]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_minstanex.qc
animation blending makes headshots pointless; so let's remove them
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_minstanex.qc
index 1dfc281732e88925f33887d24969700bb98d30d8..4031ca8a9d14e53a2bf47569a253237b6dc2f319 100644 (file)
@@ -1,8 +1,9 @@
 #ifdef REGISTER_WEAPON
-REGISTER_WEAPON(MINSTANEX, w_minstanex, IT_CELLS, 7, WEP_FLAG_HIDDEN | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "minstanex", "minstanex", _("MinstaNex"))
+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"))
 #else
 #ifdef SVQC
 .float minstanex_lasthit;
+.float jump_interval;
 
 void W_MinstaNex_Attack (void)
 {
@@ -13,7 +14,6 @@ void W_MinstaNex_Attack (void)
 
        yoda = 0;
        damage_goodhits = 0;
-       headshot = 0;
        FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_MINSTANEX);
 
        if(g_minstagib)
@@ -25,14 +25,10 @@ void W_MinstaNex_Attack (void)
        {
                if(yoda && flying)
                        AnnounceTo(self, "yoda");
-               if(headshot)
-               {
-                       AnnounceTo(self, "headshot");
-               }
                if(damage_goodhits && self.minstanex_lasthit)
                {
-                       if(AnnounceTo(self, "impressive"))
-                               damage_goodhits = 0; // only every second time
+                       AnnounceTo(self, "impressive");
+                       damage_goodhits = 0; // only every second time
                }
        }
 
@@ -76,10 +72,6 @@ void W_MinstaNex_Attack (void)
        else
         WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), w_shotorg, v);
 
-       // flash and burn the wall
-       if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
-               Damage_DamageInfo(trace_endpos, 10000, 0, 0, 800 * w_shotdir, WEP_MINSTANEX, self);
-
        if (g_minstagib)
                W_DecreaseAmmo(ammo_cells, 1, autocvar_g_balance_minstanex_reload_ammo);
        else
@@ -89,22 +81,25 @@ void W_MinstaNex_Attack (void)
 
 .float minstagib_nextthink;
 .float minstagib_needammo;
-void minstagib_stop_countdown(void)
+void minstagib_stop_countdown(entity e)
 {
-       if (self.minstagib_needammo)
-       {
-               self.health = 100;
-               Send_CSQC_Centerprint_Generic_Expire(self, CPID_MINSTA_FINDAMMO);
-       }
-       self.minstagib_needammo = FALSE;
+       if (!e.minstagib_needammo)
+               return;
+       Send_CSQC_Centerprint_Generic_Expire(e, CPID_MINSTA_FINDAMMO);
+       e.minstagib_needammo = FALSE;
 }
 void minstagib_ammocheck(void)
 {
        if (time < self.minstagib_nextthink)
                return;
 
-       if (self.deadflag || gameover || self.ammo_cells > 0 || (self.items & IT_UNLIMITED_WEAPON_AMMO))
-               minstagib_stop_countdown();
+       if (self.deadflag || gameover)
+               minstagib_stop_countdown(self);
+       else if (self.ammo_cells > 0 || (self.items & IT_UNLIMITED_WEAPON_AMMO))
+       {
+               minstagib_stop_countdown(self);
+               self.health = 100;
+       }
        else
        {
                self.minstagib_needammo = TRUE;
@@ -208,9 +203,11 @@ float w_minstanex(float req)
                else if (self.BUTTON_ATCK2)
                {
                        if (self.jump_interval <= time)
+                       if (weapon_prepareattack(1, -1))
                        {
-                               self.jump_interval = time + autocvar_g_balance_laser_primary_refire * W_WeaponRateFactor();
-
+                               // 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);
@@ -221,6 +218,9 @@ float w_minstanex(float req)
                                self.weapon = WEP_LASER;
                                W_Laser_Attack(2);
                                self.weapon = w;
+                               
+                               // now do normal refire
+                               weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_minstanex_laser_animtime, w_ready);
                        }
                }
        }