3 void() nex_deselect_01;
8 if (self.ammo_cells >= 5)
13 void(float req) w_nex =
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)
21 else if (req == WR_UPDATECOUNTS)
22 self.currentammo = self.ammo_cells;
23 else if (req == WR_DROP)
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();
32 void W_Nex_Attack (void)
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;
42 FireRailgunBullet (org, self.origin + self.view_ofs + v_forward * 4096, cvar("g_balance_nex_damage"), IT_NEX);
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;
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);
60 if (cvar("g_instagib") == 0)
61 self.ammo_cells = self.ammo_cells - 5;
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;
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);};
79 weapon_doattack(nex_check, nex_check, W_Nex_Attack);
80 weapon_thinkf(WFRAME_FIRE1, 0.3, nex_ready_01);