void nade_monster_boom(entity this)
{
+ if(!autocvar_g_monsters)
+ return;
entity e = spawn();
e.noalign = true; // don't drop to floor
e = spawnmonster(e, this.pokenade_type, MON_Null, this.realowner, this.realowner, this.origin, false, false, 1);
+ if(!e)
+ return; // monster failed to be spawned
if(autocvar_g_nades_pokenade_monster_lifetime > 0)
e.monster_lifetime = time + autocvar_g_nades_pokenade_monster_lifetime;
nade_blast = false;
break;
case NADE_TYPE_MONSTER:
+ if(!autocvar_g_monsters)
+ {
+ expef = EFFECT_NADE_EXPLODE(this.realowner.team);
+ break; // fall back to a standard nade explosion
+ }
case NADE_TYPE_SPAWN:
nade_blast = false;
switch(this.realowner.team)