]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_nex.qc
Merge branch 'master' into Mario/race_cts_mutators
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_nex.qc
index 9d66f407ef8bbb401c2fd4c77f0c1fd2ae52cf42..919e27e5ae81b96022f65deeb5ffd6d6b9439178 100644 (file)
@@ -1,5 +1,15 @@
 #ifdef REGISTER_WEAPON
-REGISTER_WEAPON(NEX, w_nex, IT_CELLS, 7, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "nex", "nex", _("Nex"))
+REGISTER_WEAPON(
+/* WEP_##id  */ NEX,
+/* function  */ w_nex,
+/* ammotype  */ IT_CELLS,
+/* impulse   */ 7,
+/* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
+/* rating    */ BOT_PICKUP_RATING_HIGH,
+/* model     */ "nex",
+/* shortname */ "nex",
+/* fullname  */ _("Nex")
+);
 #else
 #ifdef SVQC
 
@@ -59,14 +69,14 @@ void W_Nex_Attack (float issecondary)
        W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", CH_WEAPON_A, mydmg);
        if(charge > autocvar_g_balance_nex_charge_animlimit && autocvar_g_balance_nex_charge_animlimit) // if the Nex is overcharged, we play an extra sound
        {
-               sound (self, CH_WEAPON_B, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * autocvar_g_balance_nex_charge_animlimit) / (1 - 0.5 * autocvar_g_balance_nex_charge_animlimit), ATTN_NORM);
+               sound (self, CH_WEAPON_B, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * autocvar_g_balance_nex_charge_animlimit) / (1 - 0.5 * autocvar_g_balance_nex_charge_animlimit), ATTEN_NORM);
        }
 
        yoda = 0;
        FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_NEX);
 
        if(yoda && flying)
-               AnnounceTo(self, "yoda");
+               Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
 
        //beam and muzzle flash done on client
        SendCSQCNexBeamParticle(charge);
@@ -146,7 +156,7 @@ float w_nex(float req)
                                                        if(self.BUTTON_ATCK2) // only eat ammo when the button is pressed
                                                        {
                                                                dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
-                                                               if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+                                                               if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
                                                                {
                                                                        // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
                                                                        if(autocvar_g_balance_nex_reload_ammo)
@@ -221,7 +231,7 @@ float w_nex(float req)
                {
                        // don't allow charging if we don't have enough ammo
                        ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_secondary_ammo;
-                       ammo_amount += self.(weapon_load[WEP_NEX]) >= autocvar_g_balance_nex_secondary_ammo;    
+                       ammo_amount += self.(weapon_load[WEP_NEX]) >= autocvar_g_balance_nex_secondary_ammo;
                        return ammo_amount;
                }
                else
@@ -253,7 +263,7 @@ float w_nex(float req)
                org2 = w_org + w_backoff * 6;
                pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
                if(!w_issilent)
-                       sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
+                       sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTEN_NORM);
        }
        else if(req == WR_PRECACHE)
        {