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[divverent/nexuiz.git] / data / qcsrc / server / w_nex.qc
1 void W_Nex_Attack (void)
2 {
3         float flying;
4         flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
5
6         W_SetupShot (self, '25 4 -4', TRUE, 5, "weapons/nexfire.wav");
7
8         yoda = 0;
9         FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, cvar("g_balance_nex_damage"), cvar("g_balance_nex_force"), WEP_NEX);
10
11         if(yoda && flying)
12                 announce(self, "announcer/male/yoda.wav");
13
14         pointparticles(particleeffectnum("nex_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
15
16         // beam effect
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                 Damage_DamageInfo(trace_endpos, cvar("g_balance_nex_damage"), 0, 0, cvar("g_balance_nex_force") * w_shotdir, WEP_NEX);
21
22         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
23                 self.ammo_cells = self.ammo_cells - cvar("g_balance_nex_ammo");
24 }
25
26 void spawnfunc_weapon_nex (void); // defined in t_items.qc
27
28 float w_nex(float req)
29 {
30         if (req == WR_AIM)
31                 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
32         else if (req == WR_THINK)
33         {
34                 if (self.BUTTON_ATCK)
35                 {
36                         if (weapon_prepareattack(0, cvar("g_balance_nex_refire")))
37                         {
38                                 W_Nex_Attack();
39                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_nex_animtime"), w_ready);
40                         }
41                 }
42         }
43         else if (req == WR_PRECACHE)
44         {
45                 precache_model ("models/nexflash.md3");
46                 precache_model ("models/weapons/g_nex.md3");
47                 precache_model ("models/weapons/v_nex.md3");
48                 precache_model ("models/weapons/w_nex.zym");
49                 precache_sound ("weapons/nexfire.wav");
50         }
51         else if (req == WR_SETUP)
52                 weapon_setup(WEP_NEX);
53         else if (req == WR_CHECKAMMO1)
54                 return self.ammo_cells >= cvar("g_balance_nex_ammo");
55         else if (req == WR_CHECKAMMO2)
56                 return FALSE;
57         else if (req == WR_SUICIDEMESSAGE)
58                 w_deathtypestring = "did the impossible";
59         else if (req == WR_KILLMESSAGE)
60                 w_deathtypestring = "has been vaporized by";
61         return TRUE;
62 };