2 void W_Nex_Attack (void)
4 //w_shotorg = self.origin + self.view_ofs + v_forward * 5 + v_right * 14 + v_up * -7;
5 W_SetupShot(self, '5 14 -8', TRUE, 5, "weapons/nexfire.ogg");
7 // assure that nexdamage is high enough in minstagib
8 if (cvar("g_minstagib"))
9 FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * 8192, 1000, IT_NEX);
11 FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * 8192, cvar("g_balance_nex_damage"), IT_NEX);
13 // show as if shot started outside of gun
15 //te_smallflash (w_shotorg + w_shotdir * 24);
17 WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
18 WriteByte (MSG_BROADCAST, 76);
19 WriteCoord (MSG_BROADCAST, w_shotorg_x + w_shotdir_x * 18);
20 WriteCoord (MSG_BROADCAST, w_shotorg_y + w_shotdir_y * 18);
21 WriteCoord (MSG_BROADCAST, w_shotorg_z + w_shotdir_z * 18);
22 WriteCoord (MSG_BROADCAST, trace_endpos_x);
23 WriteCoord (MSG_BROADCAST, trace_endpos_y);
24 WriteCoord (MSG_BROADCAST, trace_endpos_z);
25 WriteCoord (MSG_BROADCAST, 0);
26 WriteCoord (MSG_BROADCAST, 0);
27 WriteCoord (MSG_BROADCAST, 0);
28 // flash and burn the wall
29 if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
30 te_plasmaburn (trace_endpos - w_shotdir * 6);
32 PointSound (trace_endpos, "weapons/neximpact.ogg", 1, ATTN_NORM);
34 if (cvar("g_use_ammunition") && !cvar("g_instagib"))
36 if (cvar("g_minstagib"))
37 self.ammo_cells = self.ammo_cells - 1;
39 self.ammo_cells = self.ammo_cells - cvar("g_balance_nex_ammo");
45 setorigin (flash, self.origin + self.view_ofs + v_forward * 33 + v_right * 14 + v_up * -7);
46 flash.angles = vectoangles (w_shotdir);
47 //setattachment(flash, self.weaponentity, "bone01");
48 //flash.origin = '150 0 0';
49 //setattachment(flash, self.weaponentity, "");
50 //flash.origin = '150 -16 -8';
51 //flash.angles_z = 90;
53 setmodel (flash, "models/nexflash.md3");
54 SUB_SetFade (flash, time, 0.4);
55 flash.effects = flash.effects | EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
59 void nex_selfkill (void)
61 if (!cvar("g_minstagib") || gameover)
64 if (self.ammo_cells <= 0)
68 centerprint(self, "you're dead now...\n");
69 Damage(self, self, self, 5, DEATH_NOAMMO, self.origin, '0 0 0');
70 stuffcmd(self, "play2 announcer/robotic/terminated.ogg\n");
72 if (self.health == 10)
74 centerprint(self, "^11^7 second left to find some ammo\n");
75 Damage(self, self, self, 5, DEATH_NOAMMO, self.origin, '0 0 0');
76 stuffcmd(self, "play2 announcer/robotic/1.ogg\n");
78 if (self.health == 20)
80 centerprint(self, "^12^7 seconds left to find some ammo\n");
81 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
82 stuffcmd(self, "play2 announcer/robotic/2.ogg\n");
84 if (self.health == 30)
86 centerprint(self, "^13^7 seconds left to find some ammo\n");
87 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
88 stuffcmd(self, "play2 announcer/robotic/3.ogg\n");
90 if (self.health == 40)
92 centerprint(self, "^14^7 seconds left to find some ammo\n");
93 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
94 stuffcmd(self, "play2 announcer/robotic/4.ogg\n");
96 if (self.health == 50)
98 centerprint(self, "^15^7 seconds left to find some ammo\n");
99 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
100 stuffcmd(self, "play2 announcer/robotic/5.ogg\n");
102 if (self.health == 60)
104 centerprint(self, "^36^7 seconds left to find some ammo\n");
105 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
106 stuffcmd(self, "play2 announcer/robotic/6.ogg\n");
108 if (self.health == 70)
110 centerprint(self, "^37^7 seconds left to find some ammo\n");
111 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
112 stuffcmd(self, "play2 announcer/robotic/7.ogg\n");
114 if (self.health == 80)
116 centerprint(self, "^38^7 seconds left to find some ammo\n");
117 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
118 stuffcmd(self, "play2 announcer/robotic/8.ogg\n");
120 if (self.health == 90)
122 centerprint(self, "^39^7 seconds left to find some ammo\n");
123 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
124 stuffcmd(self, "play2 announcer/robotic/9.ogg\n");
126 if (self.health == 100)
128 // LordHavoc: why does this fire here?
129 if (weapon_prepareattack(0, 1))
132 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_nex_animtime"), w_ready);
134 centerprint(self, "get some ammo or\nyou'll be dead in ^310^7 seconds...");
135 Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
136 stuffcmd(self, "play2 announcer/robotic/10.ogg\n");
140 self.think = nex_selfkill;
141 self.nextthink = time + 1;
145 float(float req) w_nex =
148 self.button0 = bot_aim(1000000, 0, 1, FALSE);
149 else if (req == WR_THINK)
152 if (weapon_prepareattack(0, cvar("g_balance_nex_refire")))
155 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_nex_animtime"), w_ready);
158 else if (req == WR_SETUP)
159 weapon_setup(WEP_NEX, "nex", IT_CELLS);
160 else if (req == WR_CHECKAMMO1)
162 if (cvar("g_minstagib"))
163 return self.ammo_cells >= 1;
165 return self.ammo_cells >= cvar("g_balance_nex_ammo");
167 else if (req == WR_CHECKAMMO2)