From 39d01ff39452e6435fbd23200690e83828bcb929 Mon Sep 17 00:00:00 2001 From: Mario Date: Thu, 27 Nov 2014 15:39:53 +1100 Subject: [PATCH] Remove old minstanex file (added by failed merge) --- qcsrc/server/w_minstanex.qc | 213 ------------------------------------ 1 file changed, 213 deletions(-) delete mode 100644 qcsrc/server/w_minstanex.qc diff --git a/qcsrc/server/w_minstanex.qc b/qcsrc/server/w_minstanex.qc deleted file mode 100644 index becb2e8b7..000000000 --- a/qcsrc/server/w_minstanex.qc +++ /dev/null @@ -1,213 +0,0 @@ -#ifdef REGISTER_WEAPON -REGISTER_WEAPON( -/* WEP_##id */ MINSTANEX, -/* function */ w_minstanex, -/* ammotype */ IT_CELLS, -/* impulse */ 7, -/* flags */ WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_FLAG_SUPERWEAPON | WEP_TYPE_HITSCAN, -/* rating */ BOT_PICKUP_RATING_HIGH, -/* model */ "minstanex", -/* shortname */ "minstanex", -/* fullname */ _("MinstaNex") -); -#else -#ifdef SVQC -.float minstanex_lasthit; -.float jump_interval; - -void W_MinstaNex_Attack (void) -{ - float flying; - flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last - - W_SetupShot (self, TRUE, 0, "weapons/minstanexfire.wav", CH_WEAPON_A, 10000); - - yoda = 0; - damage_goodhits = 0; - FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_MINSTANEX); - - if(yoda && flying) - Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA); - if(damage_goodhits && self.minstanex_lasthit) - { - Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE); - damage_goodhits = 0; // only every second time - } - - self.minstanex_lasthit = damage_goodhits; - - pointparticles(particleeffectnum("nex_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); - - // teamcolor / hit beam effect - vector v; - v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); - switch(self.team) - { - case NUM_TEAM_1: // Red - if(damage_goodhits) - WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED_HIT"), w_shotorg, v); - else - WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED"), w_shotorg, v); - break; - case NUM_TEAM_2: // Blue - if(damage_goodhits) - WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE_HIT"), w_shotorg, v); - else - WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE"), w_shotorg, v); - break; - case NUM_TEAM_3: // Yellow - if(damage_goodhits) - WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW_HIT"), w_shotorg, v); - else - WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW"), w_shotorg, v); - break; - case NUM_TEAM_4: // Pink - if(damage_goodhits) - WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK_HIT"), w_shotorg, v); - else - WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK"), w_shotorg, v); - break; - default: - if(damage_goodhits) - WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3_HIT"), w_shotorg, v); - else - WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), w_shotorg, v); - break; - } - - W_DecreaseAmmo(ammo_cells, ((g_instagib) ? 1 : autocvar_g_balance_minstanex_ammo), autocvar_g_balance_minstanex_reload_ammo); -} - -void spawnfunc_weapon_minstanex (void); // defined in t_items.qc - -float w_minstanex(float req) -{ - float ammo_amount; - float minstanex_ammo; - - // now multiple WR_s use this - minstanex_ammo = ((g_instagib) ? 1 : autocvar_g_balance_minstanex_ammo); - - if (req == WR_AIM) - { - if(self.ammo_cells > 0) - self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE); - else - self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE); - } - else if (req == WR_THINK) - { - // if the laser uses load, we also consider its ammo for reloading - if(autocvar_g_balance_minstanex_reload_ammo && autocvar_g_balance_minstanex_laser_ammo && self.clip_load < min(minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo)) // forced reload - weapon_action(self.weapon, WR_RELOAD); - else if(autocvar_g_balance_minstanex_reload_ammo && self.clip_load < minstanex_ammo) // forced reload - weapon_action(self.weapon, WR_RELOAD); - else if (self.BUTTON_ATCK) - { - if (weapon_prepareattack(0, autocvar_g_balance_minstanex_refire)) - { - W_MinstaNex_Attack(); - weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minstanex_animtime, w_ready); - } - } - else if (self.BUTTON_ATCK2) - { - if (self.jump_interval <= time) - if (weapon_prepareattack(1, -1)) - { - // handle refire manually, so that primary and secondary can be fired without conflictions (important for instagib) - self.jump_interval = time + autocvar_g_balance_minstanex_laser_refire * W_WeaponRateFactor(); - - // decrease ammo for the laser? - if(autocvar_g_balance_minstanex_laser_ammo) - W_DecreaseAmmo(ammo_cells, autocvar_g_balance_minstanex_laser_ammo, autocvar_g_balance_minstanex_reload_ammo); - - // ugly instagib hack to reuse the fire mode of the laser - float w; - w = self.weapon; - self.weapon = WEP_LASER; - W_Laser_Attack(2); - self.weapon = w; - - // now do normal refire - weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_minstanex_laser_animtime, w_ready); - } - } - } - else if (req == WR_PRECACHE) - { - precache_model ("models/nexflash.md3"); - precache_model ("models/weapons/g_minstanex.md3"); - precache_model ("models/weapons/v_minstanex.md3"); - precache_model ("models/weapons/h_minstanex.iqm"); - precache_sound ("weapons/minstanexfire.wav"); - precache_sound ("weapons/nexwhoosh1.wav"); - precache_sound ("weapons/nexwhoosh2.wav"); - precache_sound ("weapons/nexwhoosh3.wav"); - //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else - w_laser(WR_PRECACHE); - } - else if (req == WR_SETUP) - { - weapon_setup(WEP_MINSTANEX); - self.current_ammo = ammo_cells; - self.minstanex_lasthit = 0; - } - else if (req == WR_CHECKAMMO1) - { - ammo_amount = self.ammo_cells >= minstanex_ammo; - ammo_amount += self.(weapon_load[WEP_MINSTANEX]) >= minstanex_ammo; - return ammo_amount; - } - else if (req == WR_CHECKAMMO2) - { - if(!autocvar_g_balance_minstanex_laser_ammo) - return TRUE; - ammo_amount = self.ammo_cells >= autocvar_g_balance_minstanex_laser_ammo; - ammo_amount += self.(weapon_load[WEP_MINSTANEX]) >= autocvar_g_balance_minstanex_laser_ammo; - return ammo_amount; - } - else if (req == WR_RESETPLAYER) - { - self.minstanex_lasthit = 0; - } - else if (req == WR_RELOAD) - { - float used_ammo; - if(autocvar_g_balance_minstanex_laser_ammo) - used_ammo = min(minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo); - else - used_ammo = minstanex_ammo; - - W_Reload(used_ammo, autocvar_g_balance_minstanex_reload_ammo, autocvar_g_balance_minstanex_reload_time, "weapons/reload.wav"); - } - else if (req == WR_SUICIDEMESSAGE) - { - return WEAPON_THINKING_WITH_PORTALS; - } - else if (req == WR_KILLMESSAGE) - { - return WEAPON_MINSTANEX_MURDER; - } - return TRUE; -} -#endif -#ifdef CSQC -float w_minstanex(float req) -{ - if(req == WR_IMPACTEFFECT) - { - vector org2; - org2 = w_org + w_backoff * 6; - pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1); - if(!w_issilent) - sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTEN_NORM); - } - else if(req == WR_PRECACHE) - { - precache_sound("weapons/neximpact.wav"); - } - return TRUE; -} -#endif -#endif -- 2.39.2