#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(MINSTANEX, w_minstanex, IT_CELLS, 7, WEP_FLAG_HIDDEN | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "minstanex", "minstanex", _("MinstaNex"))
+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"))
#else
#ifdef SVQC
.float minstanex_lasthit;
+.float jump_interval;
void W_MinstaNex_Attack (void)
{
yoda = 0;
damage_goodhits = 0;
headshot = 0;
+ damage_headshotbonus = -1; // no extra damage, just count
FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_MINSTANEX);
+ damage_headshotbonus = 0;
if(g_minstagib)
{
}
if(damage_goodhits && self.minstanex_lasthit)
{
- if(AnnounceTo(self, "impressive"))
- damage_goodhits = 0; // only every second time
+ AnnounceTo(self, "impressive");
+ damage_goodhits = 0; // only every second time
}
}
.float minstagib_nextthink;
.float minstagib_needammo;
-void minstagib_stop_countdown(void)
+void minstagib_stop_countdown(entity e)
{
- if (self.minstagib_needammo)
- {
- self.health = 100;
- Send_CSQC_Centerprint_Generic_Expire(self, CPID_MINSTA_FINDAMMO);
- }
- self.minstagib_needammo = FALSE;
+ if (!e.minstagib_needammo)
+ return;
+ Send_CSQC_Centerprint_Generic_Expire(e, CPID_MINSTA_FINDAMMO);
+ e.minstagib_needammo = FALSE;
}
void minstagib_ammocheck(void)
{
if (time < self.minstagib_nextthink)
return;
- if (self.deadflag || gameover || self.ammo_cells > 0 || (self.items & IT_UNLIMITED_WEAPON_AMMO))
- minstagib_stop_countdown();
+ if (self.deadflag || gameover)
+ minstagib_stop_countdown(self);
+ else if (self.ammo_cells > 0 || (self.items & IT_UNLIMITED_WEAPON_AMMO))
+ {
+ if (self.minstagib_needammo)
+ self.health = 100;
+ minstagib_stop_countdown(self);
+ }
else
{
self.minstagib_needammo = TRUE;
else if (self.BUTTON_ATCK2)
{
if (self.jump_interval <= time)
+ if (weapon_prepareattack(1, -1))
{
- self.jump_interval = time + autocvar_g_balance_laser_primary_refire * W_WeaponRateFactor();
-
+ // handle refire manually, so that primary and secondary can be fired without conflictions (important for minstagib)
+ self.jump_interval = time + autocvar_g_balance_minstanex_laser_refire * W_WeaponRateFactor();
+
// decrease ammo for the laser?
if(autocvar_g_balance_minstanex_laser_ammo)
W_DecreaseAmmo(ammo_cells, autocvar_g_balance_minstanex_laser_ammo, autocvar_g_balance_minstanex_reload_ammo);
self.weapon = WEP_LASER;
W_Laser_Attack(2);
self.weapon = w;
+
+ // now do normal refire
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_minstanex_laser_animtime, w_ready);
}
}
}