#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 */ IT_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")
);
-#else
+
+#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, reloading_ammo, reload_ammo) \
+ w_prop(WEP_MINSTANEX, minstanex, reloading_time, reload_time) \
+ w_prop(WEP_MINSTANEX, minstanex, switchdelay_raise, switchdelay_raise) \
+ w_prop(WEP_MINSTANEX, minstanex, switchdelay_drop, switchdelay_drop)
+
#ifdef SVQC
+MINSTANEX_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
.float minstanex_lasthit;
.float jump_interval;
+#endif
+#else
+#ifdef SVQC
+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(ammo_cells, ((g_minstagib) ? 1 : WEP_CVAR_PRI(minstanex, ammo)), WEP_CVAR(minstanex, reload_ammo));
}
-void spawnfunc_weapon_minstanex (void); // defined in t_items.qc
-
float w_minstanex(float req)
{
float ammo_amount;
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));
- if (req == WR_AIM)
- {
- if(self.ammo_cells > 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);
- }
- else if (req == WR_THINK)
+ switch(req)
{
- // 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);
- else if (self.BUTTON_ATCK)
+ case WR_AIM:
{
- if (weapon_prepareattack(0, autocvar_g_balance_minstanex_refire))
- {
- W_MinstaNex_Attack();
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minstanex_animtime, w_ready);
- }
+ if(self.ammo_cells > 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
+
+ return TRUE;
}
- else if (self.BUTTON_ATCK2)
+ case WR_THINK:
{
- if (self.jump_interval <= time)
- if (weapon_prepareattack(1, -1))
+ // if the laser uses load, we also consider its ammo for reloading
+ 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)
{
- // 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();
-
- // 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 (weapon_prepareattack(0, WEP_CVAR_PRI(minstanex, refire)))
+ {
+ W_MinstaNex_Attack();
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(minstanex, animtime), w_ready);
+ }
+ }
+ else if (self.BUTTON_ATCK2)
+ {
+ if (self.jump_interval <= time)
+ 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 + WEP_CVAR_SEC(minstanex, refire) * W_WeaponRateFactor();
+
+ // 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));
- // 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 = w;
-
- // now do normal refire
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_minstanex_laser_animtime, w_ready);
+ // ugly minstagib hack to reuse the fire mode of the laser
+ float w;
+ w = self.weapon;
+ 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, WEP_CVAR_SEC(minstanex, animtime), w_ready);
+ }
}
+
+ return TRUE;
}
- }
- else if (req == 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");
- //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
- W_Laser(WR_PRECACHE);
- }
- else if (req == WR_SETUP)
- {
- weapon_setup(WEP_MINSTANEX);
- self.current_ammo = ammo_cells;
- self.minstanex_lasthit = 0;
- }
- else if (req == WR_CHECKAMMO1)
- {
- ammo_amount = self.ammo_cells >= minstanex_ammo;
- ammo_amount += self.(weapon_load[WEP_MINSTANEX]) >= minstanex_ammo;
- return ammo_amount;
- }
- else if (req == WR_CHECKAMMO2)
- {
- if(!autocvar_g_balance_minstanex_laser_ammo)
+ 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_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;
- ammo_amount = self.ammo_cells >= autocvar_g_balance_minstanex_laser_ammo;
- ammo_amount += self.(weapon_load[WEP_MINSTANEX]) >= autocvar_g_balance_minstanex_laser_ammo;
- return ammo_amount;
- }
- else if (req == WR_RESETPLAYER)
- {
- self.minstanex_lasthit = 0;
- }
- else if (req == WR_RELOAD)
- {
- float used_ammo;
- if(autocvar_g_balance_minstanex_laser_ammo)
- used_ammo = min(minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo);
- else
- used_ammo = minstanex_ammo;
+ }
+ case WR_SETUP:
+ {
+ self.current_ammo = ammo_cells;
+ self.minstanex_lasthit = 0;
+ return TRUE;
+ }
+ case WR_CHECKAMMO1:
+ {
+ ammo_amount = self.ammo_cells >= minstanex_ammo;
+ ammo_amount += self.(weapon_load[WEP_MINSTANEX]) >= minstanex_ammo;
+ return ammo_amount;
+ }
+ case WR_CHECKAMMO2:
+ {
+ if(!WEP_CVAR_SEC(minstanex, ammo))
+ return TRUE;
+ ammo_amount = self.ammo_cells >= 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;
+ return TRUE;
+ }
+ case WR_RELOAD:
+ {
+ float used_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");
- }
- else if (req == WR_SUICIDEMESSAGE)
- {
- return WEAPON_THINKING_WITH_PORTALS;
- }
- else if (req == WR_KILLMESSAGE)
- {
- return WEAPON_MINSTANEX_MURDER;
+ W_Reload(used_ammo, "weapons/reload.wav");
+ return TRUE;
+ }
+ case WR_SUICIDEMESSAGE:
+ {
+ return WEAPON_THINKING_WITH_PORTALS;
+ }
+ case WR_KILLMESSAGE:
+ {
+ return WEAPON_MINSTANEX_MURDER;
+ }
}
return TRUE;
}
#ifdef CSQC
float w_minstanex(float req)
{
- if(req == WR_IMPACTEFFECT)
- {
- vector org2;
- org2 = w_org + w_backoff * 6;
- pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
- if(!w_issilent)
- sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
- }
- else if(req == WR_PRECACHE)
+ switch(req)
{
- precache_sound("weapons/neximpact.wav");
+ case WR_IMPACTEFFECT:
+ {
+ vector org2;
+ org2 = w_org + w_backoff * 6;
+ pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
+ if(!w_issilent)
+ sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
+
+ return TRUE;
+ }
+ case WR_INIT:
+ {
+ precache_sound("weapons/neximpact.wav");
+ return TRUE;
+ }
}
return TRUE;
}