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1 #ifdef REGISTER_WEAPON
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"))
3 #else
4 #ifdef SVQC
5 .float minstanex_lasthit;
6 .float jump_interval;
7
8 void W_MinstaNex_Attack (void)
9 {
10         float flying;
11         flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
12
13         W_SetupShot (self, TRUE, 0, "weapons/minstanexfire.wav", CH_WEAPON_A, 10000);
14
15         yoda = 0;
16         damage_goodhits = 0;
17         headshot = 0;
18         FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_MINSTANEX);
19
20         if(g_minstagib)
21         {
22                 if(yoda)
23                         AnnounceTo(self, "yoda");
24         }
25         else
26         {
27                 if(yoda && flying)
28                         AnnounceTo(self, "yoda");
29                 if(headshot)
30                 {
31                         AnnounceTo(self, "headshot");
32                 }
33                 if(damage_goodhits && self.minstanex_lasthit)
34                 {
35                         if(AnnounceTo(self, "impressive"))
36                                 damage_goodhits = 0; // only every second time
37                 }
38         }
39
40         self.minstanex_lasthit = damage_goodhits;
41
42         pointparticles(particleeffectnum("nex_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
43
44         // teamcolor / hit beam effect
45         vector v;
46         v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
47         if(teamplay)
48         {
49             switch(self.team)
50             {
51             case COLOR_TEAM1:   // Red
52                 if(damage_goodhits)
53                     WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED_HIT"), w_shotorg, v);
54                 else
55                     WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED"), w_shotorg, v);
56                 break;
57             case COLOR_TEAM2:   // Blue
58                 if(damage_goodhits)
59                     WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE_HIT"), w_shotorg, v);
60                 else
61                     WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE"), w_shotorg, v);
62                 break;
63             case COLOR_TEAM3:   // Yellow
64                 if(damage_goodhits)
65                     WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW_HIT"), w_shotorg, v);
66                 else
67                     WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW"), w_shotorg, v);
68                 break;
69             case COLOR_TEAM4:   // Pink
70                 if(damage_goodhits)
71                     WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK_HIT"), w_shotorg, v);
72                 else
73                     WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK"), w_shotorg, v);
74                 break;
75             }
76         }
77         else
78         WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), w_shotorg, v);
79
80         if (g_minstagib)
81                 W_DecreaseAmmo(ammo_cells, 1, autocvar_g_balance_minstanex_reload_ammo);
82         else
83                 W_DecreaseAmmo(ammo_cells, autocvar_g_balance_minstanex_ammo, autocvar_g_balance_minstanex_reload_ammo);
84 }
85
86
87 .float minstagib_nextthink;
88 .float minstagib_needammo;
89 void minstagib_stop_countdown(entity e)
90 {
91         if (!e.minstagib_needammo)
92                 return;
93         Send_CSQC_Centerprint_Generic_Expire(e, CPID_MINSTA_FINDAMMO);
94         e.minstagib_needammo = FALSE;
95 }
96 void minstagib_ammocheck(void)
97 {
98         if (time < self.minstagib_nextthink)
99                 return;
100
101         if (self.deadflag || gameover)
102                 minstagib_stop_countdown(self);
103         else if (self.ammo_cells > 0 || (self.items & IT_UNLIMITED_WEAPON_AMMO))
104         {
105                 minstagib_stop_countdown(self);
106                 self.health = 100;
107         }
108         else
109         {
110                 self.minstagib_needammo = TRUE;
111                 if (self.health == 5)
112                 {
113                         Damage(self, self, self, 5, DEATH_NOAMMO, self.origin, '0 0 0');
114                         AnnounceTo(self, "terminated");
115                 }
116                 else if (self.health == 10)
117                 {
118                         Damage(self, self, self, 5, DEATH_NOAMMO, self.origin, '0 0 0');
119                         AnnounceTo(self, "1");
120                 }
121                 else if (self.health == 20)
122                 {
123                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
124                         AnnounceTo(self, "2");
125                 }
126                 else if (self.health == 30)
127                 {
128                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
129                         AnnounceTo(self, "3");
130                 }
131                 else if (self.health == 40)
132                 {
133                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
134                         AnnounceTo(self, "4");
135                 }
136                 else if (self.health == 50)
137                 {
138                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
139                         AnnounceTo(self, "5");
140                 }
141                 else if (self.health == 60)
142                 {
143                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
144                         AnnounceTo(self, "6");
145                 }
146                 else if (self.health == 70)
147                 {
148                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
149                         AnnounceTo(self, "7");
150                 }
151                 else if (self.health == 80)
152                 {
153                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
154                         AnnounceTo(self, "8");
155                 }
156                 else if (self.health == 90)
157                 {
158                         Send_CSQC_Centerprint_Generic(self, CPID_MINSTA_FINDAMMO, "^1%d^7 seconds left to find some ammo", 1, 9);
159                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
160                         AnnounceTo(self, "9");
161                 }
162                 else if (self.health == 100)
163                 {
164                         Send_CSQC_Centerprint_Generic(self, CPID_MINSTA_FINDAMMO, "get some ammo or\nyou'll be dead in ^3%d^7 seconds...", 1, 10);
165                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
166                         if not(self.flags & FL_GODMODE)
167                                 AnnounceTo(self, "10");
168                 }
169         }
170         self.minstagib_nextthink = time + 1;
171 }
172
173 void spawnfunc_weapon_minstanex (void); // defined in t_items.qc
174
175 float w_minstanex(float req)
176 {
177         float ammo_amount;
178         float minstanex_ammo;
179
180         // now multiple WR_s use this
181         if(g_minstagib)
182                 minstanex_ammo = 1;
183         else
184                 minstanex_ammo = autocvar_g_balance_minstanex_ammo;
185
186         if (req == WR_AIM)
187         {
188                 if(self.ammo_cells > 0)
189                         self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
190                 else
191                         self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
192         }
193         else if (req == WR_THINK)
194         {
195                 // if the laser uses load, we also consider its ammo for reloading
196                 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
197                         weapon_action(self.weapon, WR_RELOAD);
198                 else if(autocvar_g_balance_minstanex_reload_ammo && self.clip_load < minstanex_ammo) // forced reload
199                         weapon_action(self.weapon, WR_RELOAD);
200                 else if (self.BUTTON_ATCK)
201                 {
202                         if (weapon_prepareattack(0, autocvar_g_balance_minstanex_refire))
203                         {
204                                 W_MinstaNex_Attack();
205                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minstanex_animtime, w_ready);
206                         }
207                 }
208                 else if (self.BUTTON_ATCK2)
209                 {
210                         if (self.jump_interval <= time)
211                         if (weapon_prepareattack(1, -1))
212                         {
213                                 // handle refire manually, so that primary and secondary can be fired without conflictions (important for minstagib)
214                                 self.jump_interval = time + autocvar_g_balance_minstanex_laser_refire * W_WeaponRateFactor();
215                                 
216                                 // decrease ammo for the laser?
217                                 if(autocvar_g_balance_minstanex_laser_ammo)
218                                         W_DecreaseAmmo(ammo_cells, autocvar_g_balance_minstanex_laser_ammo, autocvar_g_balance_minstanex_reload_ammo);
219
220                                 // ugly minstagib hack to reuse the fire mode of the laser
221                                 float w;
222                                 w = self.weapon;
223                                 self.weapon = WEP_LASER;
224                                 W_Laser_Attack(2);
225                                 self.weapon = w;
226                                 
227                                 // now do normal refire
228                                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_minstanex_laser_animtime, w_ready);
229                         }
230                 }
231         }
232         else if (req == WR_PRECACHE)
233         {
234                 precache_model ("models/nexflash.md3");
235                 precache_model ("models/weapons/g_minstanex.md3");
236                 precache_model ("models/weapons/v_minstanex.md3");
237                 precache_model ("models/weapons/h_minstanex.iqm");
238                 precache_sound ("weapons/minstanexfire.wav");
239                 precache_sound ("weapons/nexwhoosh1.wav");
240                 precache_sound ("weapons/nexwhoosh2.wav");
241                 precache_sound ("weapons/nexwhoosh3.wav");
242                 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
243                 w_laser(WR_PRECACHE);
244         }
245         else if (req == WR_SETUP)
246         {
247                 weapon_setup(WEP_MINSTANEX);
248                 self.current_ammo = ammo_cells;
249                 self.minstanex_lasthit = 0;
250         }
251         else if (req == WR_CHECKAMMO1)
252         {
253                 ammo_amount = self.ammo_cells >= minstanex_ammo;
254                 ammo_amount += self.(weapon_load[WEP_MINSTANEX]) >= minstanex_ammo;
255                 return ammo_amount;
256         }
257         else if (req == WR_CHECKAMMO2)
258         {
259                 if(!autocvar_g_balance_minstanex_laser_ammo)
260                         return TRUE;
261                 ammo_amount = self.ammo_cells >= autocvar_g_balance_minstanex_laser_ammo;
262                 ammo_amount += self.(weapon_load[WEP_MINSTANEX]) >= autocvar_g_balance_minstanex_laser_ammo;
263                 return ammo_amount;
264         }
265         else if (req == WR_RESETPLAYER)
266         {
267                 self.minstanex_lasthit = 0;
268         }
269         else if (req == WR_RELOAD)
270         {
271                 float used_ammo;
272                 if(autocvar_g_balance_minstanex_laser_ammo)
273                         used_ammo = min(minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo);
274                 else
275                         used_ammo = minstanex_ammo;
276
277                 W_Reload(used_ammo, autocvar_g_balance_minstanex_reload_ammo, autocvar_g_balance_minstanex_reload_time, "weapons/reload.wav");
278         }
279         return TRUE;
280 }
281 #endif
282 #ifdef CSQC
283 float w_minstanex(float req)
284 {
285         if(req == WR_IMPACTEFFECT)
286         {
287                 vector org2;
288                 org2 = w_org + w_backoff * 6;
289                 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
290                 if(!w_issilent)
291                         sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
292         }
293         else if(req == WR_PRECACHE)
294         {
295                 precache_sound("weapons/neximpact.wav");
296         }
297         else if (req == WR_SUICIDEMESSAGE)
298                 w_deathtypestring = _("%s is now thinking with portals");
299         else if (req == WR_KILLMESSAGE)
300                 w_deathtypestring = _("%s has been vaporized by %s's minstanex");
301         return TRUE;
302 }
303 #endif
304 #endif