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[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_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(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 (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 void minstagib_ammocheck (void)
92 {
93         if (time < self.minstagib_nextthink || self.deadflag || gameover)
94                 return;
95
96         if (self.ammo_cells <= 0)
97         {
98                 if (self.health == 5)
99                 {
100                         centerprint(self, "you're dead now...\n");
101                         Damage(self, self, self, 5, DEATH_NOAMMO, self.origin, '0 0 0');
102                         AnnounceTo(self, "terminated");
103                 }
104                 else if (self.health == 10)
105                 {
106                         centerprint(self, "^11^7 second left to find some ammo\n");
107                         Damage(self, self, self, 5, DEATH_NOAMMO, self.origin, '0 0 0');
108                         AnnounceTo(self, "1");
109                 }
110                 else if (self.health == 20)
111                 {
112                         centerprint(self, "^12^7 seconds left to find some ammo\n");
113                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
114                         AnnounceTo(self, "2");
115                 }
116                 else if (self.health == 30)
117                 {
118                         centerprint(self, "^13^7 seconds left to find some ammo\n");
119                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
120                         AnnounceTo(self, "3");
121                 }
122                 else if (self.health == 40)
123                 {
124                         centerprint(self, "^14^7 seconds left to find some ammo\n");
125                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
126                         AnnounceTo(self, "4");
127                 }
128                 else if (self.health == 50)
129                 {
130                         centerprint(self, "^15^7 seconds left to find some ammo\n");
131                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
132                         AnnounceTo(self, "5");
133                 }
134                 else if (self.health == 60)
135                 {
136                         centerprint(self, "^36^7 seconds left to find some ammo\n");
137                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
138                         AnnounceTo(self, "6");
139                 }
140                 else if (self.health == 70)
141                 {
142                         centerprint(self, "^37^7 seconds left to find some ammo\n");
143                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
144                         AnnounceTo(self, "7");
145                 }
146                 else if (self.health == 80)
147                 {
148                         centerprint(self, "^38^7 seconds left to find some ammo\n");
149                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
150                         AnnounceTo(self, "8");
151                 }
152                 else if (self.health == 90)
153                 {
154                         centerprint(self, "^39^7 seconds left to find some ammo\n");
155                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
156                         AnnounceTo(self, "9");
157                 }
158                 else if (self.health == 100)
159                 {
160                         centerprint(self, "get some ammo or\nyou'll be dead in ^310^7 seconds...");
161                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
162                         if not(self.flags & FL_GODMODE)
163                                 AnnounceTo(self, "10");
164                 }
165         }
166         self.minstagib_nextthink = time + 1;
167 }
168
169 void spawnfunc_weapon_minstanex (void); // defined in t_items.qc
170
171 float minstanex_ammo;
172 float w_minstanex(float req)
173 {
174         float ammo_amount;
175         if (req == WR_AIM)
176         {
177                 if(self.ammo_cells > 0)
178                         self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
179                 else
180                         self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
181         }
182         else if (req == WR_THINK)
183         {
184                 if(g_minstagib)
185                         minstanex_ammo = 1;
186                 else
187                         minstanex_ammo = autocvar_g_balance_minstanex_ammo;
188
189                 // if the laser uses load, we also consider its ammo for reloading
190                 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
191                         weapon_action(self.weapon, WR_RELOAD);
192                 else if(autocvar_g_balance_minstanex_reload_ammo && self.clip_load < minstanex_ammo) // forced reload
193                         weapon_action(self.weapon, WR_RELOAD);
194                 else if (self.BUTTON_ATCK)
195                 {
196                         if (weapon_prepareattack(0, autocvar_g_balance_minstanex_refire))
197                         {
198                                 W_MinstaNex_Attack();
199                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minstanex_animtime, w_ready);
200                         }
201                 }
202                 else if (self.BUTTON_ATCK2)
203                 {
204                         if (self.jump_interval <= time)
205                         {
206                                 self.jump_interval = time + autocvar_g_balance_laser_primary_refire * W_WeaponRateFactor();
207
208                                 // decrease ammo for the laser?
209                                 if(autocvar_g_balance_minstanex_laser_ammo)
210                                         W_DecreaseAmmo(ammo_cells, autocvar_g_balance_minstanex_laser_ammo, autocvar_g_balance_minstanex_reload_ammo);
211
212                                 // ugly minstagib hack to reuse the fire mode of the laser
213                                 float w;
214                                 w = self.weapon;
215                                 self.weapon = WEP_LASER;
216                                 W_Laser_Attack(2);
217                                 self.weapon = w;
218                         }
219                 }
220         }
221         else if (req == WR_PRECACHE)
222         {
223                 precache_model ("models/nexflash.md3");
224                 precache_model ("models/weapons/g_minstanex.md3");
225                 precache_model ("models/weapons/v_minstanex.md3");
226                 precache_model ("models/weapons/h_minstanex.iqm");
227                 precache_sound ("weapons/minstanexfire.wav");
228                 precache_sound ("weapons/nexwhoosh1.wav");
229                 precache_sound ("weapons/nexwhoosh2.wav");
230                 precache_sound ("weapons/nexwhoosh3.wav");
231                 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
232                 w_laser(WR_PRECACHE);
233         }
234         else if (req == WR_SETUP)
235         {
236                 weapon_setup(WEP_MINSTANEX);
237                 self.current_ammo = ammo_cells;
238                 self.minstanex_lasthit = 0;
239         }
240         else if (req == WR_CHECKAMMO1)
241         {
242                 ammo_amount = self.ammo_cells >= autocvar_g_balance_minstanex_ammo;
243                 ammo_amount += self.weapon_load[WEP_MINSTANEX] >= autocvar_g_balance_minstanex_ammo;
244                 return ammo_amount;
245         }
246         else if (req == WR_CHECKAMMO2)
247         {
248                 if(!autocvar_g_balance_minstanex_laser_ammo)
249                         return TRUE;
250                 ammo_amount = self.ammo_cells >= autocvar_g_balance_minstanex_laser_ammo;
251                 ammo_amount += self.weapon_load[WEP_MINSTANEX] >= autocvar_g_balance_minstanex_laser_ammo;
252                 return ammo_amount;
253         }
254         else if (req == WR_RESETPLAYER)
255         {
256                 self.minstanex_lasthit = 0;
257         }
258         else if (req == WR_RELOAD)
259         {
260                 float used_ammo;
261                 if(autocvar_g_balance_minstanex_laser_ammo)
262                         used_ammo = min(autocvar_g_balance_minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo);
263                 else
264                         used_ammo = autocvar_g_balance_minstanex_ammo;
265
266                 W_Reload(used_ammo, autocvar_g_balance_minstanex_reload_ammo, autocvar_g_balance_minstanex_reload_time, "weapons/reload.wav");
267         }
268         return TRUE;
269 };
270 #endif
271 #ifdef CSQC
272 float w_minstanex(float req)
273 {
274         if(req == WR_IMPACTEFFECT)
275         {
276                 vector org2;
277                 org2 = w_org + w_backoff * 6;
278                 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
279                 if(!w_issilent)
280                         sound(self, CHAN_PROJECTILE, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
281         }
282         else if(req == WR_PRECACHE)
283         {
284                 precache_sound("weapons/neximpact.wav");
285         }
286         else if (req == WR_SUICIDEMESSAGE)
287                 w_deathtypestring = _("%s did the impossible");
288         else if (req == WR_KILLMESSAGE)
289                 w_deathtypestring = _("%s has been vaporized by %s");
290         return TRUE;
291 }
292 #endif
293 #endif