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_Reload()
9 self.reload_ammo_player = ammo_cells;
10 if(autocvar_g_balance_minstanex_laser_ammo)
11 self.reload_ammo_min = min(autocvar_g_balance_minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo);
13 self.reload_ammo_min = autocvar_g_balance_minstanex_ammo;
14 self.reload_ammo_amount = autocvar_g_balance_minstanex_reload_ammo;
15 self.reload_time = autocvar_g_balance_minstanex_reload_time;
16 self.reload_sound = "weapons/reload.wav";
21 void W_MinstaNex_Attack (void)
24 flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
26 W_SetupShot (self, TRUE, 0, "weapons/minstanexfire.wav", CHAN_WEAPON, 10000);
31 FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_MINSTANEX);
36 AnnounceTo(self, "yoda");
41 AnnounceTo(self, "yoda");
44 AnnounceTo(self, "headshot");
46 if(damage_goodhits && self.minstanex_lasthit)
48 if(AnnounceTo(self, "impressive"))
49 damage_goodhits = 0; // only every second time
53 self.minstanex_lasthit = damage_goodhits;
55 pointparticles(particleeffectnum("nex_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
57 // teamcolor / hit beam effect
59 v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
64 case COLOR_TEAM1: // Red
66 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED_HIT"), w_shotorg, v);
68 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED"), w_shotorg, v);
70 case COLOR_TEAM2: // Blue
72 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE_HIT"), w_shotorg, v);
74 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE"), w_shotorg, v);
76 case COLOR_TEAM3: // Yellow
78 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW_HIT"), w_shotorg, v);
80 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW"), w_shotorg, v);
82 case COLOR_TEAM4: // Pink
84 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK_HIT"), w_shotorg, v);
86 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK"), w_shotorg, v);
91 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), w_shotorg, v);
93 // flash and burn the wall
94 if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
95 Damage_DamageInfo(trace_endpos, 10000, 0, 0, 800 * w_shotdir, WEP_MINSTANEX, self);
97 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
98 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
100 if(autocvar_g_balance_minstanex_reload_ammo)
103 self.clip_load -= - 1;
105 self.clip_load -= autocvar_g_balance_minstanex_ammo;
106 self.weapon_load[WEP_MINSTANEX] = self.clip_load;
111 self.ammo_cells -= - 1;
113 self.ammo_cells -= autocvar_g_balance_minstanex_ammo;
119 .float minstagib_nextthink;
120 void minstagib_ammocheck (void)
122 if (time < self.minstagib_nextthink || self.deadflag || gameover)
125 if (self.ammo_cells <= 0)
127 if (self.health == 5)
129 centerprint(self, "you're dead now...\n");
130 Damage(self, self, self, 5, DEATH_NOAMMO, self.origin, '0 0 0');
131 AnnounceTo(self, "terminated");
133 else if (self.health == 10)
135 centerprint(self, "^11^7 second left to find some ammo\n");
136 Damage(self, self, self, 5, DEATH_NOAMMO, self.origin, '0 0 0');
137 AnnounceTo(self, "1");
139 else if (self.health == 20)
141 centerprint(self, "^12^7 seconds left to find some ammo\n");
142 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
143 AnnounceTo(self, "2");
145 else if (self.health == 30)
147 centerprint(self, "^13^7 seconds left to find some ammo\n");
148 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
149 AnnounceTo(self, "3");
151 else if (self.health == 40)
153 centerprint(self, "^14^7 seconds left to find some ammo\n");
154 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
155 AnnounceTo(self, "4");
157 else if (self.health == 50)
159 centerprint(self, "^15^7 seconds left to find some ammo\n");
160 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
161 AnnounceTo(self, "5");
163 else if (self.health == 60)
165 centerprint(self, "^36^7 seconds left to find some ammo\n");
166 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
167 AnnounceTo(self, "6");
169 else if (self.health == 70)
171 centerprint(self, "^37^7 seconds left to find some ammo\n");
172 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
173 AnnounceTo(self, "7");
175 else if (self.health == 80)
177 centerprint(self, "^38^7 seconds left to find some ammo\n");
178 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
179 AnnounceTo(self, "8");
181 else if (self.health == 90)
183 centerprint(self, "^39^7 seconds left to find some ammo\n");
184 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
185 AnnounceTo(self, "9");
187 else if (self.health == 100)
189 centerprint(self, "get some ammo or\nyou'll be dead in ^310^7 seconds...");
190 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
191 if not(self.flags & FL_GODMODE)
192 AnnounceTo(self, "10");
195 self.minstagib_nextthink = time + 1;
198 void spawnfunc_weapon_minstanex (void); // defined in t_items.qc
200 float minstanex_ammo;
201 float w_minstanex(float req)
206 if(self.ammo_cells > 0)
207 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
209 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
211 else if (req == WR_THINK)
216 minstanex_ammo = autocvar_g_balance_minstanex_ammo;
218 // if the laser uses load, we also consider its ammo for reloading
219 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
220 W_Minstanex_Reload();
221 else if(autocvar_g_balance_minstanex_reload_ammo && self.clip_load < minstanex_ammo) // forced reload
222 W_Minstanex_Reload();
223 else if (self.BUTTON_ATCK)
225 if (weapon_prepareattack(0, autocvar_g_balance_minstanex_refire))
227 W_MinstaNex_Attack();
228 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minstanex_animtime, w_ready);
231 else if (self.BUTTON_ATCK2)
233 if (self.jump_interval <= time)
235 self.jump_interval = time + autocvar_g_balance_laser_primary_refire * W_WeaponRateFactor();
237 // decrease ammo for the laser?
238 if(autocvar_g_balance_minstanex_laser_ammo)
240 if(autocvar_g_balance_minstanex_reload_ammo)
241 self.clip_load -= autocvar_g_balance_minstanex_laser_ammo;
243 self.ammo_cells -= autocvar_g_balance_minstanex_laser_ammo;
246 // ugly minstagib hack to reuse the fire mode of the laser
249 self.weapon = WEP_LASER;
255 else if (req == WR_PRECACHE)
257 precache_model ("models/nexflash.md3");
258 precache_model ("models/weapons/g_minstanex.md3");
259 precache_model ("models/weapons/v_minstanex.md3");
260 precache_model ("models/weapons/h_minstanex.iqm");
261 precache_sound ("weapons/minstanexfire.wav");
262 precache_sound ("weapons/nexwhoosh1.wav");
263 precache_sound ("weapons/nexwhoosh2.wav");
264 precache_sound ("weapons/nexwhoosh3.wav");
265 precache_sound ("weapons/reload.wav");
266 w_laser(WR_PRECACHE);
268 else if (req == WR_SETUP)
270 weapon_setup(WEP_MINSTANEX);
271 self.minstanex_lasthit = 0;
273 else if (req == WR_CHECKAMMO1)
275 ammo_amount = self.ammo_cells >= autocvar_g_balance_minstanex_ammo;
276 ammo_amount += self.weapon_load[WEP_MINSTANEX] >= autocvar_g_balance_minstanex_ammo;
279 else if (req == WR_CHECKAMMO2)
281 if(!autocvar_g_balance_minstanex_laser_ammo)
283 ammo_amount = self.ammo_cells >= autocvar_g_balance_minstanex_laser_ammo;
284 ammo_amount += self.weapon_load[WEP_MINSTANEX] >= autocvar_g_balance_minstanex_laser_ammo;
287 else if (req == WR_RESETPLAYER)
289 self.minstanex_lasthit = 0;
291 else if (req == WR_RELOAD)
293 W_Minstanex_Reload();
299 float w_minstanex(float req)
301 if(req == WR_IMPACTEFFECT)
304 org2 = w_org + w_backoff * 6;
305 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
307 sound(self, CHAN_PROJECTILE, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
309 else if(req == WR_PRECACHE)
311 precache_sound("weapons/neximpact.wav");
313 else if (req == WR_SUICIDEMESSAGE)
314 w_deathtypestring = _("%s did the impossible");
315 else if (req == WR_KILLMESSAGE)
316 w_deathtypestring = _("%s has been vaporized by %s");