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Get rid of TNSF_FAR, short is good enougth. Hide server based turret head from client.
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_minstanex.qc
1 #ifdef REGISTER_WEAPON
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"))
3 #else
4 #ifdef SVQC
5 .float minstanex_lasthit;
6
7 void W_MinstaNex_Attack (void)
8 {
9         float flying;
10         flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
11
12         W_SetupShot (self, TRUE, 0, "weapons/minstanexfire.wav", CHAN_WEAPON, 10000);
13
14         yoda = 0;
15         damage_goodhits = 0;
16         headshot = 0;
17         FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_MINSTANEX);
18
19         if(g_minstagib)
20         {
21                 if(yoda)
22                         AnnounceTo(self, "yoda");
23         }
24         else
25         {
26                 if(yoda && flying)
27                         AnnounceTo(self, "yoda");
28                 if(headshot)
29                 {
30                         AnnounceTo(self, "headshot");
31                 }
32                 if(damage_goodhits && self.minstanex_lasthit)
33                 {
34                         if(AnnounceTo(self, "impressive"))
35                                 damage_goodhits = 0; // only every second time
36                 }
37         }
38
39         self.minstanex_lasthit = damage_goodhits;
40
41         pointparticles(particleeffectnum("nex_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
42
43         // teamcolor / hit beam effect
44         vector v;
45         v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
46         if(teamplay)
47         {
48             switch(self.team)
49             {
50             case COLOR_TEAM1:   // Red
51                 if(damage_goodhits)
52                     WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED_HIT"), w_shotorg, v);
53                 else
54                     WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED"), w_shotorg, v);
55                 break;
56             case COLOR_TEAM2:   // Blue
57                 if(damage_goodhits)
58                     WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE_HIT"), w_shotorg, v);
59                 else
60                     WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE"), w_shotorg, v);
61                 break;
62             case COLOR_TEAM3:   // Yellow
63                 if(damage_goodhits)
64                     WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW_HIT"), w_shotorg, v);
65                 else
66                     WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW"), w_shotorg, v);
67                 break;
68             case COLOR_TEAM4:   // Pink
69                 if(damage_goodhits)
70                     WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK_HIT"), w_shotorg, v);
71                 else
72                     WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK"), w_shotorg, v);
73                 break;
74             }
75         }
76         else
77         WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), w_shotorg, v);
78
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);
82
83         if (g_minstagib)
84                 W_DecreaseAmmo(ammo_cells, 1, autocvar_g_balance_minstanex_reload_ammo);
85         else
86                 W_DecreaseAmmo(ammo_cells, autocvar_g_balance_minstanex_ammo, autocvar_g_balance_minstanex_reload_ammo);
87 }
88
89
90 .float minstagib_nextthink;
91 void minstagib_ammocheck (void)
92 {
93         if (time < self.minstagib_nextthink || self.deadflag || gameover)
94                 return;
95
96         if (self.ammo_cells <= 0)
97         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
98         {
99                 if (self.health == 5)
100                 {
101                         centerprint(self, "you're dead now...\n");
102                         Damage(self, self, self, 5, DEATH_NOAMMO, self.origin, '0 0 0');
103                         AnnounceTo(self, "terminated");
104                 }
105                 else if (self.health == 10)
106                 {
107                         centerprint(self, "^11^7 second left to find some ammo\n");
108                         Damage(self, self, self, 5, DEATH_NOAMMO, self.origin, '0 0 0');
109                         AnnounceTo(self, "1");
110                 }
111                 else if (self.health == 20)
112                 {
113                         centerprint(self, "^12^7 seconds left to find some ammo\n");
114                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
115                         AnnounceTo(self, "2");
116                 }
117                 else if (self.health == 30)
118                 {
119                         centerprint(self, "^13^7 seconds left to find some ammo\n");
120                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
121                         AnnounceTo(self, "3");
122                 }
123                 else if (self.health == 40)
124                 {
125                         centerprint(self, "^14^7 seconds left to find some ammo\n");
126                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
127                         AnnounceTo(self, "4");
128                 }
129                 else if (self.health == 50)
130                 {
131                         centerprint(self, "^15^7 seconds left to find some ammo\n");
132                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
133                         AnnounceTo(self, "5");
134                 }
135                 else if (self.health == 60)
136                 {
137                         centerprint(self, "^36^7 seconds left to find some ammo\n");
138                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
139                         AnnounceTo(self, "6");
140                 }
141                 else if (self.health == 70)
142                 {
143                         centerprint(self, "^37^7 seconds left to find some ammo\n");
144                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
145                         AnnounceTo(self, "7");
146                 }
147                 else if (self.health == 80)
148                 {
149                         centerprint(self, "^38^7 seconds left to find some ammo\n");
150                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
151                         AnnounceTo(self, "8");
152                 }
153                 else if (self.health == 90)
154                 {
155                         centerprint(self, "^39^7 seconds left to find some ammo\n");
156                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
157                         AnnounceTo(self, "9");
158                 }
159                 else if (self.health == 100)
160                 {
161                         centerprint(self, "get some ammo or\nyou'll be dead in ^310^7 seconds...");
162                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
163                         if not(self.flags & FL_GODMODE)
164                                 AnnounceTo(self, "10");
165                 }
166         }
167         self.minstagib_nextthink = time + 1;
168 }
169
170 void spawnfunc_weapon_minstanex (void); // defined in t_items.qc
171
172 float w_minstanex(float req)
173 {
174         float ammo_amount;
175         float minstanex_ammo;
176
177         // now multiple WR_s use this
178         if(g_minstagib)
179                 minstanex_ammo = 1;
180         else
181                 minstanex_ammo = autocvar_g_balance_minstanex_ammo;
182
183         if (req == WR_AIM)
184         {
185                 if(self.ammo_cells > 0)
186                         self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
187                 else
188                         self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
189         }
190         else if (req == WR_THINK)
191         {
192                 // if the laser uses load, we also consider its ammo for reloading
193                 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
194                         weapon_action(self.weapon, WR_RELOAD);
195                 else if(autocvar_g_balance_minstanex_reload_ammo && self.clip_load < minstanex_ammo) // forced reload
196                         weapon_action(self.weapon, WR_RELOAD);
197                 else if (self.BUTTON_ATCK)
198                 {
199                         if (weapon_prepareattack(0, autocvar_g_balance_minstanex_refire))
200                         {
201                                 W_MinstaNex_Attack();
202                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minstanex_animtime, w_ready);
203                         }
204                 }
205                 else if (self.BUTTON_ATCK2)
206                 {
207                         if (self.jump_interval <= time)
208                         {
209                                 self.jump_interval = time + autocvar_g_balance_laser_primary_refire * W_WeaponRateFactor();
210
211                                 // decrease ammo for the laser?
212                                 if(autocvar_g_balance_minstanex_laser_ammo)
213                                         W_DecreaseAmmo(ammo_cells, autocvar_g_balance_minstanex_laser_ammo, autocvar_g_balance_minstanex_reload_ammo);
214
215                                 // ugly minstagib hack to reuse the fire mode of the laser
216                                 float w;
217                                 w = self.weapon;
218                                 self.weapon = WEP_LASER;
219                                 W_Laser_Attack(2);
220                                 self.weapon = w;
221                         }
222                 }
223         }
224         else if (req == WR_PRECACHE)
225         {
226                 precache_model ("models/nexflash.md3");
227                 precache_model ("models/weapons/g_minstanex.md3");
228                 precache_model ("models/weapons/v_minstanex.md3");
229                 precache_model ("models/weapons/h_minstanex.iqm");
230                 precache_sound ("weapons/minstanexfire.wav");
231                 precache_sound ("weapons/nexwhoosh1.wav");
232                 precache_sound ("weapons/nexwhoosh2.wav");
233                 precache_sound ("weapons/nexwhoosh3.wav");
234                 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
235                 w_laser(WR_PRECACHE);
236         }
237         else if (req == WR_SETUP)
238         {
239                 weapon_setup(WEP_MINSTANEX);
240                 self.current_ammo = ammo_cells;
241                 self.minstanex_lasthit = 0;
242         }
243         else if (req == WR_CHECKAMMO1)
244         {
245                 ammo_amount = self.ammo_cells >= minstanex_ammo;
246                 ammo_amount += self.weapon_load[WEP_MINSTANEX] >= minstanex_ammo;
247                 return ammo_amount;
248         }
249         else if (req == WR_CHECKAMMO2)
250         {
251                 if(!autocvar_g_balance_minstanex_laser_ammo)
252                         return TRUE;
253                 ammo_amount = self.ammo_cells >= autocvar_g_balance_minstanex_laser_ammo;
254                 ammo_amount += self.weapon_load[WEP_MINSTANEX] >= autocvar_g_balance_minstanex_laser_ammo;
255                 return ammo_amount;
256         }
257         else if (req == WR_RESETPLAYER)
258         {
259                 self.minstanex_lasthit = 0;
260         }
261         else if (req == WR_RELOAD)
262         {
263                 float used_ammo;
264                 if(autocvar_g_balance_minstanex_laser_ammo)
265                         used_ammo = min(minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo);
266                 else
267                         used_ammo = minstanex_ammo;
268
269                 W_Reload(used_ammo, autocvar_g_balance_minstanex_reload_ammo, autocvar_g_balance_minstanex_reload_time, "weapons/reload.wav");
270         }
271         return TRUE;
272 };
273 #endif
274 #ifdef CSQC
275 float w_minstanex(float req)
276 {
277         if(req == WR_IMPACTEFFECT)
278         {
279                 vector org2;
280                 org2 = w_org + w_backoff * 6;
281                 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
282                 if(!w_issilent)
283                         sound(self, CHAN_PROJECTILE, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
284         }
285         else if(req == WR_PRECACHE)
286         {
287                 precache_sound("weapons/neximpact.wav");
288         }
289         else if (req == WR_SUICIDEMESSAGE)
290                 w_deathtypestring = _("%s did the impossible");
291         else if (req == WR_KILLMESSAGE)
292                 w_deathtypestring = _("%s has been vaporized by %s");
293         return TRUE;
294 }
295 #endif
296 #endif