1 void() namek_ready_01;
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2 void() namek_fire1_01;
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3 void() namek_fire2_01;
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4 void() namek_deselect_01;
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5 void() namek_select_01;
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7 float() namek_check =
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9 if (self.ammo_nails > 2)
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14 void(float req) w_namek =
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18 else if (req == WR_FIRE1)
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19 weapon_prepareattack(namek_check, namek_check, namek_fire1_01, cvar("g_balance_namek_refire"));
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20 else if (req == WR_FIRE2)
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21 weapon_prepareattack(namek_check, namek_check, namek_fire2_01, cvar("g_balance_namek_refire2"));
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22 else if (req == WR_RAISE)
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24 else if (req == WR_UPDATECOUNTS)
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25 self.currentammo = floor(self.ammo_nails / 2);
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26 else if (req == WR_DROP)
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27 namek_deselect_01();
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28 else if (req == WR_SETUP)
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29 weapon_setup(WEP_NAMEK, "w_namek.zym", IT_CELLS);
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30 else if (req == WR_CHECKAMMO)
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31 weapon_hasammo = namek_check();
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34 void W_Namek_Touch (void)
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36 if (other == self.owner)
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38 else if (pointcontents (self.origin) == CONTENT_SKY)
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44 te_spark(self.origin, normalize(self.velocity) * -70 - '0 0 100', 30);
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46 if(other.takedamage)
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47 Damage (other, self, self.owner, self.dmg, WEP_NAMEK, self.origin, normalize(self.velocity) * cvar("g_balance_namek_force"));
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52 void FireNamekBullet(vector org, vector vel, float damage, float brange)
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57 livetime = brange / vlen(vel);
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59 //bprint(ftos(livetime), ": ", ftos(brange), ", ", ftos(vlen(vel)), "\n");
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62 proj.classname = "spike";
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64 proj.effects = EF_ADDITIVE | EF_FULLBRIGHT;
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65 proj.think = SUB_Remove;
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66 proj.nextthink = time + livetime;
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67 proj.solid = SOLID_BBOX;
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68 proj.movetype = MOVETYPE_FLY;
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70 setorigin(proj, org);
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72 proj.velocity = vel;
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73 proj.angles = vectoangles(proj.velocity);
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74 proj.touch = W_Namek_Touch;
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75 setmodel(proj, "models/weapons/namekb.mdl");
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76 setsize(proj, '0 0 0', '0 0 0');
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79 void W_Namek_Attack()
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82 float spread, brange, brange2;
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84 sound (self, CHAN_WEAPON, "weapons/namek_fire.wav", 1, ATTN_NORM);
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86 self.punchangle_x = -2;
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88 self.ammo_nails = self.ammo_nails - 2;
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90 org = self.origin + self.view_ofs + v_forward * 10 + v_right * 15 + v_up * -14;
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92 spread = cvar("g_balance_namek_spread");
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93 dir_x = v_forward_x + crandom()*spread;
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94 dir_y = v_forward_y + crandom()*spread;
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95 dir_z = v_forward_z + crandom()*spread;
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96 dir = normalize(dir);
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98 brange = cvar("g_balance_namek_range_min");
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99 brange2 = cvar("g_balance_namek_range_max") - brange;
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100 brange = brange + random()*brange2;
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102 FireNamekBullet(org, dir * cvar("g_balance_namek_speed"), cvar("g_balance_namek_damage"), brange);
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105 void W_Namek_Attack2()
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110 sound (self, CHAN_WEAPON, "weapons/namek_fire.wav", 1, ATTN_NORM);
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112 self.punchangle_x = -2;
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114 self.ammo_nails = self.ammo_nails - 2;
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116 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 10 + v_up * -14;
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117 brange = cvar("g_balance_namek_range2");
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119 FireNamekBullet(org + '0 0 1', v_forward * cvar("g_balance_namek_speed2"), cvar("g_balance_namek_damage2"), brange);
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120 FireNamekBullet(org - '0 0 2', v_forward * cvar("g_balance_namek_speed2"), cvar("g_balance_namek_damage2"), brange);
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125 void() namek_ready_01 = {weapon_thinkf(WFRAME_IDLE, 0.1, namek_ready_01); self.weaponentity.state = WS_READY;};
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126 void() namek_select_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
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127 void() namek_deselect_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
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128 void() namek_fire1_01 =
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130 weapon_doattack(namek_check, namek_check, W_Namek_Attack);
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131 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_namek_refire") - 0.05, namek_ready_01);
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133 void() namek_fire2_01 =
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135 weapon_doattack(namek_check, namek_check, W_Namek_Attack2);
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136 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_namek_refire2") - 0.05, namek_ready_01);
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