#ifdef REGISTER_WEAPON
REGISTER_WEAPON(
-/* WEP_##id */ MINSTANEX,
-/* function */ w_minstanex,
-/* ammotype */ IT_CELLS,
-/* impulse */ 7,
-/* flags */ WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_FLAG_SUPERWEAPON | WEP_TYPE_HITSCAN,
-/* rating */ BOT_PICKUP_RATING_HIGH,
-/* model */ "minstanex",
-/* shortname */ "minstanex",
-/* fullname */ _("MinstaNex")
+/* WEP_##id */ MINSTANEX,
+/* function */ w_minstanex,
+/* 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 */ _("Vaporizer")
);
+#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
-void spawnfunc_weapon_minstanex (void)
-{
- weapon_defaultspawnfunc(WEP_MINSTANEX);
-}
+MINSTANEX_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
+.float minstanex_lasthit;
+.float jump_interval;
#endif
#else
#ifdef SVQC
-.float minstanex_lasthit;
-.float jump_interval;
+void spawnfunc_weapon_minstanex (void) { weapon_defaultspawnfunc(WEP_MINSTANEX); }
void W_MinstaNex_Attack (void)
{
break;
}
- W_DecreaseAmmo(ammo_cells, ((g_minstagib) ? 1 : autocvar_g_balance_minstanex_ammo), autocvar_g_balance_minstanex_reload_ammo);
+ W_DecreaseAmmo(((g_minstagib) ? 1 : WEP_CVAR_PRI(minstanex, ammo)));
}
float w_minstanex(float req)
float minstanex_ammo;
// now multiple WR_s use this
- minstanex_ammo = ((g_minstagib) ? 1 : autocvar_g_balance_minstanex_ammo);
+ minstanex_ammo = ((g_minstagib) ? 1 : WEP_CVAR_PRI(minstanex, ammo));
switch(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(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
+ self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(minstanex, speed), 0, WEP_CVAR_SEC(minstanex, lifetime), FALSE); // WEAPONTODO: replace with proper minstanex cvars
return TRUE;
}
case WR_THINK:
{
// if the laser uses load, we also consider its ammo for reloading
- 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
- weapon_action(self.weapon, WR_RELOAD);
- else if(autocvar_g_balance_minstanex_reload_ammo && self.clip_load < minstanex_ammo) // forced reload
- weapon_action(self.weapon, WR_RELOAD);
+ if(WEP_CVAR(minstanex, reload_ammo) && WEP_CVAR_SEC(minstanex, ammo) && self.clip_load < min(minstanex_ammo, WEP_CVAR_SEC(minstanex, ammo))) // forced reload
+ WEP_ACTION(self.weapon, WR_RELOAD);
+ else if(WEP_CVAR(minstanex, reload_ammo) && self.clip_load < minstanex_ammo) // forced reload
+ WEP_ACTION(self.weapon, WR_RELOAD);
else if (self.BUTTON_ATCK)
{
- if (weapon_prepareattack(0, autocvar_g_balance_minstanex_refire))
+ if (weapon_prepareattack(0, WEP_CVAR_PRI(minstanex, refire)))
{
W_MinstaNex_Attack();
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minstanex_animtime, w_ready);
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(minstanex, animtime), w_ready);
}
}
else if (self.BUTTON_ATCK2)
if (weapon_prepareattack(1, -1))
{
// handle refire manually, so that primary and secondary can be fired without conflictions (important for minstagib)
- self.jump_interval = time + autocvar_g_balance_minstanex_laser_refire * W_WeaponRateFactor();
+ self.jump_interval = time + WEP_CVAR_SEC(minstanex, refire) * W_WeaponRateFactor();
// decrease ammo for the laser?
- if(autocvar_g_balance_minstanex_laser_ammo)
- W_DecreaseAmmo(ammo_cells, autocvar_g_balance_minstanex_laser_ammo, autocvar_g_balance_minstanex_reload_ammo);
+ if(WEP_CVAR_SEC(minstanex, ammo))
+ W_DecreaseAmmo(WEP_CVAR_SEC(minstanex, ammo));
// ugly minstagib hack to reuse the fire mode of the laser
float w;
w = self.weapon;
- self.weapon = WEP_LASER;
- W_Laser_Shockwave();
+ self.weapon = WEP_BLASTER;
+ W_Blaster_Attack(
+ WEP_CVAR_SEC(minstanex, shotangle),
+ WEP_CVAR_SEC(minstanex, damage),
+ WEP_CVAR_SEC(minstanex, edgedamage),
+ WEP_CVAR_SEC(minstanex, radius),
+ WEP_CVAR_SEC(minstanex, force),
+ WEP_CVAR_SEC(minstanex, speed),
+ WEP_CVAR_SEC(minstanex, spread),
+ WEP_CVAR_SEC(minstanex, delay),
+ WEP_CVAR_SEC(minstanex, lifetime)
+ );
self.weapon = w;
// now do normal refire
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_minstanex_laser_animtime, w_ready);
+ weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(minstanex, animtime), w_ready);
}
}
return TRUE;
}
- case WR_PRECACHE:
+ case WR_INIT:
{
- precache_model ("models/nexflash.md3");
- precache_model ("models/weapons/g_minstanex.md3");
- precache_model ("models/weapons/v_minstanex.md3");
- precache_model ("models/weapons/h_minstanex.iqm");
- precache_sound ("weapons/minstanexfire.wav");
- precache_sound ("weapons/nexwhoosh1.wav");
- precache_sound ("weapons/nexwhoosh2.wav");
- precache_sound ("weapons/nexwhoosh3.wav");
- W_Laser(WR_PRECACHE);
+ precache_model("models/nexflash.md3");
+ precache_model("models/weapons/g_minstanex.md3");
+ precache_model("models/weapons/v_minstanex.md3");
+ precache_model("models/weapons/h_minstanex.iqm");
+ precache_sound("weapons/minstanexfire.wav");
+ precache_sound("weapons/nexwhoosh1.wav");
+ precache_sound("weapons/nexwhoosh2.wav");
+ precache_sound("weapons/nexwhoosh3.wav");
+ //W_Blaster(WR_INIT); // Samual: Is this really the proper thing to do? Didn't we already run this previously?
+ MINSTANEX_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
return TRUE;
}
case WR_SETUP:
{
- weapon_setup(WEP_MINSTANEX);
- 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;
}
case WR_CHECKAMMO2:
{
- if(!autocvar_g_balance_minstanex_laser_ammo)
+ if(!WEP_CVAR_SEC(minstanex, ammo))
return TRUE;
- ammo_amount = self.ammo_cells >= autocvar_g_balance_minstanex_laser_ammo;
- ammo_amount += self.(weapon_load[WEP_MINSTANEX]) >= autocvar_g_balance_minstanex_laser_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;
}
+ case WR_CONFIG:
+ {
+ MINSTANEX_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
+ return TRUE;
+ }
case WR_RESETPLAYER:
{
self.minstanex_lasthit = 0;
case WR_RELOAD:
{
float used_ammo;
- if(autocvar_g_balance_minstanex_laser_ammo)
- used_ammo = min(minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo);
+ if(WEP_CVAR_SEC(minstanex, ammo))
+ used_ammo = min(minstanex_ammo, WEP_CVAR_SEC(minstanex, ammo));
else
used_ammo = minstanex_ammo;
- W_Reload(used_ammo, autocvar_g_balance_minstanex_reload_ammo, autocvar_g_balance_minstanex_reload_time, "weapons/reload.wav");
+ W_Reload(used_ammo, "weapons/reload.wav");
return TRUE;
}
case WR_SUICIDEMESSAGE:
return TRUE;
}
- case WR_PRECACHE:
+ case WR_INIT:
{
precache_sound("weapons/neximpact.wav");
return TRUE;