forced reload
278 W_Minstanex_Reload();
279 else if (self.BUTTON_ATCK)
281 if (weapon_prepareattack(0, autocvar_g_balance_minstanex_refire))
283 W_MinstaNex_Attack();
284 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minstanex_animtime, w_ready);
287 else if (self.BUTTON_ATCK2)
289 if (self.jump_interval <= time)
291 self.jump_interval = time + autocvar_g_balance_laser_primary_refire * W_WeaponRateFactor();
293 // decrease clip load for the laser?
294 if(autocvar_g_balance_minstanex_reload_ammo && W_Minstanex_LaserUsesLoad())
295 self.clip_load -= W_Minstanex_LaserUsesLoad();
297 // ugly minstagib hack to reuse the fire mode of the laser
300 self.weapon = WEP_LASER;
307 if(self.switchweapon == self.weapon)
309 if(self.weaponentity.state == WS_READY)
311 self.wish_reload = 0;
312 W_Minstanex_Reload();
317 else if (req == WR_PRECACHE)
319 precache_model ("models/nexflash.md3");
320 precache_model ("models/weapons/g_minstanex.md3");
321 precache_model ("models/weapons/v_minstanex.md3");
322 precache_model ("models/weapons/h_minstanex.iqm");
323 precache_sound ("weapons/minstanexfire.wav");
324 precache_sound ("weapons/nexwhoosh1.wav");
325 precache_sound ("weapons/nexwhoosh2.wav");
326 precache_sound ("weapons/nexwhoosh3.wav");
327 w_laser(WR_PRECACHE);
329 else if (req == WR_SETUP)
331 weapon_setup(WEP_MINSTANEX);
332 W_Minstanex_SetAmmoCounter();
333 self.minstanex_lasthit = 0;
335 else if (req == WR_CHECKAMMO1)
337 if(autocvar_g_balance_minstanex_reload_ammo)
338 return self.clip_load >= minstanex_ammo;
340 return self.ammo_cells >= minstanex_ammo;
342 else if (req == WR_CHECKAMMO2)
344 if(W_Minstanex_LaserUsesLoad())
345 return W_Minstanex_LaserUsesLoad();
349 else if (req == WR_RESETPLAYER)
351 self.minstanex_lasthit = 0;
353 else if (req == WR_RELOAD)
355 W_Minstanex_Reload();
361 float w_minstanex(float req)
363 if(req == WR_IMPACTEFFECT)
366 org2 = w_org + w_backoff * 6;
367 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
369 sound(self, CHAN_PROJECTILE, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
371 else if(req == WR_PRECACHE)
373 precache_sound("weapons/neximpact.wav");
375 else if (req == WR_SUICIDEMESSAGE)
376 w_deathtypestring = "%s did the impossible";
377 else if (req == WR_KILLMESSAGE)
378 w_deathtypestring = "%s has been vaporized by %s";