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 .float minstagib_needammo;
92 void minstagib_stop_countdown(void)
94 if (self.minstagib_needammo)
97 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MINSTA_FINDAMMO);
99 self.minstagib_needammo = FALSE;
101 void minstagib_ammocheck(void)
103 if (time < self.minstagib_nextthink)
106 if (self.deadflag || gameover || self.ammo_cells > 0 || (self.items & IT_UNLIMITED_WEAPON_AMMO))
107 minstagib_stop_countdown();
110 self.minstagib_needammo = TRUE;
111 if (self.health == 5)
113 Damage(self, self, self, 5, DEATH_NOAMMO, self.origin, '0 0 0');
114 AnnounceTo(self, "terminated");
116 else if (self.health == 10)
118 Damage(self, self, self, 5, DEATH_NOAMMO, self.origin, '0 0 0');
119 AnnounceTo(self, "1");
121 else if (self.health == 20)
123 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
124 AnnounceTo(self, "2");
126 else if (self.health == 30)
128 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
129 AnnounceTo(self, "3");
131 else if (self.health == 40)
133 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
134 AnnounceTo(self, "4");
136 else if (self.health == 50)
138 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
139 AnnounceTo(self, "5");
141 else if (self.health == 60)
143 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
144 AnnounceTo(self, "6");
146 else if (self.health == 70)
148 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
149 AnnounceTo(self, "7");
151 else if (self.health == 80)
153 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
154 AnnounceTo(self, "8");
156 else if (self.health == 90)
158 Send_CSQC_Centerprint_Generic(self, CPID_MINSTA_FINDAMMO, "^1%d^7 second left to find some ammo", 1, 9);
159 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
160 AnnounceTo(self, "9");
162 else if (self.health == 100)
164 Send_CSQC_Centerprint_Generic(self, CPID_MINSTA_FINDAMMO, "get some ammo or\nyou'll be dead in ^3%d^7 seconds...", 1, 10);
165 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
166 if not(self.flags & FL_GODMODE)
167 AnnounceTo(self, "10");
170 self.minstagib_nextthink = time + 1;
173 void spawnfunc_weapon_minstanex (void); // defined in t_items.qc
175 float w_minstanex(float req)
178 float minstanex_ammo;
180 // now multiple WR_s use this
184 minstanex_ammo = autocvar_g_balance_minstanex_ammo;
188 if(self.ammo_cells > 0)
189 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
191 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
193 else if (req == WR_THINK)
195 // if the laser uses load, we also consider its ammo for reloading
196 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
197 weapon_action(self.weapon, WR_RELOAD);
198 else if(autocvar_g_balance_minstanex_reload_ammo && self.clip_load < minstanex_ammo) // forced reload
199 weapon_action(self.weapon, WR_RELOAD);
200 else if (self.BUTTON_ATCK)
202 if (weapon_prepareattack(0, autocvar_g_balance_minstanex_refire))
204 W_MinstaNex_Attack();
205 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minstanex_animtime, w_ready);
208 else if (self.BUTTON_ATCK2)
210 if (self.jump_interval <= time)
212 self.jump_interval = time + autocvar_g_balance_laser_primary_refire * W_WeaponRateFactor();
214 // decrease ammo for the laser?
215 if(autocvar_g_balance_minstanex_laser_ammo)
216 W_DecreaseAmmo(ammo_cells, autocvar_g_balance_minstanex_laser_ammo, autocvar_g_balance_minstanex_reload_ammo);
218 // ugly minstagib hack to reuse the fire mode of the laser
221 self.weapon = WEP_LASER;
227 else if (req == WR_PRECACHE)
229 precache_model ("models/nexflash.md3");
230 precache_model ("models/weapons/g_minstanex.md3");
231 precache_model ("models/weapons/v_minstanex.md3");
232 precache_model ("models/weapons/h_minstanex.iqm");
233 precache_sound ("weapons/minstanexfire.wav");
234 precache_sound ("weapons/nexwhoosh1.wav");
235 precache_sound ("weapons/nexwhoosh2.wav");
236 precache_sound ("weapons/nexwhoosh3.wav");
237 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
238 w_laser(WR_PRECACHE);
240 else if (req == WR_SETUP)
242 weapon_setup(WEP_MINSTANEX);
243 self.current_ammo = ammo_cells;
244 self.minstanex_lasthit = 0;
246 else if (req == WR_CHECKAMMO1)
248 ammo_amount = self.ammo_cells >= minstanex_ammo;
249 ammo_amount += self.weapon_load[WEP_MINSTANEX] >= minstanex_ammo;
252 else if (req == WR_CHECKAMMO2)
254 if(!autocvar_g_balance_minstanex_laser_ammo)
256 ammo_amount = self.ammo_cells >= autocvar_g_balance_minstanex_laser_ammo;
257 ammo_amount += self.weapon_load[WEP_MINSTANEX] >= autocvar_g_balance_minstanex_laser_ammo;
260 else if (req == WR_RESETPLAYER)
262 self.minstanex_lasthit = 0;
264 else if (req == WR_RELOAD)
267 if(autocvar_g_balance_minstanex_laser_ammo)
268 used_ammo = min(minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo);
270 used_ammo = minstanex_ammo;
272 W_Reload(used_ammo, autocvar_g_balance_minstanex_reload_ammo, autocvar_g_balance_minstanex_reload_time, "weapons/reload.wav");
278 float w_minstanex(float req)
280 if(req == WR_IMPACTEFFECT)
283 org2 = w_org + w_backoff * 6;
284 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
286 sound(self, CHAN_PROJECTILE, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
288 else if(req == WR_PRECACHE)
290 precache_sound("weapons/neximpact.wav");
292 else if (req == WR_SUICIDEMESSAGE)
293 w_deathtypestring = _("%s did the impossible");
294 else if (req == WR_KILLMESSAGE)
295 w_deathtypestring = _("%s has been vaporized by %s");