2 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"))
5 .float minstanex_lasthit;
7 void W_MinstaNex_Attack (void)
10 flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
12 W_SetupShot (self, TRUE, 0, "weapons/minstanexfire.wav", CHAN_WEAPON, 10000);
17 FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_MINSTANEX);
22 AnnounceTo(self, "yoda");
27 AnnounceTo(self, "yoda");
30 AnnounceTo(self, "headshot");
32 if(damage_goodhits && self.minstanex_lasthit)
34 if(AnnounceTo(self, "impressive"))
35 damage_goodhits = 0; // only every second time
39 self.minstanex_lasthit = damage_goodhits;
41 pointparticles(particleeffectnum("nex_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
43 // teamcolor / hit beam effect
45 v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
50 case COLOR_TEAM1: // Red
52 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED_HIT"), w_shotorg, v);
54 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED"), w_shotorg, v);
56 case COLOR_TEAM2: // Blue
58 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE_HIT"), w_shotorg, v);
60 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE"), w_shotorg, v);
62 case COLOR_TEAM3: // Yellow
64 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW_HIT"), w_shotorg, v);
66 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW"), w_shotorg, v);
68 case COLOR_TEAM4: // Pink
70 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK_HIT"), w_shotorg, v);
72 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK"), w_shotorg, v);
77 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), w_shotorg, v);
79 // flash and burn the wall
80 if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
81 Damage_DamageInfo(trace_endpos, 10000, 0, 0, 800 * w_shotdir, WEP_MINSTANEX, self);
83 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
84 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
86 if(autocvar_g_balance_minstanex_reload_ammo)
89 self.clip_load -= - 1;
91 self.clip_load -= autocvar_g_balance_minstanex_ammo;
92 self.weapon_load[WEP_MINSTANEX] = self.clip_load;
97 self.ammo_cells -= - 1;
99 self.ammo_cells -= autocvar_g_balance_minstanex_ammo;
105 .float minstagib_nextthink;
106 void minstagib_ammocheck (void)
108 if (time < self.minstagib_nextthink || self.deadflag || gameover)
111 if (self.ammo_cells <= 0)
113 if (self.health == 5)
115 centerprint(self, "you're dead now...\n");
116 Damage(self, self, self, 5, DEATH_NOAMMO, self.origin, '0 0 0');
117 AnnounceTo(self, "terminated");
119 else if (self.health == 10)
121 centerprint(self, "^11^7 second left to find some ammo\n");
122 Damage(self, self, self, 5, DEATH_NOAMMO, self.origin, '0 0 0');
123 AnnounceTo(self, "1");
125 else if (self.health == 20)
127 centerprint(self, "^12^7 seconds left to find some ammo\n");
128 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
129 AnnounceTo(self, "2");
131 else if (self.health == 30)
133 centerprint(self, "^13^7 seconds left to find some ammo\n");
134 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
135 AnnounceTo(self, "3");
137 else if (self.health == 40)
139 centerprint(self, "^14^7 seconds left to find some ammo\n");
140 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
141 AnnounceTo(self, "4");
143 else if (self.health == 50)
145 centerprint(self, "^15^7 seconds left to find some ammo\n");
146 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
147 AnnounceTo(self, "5");
149 else if (self.health == 60)
151 centerprint(self, "^36^7 seconds left to find some ammo\n");
152 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
153 AnnounceTo(self, "6");
155 else if (self.health == 70)
157 centerprint(self, "^37^7 seconds left to find some ammo\n");
158 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
159 AnnounceTo(self, "7");
161 else if (self.health == 80)
163 centerprint(self, "^38^7 seconds left to find some ammo\n");
164 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
165 AnnounceTo(self, "8");
167 else if (self.health == 90)
169 centerprint(self, "^39^7 seconds left to find some ammo\n");
170 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
171 AnnounceTo(self, "9");
173 else if (self.health == 100)
175 centerprint(self, "get some ammo or\nyou'll be dead in ^310^7 seconds...");
176 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
177 if not(self.flags & FL_GODMODE)
178 AnnounceTo(self, "10");
181 self.minstagib_nextthink = time + 1;
184 void spawnfunc_weapon_minstanex (void); // defined in t_items.qc
186 float minstanex_ammo;
187 float w_minstanex(float req)
192 if(self.ammo_cells > 0)
193 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
195 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
197 else if (req == WR_THINK)
202 minstanex_ammo = autocvar_g_balance_minstanex_ammo;
204 // if the laser uses load, we also consider its ammo for reloading
205 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
206 weapon_action(self.weapon, WR_RELOAD);
207 else if(autocvar_g_balance_minstanex_reload_ammo && self.clip_load < minstanex_ammo) // forced reload
208 weapon_action(self.weapon, WR_RELOAD);
209 else if (self.BUTTON_ATCK)
211 if (weapon_prepareattack(0, autocvar_g_balance_minstanex_refire))
213 W_MinstaNex_Attack();
214 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minstanex_animtime, w_ready);
217 else if (self.BUTTON_ATCK2)
219 if (self.jump_interval <= time)
221 self.jump_interval = time + autocvar_g_balance_laser_primary_refire * W_WeaponRateFactor();
223 // decrease ammo for the laser?
224 if(autocvar_g_balance_minstanex_laser_ammo)
226 if(autocvar_g_balance_minstanex_reload_ammo)
227 self.clip_load -= autocvar_g_balance_minstanex_laser_ammo;
229 self.ammo_cells -= autocvar_g_balance_minstanex_laser_ammo;
232 // ugly minstagib hack to reuse the fire mode of the laser
235 self.weapon = WEP_LASER;
241 else if (req == WR_PRECACHE)
243 precache_model ("models/nexflash.md3");
244 precache_model ("models/weapons/g_minstanex.md3");
245 precache_model ("models/weapons/v_minstanex.md3");
246 precache_model ("models/weapons/h_minstanex.iqm");
247 precache_sound ("weapons/minstanexfire.wav");
248 precache_sound ("weapons/nexwhoosh1.wav");
249 precache_sound ("weapons/nexwhoosh2.wav");
250 precache_sound ("weapons/nexwhoosh3.wav");
251 precache_sound ("weapons/reload.wav");
252 w_laser(WR_PRECACHE);
254 else if (req == WR_SETUP)
256 weapon_setup(WEP_MINSTANEX);
257 self.minstanex_lasthit = 0;
259 else if (req == WR_CHECKAMMO1)
261 ammo_amount = self.ammo_cells >= autocvar_g_balance_minstanex_ammo;
262 ammo_amount += self.weapon_load[WEP_MINSTANEX] >= autocvar_g_balance_minstanex_ammo;
265 else if (req == WR_CHECKAMMO2)
267 if(!autocvar_g_balance_minstanex_laser_ammo)
269 ammo_amount = self.ammo_cells >= autocvar_g_balance_minstanex_laser_ammo;
270 ammo_amount += self.weapon_load[WEP_MINSTANEX] >= autocvar_g_balance_minstanex_laser_ammo;
273 else if (req == WR_RESETPLAYER)
275 self.minstanex_lasthit = 0;
277 else if (req == WR_RELOAD)
279 if(autocvar_g_balance_minstanex_laser_ammo)
280 W_Reload(ammo_cells, min(autocvar_g_balance_minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo), autocvar_g_balance_minstanex_reload_ammo, autocvar_g_balance_minstanex_reload_time, "weapons/reload.wav");
282 W_Reload(ammo_cells, autocvar_g_balance_minstanex_ammo, autocvar_g_balance_minstanex_reload_ammo, autocvar_g_balance_minstanex_reload_time, "weapons/reload.wav");
288 float w_minstanex(float req)
290 if(req == WR_IMPACTEFFECT)
293 org2 = w_org + w_backoff * 6;
294 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
296 sound(self, CHAN_PROJECTILE, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
298 else if(req == WR_PRECACHE)
300 precache_sound("weapons/neximpact.wav");
302 else if (req == WR_SUICIDEMESSAGE)
303 w_deathtypestring = _("%s did the impossible");
304 else if (req == WR_KILLMESSAGE)
305 w_deathtypestring = _("%s has been vaporized by %s");