3 /* WEP_##id */ MINSTANEX,
4 /* function */ w_minstanex,
5 /* ammotype */ IT_CELLS,
7 /* flags */ WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_FLAG_SUPERWEAPON | WEP_TYPE_HITSCAN,
8 /* rating */ BOT_PICKUP_RATING_HIGH,
9 /* model */ "minstanex",
10 /* shortname */ "minstanex",
11 /* fullname */ _("MinstaNex")
15 void spawnfunc_weapon_minstanex (void)
17 weapon_defaultspawnfunc(WEP_MINSTANEX);
22 .float minstanex_lasthit;
25 void W_MinstaNex_Attack (void)
28 flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
30 W_SetupShot (self, TRUE, 0, "weapons/minstanexfire.wav", CH_WEAPON_A, 10000);
34 FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_MINSTANEX);
37 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
38 if(damage_goodhits && self.minstanex_lasthit)
40 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
41 damage_goodhits = 0; // only every second time
44 self.minstanex_lasthit = damage_goodhits;
46 pointparticles(particleeffectnum("nex_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
48 // teamcolor / hit beam effect
50 v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
53 case NUM_TEAM_1: // Red
55 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED_HIT"), w_shotorg, v);
57 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED"), w_shotorg, v);
59 case NUM_TEAM_2: // Blue
61 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE_HIT"), w_shotorg, v);
63 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE"), w_shotorg, v);
65 case NUM_TEAM_3: // Yellow
67 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW_HIT"), w_shotorg, v);
69 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW"), w_shotorg, v);
71 case NUM_TEAM_4: // Pink
73 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK_HIT"), w_shotorg, v);
75 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK"), w_shotorg, v);
79 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3_HIT"), w_shotorg, v);
81 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), w_shotorg, v);
85 W_DecreaseAmmo(ammo_cells, ((g_minstagib) ? 1 : autocvar_g_balance_minstanex_ammo), autocvar_g_balance_minstanex_reload_ammo);
88 float w_minstanex(float req)
93 // now multiple WR_s use this
94 minstanex_ammo = ((g_minstagib) ? 1 : autocvar_g_balance_minstanex_ammo);
100 if(self.ammo_cells > 0)
101 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
103 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
109 // if the laser uses load, we also consider its ammo for reloading
110 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
111 weapon_action(self.weapon, WR_RELOAD);
112 else if(autocvar_g_balance_minstanex_reload_ammo && self.clip_load < minstanex_ammo) // forced reload
113 weapon_action(self.weapon, WR_RELOAD);
114 else if (self.BUTTON_ATCK)
116 if (weapon_prepareattack(0, autocvar_g_balance_minstanex_refire))
118 W_MinstaNex_Attack();
119 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minstanex_animtime, w_ready);
122 else if (self.BUTTON_ATCK2)
124 if (self.jump_interval <= time)
125 if (weapon_prepareattack(1, -1))
127 // handle refire manually, so that primary and secondary can be fired without conflictions (important for minstagib)
128 self.jump_interval = time + autocvar_g_balance_minstanex_laser_refire * W_WeaponRateFactor();
130 // decrease ammo for the laser?
131 if(autocvar_g_balance_minstanex_laser_ammo)
132 W_DecreaseAmmo(ammo_cells, autocvar_g_balance_minstanex_laser_ammo, autocvar_g_balance_minstanex_reload_ammo);
134 // ugly minstagib hack to reuse the fire mode of the laser
137 self.weapon = WEP_LASER;
141 // now do normal refire
142 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_minstanex_laser_animtime, w_ready);
150 precache_model ("models/nexflash.md3");
151 precache_model ("models/weapons/g_minstanex.md3");
152 precache_model ("models/weapons/v_minstanex.md3");
153 precache_model ("models/weapons/h_minstanex.iqm");
154 precache_sound ("weapons/minstanexfire.wav");
155 precache_sound ("weapons/nexwhoosh1.wav");
156 precache_sound ("weapons/nexwhoosh2.wav");
157 precache_sound ("weapons/nexwhoosh3.wav");
158 W_Laser(WR_PRECACHE);
163 weapon_setup(WEP_MINSTANEX);
164 self.current_ammo = ammo_cells;
165 self.minstanex_lasthit = 0;
170 ammo_amount = self.ammo_cells >= minstanex_ammo;
171 ammo_amount += self.(weapon_load[WEP_MINSTANEX]) >= minstanex_ammo;
176 if(!autocvar_g_balance_minstanex_laser_ammo)
178 ammo_amount = self.ammo_cells >= autocvar_g_balance_minstanex_laser_ammo;
179 ammo_amount += self.(weapon_load[WEP_MINSTANEX]) >= autocvar_g_balance_minstanex_laser_ammo;
184 self.minstanex_lasthit = 0;
190 if(autocvar_g_balance_minstanex_laser_ammo)
191 used_ammo = min(minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo);
193 used_ammo = minstanex_ammo;
195 W_Reload(used_ammo, autocvar_g_balance_minstanex_reload_ammo, autocvar_g_balance_minstanex_reload_time, "weapons/reload.wav");
198 case WR_SUICIDEMESSAGE:
200 return WEAPON_THINKING_WITH_PORTALS;
204 return WEAPON_MINSTANEX_MURDER;
211 float w_minstanex(float req)
215 case WR_IMPACTEFFECT:
218 org2 = w_org + w_backoff * 6;
219 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
221 sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
227 precache_sound("weapons/neximpact.wav");