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Merge branch 'master' into Mario/mutator_minstagib
[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_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_FLAG_SUPERWEAPON | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "minstanex", "minstanex", _("MinstaNex"))
3 #else
4 #ifdef SVQC
5 .float minstanex_lasthit;
6 .float jump_interval;
7
8 void W_MinstaNex_Attack (void)
9 {
10         float flying;
11         flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
12
13         W_SetupShot (self, TRUE, 0, "weapons/minstanexfire.wav", CH_WEAPON_A, 10000);
14
15         yoda = 0;
16         damage_goodhits = 0;
17         FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_MINSTANEX);
18
19         if(yoda && flying)
20                 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
21         if(damage_goodhits && self.minstanex_lasthit)
22         {
23                 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
24                 damage_goodhits = 0; // only every second time
25         }
26
27         self.minstanex_lasthit = damage_goodhits;
28
29         pointparticles(particleeffectnum("nex_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
30
31         // teamcolor / hit beam effect
32         vector v;
33         v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
34         if(teamplay)
35         {
36             switch(self.team)
37             {
38             case NUM_TEAM_1:   // Red
39                 if(damage_goodhits)
40                     WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED_HIT"), w_shotorg, v);
41                 else
42                     WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED"), w_shotorg, v);
43                 break;
44             case NUM_TEAM_2:   // Blue
45                 if(damage_goodhits)
46                     WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE_HIT"), w_shotorg, v);
47                 else
48                     WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE"), w_shotorg, v);
49                 break;
50             case NUM_TEAM_3:   // Yellow
51                 if(damage_goodhits)
52                     WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW_HIT"), w_shotorg, v);
53                 else
54                     WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW"), w_shotorg, v);
55                 break;
56             case NUM_TEAM_4:   // Pink
57                 if(damage_goodhits)
58                     WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK_HIT"), w_shotorg, v);
59                 else
60                     WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK"), w_shotorg, v);
61                 break;
62             }
63         }
64         else
65                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), w_shotorg, v);
66         
67         W_DecreaseAmmo(ammo_cells, ((g_minstagib) ? 1 : autocvar_g_balance_minstanex_ammo), autocvar_g_balance_minstanex_reload_ammo);
68 }
69
70 void spawnfunc_weapon_minstanex (void); // defined in t_items.qc
71
72 float w_minstanex(float req)
73 {
74         float ammo_amount;
75         float minstanex_ammo;
76
77         // now multiple WR_s use this
78         minstanex_ammo = ((g_minstagib) ? 1 : autocvar_g_balance_minstanex_ammo);
79
80         if (req == WR_AIM)
81         {
82                 if(self.ammo_cells > 0)
83                         self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
84                 else
85                         self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
86         }
87         else if (req == WR_THINK)
88         {
89                 // if the laser uses load, we also consider its ammo for reloading
90                 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
91                         weapon_action(self.weapon, WR_RELOAD);
92                 else if(autocvar_g_balance_minstanex_reload_ammo && self.clip_load < minstanex_ammo) // forced reload
93                         weapon_action(self.weapon, WR_RELOAD);
94                 else if (self.BUTTON_ATCK)
95                 {
96                         if (weapon_prepareattack(0, autocvar_g_balance_minstanex_refire))
97                         {
98                                 W_MinstaNex_Attack();
99                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minstanex_animtime, w_ready);
100                         }
101                 }
102                 else if (self.BUTTON_ATCK2)
103                 {
104                         if (self.jump_interval <= time)
105                         if (weapon_prepareattack(1, -1))
106                         {
107                                 // handle refire manually, so that primary and secondary can be fired without conflictions (important for minstagib)
108                                 self.jump_interval = time + autocvar_g_balance_minstanex_laser_refire * W_WeaponRateFactor();
109                                 
110                                 // decrease ammo for the laser?
111                                 if(autocvar_g_balance_minstanex_laser_ammo)
112                                         W_DecreaseAmmo(ammo_cells, autocvar_g_balance_minstanex_laser_ammo, autocvar_g_balance_minstanex_reload_ammo);
113
114                                 // ugly minstagib hack to reuse the fire mode of the laser
115                                 float w;
116                                 w = self.weapon;
117                                 self.weapon = WEP_LASER;
118                                 W_Laser_Attack(2);
119                                 self.weapon = w;
120                                 
121                                 // now do normal refire
122                                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_minstanex_laser_animtime, w_ready);
123                         }
124                 }
125         }
126         else if (req == WR_PRECACHE)
127         {
128                 precache_model ("models/nexflash.md3");
129                 precache_model ("models/weapons/g_minstanex.md3");
130                 precache_model ("models/weapons/v_minstanex.md3");
131                 precache_model ("models/weapons/h_minstanex.iqm");
132                 precache_sound ("weapons/minstanexfire.wav");
133                 precache_sound ("weapons/nexwhoosh1.wav");
134                 precache_sound ("weapons/nexwhoosh2.wav");
135                 precache_sound ("weapons/nexwhoosh3.wav");
136                 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
137                 w_laser(WR_PRECACHE);
138         }
139         else if (req == WR_SETUP)
140         {
141                 weapon_setup(WEP_MINSTANEX);
142                 self.current_ammo = ammo_cells;
143                 self.minstanex_lasthit = 0;
144         }
145         else if (req == WR_CHECKAMMO1)
146         {
147                 ammo_amount = self.ammo_cells >= minstanex_ammo;
148                 ammo_amount += self.(weapon_load[WEP_MINSTANEX]) >= minstanex_ammo;
149                 return ammo_amount;
150         }
151         else if (req == WR_CHECKAMMO2)
152         {
153                 if(!autocvar_g_balance_minstanex_laser_ammo)
154                         return TRUE;
155                 ammo_amount = self.ammo_cells >= autocvar_g_balance_minstanex_laser_ammo;
156                 ammo_amount += self.(weapon_load[WEP_MINSTANEX]) >= autocvar_g_balance_minstanex_laser_ammo;
157                 return ammo_amount;
158         }
159         else if (req == WR_RESETPLAYER)
160         {
161                 self.minstanex_lasthit = 0;
162         }
163         else if (req == WR_RELOAD)
164         {
165                 float used_ammo;
166                 if(autocvar_g_balance_minstanex_laser_ammo)
167                         used_ammo = min(minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo);
168                 else
169                         used_ammo = minstanex_ammo;
170
171                 W_Reload(used_ammo, autocvar_g_balance_minstanex_reload_ammo, autocvar_g_balance_minstanex_reload_time, "weapons/reload.wav");
172         }
173         else if (req == WR_SUICIDEMESSAGE)
174         {
175                 return WEAPON_THINKING_WITH_PORTALS;
176         }
177         else if (req == WR_KILLMESSAGE)
178         {
179                 return WEAPON_MINSTANEX_MURDER;
180         }
181         return TRUE;
182 }
183 #endif
184 #ifdef CSQC
185 float w_minstanex(float req)
186 {
187         if(req == WR_IMPACTEFFECT)
188         {
189                 vector org2;
190                 org2 = w_org + w_backoff * 6;
191                 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
192                 if(!w_issilent)
193                         sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
194         }
195         else if(req == WR_PRECACHE)
196         {
197                 precache_sound("weapons/neximpact.wav");
198         }
199         return TRUE;
200 }
201 #endif
202 #endif