#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(MINSTANEX, w_minstanex, IT_CELLS, 7, WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_FLAG_SUPERWEAPON | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "minstanex", "minstanex", _("MinstaNex"))
+REGISTER_WEAPON(
+/* WEP_##id */ MINSTANEX,
+/* function */ w_minstanex,
+/* ammotype */ IT_CELLS,
+/* impulse */ 7,
+/* flags */ WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_FLAG_SUPERWEAPON | WEP_TYPE_HITSCAN,
+/* rating */ BOT_PICKUP_RATING_HIGH,
+/* model */ "minstanex",
+/* shortname */ "minstanex",
+/* fullname */ _("MinstaNex")
+);
#else
#ifdef SVQC
.float minstanex_lasthit;
yoda = 0;
damage_goodhits = 0;
- headshot = 0;
- damage_headshotbonus = -1; // no extra damage, just count
FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_MINSTANEX);
- damage_headshotbonus = 0;
if(yoda && flying)
- AnnounceTo(self, "yoda");
- if(headshot)
- {
- AnnounceTo(self, "headshot");
- }
+ Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
if(damage_goodhits && self.minstanex_lasthit)
{
- AnnounceTo(self, "impressive");
+ Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
damage_goodhits = 0; // only every second time
}
// teamcolor / hit beam effect
vector v;
v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
- if(teamplay)
+ switch(self.team)
{
- switch(self.team)
- {
- case COLOR_TEAM1: // Red
- if(damage_goodhits)
- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED_HIT"), w_shotorg, v);
- else
- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED"), w_shotorg, v);
- break;
- case COLOR_TEAM2: // Blue
- if(damage_goodhits)
- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE_HIT"), w_shotorg, v);
- else
- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE"), w_shotorg, v);
- break;
- case COLOR_TEAM3: // Yellow
- if(damage_goodhits)
- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW_HIT"), w_shotorg, v);
- else
- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW"), w_shotorg, v);
- break;
- case COLOR_TEAM4: // Pink
- if(damage_goodhits)
- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK_HIT"), w_shotorg, v);
- else
- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK"), w_shotorg, v);
- break;
- }
+ case NUM_TEAM_1: // Red
+ if(damage_goodhits)
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED_HIT"), w_shotorg, v);
+ else
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED"), w_shotorg, v);
+ break;
+ case NUM_TEAM_2: // Blue
+ if(damage_goodhits)
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE_HIT"), w_shotorg, v);
+ else
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE"), w_shotorg, v);
+ break;
+ case NUM_TEAM_3: // Yellow
+ if(damage_goodhits)
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW_HIT"), w_shotorg, v);
+ else
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW"), w_shotorg, v);
+ break;
+ case NUM_TEAM_4: // Pink
+ if(damage_goodhits)
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK_HIT"), w_shotorg, v);
+ else
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK"), w_shotorg, v);
+ break;
+ default:
+ if(damage_goodhits)
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3_HIT"), w_shotorg, v);
+ else
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), w_shotorg, v);
+ break;
}
- else
- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), w_shotorg, v);
-
- W_DecreaseAmmo(ammo_cells, ((g_minstagib) ? 1 : autocvar_g_balance_minstanex_ammo), autocvar_g_balance_minstanex_reload_ammo);
+
+ W_DecreaseAmmo(ammo_cells, ((g_instagib) ? 1 : autocvar_g_balance_minstanex_ammo), autocvar_g_balance_minstanex_reload_ammo);
}
void spawnfunc_weapon_minstanex (void); // defined in t_items.qc
float minstanex_ammo;
// now multiple WR_s use this
- minstanex_ammo = ((g_minstagib) ? 1 : autocvar_g_balance_minstanex_ammo);
+ minstanex_ammo = ((g_instagib) ? 1 : autocvar_g_balance_minstanex_ammo);
if (req == WR_AIM)
{
if (self.jump_interval <= time)
if (weapon_prepareattack(1, -1))
{
- // handle refire manually, so that primary and secondary can be fired without conflictions (important for minstagib)
+ // handle refire manually, so that primary and secondary can be fired without conflictions (important for instagib)
self.jump_interval = time + autocvar_g_balance_minstanex_laser_refire * W_WeaponRateFactor();
-
+
// 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
+ // ugly instagib hack to reuse the fire mode of the laser
float w;
w = self.weapon;
self.weapon = WEP_LASER;
W_Laser_Attack(2);
self.weapon = w;
-
+
// now do normal refire
weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_minstanex_laser_animtime, w_ready);
}
W_Reload(used_ammo, autocvar_g_balance_minstanex_reload_ammo, autocvar_g_balance_minstanex_reload_time, "weapons/reload.wav");
}
+ else if (req == WR_SUICIDEMESSAGE)
+ {
+ return WEAPON_THINKING_WITH_PORTALS;
+ }
+ else if (req == WR_KILLMESSAGE)
+ {
+ return WEAPON_MINSTANEX_MURDER;
+ }
return TRUE;
}
#endif
org2 = w_org + w_backoff * 6;
pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
if(!w_issilent)
- sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTEN_NORM);
}
else if(req == WR_PRECACHE)
{
precache_sound("weapons/neximpact.wav");
}
- else if (req == WR_SUICIDEMESSAGE)
- w_deathtypestring = _("%s is now thinking with portals");
- else if (req == WR_KILLMESSAGE)
- w_deathtypestring = _("%s has been vaporized by %s's minstanex");
return TRUE;
}
#endif