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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 FL_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 FL_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 FL_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 FL_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         Send_CSQC_Centerprint_Generic_Expire(e, 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                 minstagib_stop_countdown(self);
101                 self.health = 100;
102         }
103         else
104         {
105                 self.minstagib_needammo = TRUE;
106                 if (self.health == 5)
107                 {
108                         Damage(self, self, self, 5, DEATH_NOAMMO, self.origin, '0 0 0');
109                         AnnounceTo(self, "terminated");
110                 }
111                 else if (self.health == 10)
112                 {
113                         Damage(self, self, self, 5, DEATH_NOAMMO, self.origin, '0 0 0');
114                         AnnounceTo(self, "1");
115                 }
116                 else if (self.health == 20)
117                 {
118                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
119                         AnnounceTo(self, "2");
120                 }
121                 else if (self.health == 30)
122                 {
123                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
124                         AnnounceTo(self, "3");
125                 }
126                 else if (self.health == 40)
127                 {
128                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
129                         AnnounceTo(self, "4");
130                 }
131                 else if (self.health == 50)
132                 {
133                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
134                         AnnounceTo(self, "5");
135                 }
136                 else if (self.health == 60)
137                 {
138                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
139                         AnnounceTo(self, "6");
140                 }
141                 else if (self.health == 70)
142                 {
143                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
144                         AnnounceTo(self, "7");
145                 }
146                 else if (self.health == 80)
147                 {
148                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
149                         AnnounceTo(self, "8");
150                 }
151                 else if (self.health == 90)
152                 {
153                         Send_CSQC_Centerprint_Generic(self, CPID_MINSTA_FINDAMMO, "^1%d^7 seconds left to find some ammo", 1, 9);
154                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
155                         AnnounceTo(self, "9");
156                 }
157                 else if (self.health == 100)
158                 {
159                         Send_CSQC_Centerprint_Generic(self, CPID_MINSTA_FINDAMMO, "get some ammo or\nyou'll be dead in ^3%d^7 seconds...", 1, 10);
160                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
161                         if not(self.flags & FL_GODMODE)
162                                 AnnounceTo(self, "10");
163                 }
164         }
165         self.minstagib_nextthink = time + 1;
166 }
167
168 void spawnfunc_weapon_minstanex (void); // defined in t_items.qc
169
170 float w_minstanex(float req)
171 {
172         float ammo_amount;
173         float minstanex_ammo;
174
175         // now multiple WR_s use this
176         if(g_minstagib)
177                 minstanex_ammo = 1;
178         else
179                 minstanex_ammo = autocvar_g_balance_minstanex_ammo;
180
181         if (req == WR_AIM)
182         {
183                 if(self.ammo_cells > 0)
184                         self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
185                 else
186                         self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
187         }
188         else if (req == WR_THINK)
189         {
190                 // if the laser uses load, we also consider its ammo for reloading
191                 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
192                         weapon_action(self.weapon, WR_RELOAD);
193                 else if(autocvar_g_balance_minstanex_reload_ammo && self.clip_load < minstanex_ammo) // forced reload
194                         weapon_action(self.weapon, WR_RELOAD);
195                 else if (self.BUTTON_ATCK)
196                 {
197                         if (weapon_prepareattack(0, autocvar_g_balance_minstanex_refire))
198                         {
199                                 W_MinstaNex_Attack();
200                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minstanex_animtime, w_ready);
201                         }
202                 }
203                 else if (self.BUTTON_ATCK2)
204                 {
205                         if (self.jump_interval <= time)
206                         if (weapon_prepareattack(1, -1))
207                         {
208                                 // handle refire manually, so that primary and secondary can be fired without conflictions (important for minstagib)
209                                 self.jump_interval = time + autocvar_g_balance_minstanex_laser_refire * W_WeaponRateFactor();
210                                 
211                                 // decrease ammo for the laser?
212                                 if(autocvar_g_balance_minstanex_laser_ammo)
213                                         W_DecreaseAmmo(ammo_cells, autocvar_g_balance_minstanex_laser_ammo, autocvar_g_balance_minstanex_reload_ammo);
214
215                                 // ugly minstagib hack to reuse the fire mode of the laser
216                                 float w;
217                                 w = self.weapon;
218                                 self.weapon = WEP_LASER;
219                                 W_Laser_Attack(2);
220                                 self.weapon = w;
221                                 
222                                 // now do normal refire
223                                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_minstanex_laser_animtime, w_ready);
224                         }
225                 }
226         }
227         else if (req == WR_PRECACHE)
228         {
229                 precache_model ("models/nexflash.md3");
230                 precache_model ("models/weapons/g_minstanex.md3");
231                 precache_model ("models/weapons/v_minstanex.md3");
232                 precache_model ("models/weapons/h_minstanex.iqm");
233                 precache_sound ("weapons/minstanexfire.wav");
234                 precache_sound ("weapons/nexwhoosh1.wav");
235                 precache_sound ("weapons/nexwhoosh2.wav");
236                 precache_sound ("weapons/nexwhoosh3.wav");
237                 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
238                 w_laser(WR_PRECACHE);
239         }
240         else if (req == WR_SETUP)
241         {
242                 weapon_setup(WEP_MINSTANEX);
243                 self.current_ammo = ammo_cells;
244                 self.minstanex_lasthit = 0;
245         }
246         else if (req == WR_CHECKAMMO1)
247         {
248                 ammo_amount = self.ammo_cells >= minstanex_ammo;
249                 ammo_amount += self.(weapon_load[WEP_MINSTANEX]) >= minstanex_ammo;
250                 return ammo_amount;
251         }
252         else if (req == WR_CHECKAMMO2)
253         {
254                 if(!autocvar_g_balance_minstanex_laser_ammo)
255                         return TRUE;
256                 ammo_amount = self.ammo_cells >= autocvar_g_balance_minstanex_laser_ammo;
257                 ammo_amount += self.(weapon_load[WEP_MINSTANEX]) >= autocvar_g_balance_minstanex_laser_ammo;
258                 return ammo_amount;
259         }
260         else if (req == WR_RESETPLAYER)
261         {
262                 self.minstanex_lasthit = 0;
263         }
264         else if (req == WR_RELOAD)
265         {
266                 float used_ammo;
267                 if(autocvar_g_balance_minstanex_laser_ammo)
268                         used_ammo = min(minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo);
269                 else
270                         used_ammo = minstanex_ammo;
271
272                 W_Reload(used_ammo, autocvar_g_balance_minstanex_reload_ammo, autocvar_g_balance_minstanex_reload_time, "weapons/reload.wav");
273         }
274         else if (req == WR_SUICIDEMESSAGE)
275         {
276                 return WEAPON_THINKING_WITH_PORTALS;
277         }
278         else if (req == WR_KILLMESSAGE)
279         {
280                 return WEAPON_MINSTANEX_MURDER;
281         }
282         return TRUE;
283 }
284 #endif
285 #ifdef CSQC
286 float w_minstanex(float req)
287 {
288         if(req == WR_IMPACTEFFECT)
289         {
290                 vector org2;
291                 org2 = w_org + w_backoff * 6;
292                 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
293                 if(!w_issilent)
294                         sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
295         }
296         else if(req == WR_PRECACHE)
297         {
298                 precache_sound("weapons/neximpact.wav");
299         }
300         else if (req == WR_SUICIDEMESSAGE)
301                 w_deathtypestring = _("%s is now thinking with portals");
302         else if (req == WR_KILLMESSAGE)
303                 w_deathtypestring = _("%s has been vaporized by %s's minstanex");
304         return TRUE;
305 }
306 #endif
307 #endif