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fix a bunch of clone bugs to get desired behaviour back
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_minstanex.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id  */ MINSTANEX,
4 /* function  */ w_minstanex,
5 /* ammotype  */ IT_CELLS,
6 /* impulse   */ 7,
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")
12 );
13 #else
14 #ifdef SVQC
15 .float minstanex_lasthit;
16 .float jump_interval;
17
18 void W_MinstaNex_Attack (void)
19 {
20         float flying;
21         flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
22
23         W_SetupShot (self, TRUE, 0, "weapons/minstanexfire.wav", CH_WEAPON_A, 10000);
24
25         yoda = 0;
26         damage_goodhits = 0;
27         FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_MINSTANEX);
28
29         if(yoda && flying)
30                 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
31         if(damage_goodhits && self.minstanex_lasthit)
32         {
33                 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
34                 damage_goodhits = 0; // only every second time
35         }
36
37         self.minstanex_lasthit = damage_goodhits;
38
39         pointparticles(particleeffectnum("nex_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
40
41         // teamcolor / hit beam effect
42         vector v;
43         v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
44         switch(self.team)
45         {
46                 case NUM_TEAM_1:   // Red
47                         if(damage_goodhits)
48                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED_HIT"), w_shotorg, v);
49                         else
50                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED"), w_shotorg, v);
51                         break;
52                 case NUM_TEAM_2:   // Blue
53                         if(damage_goodhits)
54                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE_HIT"), w_shotorg, v);
55                         else
56                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE"), w_shotorg, v);
57                         break;
58                 case NUM_TEAM_3:   // Yellow
59                         if(damage_goodhits)
60                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW_HIT"), w_shotorg, v);
61                         else
62                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW"), w_shotorg, v);
63                         break;
64                 case NUM_TEAM_4:   // Pink
65                         if(damage_goodhits)
66                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK_HIT"), w_shotorg, v);
67                         else
68                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK"), w_shotorg, v);
69                         break;
70                 default:
71                         if(damage_goodhits)
72                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3_HIT"), w_shotorg, v);
73                         else
74                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), w_shotorg, v);
75                         break;
76         }
77
78         W_DecreaseAmmo(ammo_cells, ((g_minstagib) ? 1 : autocvar_g_balance_minstanex_ammo), autocvar_g_balance_minstanex_reload_ammo);
79 }
80
81 void spawnfunc_weapon_minstanex (void); // defined in t_items.qc
82
83 float w_minstanex(float req)
84 {
85         float ammo_amount;
86         float minstanex_ammo;
87
88         // now multiple WR_s use this
89         minstanex_ammo = ((g_minstagib) ? 1 : autocvar_g_balance_minstanex_ammo);
90
91         if (req == WR_AIM)
92         {
93                 if(self.ammo_cells > 0)
94                         self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
95                 else
96                         self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
97         }
98         else if (req == WR_THINK)
99         {
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)
106                 {
107                         if (weapon_prepareattack(0, autocvar_g_balance_minstanex_refire))
108                         {
109                                 W_MinstaNex_Attack();
110                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minstanex_animtime, w_ready);
111                         }
112                 }
113                 else if (self.BUTTON_ATCK2)
114                 {
115                         if (self.jump_interval <= time)
116                         if (weapon_prepareattack(1, -1))
117                         {
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();
120
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);
124
125                                 // ugly minstagib hack to reuse the fire mode of the laser
126                                 float w;
127                                 w = self.weapon;
128                                 self.weapon = WEP_LASER;
129                                 W_Laser_Attack(2);
130                                 self.weapon = w;
131
132                                 // now do normal refire
133                                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_minstanex_laser_animtime, w_ready);
134                         }
135                 }
136         }
137         else if (req == WR_PRECACHE)
138         {
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);
149         }
150         else if (req == WR_SETUP)
151         {
152                 weapon_setup(WEP_MINSTANEX);
153                 self.current_ammo = ammo_cells;
154                 self.minstanex_lasthit = 0;
155         }
156         else if (req == WR_CHECKAMMO1)
157         {
158                 ammo_amount = self.ammo_cells >= minstanex_ammo;
159                 ammo_amount += self.(weapon_load[WEP_MINSTANEX]) >= minstanex_ammo;
160                 return ammo_amount;
161         }
162         else if (req == WR_CHECKAMMO2)
163         {
164                 if(!autocvar_g_balance_minstanex_laser_ammo)
165                         return TRUE;
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;
168                 return ammo_amount;
169         }
170         else if (req == WR_RESETPLAYER)
171         {
172                 self.minstanex_lasthit = 0;
173         }
174         else if (req == WR_RELOAD)
175         {
176                 float used_ammo;
177                 if(autocvar_g_balance_minstanex_laser_ammo)
178                         used_ammo = min(minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo);
179                 else
180                         used_ammo = minstanex_ammo;
181
182                 W_Reload(used_ammo, autocvar_g_balance_minstanex_reload_ammo, autocvar_g_balance_minstanex_reload_time, "weapons/reload.wav");
183         }
184         else if (req == WR_SUICIDEMESSAGE)
185         {
186                 return WEAPON_THINKING_WITH_PORTALS;
187         }
188         else if (req == WR_KILLMESSAGE)
189         {
190                 return WEAPON_MINSTANEX_MURDER;
191         }
192         return TRUE;
193 }
194 #endif
195 #ifdef CSQC
196 float w_minstanex(float req)
197 {
198         if(req == WR_IMPACTEFFECT)
199         {
200                 vector org2;
201                 org2 = w_org + w_backoff * 6;
202                 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
203                 if(!w_issilent)
204                         sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTEN_NORM);
205         }
206         else if(req == WR_PRECACHE)
207         {
208                 precache_sound("weapons/neximpact.wav");
209         }
210         return TRUE;
211 }
212 #endif
213 #endif