1 void W_Nex_Attack (void)
4 flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
6 W_SetupShot (self, '25 4 -4', TRUE, 5, "weapons/nexfire.wav");
9 FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, cvar("g_balance_nex_damage"), cvar("g_balance_nex_force"), WEP_NEX);
12 announce(self, "announcer/male/yoda.wav");
14 pointparticles(particleeffectnum("nex_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
17 trailparticles(world, particleeffectnum("nex_beam"), w_shotorg, trace_endpos);
18 // flash and burn the wall
19 if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
20 pointparticles(particleeffectnum("nex_impact"), trace_endpos - w_shotdir * 6, '0 0 0', 1);
22 soundat (self, trace_endpos, CHAN_PROJECTILE, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
24 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
26 self.ammo_cells = self.ammo_cells - cvar("g_balance_nex_ammo");
30 void spawnfunc_weapon_nex (void); // defined in t_items.qc
32 float w_nex(float req)
35 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
36 else if (req == WR_THINK)
40 if (weapon_prepareattack(0, cvar("g_balance_nex_refire")))
43 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_nex_animtime"), w_ready);
47 else if (req == WR_PRECACHE)
49 precache_model ("models/nexflash.md3");
50 precache_model ("models/weapons/g_nex.md3");
51 precache_model ("models/weapons/v_nex.md3");
52 precache_model ("models/weapons/w_nex.zym");
53 precache_sound ("weapons/nexfire.wav");
54 precache_sound ("weapons/neximpact.wav");
56 else if (req == WR_SETUP)
57 weapon_setup(WEP_NEX);
58 else if (req == WR_CHECKAMMO1)
59 return self.ammo_cells >= cvar("g_balance_nex_ammo");
60 else if (req == WR_CHECKAMMO2)
62 else if (req == WR_SUICIDEMESSAGE)
63 w_deathtypestring = "did the impossible";
64 else if (req == WR_KILLMESSAGE)
65 w_deathtypestring = "has been vaporized by";