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Clean up: add Send_CSQC_Centerprint_Generic_Expire
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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 .float minstagib_needammo;
92 void minstagib_stop_countdown(void)
93 {
94         if (self.minstagib_needammo)
95         {
96                 self.health = 100;
97                 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MINSTA_FINDAMMO);
98         }
99         self.minstagib_needammo = FALSE;
100 }
101 void minstagib_ammocheck(void)
102 {
103         if (time < self.minstagib_nextthink)
104                 return;
105
106         if (self.deadflag || gameover || self.ammo_cells > 0 || (self.items & IT_UNLIMITED_WEAPON_AMMO))
107                 minstagib_stop_countdown();
108         else
109         {
110                 self.minstagib_needammo = TRUE;
111                 if (self.health == 5)
112                 {
113                         Damage(self, self, self, 5, DEATH_NOAMMO, self.origin, '0 0 0');
114                         AnnounceTo(self, "terminated");
115                 }
116                 else if (self.health == 10)
117                 {
118                         Damage(self, self, self, 5, DEATH_NOAMMO, self.origin, '0 0 0');
119                         AnnounceTo(self, "1");
120                 }
121                 else if (self.health == 20)
122                 {
123                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
124                         AnnounceTo(self, "2");
125                 }
126                 else if (self.health == 30)
127                 {
128                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
129                         AnnounceTo(self, "3");
130                 }
131                 else if (self.health == 40)
132                 {
133                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
134                         AnnounceTo(self, "4");
135                 }
136                 else if (self.health == 50)
137                 {
138                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
139                         AnnounceTo(self, "5");
140                 }
141                 else if (self.health == 60)
142                 {
143                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
144                         AnnounceTo(self, "6");
145                 }
146                 else if (self.health == 70)
147                 {
148                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
149                         AnnounceTo(self, "7");
150                 }
151                 else if (self.health == 80)
152                 {
153                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
154                         AnnounceTo(self, "8");
155                 }
156                 else if (self.health == 90)
157                 {
158                         Send_CSQC_Centerprint_Generic(self, CPID_MINSTA_FINDAMMO, "^1%d^7 second left to find some ammo", 1, 9);
159                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
160                         AnnounceTo(self, "9");
161                 }
162                 else if (self.health == 100)
163                 {
164                         Send_CSQC_Centerprint_Generic(self, CPID_MINSTA_FINDAMMO, "get some ammo or\nyou'll be dead in ^3%d^7 seconds...", 1, 10);
165                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
166                         if not(self.flags & FL_GODMODE)
167                                 AnnounceTo(self, "10");
168                 }
169         }
170         self.minstagib_nextthink = time + 1;
171 }
172
173 void spawnfunc_weapon_minstanex (void); // defined in t_items.qc
174
175 float w_minstanex(float req)
176 {
177         float ammo_amount;
178         float minstanex_ammo;
179
180         // now multiple WR_s use this
181         if(g_minstagib)
182                 minstanex_ammo = 1;
183         else
184                 minstanex_ammo = autocvar_g_balance_minstanex_ammo;
185
186         if (req == WR_AIM)
187         {
188                 if(self.ammo_cells > 0)
189                         self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
190                 else
191                         self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
192         }
193         else if (req == WR_THINK)
194         {
195                 // if the laser uses load, we also consider its ammo for reloading
196                 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
197                         weapon_action(self.weapon, WR_RELOAD);
198                 else if(autocvar_g_balance_minstanex_reload_ammo && self.clip_load < minstanex_ammo) // forced reload
199                         weapon_action(self.weapon, WR_RELOAD);
200                 else if (self.BUTTON_ATCK)
201                 {
202                         if (weapon_prepareattack(0, autocvar_g_balance_minstanex_refire))
203                         {
204                                 W_MinstaNex_Attack();
205                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minstanex_animtime, w_ready);
206                         }
207                 }
208                 else if (self.BUTTON_ATCK2)
209                 {
210                         if (self.jump_interval <= time)
211                         {
212                                 self.jump_interval = time + autocvar_g_balance_laser_primary_refire * W_WeaponRateFactor();
213
214                                 // decrease ammo for the laser?
215                                 if(autocvar_g_balance_minstanex_laser_ammo)
216                                         W_DecreaseAmmo(ammo_cells, autocvar_g_balance_minstanex_laser_ammo, autocvar_g_balance_minstanex_reload_ammo);
217
218                                 // ugly minstagib hack to reuse the fire mode of the laser
219                                 float w;
220                                 w = self.weapon;
221                                 self.weapon = WEP_LASER;
222                                 W_Laser_Attack(2);
223                                 self.weapon = w;
224                         }
225                 }
226         }
227         else if (req == WR_PRECACHE)
228         {
229                 precache_model ("models/nexflash.md3");
230                 precache_model ("models/weapons/g_minstanex.md3");
231                 precache_model ("models/weapons/v_minstanex.md3");
232                 precache_model ("models/weapons/h_minstanex.iqm");
233                 precache_sound ("weapons/minstanexfire.wav");
234                 precache_sound ("weapons/nexwhoosh1.wav");
235                 precache_sound ("weapons/nexwhoosh2.wav");
236                 precache_sound ("weapons/nexwhoosh3.wav");
237                 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
238                 w_laser(WR_PRECACHE);
239         }
240         else if (req == WR_SETUP)
241         {
242                 weapon_setup(WEP_MINSTANEX);
243                 self.current_ammo = ammo_cells;
244                 self.minstanex_lasthit = 0;
245         }
246         else if (req == WR_CHECKAMMO1)
247         {
248                 ammo_amount = self.ammo_cells >= minstanex_ammo;
249                 ammo_amount += self.weapon_load[WEP_MINSTANEX] >= minstanex_ammo;
250                 return ammo_amount;
251         }
252         else if (req == WR_CHECKAMMO2)
253         {
254                 if(!autocvar_g_balance_minstanex_laser_ammo)
255                         return TRUE;
256                 ammo_amount = self.ammo_cells >= autocvar_g_balance_minstanex_laser_ammo;
257                 ammo_amount += self.weapon_load[WEP_MINSTANEX] >= autocvar_g_balance_minstanex_laser_ammo;
258                 return ammo_amount;
259         }
260         else if (req == WR_RESETPLAYER)
261         {
262                 self.minstanex_lasthit = 0;
263         }
264         else if (req == WR_RELOAD)
265         {
266                 float used_ammo;
267                 if(autocvar_g_balance_minstanex_laser_ammo)
268                         used_ammo = min(minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo);
269                 else
270                         used_ammo = minstanex_ammo;
271
272                 W_Reload(used_ammo, autocvar_g_balance_minstanex_reload_ammo, autocvar_g_balance_minstanex_reload_time, "weapons/reload.wav");
273         }
274         return TRUE;
275 };
276 #endif
277 #ifdef CSQC
278 float w_minstanex(float req)
279 {
280         if(req == WR_IMPACTEFFECT)
281         {
282                 vector org2;
283                 org2 = w_org + w_backoff * 6;
284                 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
285                 if(!w_issilent)
286                         sound(self, CHAN_PROJECTILE, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
287         }
288         else if(req == WR_PRECACHE)
289         {
290                 precache_sound("weapons/neximpact.wav");
291         }
292         else if (req == WR_SUICIDEMESSAGE)
293                 w_deathtypestring = _("%s did the impossible");
294         else if (req == WR_KILLMESSAGE)
295                 w_deathtypestring = _("%s has been vaporized by %s");
296         return TRUE;
297 }
298 #endif
299 #endif