2 REGISTER_WEAPON(MINSTANEX, w_minstanex, IT_CELLS, 7, WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_FLAG_SUPERWEAPON | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "minstanex", "minstanex", _("MinstaNex"))
5 .float minstanex_lasthit;
8 void W_MinstaNex_Attack (void)
11 flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
13 W_SetupShot (self, TRUE, 0, "weapons/minstanexfire.wav", CH_WEAPON_A, 10000);
17 FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_MINSTANEX);
19 if(damage_goodhits && self.minstanex_lasthit)
22 AnnounceTo(self, "yoda");
23 if(damage_goodhits && self.minstanex_lasthit)
25 AnnounceTo(self, "impressive");
26 damage_goodhits = 0; // only every second time
30 self.minstanex_lasthit = damage_goodhits;
32 pointparticles(particleeffectnum("nex_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
34 // teamcolor / hit beam effect
36 v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
41 case NUM_TEAM_1: // Red
43 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED_HIT"), w_shotorg, v);
45 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED"), w_shotorg, v);
47 case NUM_TEAM_2: // Blue
49 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE_HIT"), w_shotorg, v);
51 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE"), w_shotorg, v);
53 case NUM_TEAM_3: // Yellow
55 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW_HIT"), w_shotorg, v);
57 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW"), w_shotorg, v);
59 case NUM_TEAM_4: // Pink
61 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK_HIT"), w_shotorg, v);
63 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK"), w_shotorg, v);
68 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), w_shotorg, v);
70 W_DecreaseAmmo(ammo_cells, ((g_minstagib) ? 1 : autocvar_g_balance_minstanex_ammo), autocvar_g_balance_minstanex_reload_ammo);
73 void spawnfunc_weapon_minstanex (void); // defined in t_items.qc
75 float w_minstanex(float req)
80 // now multiple WR_s use this
81 minstanex_ammo = ((g_minstagib) ? 1 : autocvar_g_balance_minstanex_ammo);
85 if(self.ammo_cells > 0)
86 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
88 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
90 else if (req == WR_THINK)
92 // if the laser uses load, we also consider its ammo for reloading
93 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
94 weapon_action(self.weapon, WR_RELOAD);
95 else if(autocvar_g_balance_minstanex_reload_ammo && self.clip_load < minstanex_ammo) // forced reload
96 weapon_action(self.weapon, WR_RELOAD);
97 else if (self.BUTTON_ATCK)
99 if (weapon_prepareattack(0, autocvar_g_balance_minstanex_refire))
101 W_MinstaNex_Attack();
102 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minstanex_animtime, w_ready);
105 else if (self.BUTTON_ATCK2)
107 if (self.jump_interval <= time)
108 if (weapon_prepareattack(1, -1))
110 // handle refire manually, so that primary and secondary can be fired without conflictions (important for minstagib)
111 self.jump_interval = time + autocvar_g_balance_minstanex_laser_refire * W_WeaponRateFactor();
113 // decrease ammo for the laser?
114 if(autocvar_g_balance_minstanex_laser_ammo)
115 W_DecreaseAmmo(ammo_cells, autocvar_g_balance_minstanex_laser_ammo, autocvar_g_balance_minstanex_reload_ammo);
117 // ugly minstagib hack to reuse the fire mode of the laser
120 self.weapon = WEP_LASER;
124 // now do normal refire
125 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_minstanex_laser_animtime, w_ready);
129 else if (req == WR_PRECACHE)
131 precache_model ("models/nexflash.md3");
132 precache_model ("models/weapons/g_minstanex.md3");
133 precache_model ("models/weapons/v_minstanex.md3");
134 precache_model ("models/weapons/h_minstanex.iqm");
135 precache_sound ("weapons/minstanexfire.wav");
136 precache_sound ("weapons/nexwhoosh1.wav");
137 precache_sound ("weapons/nexwhoosh2.wav");
138 precache_sound ("weapons/nexwhoosh3.wav");
139 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
140 w_laser(WR_PRECACHE);
142 else if (req == WR_SETUP)
144 weapon_setup(WEP_MINSTANEX);
145 self.current_ammo = ammo_cells;
146 self.minstanex_lasthit = 0;
148 else if (req == WR_CHECKAMMO1)
150 ammo_amount = self.ammo_cells >= minstanex_ammo;
151 ammo_amount += self.(weapon_load[WEP_MINSTANEX]) >= minstanex_ammo;
154 else if (req == WR_CHECKAMMO2)
156 if(!autocvar_g_balance_minstanex_laser_ammo)
158 ammo_amount = self.ammo_cells >= autocvar_g_balance_minstanex_laser_ammo;
159 ammo_amount += self.(weapon_load[WEP_MINSTANEX]) >= autocvar_g_balance_minstanex_laser_ammo;
162 else if (req == WR_RESETPLAYER)
164 self.minstanex_lasthit = 0;
166 else if (req == WR_RELOAD)
169 if(autocvar_g_balance_minstanex_laser_ammo)
170 used_ammo = min(minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo);
172 used_ammo = minstanex_ammo;
174 W_Reload(used_ammo, autocvar_g_balance_minstanex_reload_ammo, autocvar_g_balance_minstanex_reload_time, "weapons/reload.wav");
176 else if (req == WR_SUICIDEMESSAGE)
178 return WEAPON_THINKING_WITH_PORTALS;
180 else if (req == WR_KILLMESSAGE)
182 return WEAPON_MINSTANEX_MURDER;
188 float w_minstanex(float req)
190 if(req == WR_IMPACTEFFECT)
193 org2 = w_org + w_backoff * 6;
194 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
196 sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
198 else if(req == WR_PRECACHE)
200 precache_sound("weapons/neximpact.wav");