--- /dev/null
+#ifdef REGISTER_WEAPON
+REGISTER_WEAPON(
+/* WEP_##id */ MINSTANEX,
+/* function */ w_minstanex,
+/* ammotype */ IT_CELLS,
+/* impulse */ 7,
+/* flags */ WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_FLAG_SUPERWEAPON | WEP_TYPE_HITSCAN,
+/* rating */ BOT_PICKUP_RATING_HIGH,
+/* model */ "minstanex",
+/* shortname */ "minstanex",
+/* fullname */ _("MinstaNex")
+);
+#else
+#ifdef SVQC
+.float minstanex_lasthit;
+.float jump_interval;
+
+void W_MinstaNex_Attack (void)
+{
+ float flying;
+ flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
+
+ W_SetupShot (self, TRUE, 0, "weapons/minstanexfire.wav", CH_WEAPON_A, 10000);
+
+ yoda = 0;
+ damage_goodhits = 0;
+ FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_MINSTANEX);
+
+ if(yoda && flying)
+ Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
+ if(damage_goodhits && self.minstanex_lasthit)
+ {
+ Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
+ damage_goodhits = 0; // only every second time
+ }
+
+ self.minstanex_lasthit = damage_goodhits;
+
+ pointparticles(particleeffectnum("nex_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+
+ // teamcolor / hit beam effect
+ vector v;
+ v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
+ switch(self.team)
+ {
+ case NUM_TEAM_1: // Red
+ if(damage_goodhits)
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED_HIT"), w_shotorg, v);
+ else
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED"), w_shotorg, v);
+ break;
+ case NUM_TEAM_2: // Blue
+ if(damage_goodhits)
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE_HIT"), w_shotorg, v);
+ else
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE"), w_shotorg, v);
+ break;
+ case NUM_TEAM_3: // Yellow
+ if(damage_goodhits)
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW_HIT"), w_shotorg, v);
+ else
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW"), w_shotorg, v);
+ break;
+ case NUM_TEAM_4: // Pink
+ if(damage_goodhits)
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK_HIT"), w_shotorg, v);
+ else
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK"), w_shotorg, v);
+ break;
+ default:
+ if(damage_goodhits)
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3_HIT"), w_shotorg, v);
+ else
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), w_shotorg, v);
+ break;
+ }
+
+ W_DecreaseAmmo(ammo_cells, ((g_instagib) ? 1 : autocvar_g_balance_minstanex_ammo), autocvar_g_balance_minstanex_reload_ammo);
+}
+
+void spawnfunc_weapon_minstanex (void); // defined in t_items.qc
+
+float w_minstanex(float req)
+{
+ float ammo_amount;
+ float minstanex_ammo;
+
+ // now multiple WR_s use this
+ minstanex_ammo = ((g_instagib) ? 1 : autocvar_g_balance_minstanex_ammo);
+
+ if (req == WR_AIM)
+ {
+ if(self.ammo_cells > 0)
+ self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
+ else
+ self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
+ }
+ else if (req == WR_THINK)
+ {
+ // 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);
+ else if(autocvar_g_balance_minstanex_reload_ammo && self.clip_load < minstanex_ammo) // forced reload
+ weapon_action(self.weapon, WR_RELOAD);
+ else if (self.BUTTON_ATCK)
+ {
+ if (weapon_prepareattack(0, autocvar_g_balance_minstanex_refire))
+ {
+ W_MinstaNex_Attack();
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minstanex_animtime, w_ready);
+ }
+ }
+ else if (self.BUTTON_ATCK2)
+ {
+ if (self.jump_interval <= time)
+ if (weapon_prepareattack(1, -1))
+ {
+ // handle refire manually, so that primary and secondary can be fired without conflictions (important for instagib)
+ 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);
+
+ // ugly instagib hack to reuse the fire mode of the laser
+ float w;
+ w = self.weapon;
+ 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);
+ }
+ }
+ }
+ else if (req == WR_PRECACHE)
+ {
+ precache_model ("models/nexflash.md3");
+ precache_model ("models/weapons/g_minstanex.md3");
+ precache_model ("models/weapons/v_minstanex.md3");
+ precache_model ("models/weapons/h_minstanex.iqm");
+ precache_sound ("weapons/minstanexfire.wav");
+ precache_sound ("weapons/nexwhoosh1.wav");
+ precache_sound ("weapons/nexwhoosh2.wav");
+ precache_sound ("weapons/nexwhoosh3.wav");
+ //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
+ w_laser(WR_PRECACHE);
+ }
+ else if (req == WR_SETUP)
+ {
+ weapon_setup(WEP_MINSTANEX);
+ self.current_ammo = ammo_cells;
+ self.minstanex_lasthit = 0;
+ }
+ else if (req == WR_CHECKAMMO1)
+ {
+ ammo_amount = self.ammo_cells >= minstanex_ammo;
+ ammo_amount += self.(weapon_load[WEP_MINSTANEX]) >= minstanex_ammo;
+ return ammo_amount;
+ }
+ else if (req == WR_CHECKAMMO2)
+ {
+ if(!autocvar_g_balance_minstanex_laser_ammo)
+ return TRUE;
+ ammo_amount = self.ammo_cells >= autocvar_g_balance_minstanex_laser_ammo;
+ ammo_amount += self.(weapon_load[WEP_MINSTANEX]) >= autocvar_g_balance_minstanex_laser_ammo;
+ return ammo_amount;
+ }
+ else if (req == WR_RESETPLAYER)
+ {
+ self.minstanex_lasthit = 0;
+ }
+ else if (req == WR_RELOAD)
+ {
+ float used_ammo;
+ if(autocvar_g_balance_minstanex_laser_ammo)
+ used_ammo = min(minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo);
+ else
+ used_ammo = minstanex_ammo;
+
+ W_Reload(used_ammo, autocvar_g_balance_minstanex_reload_ammo, autocvar_g_balance_minstanex_reload_time, "weapons/reload.wav");
+ }
+ else if (req == WR_SUICIDEMESSAGE)
+ {
+ return WEAPON_THINKING_WITH_PORTALS;
+ }
+ else if (req == WR_KILLMESSAGE)
+ {
+ return WEAPON_MINSTANEX_MURDER;
+ }
+ return TRUE;
+}
+#endif
+#ifdef CSQC
+float w_minstanex(float req)
+{
+ if(req == WR_IMPACTEFFECT)
+ {
+ vector org2;
+ org2 = w_org + w_backoff * 6;
+ pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
+ if(!w_issilent)
+ sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTEN_NORM);
+ }
+ else if(req == WR_PRECACHE)
+ {
+ precache_sound("weapons/neximpact.wav");
+ }
+ return TRUE;
+}
+#endif
+#endif