]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/w_minstanex.qc
bd39e9fb65abffd811d7792bea3c251dcef545ea
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_minstanex.qc
1 #ifdef REGISTER_WEAPON
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"))
3 #else
4 #ifdef SVQC
5 .float minstanex_lasthit;
6 .float jump_interval;
7
8 void W_MinstaNex_Attack (void)
9 {
10         float flying;
11         flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
12
13         W_SetupShot (self, TRUE, 0, "weapons/minstanexfire.wav", CH_WEAPON_A, 10000);
14
15         yoda = 0;
16         damage_goodhits = 0;
17         FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_MINSTANEX);
18
19         if(g_minstagib)
20         {
21                 if(yoda)
22                         AnnounceTo(self, "yoda");
23         }
24         else
25         {
26                 if(yoda && flying)
27                         AnnounceTo(self, "yoda");
28                 if(damage_goodhits && self.minstanex_lasthit)
29                 {
30                         AnnounceTo(self, "impressive");
31                         damage_goodhits = 0; // only every second time
32                 }
33         }
34
35         self.minstanex_lasthit = damage_goodhits;
36
37         pointparticles(particleeffectnum("nex_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
38
39         // teamcolor / hit beam effect
40         vector v;
41         v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
42         if(teamplay)
43         {
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             }
71         }
72         else
73         WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), w_shotorg, v);
74
75         if (g_minstagib)
76                 W_DecreaseAmmo(ammo_cells, 1, autocvar_g_balance_minstanex_reload_ammo);
77         else
78                 W_DecreaseAmmo(ammo_cells, autocvar_g_balance_minstanex_ammo, autocvar_g_balance_minstanex_reload_ammo);
79 }
80
81
82 .float minstagib_nextthink;
83 .float minstagib_needammo;
84 void minstagib_stop_countdown(entity e)
85 {
86         if (!e.minstagib_needammo)
87                 return;
88         Kill_Notification(NOTIF_ONE_ONLY, e, MSG_CENTER_CPID, CPID_MINSTA_FINDAMMO);
89         e.minstagib_needammo = FALSE;
90 }
91 void minstagib_ammocheck(void)
92 {
93         if (time < self.minstagib_nextthink)
94                 return;
95
96         if (self.deadflag || gameover)
97                 minstagib_stop_countdown(self);
98         else if (self.ammo_cells > 0 || (self.items & IT_UNLIMITED_WEAPON_AMMO))
99         {
100                 if (self.minstagib_needammo)
101                         self.health = 100;
102                 minstagib_stop_countdown(self);
103         }
104         else
105         {
106                 self.minstagib_needammo = TRUE;
107                 if (self.health == 5)
108                 {
109                         Damage(self, self, self, 5, DEATH_NOAMMO, self.origin, '0 0 0');
110                         AnnounceTo(self, "terminated");
111                 }
112                 else if (self.health == 10)
113                 {
114                         Damage(self, self, self, 5, DEATH_NOAMMO, self.origin, '0 0 0');
115                         AnnounceTo(self, "1");
116                 }
117                 else if (self.health == 20)
118                 {
119                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
120                         AnnounceTo(self, "2");
121                 }
122                 else if (self.health == 30)
123                 {
124                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
125                         AnnounceTo(self, "3");
126                 }
127                 else if (self.health == 40)
128                 {
129                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
130                         AnnounceTo(self, "4");
131                 }
132                 else if (self.health == 50)
133                 {
134                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
135                         AnnounceTo(self, "5");
136                 }
137                 else if (self.health == 60)
138                 {
139                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
140                         AnnounceTo(self, "6");
141                 }
142                 else if (self.health == 70)
143                 {
144                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
145                         AnnounceTo(self, "7");
146                 }
147                 else if (self.health == 80)
148                 {
149                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
150                         AnnounceTo(self, "8");
151                 }
152                 else if (self.health == 90)
153                 {
154                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MINSTA_FINDAMMO);
155                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
156                         AnnounceTo(self, "9");
157                 }
158                 else if (self.health == 100)
159                 {
160                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MINSTA_FINDAMMO_FIRST);
161                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
162                         if not(self.flags & FL_GODMODE)
163                                 AnnounceTo(self, "10");
164                 }
165         }
166         self.minstagib_nextthink = time + 1;
167 }
168
169 void spawnfunc_weapon_minstanex (void); // defined in t_items.qc
170
171 float w_minstanex(float req)
172 {
173         float ammo_amount;
174         float minstanex_ammo;
175
176         // now multiple WR_s use this
177         if(g_minstagib)
178                 minstanex_ammo = 1;
179         else
180                 minstanex_ammo = autocvar_g_balance_minstanex_ammo;
181
182         if (req == WR_AIM)
183         {
184                 if(self.ammo_cells > 0)
185                         self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
186                 else
187                         self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
188         }
189         else if (req == WR_THINK)
190         {
191                 // if the laser uses load, we also consider its ammo for reloading
192                 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
193                         weapon_action(self.weapon, WR_RELOAD);
194                 else if(autocvar_g_balance_minstanex_reload_ammo && self.clip_load < minstanex_ammo) // forced reload
195                         weapon_action(self.weapon, WR_RELOAD);
196                 else if (self.BUTTON_ATCK)
197                 {
198                         if (weapon_prepareattack(0, autocvar_g_balance_minstanex_refire))
199                         {
200                                 W_MinstaNex_Attack();
201                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minstanex_animtime, w_ready);
202                         }
203                 }
204                 else if (self.BUTTON_ATCK2)
205                 {
206                         if (self.jump_interval <= time)
207                         if (weapon_prepareattack(1, -1))
208                         {
209                                 // handle refire manually, so that primary and secondary can be fired without conflictions (important for minstagib)
210                                 self.jump_interval = time + autocvar_g_balance_minstanex_laser_refire * W_WeaponRateFactor();
211                                 
212                                 // decrease ammo for the laser?
213                                 if(autocvar_g_balance_minstanex_laser_ammo)
214                                         W_DecreaseAmmo(ammo_cells, autocvar_g_balance_minstanex_laser_ammo, autocvar_g_balance_minstanex_reload_ammo);
215
216                                 // ugly minstagib hack to reuse the fire mode of the laser
217                                 float w;
218                                 w = self.weapon;
219                                 self.weapon = WEP_LASER;
220                                 W_Laser_Attack(2);
221                                 self.weapon = w;
222                                 
223                                 // now do normal refire
224                                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_minstanex_laser_animtime, w_ready);
225                         }
226                 }
227         }
228         else if (req == WR_PRECACHE)
229         {
230                 precache_model ("models/nexflash.md3");
231                 precache_model ("models/weapons/g_minstanex.md3");
232                 precache_model ("models/weapons/v_minstanex.md3");
233                 precache_model ("models/weapons/h_minstanex.iqm");
234                 precache_sound ("weapons/minstanexfire.wav");
235                 precache_sound ("weapons/nexwhoosh1.wav");
236                 precache_sound ("weapons/nexwhoosh2.wav");
237                 precache_sound ("weapons/nexwhoosh3.wav");
238                 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
239                 w_laser(WR_PRECACHE);
240         }
241         else if (req == WR_SETUP)
242         {
243                 weapon_setup(WEP_MINSTANEX);
244                 self.current_ammo = ammo_cells;
245                 self.minstanex_lasthit = 0;
246         }
247         else if (req == WR_CHECKAMMO1)
248         {
249                 ammo_amount = self.ammo_cells >= minstanex_ammo;
250                 ammo_amount += self.(weapon_load[WEP_MINSTANEX]) >= minstanex_ammo;
251                 return ammo_amount;
252         }
253         else if (req == WR_CHECKAMMO2)
254         {
255                 if(!autocvar_g_balance_minstanex_laser_ammo)
256                         return TRUE;
257                 ammo_amount = self.ammo_cells >= autocvar_g_balance_minstanex_laser_ammo;
258                 ammo_amount += self.(weapon_load[WEP_MINSTANEX]) >= autocvar_g_balance_minstanex_laser_ammo;
259                 return ammo_amount;
260         }
261         else if (req == WR_RESETPLAYER)
262         {
263                 self.minstanex_lasthit = 0;
264         }
265         else if (req == WR_RELOAD)
266         {
267                 float used_ammo;
268                 if(autocvar_g_balance_minstanex_laser_ammo)
269                         used_ammo = min(minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo);
270                 else
271                         used_ammo = minstanex_ammo;
272
273                 W_Reload(used_ammo, autocvar_g_balance_minstanex_reload_ammo, autocvar_g_balance_minstanex_reload_time, "weapons/reload.wav");
274         }
275         else if (req == WR_SUICIDEMESSAGE)
276         {
277                 return WEAPON_THINKING_WITH_PORTALS;
278         }
279         else if (req == WR_KILLMESSAGE)
280         {
281                 return WEAPON_MINSTANEX_MURDER;
282         }
283         return TRUE;
284 }
285 #endif
286 #ifdef CSQC
287 float w_minstanex(float req)
288 {
289         if(req == WR_IMPACTEFFECT)
290         {
291                 vector org2;
292                 org2 = w_org + w_backoff * 6;
293                 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
294                 if(!w_issilent)
295                         sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
296         }
297         else if(req == WR_PRECACHE)
298         {
299                 precache_sound("weapons/neximpact.wav");
300         }
301         return TRUE;
302 }
303 #endif
304 #endif