REGISTER_WEAPON(
/* WEP_##id */ MINSTANEX,
/* function */ w_minstanex,
-/* ammotype */ IT_CELLS,
+/* ammotype */ ammo_cells,
/* impulse */ 7,
/* flags */ WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_FLAG_SUPERWEAPON | WEP_TYPE_HITSCAN,
/* rating */ BOT_PICKUP_RATING_HIGH,
/* model */ "minstanex",
/* netname */ "minstanex",
-/* fullname */ _("MinstaNex")
+/* fullname */ _("Vaporizer")
);
-#define MINSTANEX_SETTINGS(w_cvar,w_prop) \
- w_cvar(WEP_MINSTANEX, minstanex, MO_PRI, ammo) \
- w_cvar(WEP_MINSTANEX, minstanex, MO_PRI, animtime) \
- w_cvar(WEP_MINSTANEX, minstanex, MO_PRI, refire) \
- w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, ammo) \
- w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, animtime) \
- w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, damage) \
- w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, delay) \
- w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, edgedamage) \
- w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, force) \
- w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, lifetime) \
- w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, radius) \
- w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, refire) \
- w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, shotangle) \
- w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, speed) \
- w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, spread) \
- w_prop(WEP_MINSTANEX, minstanex, float, reloading_ammo, reload_ammo) \
- w_prop(WEP_MINSTANEX, minstanex, float, reloading_time, reload_time) \
- w_prop(WEP_MINSTANEX, minstanex, float, switchdelay_raise, switchdelay_raise) \
- w_prop(WEP_MINSTANEX, minstanex, float, switchdelay_drop, switchdelay_drop) \
- w_prop(WEP_MINSTANEX, minstanex, string, weaponreplace, weaponreplace) \
- w_prop(WEP_MINSTANEX, minstanex, float, weaponstart, weaponstart) \
- w_prop(WEP_MINSTANEX, minstanex, float, weaponstartoverride, weaponstartoverride)
+#define MINSTANEX_SETTINGS(w_cvar,w_prop) MINSTANEX_SETTINGS_LIST(w_cvar, w_prop, MINSTANEX, minstanex)
+#define MINSTANEX_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, PRI, ammo) \
+ w_cvar(id, sn, PRI, animtime) \
+ w_cvar(id, sn, PRI, refire) \
+ w_cvar(id, sn, SEC, ammo) \
+ w_cvar(id, sn, SEC, animtime) \
+ w_cvar(id, sn, SEC, damage) \
+ w_cvar(id, sn, SEC, delay) \
+ w_cvar(id, sn, SEC, edgedamage) \
+ w_cvar(id, sn, SEC, force) \
+ w_cvar(id, sn, SEC, lifetime) \
+ w_cvar(id, sn, SEC, radius) \
+ w_cvar(id, sn, SEC, refire) \
+ w_cvar(id, sn, SEC, shotangle) \
+ w_cvar(id, sn, SEC, speed) \
+ w_cvar(id, sn, SEC, spread) \
+ w_prop(id, sn, float, reloading_ammo, reload_ammo) \
+ w_prop(id, sn, float, reloading_time, reload_time) \
+ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(id, sn, string, weaponreplace, weaponreplace) \
+ w_prop(id, sn, float, weaponstart, weaponstart) \
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
#ifdef SVQC
MINSTANEX_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
break;
}
- W_DecreaseAmmo(ammo_cells, ((g_minstagib) ? 1 : WEP_CVAR_PRI(minstanex, ammo)), WEP_CVAR(minstanex, reload_ammo));
+ W_DecreaseAmmo(((g_minstagib) ? 1 : WEP_CVAR_PRI(minstanex, ammo)));
}
float w_minstanex(float req)
{
case WR_AIM:
{
- if(self.ammo_cells > 0)
+ if(self.AMMO_VAL(WEP_MINSTANEX) > 0)
self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
else
self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(minstanex, speed), 0, WEP_CVAR_SEC(minstanex, lifetime), FALSE); // WEAPONTODO: replace with proper minstanex cvars
// decrease ammo for the laser?
if(WEP_CVAR_SEC(minstanex, ammo))
- W_DecreaseAmmo(ammo_cells, WEP_CVAR_SEC(minstanex, ammo), WEP_CVAR(minstanex, reload_ammo));
+ W_DecreaseAmmo(WEP_CVAR_SEC(minstanex, ammo));
// ugly minstagib hack to reuse the fire mode of the laser
float w;
}
case WR_SETUP:
{
- self.current_ammo = ammo_cells;
+ self.current_ammo = AMMO_VAL(WEP_MINSTANEX);
self.minstanex_lasthit = 0;
return TRUE;
}
case WR_CHECKAMMO1:
{
- ammo_amount = self.ammo_cells >= minstanex_ammo;
+ ammo_amount = self.AMMO_VAL(WEP_MINSTANEX) >= minstanex_ammo;
ammo_amount += self.(weapon_load[WEP_MINSTANEX]) >= minstanex_ammo;
return ammo_amount;
}
{
if(!WEP_CVAR_SEC(minstanex, ammo))
return TRUE;
- ammo_amount = self.ammo_cells >= WEP_CVAR_SEC(minstanex, ammo);
+ ammo_amount = self.AMMO_VAL(WEP_MINSTANEX) >= WEP_CVAR_SEC(minstanex, ammo);
ammo_amount += self.(weapon_load[WEP_MINSTANEX]) >= WEP_CVAR_SEC(minstanex, ammo);
return ammo_amount;
}