2 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"))
5 .float minstanex_lasthit;
7 void W_MinstaNex_Attack (void)
10 flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
12 W_SetupShot (self, TRUE, 0, "weapons/minstanexfire.wav", CHAN_WEAPON, 10000);
17 FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_MINSTANEX);
22 AnnounceTo(self, "yoda");
27 AnnounceTo(self, "yoda");
30 AnnounceTo(self, "headshot");
32 if(damage_goodhits && self.minstanex_lasthit)
34 if(AnnounceTo(self, "impressive"))
35 damage_goodhits = 0; // only every second time
39 self.minstanex_lasthit = damage_goodhits;
41 pointparticles(particleeffectnum("nex_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
43 // teamcolor / hit beam effect
45 v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
50 case COLOR_TEAM1: // Red
52 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED_HIT"), w_shotorg, v);
54 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED"), w_shotorg, v);
56 case COLOR_TEAM2: // Blue
58 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE_HIT"), w_shotorg, v);
60 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE"), w_shotorg, v);
62 case COLOR_TEAM3: // Yellow
64 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW_HIT"), w_shotorg, v);
66 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW"), w_shotorg, v);
68 case COLOR_TEAM4: // Pink
70 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK_HIT"), w_shotorg, v);
72 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK"), w_shotorg, v);
77 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), w_shotorg, v);
79 // flash and burn the wall
80 if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
81 Damage_DamageInfo(trace_endpos, 10000, 0, 0, 800 * w_shotdir, WEP_MINSTANEX, self);
84 W_DecreaseAmmo(ammo_cells, 1, autocvar_g_balance_minstanex_reload_ammo);
86 W_DecreaseAmmo(ammo_cells, autocvar_g_balance_minstanex_ammo, autocvar_g_balance_minstanex_reload_ammo);
90 .float minstagib_nextthink;
91 void minstagib_ammocheck (void)
93 if (time < self.minstagib_nextthink || self.deadflag || gameover)
96 if (self.ammo_cells <= 0)
100 centerprint(self, "you're dead now...\n");
101 Damage(self, self, self, 5, DEATH_NOAMMO, self.origin, '0 0 0');
102 AnnounceTo(self, "terminated");
104 else if (self.health == 10)
106 centerprint(self, "^11^7 second left to find some ammo\n");
107 Damage(self, self, self, 5, DEATH_NOAMMO, self.origin, '0 0 0');
108 AnnounceTo(self, "1");
110 else if (self.health == 20)
112 centerprint(self, "^12^7 seconds left to find some ammo\n");
113 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
114 AnnounceTo(self, "2");
116 else if (self.health == 30)
118 centerprint(self, "^13^7 seconds left to find some ammo\n");
119 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
120 AnnounceTo(self, "3");
122 else if (self.health == 40)
124 centerprint(self, "^14^7 seconds left to find some ammo\n");
125 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
126 AnnounceTo(self, "4");
128 else if (self.health == 50)
130 centerprint(self, "^15^7 seconds left to find some ammo\n");
131 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
132 AnnounceTo(self, "5");
134 else if (self.health == 60)
136 centerprint(self, "^36^7 seconds left to find some ammo\n");
137 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
138 AnnounceTo(self, "6");
140 else if (self.health == 70)
142 centerprint(self, "^37^7 seconds left to find some ammo\n");
143 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
144 AnnounceTo(self, "7");
146 else if (self.health == 80)
148 centerprint(self, "^38^7 seconds left to find some ammo\n");
149 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
150 AnnounceTo(self, "8");
152 else if (self.health == 90)
154 centerprint(self, "^39^7 seconds left to find some ammo\n");
155 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
156 AnnounceTo(self, "9");
158 else if (self.health == 100)
160 centerprint(self, "get some ammo or\nyou'll be dead in ^310^7 seconds...");
161 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
162 if not(self.flags & FL_GODMODE)
163 AnnounceTo(self, "10");
166 self.minstagib_nextthink = time + 1;
169 void spawnfunc_weapon_minstanex (void); // defined in t_items.qc
171 float minstanex_ammo;
172 float w_minstanex(float req)
177 if(self.ammo_cells > 0)
178 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
180 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
182 else if (req == WR_THINK)
187 minstanex_ammo = autocvar_g_balance_minstanex_ammo;
189 // if the laser uses load, we also consider its ammo for reloading
190 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
191 weapon_action(self.weapon, WR_RELOAD);
192 else if(autocvar_g_balance_minstanex_reload_ammo && self.clip_load < minstanex_ammo) // forced reload
193 weapon_action(self.weapon, WR_RELOAD);
194 else if (self.BUTTON_ATCK)
196 if (weapon_prepareattack(0, autocvar_g_balance_minstanex_refire))
198 W_MinstaNex_Attack();
199 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minstanex_animtime, w_ready);
202 else if (self.BUTTON_ATCK2)
204 if (self.jump_interval <= time)
206 self.jump_interval = time + autocvar_g_balance_laser_primary_refire * W_WeaponRateFactor();
208 // decrease ammo for the laser?
209 if(autocvar_g_balance_minstanex_laser_ammo)
210 W_DecreaseAmmo(ammo_cells, autocvar_g_balance_minstanex_laser_ammo, autocvar_g_balance_minstanex_reload_ammo);
212 // ugly minstagib hack to reuse the fire mode of the laser
215 self.weapon = WEP_LASER;
221 else if (req == WR_PRECACHE)
223 precache_model ("models/nexflash.md3");
224 precache_model ("models/weapons/g_minstanex.md3");
225 precache_model ("models/weapons/v_minstanex.md3");
226 precache_model ("models/weapons/h_minstanex.iqm");
227 precache_sound ("weapons/minstanexfire.wav");
228 precache_sound ("weapons/nexwhoosh1.wav");
229 precache_sound ("weapons/nexwhoosh2.wav");
230 precache_sound ("weapons/nexwhoosh3.wav");
231 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
232 w_laser(WR_PRECACHE);
234 else if (req == WR_SETUP)
236 weapon_setup(WEP_MINSTANEX);
237 self.current_ammo = ammo_cells;
238 self.minstanex_lasthit = 0;
240 else if (req == WR_CHECKAMMO1)
242 ammo_amount = self.ammo_cells >= autocvar_g_balance_minstanex_ammo;
243 ammo_amount += self.weapon_load[WEP_MINSTANEX] >= autocvar_g_balance_minstanex_ammo;
246 else if (req == WR_CHECKAMMO2)
248 if(!autocvar_g_balance_minstanex_laser_ammo)
250 ammo_amount = self.ammo_cells >= autocvar_g_balance_minstanex_laser_ammo;
251 ammo_amount += self.weapon_load[WEP_MINSTANEX] >= autocvar_g_balance_minstanex_laser_ammo;
254 else if (req == WR_RESETPLAYER)
256 self.minstanex_lasthit = 0;
258 else if (req == WR_RELOAD)
261 if(autocvar_g_balance_minstanex_laser_ammo)
262 used_ammo = min(autocvar_g_balance_minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo);
264 used_ammo = autocvar_g_balance_minstanex_ammo;
266 W_Reload(used_ammo, autocvar_g_balance_minstanex_reload_ammo, autocvar_g_balance_minstanex_reload_time, "weapons/reload.wav");
272 float w_minstanex(float req)
274 if(req == WR_IMPACTEFFECT)
277 org2 = w_org + w_backoff * 6;
278 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
280 sound(self, CHAN_PROJECTILE, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
282 else if(req == WR_PRECACHE)
284 precache_sound("weapons/neximpact.wav");
286 else if (req == WR_SUICIDEMESSAGE)
287 w_deathtypestring = _("%s did the impossible");
288 else if (req == WR_KILLMESSAGE)
289 w_deathtypestring = _("%s has been vaporized by %s");