#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(MINSTANEX, w_minstanex, IT_CELLS, 7, WEP_FLAG_HIDDEN | WEP_FLAG_CANCLIMB | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "minstanex", "minstanex", "MinstaNex");
+REGISTER_WEAPON(MINSTANEX, w_minstanex, IT_CELLS, 7, WEP_FLAG_HIDDEN | WEP_FLAG_CANCLIMB | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "minstanex", "minstanex", _("MinstaNex"))
#else
#ifdef SVQC
.float minstanex_lasthit;
+.float minstanex_load;
+
+void W_Minstanex_SetAmmoCounter()
+{
+ // set clip_load to the weapon we have switched to, if the gun uses reloading
+ if(!autocvar_g_balance_minstanex_reload_ammo)
+ self.clip_load = 0; // also keeps crosshair ammo from displaying
+ else
+ {
+ self.clip_load = self.minstanex_load;
+ self.clip_size = autocvar_g_balance_minstanex_reload_ammo; // for the crosshair ammo display
+ }
+}
+
+void W_Minstanex_ReloadedAndReady()
+{
+ float t;
+
+ // now do the ammo transfer
+ self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
+ while(self.clip_load < autocvar_g_balance_minstanex_reload_ammo && self.ammo_cells) // make sure we don't add more ammo than we have
+ {
+ self.clip_load += 1;
+ self.ammo_cells -= 1;
+ }
+ self.minstanex_load = self.clip_load;
+
+ t = ATTACK_FINISHED(self) - autocvar_g_balance_minstanex_reload_time - 1;
+ ATTACK_FINISHED(self) = t;
+ w_ready();
+}
+
+void W_Minstanex_Reload()
+{
+ // return if reloading is disabled for this weapon
+ if(!autocvar_g_balance_minstanex_reload_ammo)
+ return;
+
+ if(autocvar_g_balance_minstanex_laser_ammo)
+ {
+ if(!W_ReloadCheck(self.ammo_cells, min(autocvar_g_balance_minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo)))
+ return;
+ }
+ else if(!W_ReloadCheck(self.ammo_cells, autocvar_g_balance_minstanex_ammo))
+ return;
+
+ float t;
+
+ sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
+
+ t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_minstanex_reload_time + 1;
+ ATTACK_FINISHED(self) = t;
+
+ weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_minstanex_reload_time, W_Minstanex_ReloadedAndReady);
+
+ self.old_clip_load = self.clip_load;
+ self.clip_load = -1;
+}
+
void W_MinstaNex_Attack (void)
{
float flying;
// teamcolor / hit beam effect
vector v;
v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
- if(teamplay)
+ if(teams_matter)
{
switch(self.team)
{
if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
Damage_DamageInfo(trace_endpos, 10000, 0, 0, 800 * w_shotdir, WEP_MINSTANEX, self);
+ // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
{
- if (g_minstagib)
- self.ammo_cells = self.ammo_cells - 1;
+ if(autocvar_g_balance_minstanex_reload_ammo)
+ {
+ if (g_minstagib)
+ self.clip_load -= - 1;
+ else
+ self.clip_load -= autocvar_g_balance_minstanex_ammo;
+ self.minstanex_load = self.clip_load;
+ }
else
- self.ammo_cells = self.ammo_cells - cvar("g_balance_minstanex_ammo");
+ {
+ if (g_minstagib)
+ self.ammo_cells -= - 1;
+ else
+ self.ammo_cells -= autocvar_g_balance_minstanex_ammo;
+ }
}
}
void spawnfunc_weapon_minstanex (void); // defined in t_items.qc
+float minstanex_ammo;
float w_minstanex(float req)
{
if (req == WR_AIM)
{
- if(self.ammo_cells>0)
+ if(self.ammo_cells > 0)
self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
else
- self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE);
+ self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
}
else if (req == WR_THINK)
{
- if (self.BUTTON_ATCK)
+ if(g_minstagib)
+ minstanex_ammo = 1;
+ else
+ minstanex_ammo = autocvar_g_balance_minstanex_ammo;
+
+ // 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
+ W_Minstanex_Reload();
+ else if(autocvar_g_balance_minstanex_reload_ammo && self.clip_load < minstanex_ammo) // forced reload
+ W_Minstanex_Reload();
+ else if (self.BUTTON_ATCK)
{
- if (weapon_prepareattack(0, cvar("g_balance_minstanex_refire")))
+ if (weapon_prepareattack(0, autocvar_g_balance_minstanex_refire))
{
W_MinstaNex_Attack();
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_minstanex_animtime"), w_ready);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minstanex_animtime, w_ready);
}
}
else if (self.BUTTON_ATCK2)
{
if (self.jump_interval <= time)
{
- self.jump_interval = time + cvar("g_balance_laser_primary_refire") * W_WeaponRateFactor();
+ self.jump_interval = time + autocvar_g_balance_laser_primary_refire * W_WeaponRateFactor();
+
+ // decrease ammo for the laser?
+ if(autocvar_g_balance_minstanex_laser_ammo)
+ {
+ if(autocvar_g_balance_minstanex_reload_ammo)
+ self.clip_load -= autocvar_g_balance_minstanex_laser_ammo;
+ else
+ self.ammo_cells -= autocvar_g_balance_minstanex_laser_ammo;
+ }
// ugly minstagib hack to reuse the fire mode of the laser
float w;
self.weapon = w;
}
}
+ if(self.wish_reload)
+ {
+ if(self.switchweapon == self.weapon)
+ {
+ if(self.weaponentity.state == WS_READY)
+ {
+ self.wish_reload = 0;
+ W_Minstanex_Reload();
+ }
+ }
+ }
}
else if (req == WR_PRECACHE)
{
else if (req == WR_SETUP)
{
weapon_setup(WEP_MINSTANEX);
+ W_Minstanex_SetAmmoCounter();
self.minstanex_lasthit = 0;
}
else if (req == WR_CHECKAMMO1)
{
- if (g_minstagib)
- return self.ammo_cells >= 1;
+ if(autocvar_g_balance_minstanex_reload_ammo)
+ return self.clip_load >= minstanex_ammo;
else
- return self.ammo_cells >= cvar("g_balance_minstanex_ammo");
+ return self.ammo_cells >= minstanex_ammo;
}
else if (req == WR_CHECKAMMO2)
- return TRUE;
+ {
+ if(autocvar_g_balance_minstanex_laser_ammo)
+ return autocvar_g_balance_minstanex_laser_ammo;
+ else
+ return TRUE;
+ }
else if (req == WR_RESETPLAYER)
{
self.minstanex_lasthit = 0;
}
+ else if (req == WR_RELOAD)
+ {
+ W_Minstanex_Reload();
+ }
return TRUE;
};
#endif