// teamcolor / hit beam effect
vector v;
v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
// teamcolor / hit beam effect
vector v;
v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
- if (time < self.minstagib_nextthink || self.deadflag || gameover)
+ if (self.minstagib_needammo)
+ {
+ self.health = 100;
+ Send_CSQC_Centerprint_Generic_Expire(self, CPID_MINSTA_FINDAMMO);
+ }
+ self.minstagib_needammo = FALSE;
+}
+void minstagib_ammocheck(void)
+{
+ if (time < self.minstagib_nextthink)
Damage(self, self, self, 5, DEATH_NOAMMO, self.origin, '0 0 0');
AnnounceTo(self, "terminated");
}
else if (self.health == 10)
{
Damage(self, self, self, 5, DEATH_NOAMMO, self.origin, '0 0 0');
AnnounceTo(self, "terminated");
}
else if (self.health == 10)
{
Damage(self, self, self, 5, DEATH_NOAMMO, self.origin, '0 0 0');
AnnounceTo(self, "1");
}
else if (self.health == 20)
{
Damage(self, self, self, 5, DEATH_NOAMMO, self.origin, '0 0 0');
AnnounceTo(self, "1");
}
else if (self.health == 20)
{
Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
AnnounceTo(self, "2");
}
else if (self.health == 30)
{
Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
AnnounceTo(self, "2");
}
else if (self.health == 30)
{
Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
AnnounceTo(self, "3");
}
else if (self.health == 40)
{
Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
AnnounceTo(self, "3");
}
else if (self.health == 40)
{
Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
AnnounceTo(self, "4");
}
else if (self.health == 50)
{
Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
AnnounceTo(self, "4");
}
else if (self.health == 50)
{
Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
AnnounceTo(self, "5");
}
else if (self.health == 60)
{
Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
AnnounceTo(self, "5");
}
else if (self.health == 60)
{
Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
AnnounceTo(self, "6");
}
else if (self.health == 70)
{
Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
AnnounceTo(self, "6");
}
else if (self.health == 70)
{
Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
AnnounceTo(self, "7");
}
else if (self.health == 80)
{
Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
AnnounceTo(self, "7");
}
else if (self.health == 80)
{
Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
AnnounceTo(self, "8");
}
else if (self.health == 90)
{
Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
AnnounceTo(self, "8");
}
else if (self.health == 90)
{
- centerprint(self, "^39^7 seconds left to find some ammo\n");
+ Send_CSQC_Centerprint_Generic(self, CPID_MINSTA_FINDAMMO, "^1%d^7 seconds left to find some ammo", 1, 9);
Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
AnnounceTo(self, "9");
}
else if (self.health == 100)
{
Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
AnnounceTo(self, "9");
}
else if (self.health == 100)
{
- centerprint(self, "get some ammo or\nyou'll be dead in ^310^7 seconds...");
+ Send_CSQC_Centerprint_Generic(self, CPID_MINSTA_FINDAMMO, "get some ammo or\nyou'll be dead in ^3%d^7 seconds...", 1, 10);
Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
if not(self.flags & FL_GODMODE)
AnnounceTo(self, "10");
Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
if not(self.flags & FL_GODMODE)
AnnounceTo(self, "10");
// if the laser uses load, we also consider its ammo for reloading
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
weapon_action(self.weapon, WR_RELOAD);
// if the laser uses load, we also consider its ammo for reloading
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
weapon_action(self.weapon, WR_RELOAD);
- ammo_amount = self.ammo_cells >= autocvar_g_balance_minstanex_ammo;
- ammo_amount += self.weapon_load[WEP_MINSTANEX] >= autocvar_g_balance_minstanex_ammo;
+ ammo_amount = self.ammo_cells >= minstanex_ammo;
+ ammo_amount += self.weapon_load[WEP_MINSTANEX] >= minstanex_ammo;
W_Reload(used_ammo, autocvar_g_balance_minstanex_reload_ammo, autocvar_g_balance_minstanex_reload_time, "weapons/reload.wav");
}
W_Reload(used_ammo, autocvar_g_balance_minstanex_reload_ammo, autocvar_g_balance_minstanex_reload_time, "weapons/reload.wav");
}