2 REGISTER_WEAPON(MINSTANEX, w_minstanex, IT_CELLS, 7, WEP_FLAG_HIDDEN | 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);
18 FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_MINSTANEX);
23 AnnounceTo(self, "yoda");
28 AnnounceTo(self, "yoda");
31 AnnounceTo(self, "headshot");
33 if(damage_goodhits && self.minstanex_lasthit)
35 if(AnnounceTo(self, "impressive"))
36 damage_goodhits = 0; // only every second time
40 self.minstanex_lasthit = damage_goodhits;
42 pointparticles(particleeffectnum("nex_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
44 // teamcolor / hit beam effect
46 v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
51 case COLOR_TEAM1: // Red
53 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED_HIT"), w_shotorg, v);
55 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED"), w_shotorg, v);
57 case COLOR_TEAM2: // Blue
59 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE_HIT"), w_shotorg, v);
61 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE"), w_shotorg, v);
63 case COLOR_TEAM3: // Yellow
65 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW_HIT"), w_shotorg, v);
67 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW"), w_shotorg, v);
69 case COLOR_TEAM4: // Pink
71 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK_HIT"), w_shotorg, v);
73 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK"), w_shotorg, v);
78 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), w_shotorg, v);
80 // flash and burn the wall
81 if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
82 Damage_DamageInfo(trace_endpos, 10000, 0, 0, 800 * w_shotdir, WEP_MINSTANEX, self);
85 W_DecreaseAmmo(ammo_cells, 1, autocvar_g_balance_minstanex_reload_ammo);
87 W_DecreaseAmmo(ammo_cells, autocvar_g_balance_minstanex_ammo, autocvar_g_balance_minstanex_reload_ammo);
91 .float minstagib_nextthink;
92 .float minstagib_needammo;
93 void minstagib_stop_countdown(void)
95 if (self.minstagib_needammo)
98 Send_CSQC_Centerprint_Generic_Expire(self, CPID_MINSTA_FINDAMMO);
100 self.minstagib_needammo = FALSE;
102 void minstagib_ammocheck(void)
104 if (time < self.minstagib_nextthink)
107 if (self.deadflag || gameover || self.ammo_cells > 0 || (self.items & IT_UNLIMITED_WEAPON_AMMO))
108 minstagib_stop_countdown();
111 self.minstagib_needammo = TRUE;
112 if (self.health == 5)
114 Damage(self, self, self, 5, DEATH_NOAMMO, self.origin, '0 0 0');
115 AnnounceTo(self, "terminated");
117 else if (self.health == 10)
119 Damage(self, self, self, 5, DEATH_NOAMMO, self.origin, '0 0 0');
120 AnnounceTo(self, "1");
122 else if (self.health == 20)
124 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
125 AnnounceTo(self, "2");
127 else if (self.health == 30)
129 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
130 AnnounceTo(self, "3");
132 else if (self.health == 40)
134 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
135 AnnounceTo(self, "4");
137 else if (self.health == 50)
139 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
140 AnnounceTo(self, "5");
142 else if (self.health == 60)
144 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
145 AnnounceTo(self, "6");
147 else if (self.health == 70)
149 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
150 AnnounceTo(self, "7");
152 else if (self.health == 80)
154 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
155 AnnounceTo(self, "8");
157 else if (self.health == 90)
159 Send_CSQC_Centerprint_Generic(self, CPID_MINSTA_FINDAMMO, "^1%d^7 seconds left to find some ammo", 1, 9);
160 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
161 AnnounceTo(self, "9");
163 else if (self.health == 100)
165 Send_CSQC_Centerprint_Generic(self, CPID_MINSTA_FINDAMMO, "get some ammo or\nyou'll be dead in ^3%d^7 seconds...", 1, 10);
166 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
167 if not(self.flags & FL_GODMODE)
168 AnnounceTo(self, "10");
171 self.minstagib_nextthink = time + 1;
174 void spawnfunc_weapon_minstanex (void); // defined in t_items.qc
176 float w_minstanex(float req)
179 float minstanex_ammo;
181 // now multiple WR_s use this
185 minstanex_ammo = autocvar_g_balance_minstanex_ammo;
189 if(self.ammo_cells > 0)
190 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
192 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
194 else if (req == WR_THINK)
196 // if the laser uses load, we also consider its ammo for reloading
197 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
198 weapon_action(self.weapon, WR_RELOAD);
199 else if(autocvar_g_balance_minstanex_reload_ammo && self.clip_load < minstanex_ammo) // forced reload
200 weapon_action(self.weapon, WR_RELOAD);
201 else if (self.BUTTON_ATCK)
203 if (weapon_prepareattack(0, autocvar_g_balance_minstanex_refire))
205 W_MinstaNex_Attack();
206 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minstanex_animtime, w_ready);
209 else if (self.BUTTON_ATCK2)
211 if (self.jump_interval <= time)
212 if (weapon_prepareattack(1, -1))
214 // handle refire manually, so that primary and secondary can be fired without conflictions (important for minstagib)
215 self.jump_interval = time + autocvar_g_balance_minstanex_laser_refire * W_WeaponRateFactor();
217 // decrease ammo for the laser?
218 if(autocvar_g_balance_minstanex_laser_ammo)
219 W_DecreaseAmmo(ammo_cells, autocvar_g_balance_minstanex_laser_ammo, autocvar_g_balance_minstanex_reload_ammo);
221 // ugly minstagib hack to reuse the fire mode of the laser
224 self.weapon = WEP_LASER;
228 // now do normal refire
229 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_minstanex_laser_animtime, w_ready);
233 else if (req == WR_PRECACHE)
235 precache_model ("models/nexflash.md3");
236 precache_model ("models/weapons/g_minstanex.md3");
237 precache_model ("models/weapons/v_minstanex.md3");
238 precache_model ("models/weapons/h_minstanex.iqm");
239 precache_sound ("weapons/minstanexfire.wav");
240 precache_sound ("weapons/nexwhoosh1.wav");
241 precache_sound ("weapons/nexwhoosh2.wav");
242 precache_sound ("weapons/nexwhoosh3.wav");
243 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
244 w_laser(WR_PRECACHE);
246 else if (req == WR_SETUP)
248 weapon_setup(WEP_MINSTANEX);
249 self.current_ammo = ammo_cells;
250 self.minstanex_lasthit = 0;
252 else if (req == WR_CHECKAMMO1)
254 ammo_amount = self.ammo_cells >= minstanex_ammo;
255 ammo_amount += self.(weapon_load[WEP_MINSTANEX]) >= minstanex_ammo;
258 else if (req == WR_CHECKAMMO2)
260 if(!autocvar_g_balance_minstanex_laser_ammo)
262 ammo_amount = self.ammo_cells >= autocvar_g_balance_minstanex_laser_ammo;
263 ammo_amount += self.(weapon_load[WEP_MINSTANEX]) >= autocvar_g_balance_minstanex_laser_ammo;
266 else if (req == WR_RESETPLAYER)
268 self.minstanex_lasthit = 0;
270 else if (req == WR_RELOAD)
273 if(autocvar_g_balance_minstanex_laser_ammo)
274 used_ammo = min(minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo);
276 used_ammo = minstanex_ammo;
278 W_Reload(used_ammo, autocvar_g_balance_minstanex_reload_ammo, autocvar_g_balance_minstanex_reload_time, "weapons/reload.wav");
284 float w_minstanex(float req)
286 if(req == WR_IMPACTEFFECT)
289 org2 = w_org + w_backoff * 6;
290 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
292 sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
294 else if(req == WR_PRECACHE)
296 precache_sound("weapons/neximpact.wav");
298 else if (req == WR_SUICIDEMESSAGE)
299 w_deathtypestring = _("%s is now thinking with portals");
300 else if (req == WR_KILLMESSAGE)
301 w_deathtypestring = _("%s has been vaporized by %s's minstanex");