2 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"))
5 .float minstanex_lasthit;
8 void W_MinstaNex_Attack (void)
11 flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
13 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);
20 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
21 if(damage_goodhits && self.minstanex_lasthit)
23 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
24 damage_goodhits = 0; // only every second time
27 self.minstanex_lasthit = damage_goodhits;
29 pointparticles(particleeffectnum("nex_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
31 // teamcolor / hit beam effect
33 v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
36 case NUM_TEAM_1: // Red
38 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED_HIT"), w_shotorg, v);
40 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED"), w_shotorg, v);
42 case NUM_TEAM_2: // Blue
44 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE_HIT"), w_shotorg, v);
46 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE"), w_shotorg, v);
48 case NUM_TEAM_3: // Yellow
50 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW_HIT"), w_shotorg, v);
52 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW"), w_shotorg, v);
54 case NUM_TEAM_4: // Pink
56 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK_HIT"), w_shotorg, v);
58 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK"), w_shotorg, v);
62 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3_HIT"), w_shotorg, v);
64 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), w_shotorg, v);
68 W_DecreaseAmmo(ammo_cells, ((g_minstagib) ? 1 : autocvar_g_balance_minstanex_ammo), autocvar_g_balance_minstanex_reload_ammo);
71 void spawnfunc_weapon_minstanex (void); // defined in t_items.qc
73 float w_minstanex(float req)
78 // now multiple WR_s use this
79 minstanex_ammo = ((g_minstagib) ? 1 : autocvar_g_balance_minstanex_ammo);
83 if(self.ammo_cells > 0)
84 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
86 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
88 else if (req == WR_THINK)
90 // if the laser uses load, we also consider its ammo for reloading
91 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
92 weapon_action(self.weapon, WR_RELOAD);
93 else if(autocvar_g_balance_minstanex_reload_ammo && self.clip_load < minstanex_ammo) // forced reload
94 weapon_action(self.weapon, WR_RELOAD);
95 else if (self.BUTTON_ATCK)
97 if (weapon_prepareattack(0, autocvar_g_balance_minstanex_refire))
100 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minstanex_animtime, w_ready);
103 else if (self.BUTTON_ATCK2)
105 if (self.jump_interval <= time)
106 if (weapon_prepareattack(1, -1))
108 // handle refire manually, so that primary and secondary can be fired without conflictions (important for minstagib)
109 self.jump_interval = time + autocvar_g_balance_minstanex_laser_refire * W_WeaponRateFactor();
111 // decrease ammo for the laser?
112 if(autocvar_g_balance_minstanex_laser_ammo)
113 W_DecreaseAmmo(ammo_cells, autocvar_g_balance_minstanex_laser_ammo, autocvar_g_balance_minstanex_reload_ammo);
115 // ugly minstagib hack to reuse the fire mode of the laser
118 self.weapon = WEP_LASER;
122 // now do normal refire
123 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_minstanex_laser_animtime, w_ready);
127 else if (req == WR_PRECACHE)
129 precache_model ("models/nexflash.md3");
130 precache_model ("models/weapons/g_minstanex.md3");
131 precache_model ("models/weapons/v_minstanex.md3");
132 precache_model ("models/weapons/h_minstanex.iqm");
133 precache_sound ("weapons/minstanexfire.wav");
134 precache_sound ("weapons/nexwhoosh1.wav");
135 precache_sound ("weapons/nexwhoosh2.wav");
136 precache_sound ("weapons/nexwhoosh3.wav");
137 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
138 w_laser(WR_PRECACHE);
140 else if (req == WR_SETUP)
142 weapon_setup(WEP_MINSTANEX);
143 self.current_ammo = ammo_cells;
144 self.minstanex_lasthit = 0;
146 else if (req == WR_CHECKAMMO1)
148 ammo_amount = self.ammo_cells >= minstanex_ammo;
149 ammo_amount += self.(weapon_load[WEP_MINSTANEX]) >= minstanex_ammo;
152 else if (req == WR_CHECKAMMO2)
154 if(!autocvar_g_balance_minstanex_laser_ammo)
156 ammo_amount = self.ammo_cells >= autocvar_g_balance_minstanex_laser_ammo;
157 ammo_amount += self.(weapon_load[WEP_MINSTANEX]) >= autocvar_g_balance_minstanex_laser_ammo;
160 else if (req == WR_RESETPLAYER)
162 self.minstanex_lasthit = 0;
164 else if (req == WR_RELOAD)
167 if(autocvar_g_balance_minstanex_laser_ammo)
168 used_ammo = min(minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo);
170 used_ammo = minstanex_ammo;
172 W_Reload(used_ammo, autocvar_g_balance_minstanex_reload_ammo, autocvar_g_balance_minstanex_reload_time, "weapons/reload.wav");
174 else if (req == WR_SUICIDEMESSAGE)
176 return WEAPON_THINKING_WITH_PORTALS;
178 else if (req == WR_KILLMESSAGE)
180 return WEAPON_MINSTANEX_MURDER;
186 float w_minstanex(float req)
188 if(req == WR_IMPACTEFFECT)
191 org2 = w_org + w_backoff * 6;
192 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
194 sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
196 else if(req == WR_PRECACHE)
198 precache_sound("weapons/neximpact.wav");