]> icculus.org git repositories - divverent/nexuiz.git/blob - qcsrc/gamec/w_nex.c
cleaned a lot of weapon code
[divverent/nexuiz.git] / qcsrc / gamec / w_nex.c
1 void() nex_ready_01;
2 void() nex_fire1_01;
3 void() nex_deselect_01;
4 void() nex_select_01;
5
6 float() nex_check =
7 {
8         if (self.ammo_cells >= 5)
9                 return TRUE;
10         return FALSE;
11 };
12
13 void(float req) w_nex =
14 {
15         if (req == WR_IDLE)
16                 nex_ready_01();
17         else if (req == WR_FIRE1)
18                 weapon_prepareattack(nex_check, nex_check, nex_fire1_01, cvar("g_balance_nex_refire"));
19         else if (req == WR_RAISE)
20                 nex_select_01();
21         else if (req == WR_UPDATECOUNTS)
22                 self.currentammo = self.ammo_cells;
23         else if (req == WR_DROP)
24                 nex_deselect_01();
25         else if (req == WR_SETUP)
26                 weapon_setup(WEP_NEX, "w_nex.zym", IT_CELLS);
27         else if (req == WR_CHECKAMMO)
28                 weapon_hasammo = nex_check();
29 };
30
31
32 void W_Nex_Attack (void)
33 {
34         local vector org;
35         local vector end;
36         local entity flash;
37
38         sound (self, CHAN_WEAPON, "weapons/nexfire.wav", 1, ATTN_NORM);
39         self.punchangle_x = -5;
40         org = self.origin + self.view_ofs + v_forward * 5 + v_right * 14 + v_up * -7;
41
42         FireRailgunBullet (org, self.origin + self.view_ofs + v_forward * 4096, cvar("g_balance_nex_damage"), IT_NEX);
43
44         org = self.origin + self.view_ofs + v_forward * 28 + v_right * 14 + v_up * -7;
45         end = self.origin + self.view_ofs + v_forward * 4096;
46         te_smallflash(org);
47         // beam effect
48         WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
49         WriteByte (MSG_BROADCAST, 76);
50         WriteCoord (MSG_BROADCAST, org_x);
51         WriteCoord (MSG_BROADCAST, org_y);
52         WriteCoord (MSG_BROADCAST, org_z);
53         WriteCoord (MSG_BROADCAST, end_x);
54         WriteCoord (MSG_BROADCAST, end_y);
55         WriteCoord (MSG_BROADCAST, end_z);
56         WriteCoord (MSG_BROADCAST, 0);
57         WriteCoord (MSG_BROADCAST, 0);
58         WriteCoord (MSG_BROADCAST, 0);
59
60         if (cvar("g_instagib") == 0)
61                 self.ammo_cells = self.ammo_cells - 5;
62
63         flash = spawn ();
64         org = self.origin + self.view_ofs + v_forward * 33 + v_right * 14 + v_up * -7;
65         setorigin (flash, org);
66         setmodel (flash, "models/nexflash.md3");
67         flash.velocity = v_forward * 20;
68         flash.angles = vectoangles (flash.velocity);
69         SUB_SetFade (flash, time);
70         flash.effects = flash.effects | EF_ADDITIVE | EF_FULLBRIGHT;
71 }
72
73 // weapon frames
74 void()  nex_ready_01 =  {weapon_thinkf(WFRAME_IDLE, 0.1, nex_ready_01); self.weaponentity.state = WS_READY;};
75 void()  nex_select_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
76 void()  nex_deselect_01 =       {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
77 void()  nex_fire1_01 =
78 {
79         weapon_doattack(nex_check, nex_check, W_Nex_Attack);
80         weapon_thinkf(WFRAME_FIRE1, 0.3, nex_ready_01);
81 };
82