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1
2 void W_Nex_Attack (void)
3 {
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");
6
7         // assure that nexdamage is high enough in minstagib
8         if (cvar("g_minstagib"))
9                 FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 1000, IT_NEX);
10         else
11                 FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, cvar("g_balance_nex_damage"), IT_NEX);
12
13         // show as if shot started outside of gun
14         // muzzleflash light
15         //te_smallflash (w_shotorg + w_shotdir * 24);
16         // beam effect
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);
31         // play a sound
32         PointSound (trace_endpos, "weapons/neximpact.ogg", 1, ATTN_NORM);
33
34         if (cvar("g_use_ammunition") && !cvar("g_instagib"))
35         {
36                 if (cvar("g_minstagib"))
37                         self.ammo_cells = self.ammo_cells - 1;
38                 else
39                         self.ammo_cells = self.ammo_cells - cvar("g_balance_nex_ammo");
40         }
41
42         /*
43         local entity flash;
44         flash = spawn ();
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;
52         //flash.scale = 4;
53         setmodel (flash, "models/nexflash.md3");
54         SUB_SetFade (flash, time, 0.4);
55         flash.effects = flash.effects | EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
56         */
57 }
58
59
60 .float minstagib_nextthink;
61 void minstagib_ammocheck (void)
62 {
63         if (time < self.minstagib_nextthink || self.deadflag || gameover)
64                 return;
65
66         if (self.ammo_cells <= 0)
67         {
68                 if (self.health == 5)
69                 {
70                         centermsg_set(CENTERMSG_MINSTAGIB, "you're dead now...");
71                         Damage(self, self, self, 5, DEATH_NOAMMO, self.origin, '0 0 0');
72                         stuffcmd(self, "play2 announcer/robotic/terminated.ogg\n");
73                 }
74                 if (self.health == 10)
75                 {
76                         centermsg_set(CENTERMSG_MINSTAGIB, "^11^7 second left to find some ammo");
77                         Damage(self, self, self, 5, DEATH_NOAMMO, self.origin, '0 0 0');
78                         stuffcmd(self, "play2 announcer/robotic/1.ogg\n");
79                 }
80                 if (self.health == 20)
81                 {
82                         centermsg_set(CENTERMSG_MINSTAGIB, "^12^7 seconds left to find some ammo");
83                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
84                         stuffcmd(self, "play2 announcer/robotic/2.ogg\n");
85                 }
86                 if (self.health == 30)
87                 {
88                         centermsg_set(CENTERMSG_MINSTAGIB, "^13^7 seconds left to find some ammo");
89                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
90                         stuffcmd(self, "play2 announcer/robotic/3.ogg\n");
91                 }
92                 if (self.health == 40)
93                 {
94                         centermsg_set(CENTERMSG_MINSTAGIB, "^14^7 seconds left to find some ammo");
95                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
96                         stuffcmd(self, "play2 announcer/robotic/4.ogg\n");
97                 }
98                 if (self.health == 50)
99                 {
100                         centermsg_set(CENTERMSG_MINSTAGIB, "^15^7 seconds left to find some ammo");
101                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
102                         stuffcmd(self, "play2 announcer/robotic/5.ogg\n");
103                 }
104                 if (self.health == 60)
105                 {
106                         centermsg_set(CENTERMSG_MINSTAGIB, "^36^7 seconds left to find some ammo");
107                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
108                         stuffcmd(self, "play2 announcer/robotic/6.ogg\n");
109                 }
110                 if (self.health == 70)
111                 {
112                         centermsg_set(CENTERMSG_MINSTAGIB, "^37^7 seconds left to find some ammo");
113                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
114                         stuffcmd(self, "play2 announcer/robotic/7.ogg\n");
115                 }
116                 if (self.health == 80)
117                 {
118                         centermsg_set(CENTERMSG_MINSTAGIB, "^38^7 seconds left to find some ammo");
119                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
120                         stuffcmd(self, "play2 announcer/robotic/8.ogg\n");
121                 }
122                 if (self.health == 90)
123                 {
124                         centermsg_set(CENTERMSG_MINSTAGIB, "^39^7 seconds left to find some ammo");
125                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
126                         stuffcmd(self, "play2 announcer/robotic/9.ogg\n");
127                 }
128                 if (self.health == 100)
129                 {
130                         centermsg_set(CENTERMSG_MINSTAGIB, "get some ammo or");
131                         centermsg_set(CENTERMSG_MINSTAGIB2, "you'll be dead in ^310^7 seconds...");
132                         Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
133                         stuffcmd(self, "play2 announcer/robotic/10.ogg\n");
134                 }
135         }
136         self.minstagib_nextthink = time + 1;
137 }
138
139 float(float req) w_nex =
140 {
141         if (req == WR_AIM)
142                 self.button0 = bot_aim(1000000, 0, 1, FALSE);
143         else if (req == WR_THINK)
144         {
145                 if (self.button0)
146                 {
147                         if(cvar("g_minstagib"))
148                         {
149                                 if (weapon_prepareattack(0, cvar("g_balance_minstagib_nex_refire")))
150                                 {
151                                         W_Nex_Attack();
152                                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_minstagib_nex_animtime"), w_ready);
153                                 }
154                         }
155                         else
156                         {
157                                 if (weapon_prepareattack(0, cvar("g_balance_nex_refire")))
158                                 {
159                                         W_Nex_Attack();
160                                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_nex_animtime"), w_ready);
161                                 }
162                         }
163                 }
164         }
165         else if (req == WR_SETUP)
166                 weapon_setup(WEP_NEX, "nex", IT_CELLS);
167         else if (req == WR_CHECKAMMO1)
168         {
169                 if (cvar("g_minstagib"))
170                         return self.ammo_cells >= 1;
171                 else
172                         return self.ammo_cells >= cvar("g_balance_nex_ammo");
173         }
174         else if (req == WR_CHECKAMMO2)
175                 return FALSE;
176         return TRUE;
177 };