#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(MINSTANEX, w_minstanex, IT_CELLS, 7, WEP_FLAG_HIDDEN | WEP_FLAG_CANCLIMB | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "minstanex", "minstanex", _("MinstaNex"))
+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"))
#else
#ifdef SVQC
.float minstanex_lasthit;
-.float minstanex_load;
-
-float W_Minstanex_LaserUsesLoad()
-{
- // if the minsta uses reloading, and consumption is enabled for the minsta laser, decrease clip load
- if(!autocvar_g_balance_minstanex_reload_ammo) // reloading is disabled
- return FALSE;
-
- if(autocvar_g_balance_minstanex_reload_laserload)
- return autocvar_g_balance_minstanex_reload_laserload;
-
- return FALSE;
-}
-
-void W_Minstanex_SetAmmoCounter()
-{
- // set clip_load to the weapon we have switched to, if the gun uses reloading
- if(!autocvar_g_balance_minstanex_reload_ammo)
- self.clip_load = 0; // also keeps crosshair ammo from displaying
- else
- {
- self.clip_load = self.minstanex_load;
- self.clip_size = autocvar_g_balance_minstanex_reload_ammo; // for the crosshair ammo display
- }
-}
-
-void W_Minstanex_ReloadedAndReady()
-{
- float t;
-
- // now do the ammo transfer
- self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
- while(self.clip_load < autocvar_g_balance_minstanex_reload_ammo && self.ammo_cells) // make sure we don't add more ammo than we have
- {
- self.clip_load += 1;
- self.ammo_cells -= 1;
- }
- self.minstanex_load = self.clip_load;
-
- t = ATTACK_FINISHED(self) - autocvar_g_balance_minstanex_reload_time - 1;
- ATTACK_FINISHED(self) = t;
- w_ready();
-}
-
-void W_Minstanex_Reload()
-{
- // return if reloading is disabled for this weapon
- if(!autocvar_g_balance_minstanex_reload_ammo)
- return;
-
- if(W_Minstanex_LaserUsesLoad())
- {
- if(!W_ReloadCheck(self.ammo_cells, min(autocvar_g_balance_minstanex_ammo, W_Minstanex_LaserUsesLoad())))
- return;
- }
- else if(!W_ReloadCheck(self.ammo_cells, autocvar_g_balance_minstanex_ammo))
- return;
-
- float t;
-
- sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
-
- t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_minstanex_reload_time + 1;
- ATTACK_FINISHED(self) = t;
-
- weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_minstanex_reload_time, W_Minstanex_ReloadedAndReady);
-
- self.old_clip_load = self.clip_load;
- self.clip_load = -1;
-}
-
void W_MinstaNex_Attack (void)
{
float flying;
flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
- W_SetupShot (self, TRUE, 0, "weapons/minstanexfire.wav", CHAN_WEAPON, 10000);
+ W_SetupShot (self, TRUE, 0, "weapons/minstanexfire.wav", CH_WEAPON_A, 10000);
yoda = 0;
damage_goodhits = 0;
// teamcolor / hit beam effect
vector v;
v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
- if(teams_matter)
+ if(teamplay)
{
switch(self.team)
{
if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
Damage_DamageInfo(trace_endpos, 10000, 0, 0, 800 * w_shotdir, WEP_MINSTANEX, self);
- // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- {
- if(autocvar_g_balance_minstanex_reload_ammo)
- {
- if (g_minstagib)
- self.clip_load -= - 1;
- else
- self.clip_load -= autocvar_g_balance_minstanex_ammo;
- self.minstanex_load = self.clip_load;
- }
- else
- {
- if (g_minstagib)
- self.ammo_cells -= - 1;
- else
- self.ammo_cells -= autocvar_g_balance_minstanex_ammo;
- }
- }
+ if (g_minstagib)
+ W_DecreaseAmmo(ammo_cells, 1, autocvar_g_balance_minstanex_reload_ammo);
+ else
+ W_DecreaseAmmo(ammo_cells, autocvar_g_balance_minstanex_ammo, autocvar_g_balance_minstanex_reload_ammo);
}
return;
if (self.ammo_cells <= 0)
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
{
if (self.health == 5)
{
void spawnfunc_weapon_minstanex (void); // defined in t_items.qc
-float minstanex_ammo;
float w_minstanex(float req)
{
+ float ammo_amount;
+ float minstanex_ammo;
+
+ // now multiple WR_s use this
+ if(g_minstagib)
+ minstanex_ammo = 1;
+ else
+ minstanex_ammo = autocvar_g_balance_minstanex_ammo;
+
if (req == WR_AIM)
{
if(self.ammo_cells > 0)
}
else if (req == WR_THINK)
{
- if(g_minstagib)
- minstanex_ammo = 1;
- else
- minstanex_ammo = autocvar_g_balance_minstanex_ammo;
-
// if the laser uses load, we also consider its ammo for reloading
- if(autocvar_g_balance_minstanex_reload_ammo && W_Minstanex_LaserUsesLoad() && self.clip_load < min(minstanex_ammo, W_Minstanex_LaserUsesLoad())) // forced reload
- W_Minstanex_Reload();
+ 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
+ weapon_action(self.weapon, WR_RELOAD);
else if(autocvar_g_balance_minstanex_reload_ammo && self.clip_load < minstanex_ammo) // forced reload
- W_Minstanex_Reload();
+ weapon_action(self.weapon, WR_RELOAD);
else if (self.BUTTON_ATCK)
{
if (weapon_prepareattack(0, autocvar_g_balance_minstanex_refire))
{
self.jump_interval = time + autocvar_g_balance_laser_primary_refire * W_WeaponRateFactor();
- // decrease clip load for the laser?
- if(autocvar_g_balance_minstanex_reload_ammo && W_Minstanex_LaserUsesLoad())
- self.clip_load -= W_Minstanex_LaserUsesLoad();
+ // decrease ammo for the laser?
+ if(autocvar_g_balance_minstanex_laser_ammo)
+ W_DecreaseAmmo(ammo_cells, autocvar_g_balance_minstanex_laser_ammo, autocvar_g_balance_minstanex_reload_ammo);
// ugly minstagib hack to reuse the fire mode of the laser
float w;
self.weapon = w;
}
}
- if(self.wish_reload)
- {
- if(self.switchweapon == self.weapon)
- {
- if(self.weaponentity.state == WS_READY)
- {
- self.wish_reload = 0;
- W_Minstanex_Reload();
- }
- }
- }
}
else if (req == WR_PRECACHE)
{
precache_sound ("weapons/nexwhoosh1.wav");
precache_sound ("weapons/nexwhoosh2.wav");
precache_sound ("weapons/nexwhoosh3.wav");
+ //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
w_laser(WR_PRECACHE);
}
else if (req == WR_SETUP)
{
weapon_setup(WEP_MINSTANEX);
- W_Minstanex_SetAmmoCounter();
+ self.current_ammo = ammo_cells;
self.minstanex_lasthit = 0;
}
else if (req == WR_CHECKAMMO1)
{
- if(autocvar_g_balance_minstanex_reload_ammo)
- return self.clip_load >= minstanex_ammo;
- else
- return self.ammo_cells >= minstanex_ammo;
+ ammo_amount = self.ammo_cells >= minstanex_ammo;
+ ammo_amount += self.weapon_load[WEP_MINSTANEX] >= minstanex_ammo;
+ return ammo_amount;
}
else if (req == WR_CHECKAMMO2)
{
- if(W_Minstanex_LaserUsesLoad())
- return W_Minstanex_LaserUsesLoad();
- else
+ if(!autocvar_g_balance_minstanex_laser_ammo)
return TRUE;
+ ammo_amount = self.ammo_cells >= autocvar_g_balance_minstanex_laser_ammo;
+ ammo_amount += self.weapon_load[WEP_MINSTANEX] >= autocvar_g_balance_minstanex_laser_ammo;
+ return ammo_amount;
}
else if (req == WR_RESETPLAYER)
{
}
else if (req == WR_RELOAD)
{
- W_Minstanex_Reload();
+ float used_ammo;
+ if(autocvar_g_balance_minstanex_laser_ammo)
+ used_ammo = min(minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo);
+ else
+ used_ammo = minstanex_ammo;
+
+ W_Reload(used_ammo, autocvar_g_balance_minstanex_reload_ammo, autocvar_g_balance_minstanex_reload_time, "weapons/reload.wav");
}
return TRUE;
};
org2 = w_org + w_backoff * 6;
pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
if(!w_issilent)
- sound(self, CHAN_PROJECTILE, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
}
else if(req == WR_PRECACHE)
{
precache_sound("weapons/neximpact.wav");
}
else if (req == WR_SUICIDEMESSAGE)
- w_deathtypestring = "%s did the impossible";
+ w_deathtypestring = _("%s is now thinking with portals");
else if (req == WR_KILLMESSAGE)
- w_deathtypestring = "%s has been vaporized by %s";
+ w_deathtypestring = _("%s has been vaporized by %s");
return TRUE;
}
#endif