make weapon death messages translatable
[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_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(teams_matter)
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 not(self.items & IT_UNLIMITED_WEAPON_AMMO)
84         {
85                 if (g_minstagib)
86                         self.ammo_cells = self.ammo_cells - 1;
87                 else
88                         self.ammo_cells = self.ammo_cells - autocvar_g_balance_minstanex_ammo;
89         }
90 }
91
92
93 .float minstagib_nextthink;
94 void minstagib_ammocheck (void)
95 {
96         if (time < self.minstagib_nextthink || self.deadflag || gameover)
97                 return;
98
99         if (self.ammo_cells <= 0)
100         {
101                 if (self.health == 5)
102                 {
103                         centerprint(self, "you're dead now...\n");
104                         Damage(self, self, self, 5, DEATH_NOAMMO, self.origin, '0 0 0');
105                         AnnounceTo(self, "terminated");
106                 }
107                 else if (self.health == 10)
108                 {
109                         centerprint(self, "^11^7 second left to find some ammo\n");
110                         Damage(self, self, self, 5, DEATH_NOAMMO, self.origin, '0 0 0');
111                         AnnounceTo(self, "1");
112                 }
113                 else if (self.health == 20)
114                 {
115                         centerprint(self, "^12^7 seconds left to find some ammo\n");
116                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
117                         AnnounceTo(self, "2");
118                 }
119                 else if (self.health == 30)
120                 {
121                         centerprint(self, "^13^7 seconds left to find some ammo\n");
122                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
123                         AnnounceTo(self, "3");
124                 }
125                 else if (self.health == 40)
126                 {
127                         centerprint(self, "^14^7 seconds left to find some ammo\n");
128                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
129                         AnnounceTo(self, "4");
130                 }
131                 else if (self.health == 50)
132                 {
133                         centerprint(self, "^15^7 seconds left to find some ammo\n");
134                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
135                         AnnounceTo(self, "5");
136                 }
137                 else if (self.health == 60)
138                 {
139                         centerprint(self, "^36^7 seconds left to find some ammo\n");
140                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
141                         AnnounceTo(self, "6");
142                 }
143                 else if (self.health == 70)
144                 {
145                         centerprint(self, "^37^7 seconds left to find some ammo\n");
146                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
147                         AnnounceTo(self, "7");
148                 }
149                 else if (self.health == 80)
150                 {
151                         centerprint(self, "^38^7 seconds left to find some ammo\n");
152                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
153                         AnnounceTo(self, "8");
154                 }
155                 else if (self.health == 90)
156                 {
157                         centerprint(self, "^39^7 seconds left to find some ammo\n");
158                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
159                         AnnounceTo(self, "9");
160                 }
161                 else if (self.health == 100)
162                 {
163                         centerprint(self, "get some ammo or\nyou'll be dead in ^310^7 seconds...");
164                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
165                         if not(self.flags & FL_GODMODE)
166                                 AnnounceTo(self, "10");
167                 }
168         }
169         self.minstagib_nextthink = time + 1;
170 }
171
172 void spawnfunc_weapon_minstanex (void); // defined in t_items.qc
173
174 float w_minstanex(float req)
175 {
176         if (req == WR_AIM)
177         {
178                 if(self.ammo_cells>0)
179                         self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
180                 else
181                         self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
182         }
183         else if (req == WR_THINK)
184         {
185                 if (self.BUTTON_ATCK)
186                 {
187                         if (weapon_prepareattack(0, autocvar_g_balance_minstanex_refire))
188                         {
189                                 W_MinstaNex_Attack();
190                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minstanex_animtime, w_ready);
191                         }
192                 }
193                 else if (self.BUTTON_ATCK2)
194                 {
195                         if (self.jump_interval <= time)
196                         {
197                                 self.jump_interval = time + autocvar_g_balance_laser_primary_refire * W_WeaponRateFactor();
198
199                                 // ugly minstagib hack to reuse the fire mode of the laser
200                                 float w;
201                                 w = self.weapon;
202                                 self.weapon = WEP_LASER;
203                                 W_Laser_Attack(2);
204                                 self.weapon = w;
205                         }
206                 }
207         }
208         else if (req == WR_PRECACHE)
209         {
210                 precache_model ("models/nexflash.md3");
211                 precache_model ("models/weapons/g_minstanex.md3");
212                 precache_model ("models/weapons/v_minstanex.md3");
213                 precache_model ("models/weapons/h_minstanex.iqm");
214                 precache_sound ("weapons/minstanexfire.wav");
215                 precache_sound ("weapons/nexwhoosh1.wav");
216                 precache_sound ("weapons/nexwhoosh2.wav");
217                 precache_sound ("weapons/nexwhoosh3.wav");
218                 w_laser(WR_PRECACHE);
219         }
220         else if (req == WR_SETUP)
221         {
222                 weapon_setup(WEP_MINSTANEX);
223                 self.minstanex_lasthit = 0;
224         }
225         else if (req == WR_CHECKAMMO1)
226         {
227                 if (g_minstagib)
228                         return self.ammo_cells >= 1;
229                 else
230                         return self.ammo_cells >= autocvar_g_balance_minstanex_ammo;
231         }
232         else if (req == WR_CHECKAMMO2)
233                 return TRUE;
234         else if (req == WR_RESETPLAYER)
235         {
236                 self.minstanex_lasthit = 0;
237         }
238         return TRUE;
239 };
240 #endif
241 #ifdef CSQC
242 float w_minstanex(float req)
243 {
244         if(req == WR_IMPACTEFFECT)
245         {
246                 vector org2;
247                 org2 = w_org + w_backoff * 6;
248                 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
249                 if(!w_issilent)
250                         sound(self, CHAN_PROJECTILE, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
251         }
252         else if(req == WR_PRECACHE)
253         {
254                 precache_sound("weapons/neximpact.wav");
255         }
256         else if (req == WR_SUICIDEMESSAGE)
257                 w_deathtypestring = _("%s did the impossible");
258         else if (req == WR_KILLMESSAGE)
259                 w_deathtypestring = _("%s has been vaporized by %s");
260         return TRUE;
261 }
262 #endif
263 #endif