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"))
5 .float minstanex_lasthit;
9 void W_Minstanex_SetAmmoCounter()
11 // set clip_load to the weapon we have switched to, if the gun uses reloading
12 if(!autocvar_g_balance_minstanex_reload_ammo)
13 self.clip_load = 0; // also keeps crosshair ammo from displaying
16 self.clip_load = self.minstanex_load;
17 self.clip_size = autocvar_g_balance_minstanex_reload_ammo; // for the crosshair ammo display
21 void W_Minstanex_ReloadedAndReady()
25 // now do the ammo transfer
26 self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
27 while(self.clip_load < autocvar_g_balance_minstanex_reload_ammo && self.ammo_cells) // make sure we don't add more ammo than we have
32 self.minstanex_load = self.clip_load;
34 t = ATTACK_FINISHED(self) - autocvar_g_balance_minstanex_reload_time - 1;
35 ATTACK_FINISHED(self) = t;
39 void W_Minstanex_Reload()
41 // return if reloading is disabled for this weapon
42 if(!autocvar_g_balance_minstanex_reload_ammo)
45 if(autocvar_g_balance_minstanex_laser_ammo)
47 if(!W_ReloadCheck(self.ammo_cells, min(autocvar_g_balance_minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo)))
50 else if(!W_ReloadCheck(self.ammo_cells, autocvar_g_balance_minstanex_ammo))
55 sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
57 t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_minstanex_reload_time + 1;
58 ATTACK_FINISHED(self) = t;
60 weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_minstanex_reload_time, W_Minstanex_ReloadedAndReady);
62 self.old_clip_load = self.clip_load;
66 void W_MinstaNex_Attack (void)
69 flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
71 W_SetupShot (self, TRUE, 0, "weapons/minstanexfire.wav", CHAN_WEAPON, 10000);
76 FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_MINSTANEX);
81 AnnounceTo(self, "yoda");
86 AnnounceTo(self, "yoda");
89 AnnounceTo(self, "headshot");
91 if(damage_goodhits && self.minstanex_lasthit)
93 if(AnnounceTo(self, "impressive"))
94 damage_goodhits = 0; // only every second time
98 self.minstanex_lasthit = damage_goodhits;
100 pointparticles(particleeffectnum("nex_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
102 // teamcolor / hit beam effect
104 v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
109 case COLOR_TEAM1: // Red
111 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED_HIT"), w_shotorg, v);
113 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED"), w_shotorg, v);
115 case COLOR_TEAM2: // Blue
117 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE_HIT"), w_shotorg, v);
119 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE"), w_shotorg, v);
121 case COLOR_TEAM3: // Yellow
123 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW_HIT"), w_shotorg, v);
125 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW"), w_shotorg, v);
127 case COLOR_TEAM4: // Pink
129 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK_HIT"), w_shotorg, v);
131 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK"), w_shotorg, v);
136 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), w_shotorg, v);
138 // flash and burn the wall
139 if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
140 Damage_DamageInfo(trace_endpos, 10000, 0, 0, 800 * w_shotdir, WEP_MINSTANEX, self);
142 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
143 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
145 if(autocvar_g_balance_minstanex_reload_ammo)
148 self.clip_load -= - 1;
150 self.clip_load -= autocvar_g_balance_minstanex_ammo;
151 self.minstanex_load = self.clip_load;
156 self.ammo_cells -= - 1;
158 self.ammo_cells -= autocvar_g_balance_minstanex_ammo;
164 .float minstagib_nextthink;
165 void minstagib_ammocheck (void)
167 if (time < self.minstagib_nextthink || self.deadflag || gameover)
170 if (self.ammo_cells <= 0)
172 if (self.health == 5)
174 centerprint(self, "you're dead now...\n");
175 Damage(self, self, self, 5, DEATH_NOAMMO, self.origin, '0 0 0');
176 AnnounceTo(self, "terminated");
178 else if (self.health == 10)
180 centerprint(self, "^11^7 second left to find some ammo\n");
181 Damage(self, self, self, 5, DEATH_NOAMMO, self.origin, '0 0 0');
182 AnnounceTo(self, "1");
184 else if (self.health == 20)
186 centerprint(self, "^12^7 seconds left to find some ammo\n");
187 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
188 AnnounceTo(self, "2");
190 else if (self.health == 30)
192 centerprint(self, "^13^7 seconds left to find some ammo\n");
193 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
194 AnnounceTo(self, "3");
196 else if (self.health == 40)
198 centerprint(self, "^14^7 seconds left to find some ammo\n");
199 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
200 AnnounceTo(self, "4");
202 else if (self.health == 50)
204 centerprint(self, "^15^7 seconds left to find some ammo\n");
205 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
206 AnnounceTo(self, "5");
208 else if (self.health == 60)
210 centerprint(self, "^36^7 seconds left to find some ammo\n");
211 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
212 AnnounceTo(self, "6");
214 else if (self.health == 70)
216 centerprint(self, "^37^7 seconds left to find some ammo\n");
217 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
218 AnnounceTo(self, "7");
220 else if (self.health == 80)
222 centerprint(self, "^38^7 seconds left to find some ammo\n");
223 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
224 AnnounceTo(self, "8");
226 else if (self.health == 90)
228 centerprint(self, "^39^7 seconds left to find some ammo\n");
229 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
230 AnnounceTo(self, "9");
232 else if (self.health == 100)
234 centerprint(self, "get some ammo or\nyou'll be dead in ^310^7 seconds...");
235 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
236 if not(self.flags & FL_GODMODE)
237 AnnounceTo(self, "10");
240 self.minstagib_nextthink = time + 1;
243 void spawnfunc_weapon_minstanex (void); // defined in t_items.qc
245 float minstanex_ammo;
246 float w_minstanex(float req)
250 if(self.ammo_cells > 0)
251 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
253 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
255 else if (req == WR_THINK)
260 minstanex_ammo = autocvar_g_balance_minstanex_ammo;
262 // if the laser uses load, we also consider its ammo for reloading
263 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
264 W_Minstanex_Reload();
265 else if(autocvar_g_balance_minstanex_reload_ammo && self.clip_load < minstanex_ammo) // forced reload
266 W_Minstanex_Reload();
267 else if (self.BUTTON_ATCK)
269 if (weapon_prepareattack(0, autocvar_g_balance_minstanex_refire))
271 W_MinstaNex_Attack();
272 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minstanex_animtime, w_ready);
275 else if (self.BUTTON_ATCK2)
277 if (self.jump_interval <= time)
279 self.jump_interval = time + autocvar_g_balance_laser_primary_refire * W_WeaponRateFactor();
281 // decrease ammo for the laser?
282 if(autocvar_g_balance_minstanex_laser_ammo)
284 if(autocvar_g_balance_minstanex_reload_ammo)
285 self.clip_load -= autocvar_g_balance_minstanex_laser_ammo;
287 self.ammo_cells -= autocvar_g_balance_minstanex_laser_ammo;
290 // ugly minstagib hack to reuse the fire mode of the laser
293 self.weapon = WEP_LASER;
300 if(self.switchweapon == self.weapon)
302 if(self.weaponentity.state == WS_READY)
304 self.wish_reload = 0;
305 W_Minstanex_Reload();
310 else if (req == WR_PRECACHE)
312 precache_model ("models/nexflash.md3");
313 precache_model ("models/weapons/g_minstanex.md3");
314 precache_model ("models/weapons/v_minstanex.md3");
315 precache_model ("models/weapons/h_minstanex.iqm");
316 precache_sound ("weapons/minstanexfire.wav");
317 precache_sound ("weapons/nexwhoosh1.wav");
318 precache_sound ("weapons/nexwhoosh2.wav");
319 precache_sound ("weapons/nexwhoosh3.wav");
320 w_laser(WR_PRECACHE);
322 else if (req == WR_SETUP)
324 weapon_setup(WEP_MINSTANEX);
325 W_Minstanex_SetAmmoCounter();
326 self.minstanex_lasthit = 0;
328 else if (req == WR_CHECKAMMO1)
330 if(autocvar_g_balance_minstanex_reload_ammo)
331 return self.clip_load >= minstanex_ammo;
333 return self.ammo_cells >= minstanex_ammo;
335 else if (req == WR_CHECKAMMO2)
337 if(autocvar_g_balance_minstanex_laser_ammo)
338 return autocvar_g_balance_minstanex_laser_ammo;
342 else if (req == WR_RESETPLAYER)
344 self.minstanex_lasthit = 0;
346 else if (req == WR_RELOAD)
348 W_Minstanex_Reload();
354 float w_minstanex(float req)
356 if(req == WR_IMPACTEFFECT)
359 org2 = w_org + w_backoff * 6;
360 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
362 sound(self, CHAN_PROJECTILE, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
364 else if(req == WR_PRECACHE)
366 precache_sound("weapons/neximpact.wav");
368 else if (req == WR_SUICIDEMESSAGE)
369 w_deathtypestring = "%s did the impossible";
370 else if (req == WR_KILLMESSAGE)
371 w_deathtypestring = "%s has been vaporized by %s";