#include <client/draw.qh>
#include <client/items/items.qh>
#include <client/view.qh>
-#include <common/mutators/mutator/nades/nades.qh>
+#include <common/mutators/mutator/nades/_mod.qh>
#include <common/resources/resources.qh>
#include <common/wepent.qh>
#include <common/constants.qh>
#include <common/effects/all.qh>
#include <common/effects/effect.qh>
-#include <common/mutators/mutator/nades/nades.qh>
+#include <common/mutators/mutator/nades/_mod.qh>
#include <common/net_linked.qh>
#include <common/physics/movetypes/movetypes.qh>
#include <lib/csqcmodel/interpolate.qh>
#include <common/mapobjects/teleporters.qh>
#include <common/mapobjects/triggers.qh>
#include <common/monsters/all.qh>
-#include <common/mutators/mutator/nades/nades.qh>
+#include <common/mutators/mutator/nades/_mod.qh>
#include <common/mutators/mutator/status_effects/_mod.qh>
#include <common/physics/movelib.qh>
#include <common/stats.qh>
#ifdef SVQC
#include <common/mutators/mutator/buffs/sv_buffs.qc>
#endif
+
+#include <common/mutators/mutator/buffs/buff/_mod.inc>
#ifdef SVQC
#include <common/mutators/mutator/buffs/sv_buffs.qh>
#endif
+
+#include <common/mutators/mutator/buffs/buff/_mod.qh>
+++ /dev/null
-string Buff_CompatName(string buffname)
-{
- switch(buffname)
- {
- case "ammoregen": return "ammo"; // Q3TA ammoregen
- case "doubler": return "inferno"; // Q3TA doubler
- case "scout": return "bash"; // Q3TA scout
- case "guard": return "resistance"; // Q3TA guard
- case "revival": case "regen": return "medic"; // WOP revival, Q3A regen
- case "jumper": return "jump"; // WOP jumper
- case "invulnerability": return "vampire"; // Q3TA invulnerability
- case "kamikaze": return "vengeance"; // Q3TA kamikaze
- case "teleporter": return "swapper"; // Q3A personal teleporter
- default: return buffname;
- }
-}
-
-CLASS(AmmoBuff, Buff)
- ATTRIB(AmmoBuff, m_name, string, _("Ammo"));
- ATTRIB(AmmoBuff, netname, string, "ammo");
- ATTRIB(AmmoBuff, m_icon, string, "buff_ammo");
- ATTRIB(AmmoBuff, m_skin, int, 3);
- ATTRIB(AmmoBuff, m_color, vector, '0.76 1 0.1');
-ENDCLASS(AmmoBuff)
-REGISTER_BUFF(AMMO, NEW(AmmoBuff));
-BUFF_SPAWNFUNCS(ammo, BUFF_AMMO)
-BUFF_SPAWNFUNC_Q3COMPAT(item_ammoregen, BUFF_AMMO)
-
-CLASS(ResistanceBuff, Buff)
- ATTRIB(ResistanceBuff, m_name, string, _("Resistance"));
- ATTRIB(ResistanceBuff, netname, string, "resistance");
- ATTRIB(ResistanceBuff, m_icon, string, "buff_resistance");
- ATTRIB(ResistanceBuff, m_skin, int, 0);
- ATTRIB(ResistanceBuff, m_color, vector, '0.36 1 0.07');
-ENDCLASS(ResistanceBuff)
-REGISTER_BUFF(RESISTANCE, NEW(ResistanceBuff));
-BUFF_SPAWNFUNCS(resistance, BUFF_RESISTANCE)
-BUFF_SPAWNFUNC_Q3COMPAT(item_guard, BUFF_RESISTANCE)
-
-CLASS(MedicBuff, Buff)
- ATTRIB(MedicBuff, m_name, string, _("Medic"));
- ATTRIB(MedicBuff, netname, string, "medic");
- ATTRIB(MedicBuff, m_icon, string, "buff_medic");
- ATTRIB(MedicBuff, m_skin, int, 1);
- ATTRIB(MedicBuff, m_color, vector, '1 0.12 0');
-ENDCLASS(MedicBuff)
-REGISTER_BUFF(MEDIC, NEW(MedicBuff));
-BUFF_SPAWNFUNCS(medic, BUFF_MEDIC)
-BUFF_SPAWNFUNC_Q3COMPAT(item_regen, BUFF_MEDIC)
-BUFF_SPAWNFUNC_Q3COMPAT(item_revival, BUFF_MEDIC)
-
-CLASS(BashBuff, Buff)
- ATTRIB(BashBuff, m_name, string, _("Bash"));
- ATTRIB(BashBuff, netname, string, "bash");
- ATTRIB(BashBuff, m_icon, string, "buff_bash");
- ATTRIB(BashBuff, m_skin, int, 5);
- ATTRIB(BashBuff, m_color, vector, '1 0.39 0');
-ENDCLASS(BashBuff)
-REGISTER_BUFF(BASH, NEW(BashBuff));
-BUFF_SPAWNFUNCS(bash, BUFF_BASH)
-BUFF_SPAWNFUNC_Q3COMPAT(item_scout, BUFF_BASH)
-
-CLASS(VampireBuff, Buff)
- ATTRIB(VampireBuff, m_name, string, _("Vampire"));
- ATTRIB(VampireBuff, netname, string, "vampire");
- ATTRIB(VampireBuff, m_icon, string, "buff_vampire");
- ATTRIB(VampireBuff, m_skin, int, 2);
- ATTRIB(VampireBuff, m_color, vector, '1 0 0.24');
-ENDCLASS(VampireBuff)
-REGISTER_BUFF(VAMPIRE, NEW(VampireBuff));
-BUFF_SPAWNFUNCS(vampire, BUFF_VAMPIRE)
-BUFF_SPAWNFUNC_Q3COMPAT(holdable_invulnerability, BUFF_VAMPIRE)
-
-CLASS(DisabilityBuff, Buff)
- ATTRIB(DisabilityBuff, m_name, string, _("Disability"));
- ATTRIB(DisabilityBuff, netname, string, "disability");
- ATTRIB(DisabilityBuff, m_icon, string, "buff_disability");
- ATTRIB(DisabilityBuff, m_skin, int, 7);
- ATTRIB(DisabilityBuff, m_color, vector, '0.94 0.3 1');
-ENDCLASS(DisabilityBuff)
-REGISTER_BUFF(DISABILITY, NEW(DisabilityBuff));
-BUFF_SPAWNFUNCS(disability, BUFF_DISABILITY)
-
-CLASS(VengeanceBuff, Buff)
- ATTRIB(VengeanceBuff, m_name, string, _("Vengeance"));
- ATTRIB(VengeanceBuff, netname, string, "vengeance");
- ATTRIB(VengeanceBuff, m_icon, string, "buff_vengeance");
- ATTRIB(VengeanceBuff, m_skin, int, 15);
- ATTRIB(VengeanceBuff, m_color, vector, '1 0.23 0.61');
-ENDCLASS(VengeanceBuff)
-REGISTER_BUFF(VENGEANCE, NEW(VengeanceBuff));
-BUFF_SPAWNFUNCS(vengeance, BUFF_VENGEANCE)
-BUFF_SPAWNFUNC_Q3COMPAT(holdable_kamikaze, BUFF_VENGEANCE)
-
-CLASS(JumpBuff, Buff)
- ATTRIB(JumpBuff, m_name, string, _("Jump"));
- ATTRIB(JumpBuff, netname, string, "jump");
- ATTRIB(JumpBuff, m_icon, string, "buff_jump");
- ATTRIB(JumpBuff, m_skin, int, 10);
- ATTRIB(JumpBuff, m_color, vector, '0.24 0.78 1');
-ENDCLASS(JumpBuff)
-REGISTER_BUFF(JUMP, NEW(JumpBuff));
-BUFF_SPAWNFUNCS(jump, BUFF_JUMP)
-BUFF_SPAWNFUNC_Q3COMPAT(item_jumper, BUFF_JUMP)
-
-CLASS(InfernoBuff, Buff)
- ATTRIB(InfernoBuff, m_name, string, _("Inferno"));
- ATTRIB(InfernoBuff, netname, string, "inferno");
- ATTRIB(InfernoBuff, m_icon, string, "buff_inferno");
- ATTRIB(InfernoBuff, m_skin, int, 16);
- ATTRIB(InfernoBuff, m_color, vector, '1 0.62 0');
-ENDCLASS(InfernoBuff)
-REGISTER_BUFF(INFERNO, NEW(InfernoBuff));
-BUFF_SPAWNFUNCS(inferno, BUFF_INFERNO)
-BUFF_SPAWNFUNC_Q3COMPAT(item_doubler, BUFF_INFERNO)
-
-CLASS(SwapperBuff, Buff)
- ATTRIB(SwapperBuff, m_name, string, _("Swapper"));
- ATTRIB(SwapperBuff, netname, string, "swapper");
- ATTRIB(SwapperBuff, m_icon, string, "buff_swapper");
- ATTRIB(SwapperBuff, m_skin, int, 17);
- ATTRIB(SwapperBuff, m_color, vector, '0.63 0.36 1');
-ENDCLASS(SwapperBuff)
-REGISTER_BUFF(SWAPPER, NEW(SwapperBuff));
-BUFF_SPAWNFUNCS(swapper, BUFF_SWAPPER)
-BUFF_SPAWNFUNC_Q3COMPAT(holdable_teleporter, BUFF_SWAPPER)
-
-CLASS(MagnetBuff, Buff)
- ATTRIB(MagnetBuff, m_name, string, _("Magnet"));
- ATTRIB(MagnetBuff, netname, string, "magnet");
- ATTRIB(MagnetBuff, m_icon, string, "buff_magnet");
- ATTRIB(MagnetBuff, m_skin, int, 18);
- ATTRIB(MagnetBuff, m_color, vector, '1 0.95 0.18');
-ENDCLASS(MagnetBuff)
-REGISTER_BUFF(MAGNET, NEW(MagnetBuff));
-BUFF_SPAWNFUNCS(magnet, BUFF_MAGNET)
-
-CLASS(LuckBuff, Buff)
- ATTRIB(LuckBuff, m_name, string, _("Luck"));
- ATTRIB(LuckBuff, netname, string, "luck");
- ATTRIB(LuckBuff, m_icon, string, "buff_luck");
- ATTRIB(LuckBuff, m_skin, int, 19);
- ATTRIB(LuckBuff, m_color, vector, '1 0.23 0.44');
-ENDCLASS(LuckBuff)
-REGISTER_BUFF(LUCK, NEW(LuckBuff));
-BUFF_SPAWNFUNCS(luck, BUFF_LUCK)
-
-CLASS(FlightBuff, Buff)
- ATTRIB(FlightBuff, m_name, string, _("Flight"));
- ATTRIB(FlightBuff, netname, string, "flight");
- ATTRIB(FlightBuff, m_icon, string, "buff_flight");
- ATTRIB(FlightBuff, m_skin, int, 11);
- ATTRIB(FlightBuff, m_color, vector, '0.23 0.44 1');
-ENDCLASS(FlightBuff)
-REGISTER_BUFF(FLIGHT, NEW(FlightBuff));
-BUFF_SPAWNFUNCS(flight, BUFF_FLIGHT)
-BUFF_SPAWNFUNC_Q3COMPAT(item_flight, BUFF_FLIGHT)
--- /dev/null
+// genmod.sh autogenerated file; do not modify
+#include <common/mutators/mutator/buffs/buff/ammo.qc>
+#include <common/mutators/mutator/buffs/buff/bash.qc>
+#include <common/mutators/mutator/buffs/buff/disability.qc>
+#include <common/mutators/mutator/buffs/buff/flight.qc>
+#include <common/mutators/mutator/buffs/buff/inferno.qc>
+#include <common/mutators/mutator/buffs/buff/jump.qc>
+#include <common/mutators/mutator/buffs/buff/luck.qc>
+#include <common/mutators/mutator/buffs/buff/magnet.qc>
+#include <common/mutators/mutator/buffs/buff/medic.qc>
+#include <common/mutators/mutator/buffs/buff/resistance.qc>
+#include <common/mutators/mutator/buffs/buff/swapper.qc>
+#include <common/mutators/mutator/buffs/buff/vampire.qc>
+#include <common/mutators/mutator/buffs/buff/vengeance.qc>
--- /dev/null
+// genmod.sh autogenerated file; do not modify
+#include <common/mutators/mutator/buffs/buff/ammo.qh>
+#include <common/mutators/mutator/buffs/buff/bash.qh>
+#include <common/mutators/mutator/buffs/buff/disability.qh>
+#include <common/mutators/mutator/buffs/buff/flight.qh>
+#include <common/mutators/mutator/buffs/buff/inferno.qh>
+#include <common/mutators/mutator/buffs/buff/jump.qh>
+#include <common/mutators/mutator/buffs/buff/luck.qh>
+#include <common/mutators/mutator/buffs/buff/magnet.qh>
+#include <common/mutators/mutator/buffs/buff/medic.qh>
+#include <common/mutators/mutator/buffs/buff/resistance.qh>
+#include <common/mutators/mutator/buffs/buff/swapper.qh>
+#include <common/mutators/mutator/buffs/buff/vampire.qh>
+#include <common/mutators/mutator/buffs/buff/vengeance.qh>
--- /dev/null
+#include "ammo.qh"
+
+#ifdef SVQC
+METHOD(AmmoBuff, m_apply, void(StatusEffect this, entity actor, float eff_time, float eff_flags))
+{
+ bool wasactive = (actor.statuseffects && (actor.statuseffects.statuseffect_flags[this.m_id] & STATUSEFFECT_FLAG_ACTIVE));
+ if(!wasactive)
+ {
+ actor.buff_ammo_prev_infitems = (actor.items & IT_UNLIMITED_AMMO);
+ actor.items |= IT_UNLIMITED_AMMO;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if(!actor.(weaponentity))
+ continue;
+ if(actor.(weaponentity).clip_load)
+ actor.(weaponentity).buff_ammo_prev_clipload = actor.(weaponentity).clip_load;
+ if(actor.(weaponentity).clip_size)
+ actor.(weaponentity).clip_load = actor.(weaponentity).(weapon_load[actor.(weaponentity).m_switchweapon.m_id]) = actor.(weaponentity).clip_size;
+ }
+ }
+ SUPER(AmmoBuff).m_apply(this, actor, eff_time, eff_flags);
+}
+METHOD(AmmoBuff, m_remove, void(StatusEffect this, entity actor, int removal_type))
+{
+ bool wasactive = (actor.statuseffects && (actor.statuseffects.statuseffect_flags[this.m_id] & STATUSEFFECT_FLAG_ACTIVE));
+ if(wasactive)
+ {
+ actor.items = BITSET(actor.items, IT_UNLIMITED_AMMO, actor.buff_ammo_prev_infitems);
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if(!actor.(weaponentity))
+ continue;
+ if(actor.(weaponentity).buff_ammo_prev_clipload)
+ {
+ actor.(weaponentity).clip_load = actor.(weaponentity).buff_ammo_prev_clipload;
+ actor.(weaponentity).buff_ammo_prev_clipload = 0;
+ }
+ }
+ }
+ actor.buff_ammo_prev_infitems = 0;
+ SUPER(AmmoBuff).m_remove(this, actor, removal_type);
+}
+METHOD(AmmoBuff, m_tick, void(StatusEffect this, entity actor))
+{
+ if(IS_PLAYER(actor))
+ {
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if(actor.(weaponentity).clip_size)
+ actor.(weaponentity).clip_load = actor.(weaponentity).(weapon_load[actor.(weaponentity).m_switchweapon.m_id]) = actor.(weaponentity).clip_size;
+ }
+ }
+
+ SUPER(AmmoBuff).m_tick(this, actor);
+}
+#endif // SVQC
--- /dev/null
+#pragma once
+
+#include <common/mutators/mutator/buffs/buffs.qh>
+
+#ifdef SVQC
+.int buff_ammo_prev_infitems;
+.int buff_ammo_prev_clipload;
+#endif // SVQC
+
+CLASS(AmmoBuff, Buff)
+ ATTRIB(AmmoBuff, m_name, string, _("Ammo"));
+ ATTRIB(AmmoBuff, netname, string, "ammo");
+ ATTRIB(AmmoBuff, m_icon, string, "buff_ammo");
+ ATTRIB(AmmoBuff, m_skin, int, 3);
+ ATTRIB(AmmoBuff, m_color, vector, '0.76 1 0.1');
+ENDCLASS(AmmoBuff)
+
+REGISTER_BUFF(AMMO, NEW(AmmoBuff));
+BUFF_SPAWNFUNCS(ammo, BUFF_AMMO)
+BUFF_SPAWNFUNC_Q3COMPAT(item_ammoregen, BUFF_AMMO)
--- /dev/null
+#include "bash.qh"
+
+#ifdef SVQC
+vector buff_Bash_TargetCalculateForce(vector frag_force, entity frag_target, entity frag_attacker)
+{
+ if(frag_attacker != frag_target)
+ frag_force = '0 0 0';
+ return frag_force;
+}
+vector buff_Bash_AttackerCalculateForce(vector frag_force, entity frag_target, entity frag_attacker)
+{
+ if(frag_force)
+ {
+ if(frag_attacker == frag_target)
+ frag_force *= autocvar_g_buffs_bash_force_self;
+ else
+ frag_force *= autocvar_g_buffs_bash_force;
+ }
+ return frag_force;
+}
+#endif // SVQC
--- /dev/null
+#pragma once
+
+#include <common/mutators/mutator/buffs/buffs.qh>
+
+#ifdef SVQC
+float autocvar_g_buffs_bash_force;
+float autocvar_g_buffs_bash_force_self;
+
+vector buff_Bash_TargetCalculateForce(vector frag_force, entity frag_target, entity frag_attacker);
+vector buff_Bash_AttackerCalculateForce(vector frag_force, entity frag_target, entity frag_attacker);
+#endif // SVQC
+
+CLASS(BashBuff, Buff)
+ ATTRIB(BashBuff, m_name, string, _("Bash"));
+ ATTRIB(BashBuff, netname, string, "bash");
+ ATTRIB(BashBuff, m_icon, string, "buff_bash");
+ ATTRIB(BashBuff, m_skin, int, 5);
+ ATTRIB(BashBuff, m_color, vector, '1 0.39 0');
+ENDCLASS(BashBuff)
+
+REGISTER_BUFF(BASH, NEW(BashBuff));
+BUFF_SPAWNFUNCS(bash, BUFF_BASH)
+BUFF_SPAWNFUNC_Q3COMPAT(item_scout, BUFF_BASH)
--- /dev/null
+#include "disability.qh"
+
+#ifdef SVQC
+void buff_Disability_ApplyStunned(entity frag_target, entity frag_attacker)
+{
+ if(frag_target != frag_attacker)
+ StatusEffects_apply(STATUSEFFECT_Stunned, frag_target, time + autocvar_g_buffs_disability_slowtime, 0);
+}
+
+MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics_UpdateStats)
+{
+ entity player = M_ARGV(0, entity);
+ // these automatically reset, no need to worry
+
+ if(StatusEffects_active(STATUSEFFECT_Stunned, player))
+ STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_buffs_disability_speed;
+}
+
+MUTATOR_HOOKFUNCTION(buffs, MonsterMove)
+{
+ entity mon = M_ARGV(0, entity);
+
+ if(StatusEffects_active(STATUSEFFECT_Stunned, mon))
+ {
+ M_ARGV(1, float) *= autocvar_g_buffs_disability_speed; // run speed
+ M_ARGV(2, float) *= autocvar_g_buffs_disability_speed; // walk speed
+ }
+}
+
+MUTATOR_HOOKFUNCTION(buffs, WeaponRateFactor)
+{
+ entity player = M_ARGV(1, entity);
+
+ if(StatusEffects_active(STATUSEFFECT_Stunned, player))
+ M_ARGV(0, float) *= autocvar_g_buffs_disability_rate;
+}
+MUTATOR_HOOKFUNCTION(buffs, WeaponSpeedFactor)
+{
+ entity player = M_ARGV(1, entity);
+
+ if(StatusEffects_active(STATUSEFFECT_Stunned, player))
+ M_ARGV(0, float) *= autocvar_g_buffs_disability_weaponspeed;
+}
+#endif // SVQC
--- /dev/null
+#pragma once
+
+#include <common/mutators/mutator/buffs/buffs.qh>
+
+#ifdef SVQC
+float autocvar_g_buffs_disability_slowtime;
+float autocvar_g_buffs_disability_speed;
+float autocvar_g_buffs_disability_rate;
+float autocvar_g_buffs_disability_weaponspeed;
+
+void buff_Disability_ApplyStunned(entity frag_target, entity frag_attacker);
+#endif // SVQC
+
+CLASS(DisabilityBuff, Buff)
+ ATTRIB(DisabilityBuff, m_name, string, _("Disability"));
+ ATTRIB(DisabilityBuff, netname, string, "disability");
+ ATTRIB(DisabilityBuff, m_icon, string, "buff_disability");
+ ATTRIB(DisabilityBuff, m_skin, int, 7);
+ ATTRIB(DisabilityBuff, m_color, vector, '0.94 0.3 1');
+ENDCLASS(DisabilityBuff)
+
+REGISTER_BUFF(DISABILITY, NEW(DisabilityBuff));
+BUFF_SPAWNFUNCS(disability, BUFF_DISABILITY)
--- /dev/null
+#include "flight.qh"
+
+#ifdef SVQC
+METHOD(FlightBuff, m_apply, void(StatusEffect this, entity actor, float eff_time, float eff_flags))
+{
+ bool wasactive = (actor.statuseffects && (actor.statuseffects.statuseffect_flags[this.m_id] & STATUSEFFECT_FLAG_ACTIVE));
+ if(!wasactive)
+ {
+ actor.buff_flight_oldgravity = actor.gravity;
+ if(!actor.gravity)
+ actor.gravity = 1;
+ }
+ SUPER(FlightBuff).m_apply(this, actor, eff_time, eff_flags);
+}
+METHOD(FlightBuff, m_remove, void(StatusEffect this, entity actor, int removal_type))
+{
+ bool wasactive = (actor.statuseffects && (actor.statuseffects.statuseffect_flags[this.m_id] & STATUSEFFECT_FLAG_ACTIVE));
+ if(wasactive)
+ {
+ actor.gravity = ((actor.trigger_gravity_check) ? actor.trigger_gravity_check.enemy.gravity : actor.buff_flight_oldgravity);
+ }
+ actor.buff_flight_oldgravity = 0;
+ SUPER(FlightBuff).m_remove(this, actor, removal_type);
+}
+#endif // SVQC
--- /dev/null
+#pragma once
+
+#include <common/mutators/mutator/buffs/buffs.qh>
+
+#ifdef SVQC
+.float buff_flight_oldgravity;
+.bool buff_flight_crouchheld;
+#endif // SVQC
+
+CLASS(FlightBuff, Buff)
+ ATTRIB(FlightBuff, m_name, string, _("Flight"));
+ ATTRIB(FlightBuff, netname, string, "flight");
+ ATTRIB(FlightBuff, m_icon, string, "buff_flight");
+ ATTRIB(FlightBuff, m_skin, int, 11);
+ ATTRIB(FlightBuff, m_color, vector, '0.23 0.44 1');
+ENDCLASS(FlightBuff)
+
+REGISTER_BUFF(FLIGHT, NEW(FlightBuff));
+BUFF_SPAWNFUNCS(flight, BUFF_FLIGHT)
+BUFF_SPAWNFUNC_Q3COMPAT(item_flight, BUFF_FLIGHT)
--- /dev/null
+#include "inferno.qh"
+
+#ifdef SVQC
+float buff_Inferno_CalculateTime(float dmg)
+{
+ float offset_x = 0;
+ float offset_y = autocvar_g_buffs_inferno_burntime_min_time;
+ float intersect_x = autocvar_g_buffs_inferno_burntime_target_damage;
+ float intersect_y = autocvar_g_buffs_inferno_burntime_target_time;
+ float base = autocvar_g_buffs_inferno_burntime_factor;
+ return offset_y + (intersect_y - offset_y) * logn(((dmg - offset_x) * ((base - 1) / intersect_x)) + 1, base);
+}
+float buff_Inferno_CalculateDamage(float frag_damage)
+{
+ return frag_damage * autocvar_g_buffs_inferno_damagemultiplier;
+}
+#endif // SVQC
--- /dev/null
+#pragma once
+
+#include <common/mutators/mutator/buffs/buffs.qh>
+
+#ifdef SVQC
+float autocvar_g_buffs_inferno_burntime_factor;
+float autocvar_g_buffs_inferno_burntime_min_time;
+float autocvar_g_buffs_inferno_burntime_target_damage;
+float autocvar_g_buffs_inferno_burntime_target_time;
+float autocvar_g_buffs_inferno_damagemultiplier;
+
+float buff_Inferno_CalculateTime(float dmg);
+float buff_Inferno_CalculateDamage(float frag_damage);
+#endif // SVQC
+
+CLASS(InfernoBuff, Buff)
+ ATTRIB(InfernoBuff, m_name, string, _("Inferno"));
+ ATTRIB(InfernoBuff, netname, string, "inferno");
+ ATTRIB(InfernoBuff, m_icon, string, "buff_inferno");
+ ATTRIB(InfernoBuff, m_skin, int, 16);
+ ATTRIB(InfernoBuff, m_color, vector, '1 0.62 0');
+ENDCLASS(InfernoBuff)
+
+REGISTER_BUFF(INFERNO, NEW(InfernoBuff));
+BUFF_SPAWNFUNCS(inferno, BUFF_INFERNO)
+BUFF_SPAWNFUNC_Q3COMPAT(item_doubler, BUFF_INFERNO)
--- /dev/null
+#include "jump.qh"
+
+#ifdef SVQC
+float buff_Jump_ChangeDamage(float frag_damage, float frag_deathtype)
+{
+ if(frag_deathtype == DEATH_FALL.m_id)
+ frag_damage = 0;
+ return frag_damage;
+}
+
+MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics)
+{
+ entity player = M_ARGV(0, entity);
+ // these automatically reset, no need to worry
+
+ if(StatusEffects_active(BUFF_JUMP, player))
+ STAT(MOVEVARS_JUMPVELOCITY, player) = autocvar_g_buffs_jump_height;
+}
+#endif // SVQC
--- /dev/null
+#pragma once
+
+#include <common/mutators/mutator/buffs/buffs.qh>
+
+#ifdef SVQC
+float autocvar_g_buffs_jump_height;
+
+float buff_Jump_ChangeDamage(float frag_damage, float frag_deathtype);
+#endif // SVQC
+
+CLASS(JumpBuff, Buff)
+ ATTRIB(JumpBuff, m_name, string, _("Jump"));
+ ATTRIB(JumpBuff, netname, string, "jump");
+ ATTRIB(JumpBuff, m_icon, string, "buff_jump");
+ ATTRIB(JumpBuff, m_skin, int, 10);
+ ATTRIB(JumpBuff, m_color, vector, '0.24 0.78 1');
+ENDCLASS(JumpBuff)
+
+REGISTER_BUFF(JUMP, NEW(JumpBuff));
+BUFF_SPAWNFUNCS(jump, BUFF_JUMP)
+BUFF_SPAWNFUNC_Q3COMPAT(item_jumper, BUFF_JUMP)
--- /dev/null
+#include "luck.qh"
+
+#ifdef SVQC
+float buff_Luck_CalculateDamage(float frag_damage)
+{
+ if(autocvar_g_buffs_luck_damagemultiplier > 0)
+ if(random() <= autocvar_g_buffs_luck_chance)
+ frag_damage *= autocvar_g_buffs_luck_damagemultiplier;
+ return frag_damage;
+}
+#endif // SVQC
--- /dev/null
+#pragma once
+
+#include <common/mutators/mutator/buffs/buffs.qh>
+
+#ifdef SVQC
+float autocvar_g_buffs_luck_chance = 0.15;
+float autocvar_g_buffs_luck_damagemultiplier = 3;
+
+float buff_Luck_CalculateDamage(float frag_damage);
+#endif // SVQC
+
+CLASS(LuckBuff, Buff)
+ ATTRIB(LuckBuff, m_name, string, _("Luck"));
+ ATTRIB(LuckBuff, netname, string, "luck");
+ ATTRIB(LuckBuff, m_icon, string, "buff_luck");
+ ATTRIB(LuckBuff, m_skin, int, 19);
+ ATTRIB(LuckBuff, m_color, vector, '1 0.23 0.44');
+ENDCLASS(LuckBuff)
+
+REGISTER_BUFF(LUCK, NEW(LuckBuff));
+BUFF_SPAWNFUNCS(luck, BUFF_LUCK)
--- /dev/null
+#include "magnet.qh"
+
+#ifdef SVQC
+METHOD(MagnetBuff, m_tick, void(StatusEffect this, entity actor))
+{
+ if(IS_PLAYER(actor))
+ {
+ vector pickup_size;
+ IL_EACH(g_items, it.itemdef,
+ {
+ if(it.buffdef)
+ pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_buff;
+ else
+ pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_item;
+
+ if(boxesoverlap(actor.absmin - pickup_size, actor.absmax + pickup_size, it.absmin, it.absmax))
+ {
+ if(gettouch(it))
+ gettouch(it)(it, actor);
+ }
+ });
+ }
+
+ SUPER(MagnetBuff).m_tick(this, actor);
+}
+#endif // SVQC
--- /dev/null
+#pragma once
+
+#include <common/mutators/mutator/buffs/buffs.qh>
+
+#ifdef SVQC
+float autocvar_g_buffs_magnet_range_item;
+float autocvar_g_buffs_magnet_range_buff = 200;
+#endif // SVQC
+
+CLASS(MagnetBuff, Buff)
+ ATTRIB(MagnetBuff, m_name, string, _("Magnet"));
+ ATTRIB(MagnetBuff, netname, string, "magnet");
+ ATTRIB(MagnetBuff, m_icon, string, "buff_magnet");
+ ATTRIB(MagnetBuff, m_skin, int, 18);
+ ATTRIB(MagnetBuff, m_color, vector, '1 0.95 0.18');
+ENDCLASS(MagnetBuff)
+
+REGISTER_BUFF(MAGNET, NEW(MagnetBuff));
+BUFF_SPAWNFUNCS(magnet, BUFF_MAGNET)
--- /dev/null
+#include "medic.qh"
+
+#ifdef SVQC
+MUTATOR_HOOKFUNCTION(buffs, PlayerRegen)
+{
+ entity player = M_ARGV(0, entity);
+
+ if(StatusEffects_active(BUFF_MEDIC, player))
+ {
+ M_ARGV(3, float) = autocvar_g_buffs_medic_rot; // rot_mod
+ M_ARGV(4, float) = M_ARGV(1, float) = autocvar_g_buffs_medic_max; // limit_mod = max_mod
+ M_ARGV(2, float) = autocvar_g_buffs_medic_regen; // regen_mod
+ }
+}
+
+float buff_Medic_CalculateSurviveDamage(float frag_damage, float health)
+{
+ if(random() <= autocvar_g_buffs_medic_survive_chance)
+ frag_damage = max(5, health - autocvar_g_buffs_medic_survive_health);
+ return frag_damage;
+}
+#endif // SVQC
--- /dev/null
+#pragma once
+
+#include <common/mutators/mutator/buffs/buffs.qh>
+
+#ifdef SVQC
+float autocvar_g_buffs_medic_survive_chance;
+float autocvar_g_buffs_medic_survive_health;
+float autocvar_g_buffs_medic_rot;
+float autocvar_g_buffs_medic_max;
+float autocvar_g_buffs_medic_regen;
+
+float buff_Medic_CalculateSurviveDamage(float frag_damage, float health);
+#endif // SVQC
+
+CLASS(MedicBuff, Buff)
+ ATTRIB(MedicBuff, m_name, string, _("Medic"));
+ ATTRIB(MedicBuff, netname, string, "medic");
+ ATTRIB(MedicBuff, m_icon, string, "buff_medic");
+ ATTRIB(MedicBuff, m_skin, int, 1);
+ ATTRIB(MedicBuff, m_color, vector, '1 0.12 0');
+ENDCLASS(MedicBuff)
+
+REGISTER_BUFF(MEDIC, NEW(MedicBuff));
+BUFF_SPAWNFUNCS(medic, BUFF_MEDIC)
+BUFF_SPAWNFUNC_Q3COMPAT(item_regen, BUFF_MEDIC)
+BUFF_SPAWNFUNC_Q3COMPAT(item_revival, BUFF_MEDIC)
--- /dev/null
+#include "resistance.qh"
+
+#ifdef SVQC
+float buff_Resistance_CalculateDamage(float frag_damage)
+{
+ return bound(0, frag_damage * (1 - autocvar_g_buffs_resistance_blockpercent), frag_damage);
+}
+#endif // SVQC
--- /dev/null
+#pragma once
+
+#include <common/mutators/mutator/buffs/buffs.qh>
+
+#ifdef SVQC
+float autocvar_g_buffs_resistance_blockpercent;
+
+float buff_Resistance_CalculateDamage(float frag_damage);
+#endif // SVQC
+
+CLASS(ResistanceBuff, Buff)
+ ATTRIB(ResistanceBuff, m_name, string, _("Resistance"));
+ ATTRIB(ResistanceBuff, netname, string, "resistance");
+ ATTRIB(ResistanceBuff, m_icon, string, "buff_resistance");
+ ATTRIB(ResistanceBuff, m_skin, int, 0);
+ ATTRIB(ResistanceBuff, m_color, vector, '0.36 1 0.07');
+ENDCLASS(ResistanceBuff)
+
+REGISTER_BUFF(RESISTANCE, NEW(ResistanceBuff));
+BUFF_SPAWNFUNCS(resistance, BUFF_RESISTANCE)
+BUFF_SPAWNFUNC_Q3COMPAT(item_guard, BUFF_RESISTANCE)
--- /dev/null
+#include "swapper.qh"
+
+#ifdef SVQC
+MUTATOR_HOOKFUNCTION(buffs, ForbidThrowCurrentWeapon)
+{
+ if(MUTATOR_RETURNVALUE || game_stopped) return;
+ entity player = M_ARGV(0, entity);
+
+ if(StatusEffects_active(BUFF_SWAPPER, player))
+ {
+ float best_distance = autocvar_g_buffs_swapper_range;
+ entity closest = NULL;
+ FOREACH_CLIENT(IS_PLAYER(it), {
+ if(!IS_DEAD(it) && !STAT(FROZEN, it) && !it.vehicle)
+ if(DIFF_TEAM(it, player))
+ {
+ float test = vlen2(player.origin - it.origin);
+ if(test <= best_distance * best_distance)
+ {
+ best_distance = sqrt(test);
+ closest = it;
+ }
+ }
+ });
+
+ if(closest)
+ {
+ vector my_org, my_vel, my_ang, their_org, their_vel, their_ang;
+
+ my_org = player.origin;
+ my_vel = player.velocity;
+ my_ang = player.angles;
+ their_org = closest.origin;
+ their_vel = closest.velocity;
+ their_ang = closest.angles;
+
+ Drop_Special_Items(closest);
+
+ MUTATOR_CALLHOOK(PortalTeleport, player); // initiate flag dropper
+
+ setorigin(player, their_org);
+ setorigin(closest, my_org);
+
+ closest.velocity = my_vel;
+ closest.angles = my_ang;
+ if (IS_BOT_CLIENT(closest))
+ {
+ closest.v_angle = closest.angles;
+ bot_aim_reset(closest);
+ }
+ closest.fixangle = true;
+ closest.oldorigin = my_org;
+ closest.oldvelocity = my_vel;
+ player.velocity = their_vel;
+ player.angles = their_ang;
+ if (IS_BOT_CLIENT(player))
+ {
+ player.v_angle = player.angles;
+ bot_aim_reset(player);
+ }
+ player.fixangle = true;
+ player.oldorigin = their_org;
+ player.oldvelocity = their_vel;
+
+ // set pusher so player gets the kill if they fall into void
+ closest.pusher = player;
+ closest.pushltime = time + autocvar_g_maxpushtime;
+ closest.istypefrag = PHYS_INPUT_BUTTON_CHAT(closest);
+
+ Send_Effect(EFFECT_ELECTRO_COMBO, their_org, '0 0 0', 1);
+ Send_Effect(EFFECT_ELECTRO_COMBO, my_org, '0 0 0', 1);
+
+ sound(player, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
+ sound(closest, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
+
+ // TODO: add a counter to handle how many times one can teleport, and a delay to prevent spam
+ buff_RemoveAll(player, STATUSEFFECT_REMOVE_NORMAL);
+ return true;
+ }
+ }
+}
+#endif // SVQC
--- /dev/null
+#pragma once
+
+#include <common/mutators/mutator/buffs/buffs.qh>
+
+#ifdef SVQC
+float autocvar_g_buffs_swapper_range;
+#endif // SVQC
+
+CLASS(SwapperBuff, Buff)
+ ATTRIB(SwapperBuff, m_name, string, _("Swapper"));
+ ATTRIB(SwapperBuff, netname, string, "swapper");
+ ATTRIB(SwapperBuff, m_icon, string, "buff_swapper");
+ ATTRIB(SwapperBuff, m_skin, int, 17);
+ ATTRIB(SwapperBuff, m_color, vector, '0.63 0.36 1');
+ENDCLASS(SwapperBuff)
+
+REGISTER_BUFF(SWAPPER, NEW(SwapperBuff));
+BUFF_SPAWNFUNCS(swapper, BUFF_SWAPPER)
+BUFF_SPAWNFUNC_Q3COMPAT(holdable_teleporter, BUFF_SWAPPER)
--- /dev/null
+#include "vampire.qh"
+
+#ifdef SVQC
+MUTATOR_HOOKFUNCTION(buffs, PlayerDamage_SplitHealthArmor)
+{
+ // NOTE: vampire PlayerDamage_SplitHealthArmor code is similar
+ entity frag_attacker = M_ARGV(1, entity);
+ entity frag_target = M_ARGV(2, entity);
+ if(!StatusEffects_active(BUFF_VAMPIRE, frag_attacker))
+ return;
+ float health_take = bound(0, M_ARGV(4, float), GetResource(frag_target, RES_HEALTH));
+
+ if (!StatusEffects_active(STATUSEFFECT_SpawnShield, frag_target) && frag_target != frag_attacker
+ && IS_PLAYER(frag_attacker) && !IS_DEAD(frag_target) && !STAT(FROZEN, frag_target))
+ {
+ GiveResource(frag_attacker, RES_HEALTH, autocvar_g_buffs_vampire_damage_steal * health_take);
+ }
+}
+#endif // SVQC
--- /dev/null
+#pragma once
+
+#include <common/mutators/mutator/buffs/buffs.qh>
+
+#ifdef SVQC
+float autocvar_g_buffs_vampire_damage_steal;
+#endif // SVQC
+
+CLASS(VampireBuff, Buff)
+ ATTRIB(VampireBuff, m_name, string, _("Vampire"));
+ ATTRIB(VampireBuff, netname, string, "vampire");
+ ATTRIB(VampireBuff, m_icon, string, "buff_vampire");
+ ATTRIB(VampireBuff, m_skin, int, 2);
+ ATTRIB(VampireBuff, m_color, vector, '1 0 0.24');
+ENDCLASS(VampireBuff)
+
+REGISTER_BUFF(VAMPIRE, NEW(VampireBuff));
+BUFF_SPAWNFUNCS(vampire, BUFF_VAMPIRE)
+BUFF_SPAWNFUNC_Q3COMPAT(holdable_invulnerability, BUFF_VAMPIRE)
--- /dev/null
+#include "vengeance.qh"
+
+#ifdef SVQC
+void buff_Vengeance_DelayedDamage(entity this)
+{
+ if(this.enemy)
+ Damage(this.enemy, this.owner, this.owner, this.dmg, DEATH_BUFF.m_id, DMG_NOWEP, this.enemy.origin, '0 0 0');
+
+ delete(this);
+ return;
+}
+float buff_Vengeance_CalculateDamage(float frag_damage)
+{
+ return frag_damage * autocvar_g_buffs_vengeance_damage_multiplier;
+}
+#endif // SVQC
--- /dev/null
+#pragma once
+
+#include <common/mutators/mutator/buffs/buffs.qh>
+
+#ifdef SVQC
+float autocvar_g_buffs_vengeance_damage_multiplier;
+
+void buff_Vengeance_DelayedDamage(entity this);
+float buff_Vengeance_CalculateDamage(float frag_damage);
+#endif // SVQC
+
+CLASS(VengeanceBuff, Buff)
+ ATTRIB(VengeanceBuff, m_name, string, _("Vengeance"));
+ ATTRIB(VengeanceBuff, netname, string, "vengeance");
+ ATTRIB(VengeanceBuff, m_icon, string, "buff_vengeance");
+ ATTRIB(VengeanceBuff, m_skin, int, 15);
+ ATTRIB(VengeanceBuff, m_color, vector, '1 0.23 0.61');
+ENDCLASS(VengeanceBuff)
+
+REGISTER_BUFF(VENGEANCE, NEW(VengeanceBuff));
+BUFF_SPAWNFUNCS(vengeance, BUFF_VENGEANCE)
+BUFF_SPAWNFUNC_Q3COMPAT(holdable_kamikaze, BUFF_VENGEANCE)
string BUFF_NAME(int i)
{
- Buff b = REGISTRY_GET(StatusEffects, i);
- return strcat(rgb_to_hexcolor(b.m_color), b.m_name);
+ Buff b = REGISTRY_GET(StatusEffects, i);
+ return strcat(rgb_to_hexcolor(b.m_color), b.m_name);
+}
+
+string Buff_CompatName(string buffname)
+{
+ switch (buffname)
+ {
+ case "ammoregen": return "ammo"; // Q3TA ammoregen
+ case "doubler": return "inferno"; // Q3TA doubler
+ case "scout": return "bash"; // Q3TA scout
+ case "guard": return "resistance"; // Q3TA guard
+ case "revival": case "regen": return "medic"; // WOP revival, Q3A regen
+ case "jumper": return "jump"; // WOP jumper
+ case "invulnerability": return "vampire"; // Q3TA invulnerability
+ case "kamikaze": return "vengeance"; // Q3TA kamikaze
+ case "teleporter": return "swapper"; // Q3A personal teleporter
+ default: return buffname;
+ }
}
#ifdef GAMEQC
BUFF_SPAWNFUNCS(random, NULL)
-#include "all.inc"
-
#ifdef GAMEQC
REPLICATE_INIT(bool, cvar_cl_buffs_autoreplace);
#endif
#include "sv_buffs.qh"
#include <common/mapobjects/target/music.qh>
-#include <common/mutators/mutator/powerups/_mod.qh>
+#include <common/mutators/mutator/status_effects/_mod.qh>
#include <common/gamemodes/_mod.qh>
#include <server/items/items.qh>
+#include "buff/_mod.qh"
+
bool buffs_BuffModel_Customize(entity this, entity client)
{
entity player = WaypointSprite_getviewentity(client);
buff_Init(ent);
}
-void buff_Vengeance_DelayedDamage(entity this)
-{
- if(this.enemy)
- Damage(this.enemy, this.owner, this.owner, this.dmg, DEATH_BUFF.m_id, DMG_NOWEP, this.enemy.origin, '0 0 0');
-
- delete(this);
- return;
-}
-
-float buff_Inferno_CalculateTime(float damg, float offset_x, float offset_y, float intersect_x, float intersect_y, float base)
-{
- return offset_y + (intersect_y - offset_y) * logn(((damg - offset_x) * ((base - 1) / intersect_x)) + 1, base);
-}
-
METHOD(Buff, m_apply, void(StatusEffect this, entity actor, float eff_time, float eff_flags))
{
- if(IS_PLAYER(actor))
- actor.effects |= EF_NOSHADOW; // does not play well with buff icon
- SUPER(Buff).m_apply(this, actor, eff_time, eff_flags);
+ if(IS_PLAYER(actor))
+ actor.effects |= EF_NOSHADOW; // does not play well with buff icon
+ SUPER(Buff).m_apply(this, actor, eff_time, eff_flags);
}
METHOD(Buff, m_remove, void(StatusEffect this, entity actor, int removal_type))
{
SUPER(Buff).m_remove(this, actor, removal_type);
}
-METHOD(AmmoBuff, m_apply, void(StatusEffect this, entity actor, float eff_time, float eff_flags))
-{
- bool wasactive = (actor.statuseffects && (actor.statuseffects.statuseffect_flags[this.m_id] & STATUSEFFECT_FLAG_ACTIVE));
- if(!wasactive)
- {
- actor.buff_ammo_prev_infitems = (actor.items & IT_UNLIMITED_AMMO);
- actor.items |= IT_UNLIMITED_AMMO;
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- .entity weaponentity = weaponentities[slot];
- if(!actor.(weaponentity))
- continue;
- if(actor.(weaponentity).clip_load)
- actor.(weaponentity).buff_ammo_prev_clipload = actor.(weaponentity).clip_load;
- if(actor.(weaponentity).clip_size)
- actor.(weaponentity).clip_load = actor.(weaponentity).(weapon_load[actor.(weaponentity).m_switchweapon.m_id]) = actor.(weaponentity).clip_size;
- }
- }
- SUPER(AmmoBuff).m_apply(this, actor, eff_time, eff_flags);
-}
-METHOD(AmmoBuff, m_remove, void(StatusEffect this, entity actor, int removal_type))
-{
- bool wasactive = (actor.statuseffects && (actor.statuseffects.statuseffect_flags[this.m_id] & STATUSEFFECT_FLAG_ACTIVE));
- if(wasactive)
- {
- actor.items = BITSET(actor.items, IT_UNLIMITED_AMMO, actor.buff_ammo_prev_infitems);
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- .entity weaponentity = weaponentities[slot];
- if(!actor.(weaponentity))
- continue;
- if(actor.(weaponentity).buff_ammo_prev_clipload)
- {
- actor.(weaponentity).clip_load = actor.(weaponentity).buff_ammo_prev_clipload;
- actor.(weaponentity).buff_ammo_prev_clipload = 0;
- }
- }
- }
- actor.buff_ammo_prev_infitems = 0;
- SUPER(AmmoBuff).m_remove(this, actor, removal_type);
-}
-METHOD(AmmoBuff, m_tick, void(StatusEffect this, entity actor))
-{
- if(IS_PLAYER(actor))
- {
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- .entity weaponentity = weaponentities[slot];
- if(actor.(weaponentity).clip_size)
- actor.(weaponentity).clip_load = actor.(weaponentity).(weapon_load[actor.(weaponentity).m_switchweapon.m_id]) = actor.(weaponentity).clip_size;
- }
- }
-
- SUPER(AmmoBuff).m_tick(this, actor);
-}
-
-
-METHOD(FlightBuff, m_apply, void(StatusEffect this, entity actor, float eff_time, float eff_flags))
-{
- bool wasactive = (actor.statuseffects && (actor.statuseffects.statuseffect_flags[this.m_id] & STATUSEFFECT_FLAG_ACTIVE));
- if(!wasactive)
- {
- actor.buff_flight_oldgravity = actor.gravity;
- if(!actor.gravity)
- actor.gravity = 1;
- }
- SUPER(FlightBuff).m_apply(this, actor, eff_time, eff_flags);
-}
-METHOD(FlightBuff, m_remove, void(StatusEffect this, entity actor, int removal_type))
-{
- bool wasactive = (actor.statuseffects && (actor.statuseffects.statuseffect_flags[this.m_id] & STATUSEFFECT_FLAG_ACTIVE));
- if(wasactive)
- {
- actor.gravity = ((actor.trigger_gravity_check) ? actor.trigger_gravity_check.enemy.gravity : actor.buff_flight_oldgravity);
- }
- actor.buff_flight_oldgravity = 0;
- SUPER(FlightBuff).m_remove(this, actor, removal_type);
-}
-
-METHOD(MagnetBuff, m_tick, void(StatusEffect this, entity actor))
-{
- if(IS_PLAYER(actor))
- {
- vector pickup_size;
- IL_EACH(g_items, it.itemdef,
- {
- if(it.buffdef)
- pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_buff;
- else
- pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_item;
-
- if(boxesoverlap(actor.absmin - pickup_size, actor.absmax + pickup_size, it.absmin, it.absmax))
- {
- if(gettouch(it))
- gettouch(it)(it, actor);
- }
- });
- }
-
- SUPER(MagnetBuff).m_tick(this, actor);
-}
// mutator hooks
MUTATOR_HOOKFUNCTION(buffs, Damage_Calculate)
if(frag_deathtype == DEATH_BUFF.m_id) { return; }
if(StatusEffects_active(BUFF_RESISTANCE, frag_target))
- {
- float reduced = frag_damage * autocvar_g_buffs_resistance_blockpercent;
- frag_damage = bound(0, frag_damage - reduced, frag_damage);
- }
+ frag_damage = buff_Resistance_CalculateDamage(frag_damage);
if(StatusEffects_active(BUFF_MEDIC, frag_target))
if((GetResource(frag_target, RES_HEALTH) - frag_damage) <= 0)
if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
if(frag_attacker)
- if(random() <= autocvar_g_buffs_medic_survive_chance)
- frag_damage = max(5, GetResource(frag_target, RES_HEALTH) - autocvar_g_buffs_medic_survive_health);
+ frag_damage = buff_Medic_CalculateSurviveDamage(frag_damage, GetResource(frag_target, RES_HEALTH));
if(StatusEffects_active(BUFF_JUMP, frag_target))
- if(frag_deathtype == DEATH_FALL.m_id)
- frag_damage = 0;
+ frag_damage = buff_Jump_ChangeDamage(frag_damage, frag_deathtype);
if(StatusEffects_active(BUFF_VENGEANCE, frag_target))
if(frag_attacker)
{
entity dmgent = new_pure(dmgent);
- dmgent.dmg = frag_damage * autocvar_g_buffs_vengeance_damage_multiplier;
+ dmgent.dmg = buff_Vengeance_CalculateDamage(frag_damage);
dmgent.enemy = frag_attacker;
dmgent.owner = frag_target;
setthink(dmgent, buff_Vengeance_DelayedDamage);
}
if(StatusEffects_active(BUFF_BASH, frag_target))
- if(frag_attacker != frag_target)
- frag_force = '0 0 0';
+ frag_force = buff_Bash_TargetCalculateForce(frag_force, frag_target, frag_attacker);
if(StatusEffects_active(BUFF_BASH, frag_attacker))
- if(frag_force)
- {
- if(frag_attacker == frag_target)
- frag_force *= autocvar_g_buffs_bash_force_self;
- else
- frag_force *= autocvar_g_buffs_bash_force;
- }
+ frag_force = buff_Bash_AttackerCalculateForce(frag_force, frag_target, frag_attacker);
if(StatusEffects_active(BUFF_DISABILITY, frag_attacker))
- if(frag_target != frag_attacker)
- StatusEffects_apply(STATUSEFFECT_Stunned, frag_target, time + autocvar_g_buffs_disability_slowtime, 0);
+ buff_Disability_ApplyStunned(frag_target, frag_attacker);
if(StatusEffects_active(BUFF_INFERNO, frag_target))
{
if(StatusEffects_active(BUFF_LUCK, frag_attacker))
if(frag_attacker != frag_target)
- if(autocvar_g_buffs_luck_damagemultiplier > 0)
- if(random() <= autocvar_g_buffs_luck_chance)
- frag_damage *= autocvar_g_buffs_luck_damagemultiplier;
+ frag_damage = buff_Luck_CalculateDamage(frag_damage);
if(StatusEffects_active(BUFF_INFERNO, frag_attacker))
if(frag_target != frag_attacker) {
- float btime = buff_Inferno_CalculateTime(
- frag_damage,
- 0,
- autocvar_g_buffs_inferno_burntime_min_time,
- autocvar_g_buffs_inferno_burntime_target_damage,
- autocvar_g_buffs_inferno_burntime_target_time,
- autocvar_g_buffs_inferno_burntime_factor
- );
- Fire_AddDamage(frag_target, frag_attacker, (frag_damage * autocvar_g_buffs_inferno_damagemultiplier), btime, DEATH_BUFF.m_id);
+ float btime = buff_Inferno_CalculateTime(frag_damage);
+ Fire_AddDamage(frag_target, frag_attacker, buff_Inferno_CalculateDamage(frag_damage), btime, DEATH_BUFF.m_id);
}
M_ARGV(4, float) = frag_damage;
M_ARGV(6, vector) = frag_force;
}
-MUTATOR_HOOKFUNCTION(buffs, PlayerDamage_SplitHealthArmor)
-{
- // NOTE: vampire PlayerDamage_SplitHealthArmor code is similar
- entity frag_attacker = M_ARGV(1, entity);
- entity frag_target = M_ARGV(2, entity);
- if(!StatusEffects_active(BUFF_VAMPIRE, frag_attacker))
- return;
- float health_take = bound(0, M_ARGV(4, float), GetResource(frag_target, RES_HEALTH));
-
- if (!StatusEffects_active(STATUSEFFECT_SpawnShield, frag_target) && frag_target != frag_attacker
- && IS_PLAYER(frag_attacker) && !IS_DEAD(frag_target) && !STAT(FROZEN, frag_target))
- {
- GiveResource(frag_attacker, RES_HEALTH, autocvar_g_buffs_vampire_damage_steal * health_take);
- }
-}
-
-MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics_UpdateStats)
-{
- entity player = M_ARGV(0, entity);
- // these automatically reset, no need to worry
-
- if(StatusEffects_active(STATUSEFFECT_Stunned, player))
- STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_buffs_disability_speed;
-}
-
-MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics)
-{
- entity player = M_ARGV(0, entity);
- // these automatically reset, no need to worry
-
- if(StatusEffects_active(BUFF_JUMP, player))
- STAT(MOVEVARS_JUMPVELOCITY, player) = autocvar_g_buffs_jump_height;
-}
-
-MUTATOR_HOOKFUNCTION(buffs, MonsterMove)
-{
- entity mon = M_ARGV(0, entity);
-
- if(StatusEffects_active(STATUSEFFECT_Stunned, mon))
- {
- M_ARGV(1, float) *= autocvar_g_buffs_disability_speed; // run speed
- M_ARGV(2, float) *= autocvar_g_buffs_disability_speed; // walk speed
- }
-}
-
MUTATOR_HOOKFUNCTION(buffs, PlayerUseKey, CBC_ORDER_FIRST)
{
if(MUTATOR_RETURNVALUE || game_stopped || !autocvar_g_buffs_drop) return;
}
}
-MUTATOR_HOOKFUNCTION(buffs, ForbidThrowCurrentWeapon)
-{
- if(MUTATOR_RETURNVALUE || game_stopped) return;
- entity player = M_ARGV(0, entity);
-
- if(StatusEffects_active(BUFF_SWAPPER, player))
- {
- float best_distance = autocvar_g_buffs_swapper_range;
- entity closest = NULL;
- FOREACH_CLIENT(IS_PLAYER(it), {
- if(!IS_DEAD(it) && !STAT(FROZEN, it) && !it.vehicle)
- if(DIFF_TEAM(it, player))
- {
- float test = vlen2(player.origin - it.origin);
- if(test <= best_distance * best_distance)
- {
- best_distance = sqrt(test);
- closest = it;
- }
- }
- });
-
- if(closest)
- {
- vector my_org, my_vel, my_ang, their_org, their_vel, their_ang;
-
- my_org = player.origin;
- my_vel = player.velocity;
- my_ang = player.angles;
- their_org = closest.origin;
- their_vel = closest.velocity;
- their_ang = closest.angles;
-
- Drop_Special_Items(closest);
-
- MUTATOR_CALLHOOK(PortalTeleport, player); // initiate flag dropper
-
- setorigin(player, their_org);
- setorigin(closest, my_org);
-
- closest.velocity = my_vel;
- closest.angles = my_ang;
- if (IS_BOT_CLIENT(closest))
- {
- closest.v_angle = closest.angles;
- bot_aim_reset(closest);
- }
- closest.fixangle = true;
- closest.oldorigin = my_org;
- closest.oldvelocity = my_vel;
- player.velocity = their_vel;
- player.angles = their_ang;
- if (IS_BOT_CLIENT(player))
- {
- player.v_angle = player.angles;
- bot_aim_reset(player);
- }
- player.fixangle = true;
- player.oldorigin = their_org;
- player.oldvelocity = their_vel;
-
- // set pusher so player gets the kill if they fall into void
- closest.pusher = player;
- closest.pushltime = time + autocvar_g_maxpushtime;
- closest.istypefrag = PHYS_INPUT_BUTTON_CHAT(closest);
-
- Send_Effect(EFFECT_ELECTRO_COMBO, their_org, '0 0 0', 1);
- Send_Effect(EFFECT_ELECTRO_COMBO, my_org, '0 0 0', 1);
-
- sound(player, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
- sound(closest, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
-
- // TODO: add a counter to handle how many times one can teleport, and a delay to prevent spam
- buff_RemoveAll(player, STATUSEFFECT_REMOVE_NORMAL);
- return true;
- }
- }
-}
-
bool buffs_RemovePlayer(entity player)
{
buffs_BuffModel_Remove(player);
return false;
}
-MUTATOR_HOOKFUNCTION(buffs, WeaponRateFactor)
-{
- entity player = M_ARGV(1, entity);
-
- if(StatusEffects_active(STATUSEFFECT_Stunned, player))
- M_ARGV(0, float) *= autocvar_g_buffs_disability_rate;
-}
-
-MUTATOR_HOOKFUNCTION(buffs, WeaponSpeedFactor)
-{
- entity player = M_ARGV(1, entity);
-
- if(StatusEffects_active(STATUSEFFECT_Stunned, player))
- M_ARGV(0, float) *= autocvar_g_buffs_disability_weaponspeed;
-}
-
MUTATOR_HOOKFUNCTION(buffs, Freeze)
{
entity targ = M_ARGV(0, entity);
buffs_BuffModel_Update(player);
}
-MUTATOR_HOOKFUNCTION(buffs, PlayerRegen)
-{
- entity player = M_ARGV(0, entity);
-
- if(StatusEffects_active(BUFF_MEDIC, player))
- {
- M_ARGV(3, float) = autocvar_g_buffs_medic_rot; // rot_mod
- M_ARGV(4, float) = M_ARGV(1, float) = autocvar_g_buffs_medic_max; // limit_mod = max_mod
- M_ARGV(2, float) = autocvar_g_buffs_medic_regen; // regen_mod
- }
-}
-
MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsString)
{
if(autocvar_g_buffs > 0) // only report as a mutator if they're enabled
}
}
-bool autocvar_g_buffs_effects;
+bool autocvar_g_buffs_effects;
float autocvar_g_buffs_waypoint_distance;
bool autocvar_g_buffs_pickup_anyway = false;
float autocvar_g_buffs_pickup_delay = 0.7;
bool autocvar_g_buffs_drop = false;
float autocvar_g_buffs_cooldown_activate;
float autocvar_g_buffs_cooldown_respawn;
-float autocvar_g_buffs_resistance_blockpercent;
-float autocvar_g_buffs_medic_survive_chance;
-float autocvar_g_buffs_medic_survive_health;
-float autocvar_g_buffs_medic_rot;
-float autocvar_g_buffs_medic_max;
-float autocvar_g_buffs_medic_regen;
-float autocvar_g_buffs_vengeance_damage_multiplier;
-float autocvar_g_buffs_bash_force;
-float autocvar_g_buffs_bash_force_self;
-float autocvar_g_buffs_disability_slowtime;
-float autocvar_g_buffs_disability_speed;
-float autocvar_g_buffs_disability_rate;
-float autocvar_g_buffs_disability_weaponspeed;
-float autocvar_g_buffs_vampire_damage_steal;
-float autocvar_g_buffs_jump_height;
-float autocvar_g_buffs_inferno_burntime_factor;
-float autocvar_g_buffs_inferno_burntime_min_time;
-float autocvar_g_buffs_inferno_burntime_target_damage;
-float autocvar_g_buffs_inferno_burntime_target_time;
-float autocvar_g_buffs_inferno_damagemultiplier;
-float autocvar_g_buffs_swapper_range;
-float autocvar_g_buffs_magnet_range_item;
-float autocvar_g_buffs_magnet_range_buff = 200;
-float autocvar_g_buffs_luck_chance = 0.15;
-float autocvar_g_buffs_luck_damagemultiplier = 3;
-// ammo
-.int buff_ammo_prev_infitems;
-.int buff_ammo_prev_clipload;
-// flight
-.float buff_flight_oldgravity;
-.bool buff_flight_crouchheld;
// common buff variables
.float buff_effect_delay;
// genmod.sh autogenerated file; do not modify
#include <common/mutators/mutator/nades/nades.qc>
+#ifdef CSQC
+ #include <common/mutators/mutator/nades/cl_nades.qc>
+#endif
+#ifdef SVQC
+ #include <common/mutators/mutator/nades/sv_nades.qc>
+#endif
#include <common/mutators/mutator/nades/net.qc>
+
+#include <common/mutators/mutator/nades/nade/_mod.inc>
// genmod.sh autogenerated file; do not modify
#include <common/mutators/mutator/nades/nades.qh>
+#ifdef CSQC
+ #include <common/mutators/mutator/nades/cl_nades.qh>
+#endif
+#ifdef SVQC
+ #include <common/mutators/mutator/nades/sv_nades.qh>
+#endif
#include <common/mutators/mutator/nades/net.qh>
+
+#include <common/mutators/mutator/nades/nade/_mod.qh>
-#ifdef GAMEQC
-#define NADE_PROJECTILE(i, projectile, trail) MACRO_BEGIN \
- this.m_projectile[i] = projectile; \
- this.m_trail[i] = trail; \
-MACRO_END
-#endif
+#include "nade/_mod.qh"
-CLASS(NormalNade, Nade)
- ATTRIB(NormalNade, m_color, vector, '1 1 1');
- ATTRIB(NormalNade, m_name, string, _("Grenade"));
- ATTRIB(NormalNade, m_icon, string, "nade_normal");
-ENDCLASS(NormalNade)
REGISTER_NADE(NORMAL, NEW(NormalNade)) {
#ifdef GAMEQC
NADE_PROJECTILE(0, PROJECTILE_NADE, EFFECT_Null);
#endif
}
-CLASS(NapalmNade, Nade)
- ATTRIB(NapalmNade, m_color, vector, '2 0.5 0');
- ATTRIB(NapalmNade, m_name, string, _("Napalm grenade"));
- ATTRIB(NapalmNade, m_icon, string, "nade_napalm");
-ENDCLASS(NapalmNade)
REGISTER_NADE(NAPALM, NEW(NapalmNade)) {
#ifdef GAMEQC
NADE_PROJECTILE(0, PROJECTILE_NADE_NAPALM, EFFECT_TR_ROCKET);
#endif
}
-CLASS(IceNade, Nade)
- ATTRIB(IceNade, m_color, vector, '0 0.5 2');
- ATTRIB(IceNade, m_name, string, _("Ice grenade"));
- ATTRIB(IceNade, m_icon, string, "nade_ice");
-ENDCLASS(IceNade)
REGISTER_NADE(ICE, NEW(IceNade)) {
#ifdef GAMEQC
NADE_PROJECTILE(0, PROJECTILE_NADE_ICE, EFFECT_TR_NEXUIZPLASMA);
#endif
}
-CLASS(TranslocateNade, Nade)
- ATTRIB(TranslocateNade, m_color, vector, '1 0 1');
- ATTRIB(TranslocateNade, m_name, string, _("Translocate grenade"));
- ATTRIB(TranslocateNade, m_icon, string, "nade_translocate");
-ENDCLASS(TranslocateNade)
REGISTER_NADE(TRANSLOCATE, NEW(TranslocateNade)) {
#ifdef GAMEQC
NADE_PROJECTILE(0, PROJECTILE_NADE_TRANSLOCATE, EFFECT_TR_CRYLINKPLASMA);
#endif
}
-CLASS(SpawnNade, Nade)
- ATTRIB(SpawnNade, m_color, vector, '1 0.9 0');
- ATTRIB(SpawnNade, m_name, string, _("Spawn grenade"));
- ATTRIB(SpawnNade, m_icon, string, "nade_spawn");
-ENDCLASS(SpawnNade)
REGISTER_NADE(SPAWN, NEW(SpawnNade)) {
#ifdef GAMEQC
NADE_PROJECTILE(0, PROJECTILE_NADE_SPAWN, EFFECT_NADE_TRAIL_YELLOW);
#endif
}
-CLASS(HealNade, Nade)
- ATTRIB(HealNade, m_color, vector, '1 0 0');
- ATTRIB(HealNade, m_name, string, _("Heal grenade"));
- ATTRIB(HealNade, m_icon, string, "nade_heal");
-ENDCLASS(HealNade)
REGISTER_NADE(HEAL, NEW(HealNade)) {
#ifdef GAMEQC
NADE_PROJECTILE(0, PROJECTILE_NADE_HEAL, EFFECT_NADE_TRAIL_RED);
#endif
}
-CLASS(MonsterNade, Nade)
- ATTRIB(MonsterNade, m_color, vector, '0.25 0.75 0');
- ATTRIB(MonsterNade, m_name, string, _("Monster grenade"));
- ATTRIB(MonsterNade, m_icon, string, "nade_monster");
-ENDCLASS(MonsterNade)
REGISTER_NADE(MONSTER, NEW(MonsterNade)) {
#ifdef GAMEQC
NADE_PROJECTILE(0, PROJECTILE_NADE_MONSTER, EFFECT_NADE_TRAIL_RED);
#endif
}
-CLASS(EntrapNade, Nade)
- ATTRIB(EntrapNade, m_color, vector, '0.15 0.85 0');
- ATTRIB(EntrapNade, m_name, string, _("Entrap grenade"));
- ATTRIB(EntrapNade, m_icon, string, "nade_entrap");
-ENDCLASS(EntrapNade)
REGISTER_NADE(ENTRAP, NEW(EntrapNade)) {
#ifdef GAMEQC
NADE_PROJECTILE(0, PROJECTILE_NADE_ENTRAP, EFFECT_NADE_TRAIL_YELLOW);
#endif
}
-CLASS(VeilNade, Nade)
- ATTRIB(VeilNade, m_color, vector, '0.65 0.85 0.65');
- ATTRIB(VeilNade, m_name, string, _("Veil grenade"));
- ATTRIB(VeilNade, m_icon, string, "nade_veil");
- ATTRIB(VeilNade, m_alpha, float, 0.45);
-ENDCLASS(VeilNade)
REGISTER_NADE(VEIL, NEW(VeilNade)) {
#ifdef GAMEQC
NADE_PROJECTILE(0, PROJECTILE_NADE_VEIL, EFFECT_NADE_TRAIL_NEUTRAL);
#endif
}
-CLASS(AmmoNade, Nade)
- ATTRIB(AmmoNade, m_color, vector, '0.66 0.33 0');
- ATTRIB(AmmoNade, m_name, string, _("Ammo grenade"));
- ATTRIB(AmmoNade, m_icon, string, "nade_ammo");
-ENDCLASS(AmmoNade)
REGISTER_NADE(AMMO, NEW(AmmoNade)) {
#ifdef GAMEQC
NADE_PROJECTILE(0, PROJECTILE_NADE_AMMO, EFFECT_NADE_TRAIL_BROWN);
#endif
}
-CLASS(DarknessNade, Nade)
- ATTRIB(DarknessNade, m_color, vector, '0.23 0 0.23');
- ATTRIB(DarknessNade, m_name, string, _("Darkness grenade"));
- ATTRIB(DarknessNade, m_icon, string, "nade_darkness");
-ENDCLASS(DarknessNade)
REGISTER_NADE(DARKNESS, NEW(DarknessNade)) {
#ifdef GAMEQC
NADE_PROJECTILE(0, PROJECTILE_NADE_DARKNESS, EFFECT_NADE_TRAIL_PURPLE);
--- /dev/null
+#include "cl_nades.qh"
+
+#include <client/draw.qh>
+#include <client/hud/hud.qh>
+
+REGISTER_MUTATOR(cl_nades, true);
+
+MUTATOR_HOOKFUNCTION(cl_nades, Ent_Projectile)
+{
+ entity proj = M_ARGV(0, entity);
+
+ if (proj.cnt == PROJECTILE_NAPALM_FOUNTAIN)
+ {
+ proj.modelindex = 0;
+ proj.traileffect = EFFECT_FIREBALL.m_id;
+ return true;
+ }
+ if (Nade_FromProjectile(proj.cnt) != NADE_TYPE_Null)
+ {
+ setmodel(proj, MDL_PROJECTILE_NADE);
+ entity trail = Nade_TrailEffect(proj.cnt, proj.team);
+ if (trail.eent_eff_name) proj.traileffect = trail.m_id;
+ return true;
+ }
+}
+MUTATOR_HOOKFUNCTION(cl_nades, EditProjectile)
+{
+ if (!mut_is_active(MUT_NADES)) return;
+
+ entity proj = M_ARGV(0, entity);
+
+ if (proj.cnt == PROJECTILE_NAPALM_FOUNTAIN)
+ {
+ loopsound(proj, CH_SHOTS_SINGLE, SND_FIREBALL_FLY2, VOL_BASE, ATTEN_NORM);
+ proj.mins = '-16 -16 -16';
+ proj.maxs = '16 16 16';
+ }
+
+ entity nade_type = Nade_FromProjectile(proj.cnt);
+ if (nade_type == NADE_TYPE_Null) return;
+
+ if(STAT(NADES_SMALL))
+ {
+ proj.mins = '-8 -8 -8';
+ proj.maxs = '8 8 8';
+ }
+ else
+ {
+ proj.mins = '-16 -16 -16';
+ proj.maxs = '16 16 16';
+ }
+ proj.colormod = nade_type.m_color;
+ set_movetype(proj, MOVETYPE_BOUNCE);
+ settouch(proj, func_null);
+ proj.scale = 1.5;
+ proj.avelocity = randomvec() * 720;
+ proj.alphamod = nade_type.m_alpha;
+
+ if (nade_type == NADE_TYPE_TRANSLOCATE || nade_type == NADE_TYPE_SPAWN)
+ proj.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
+ else
+ proj.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
+}
+
+MUTATOR_HOOKFUNCTION(cl_nades, BuildGameplayTipsString)
+{
+ if (mut_is_active(MUT_NADES))
+ {
+ string key = getcommandkey(_("drop weapon / throw nade"), "dropweapon");
+ M_ARGV(0, string) = strcat(M_ARGV(0, string),
+ "\n", sprintf(_("^3nades^8 are enabled, press ^3%s^8 to use them"), key), "\n");
+ }
+}
+
+bool Projectile_isnade(int p)
+{
+ return Nade_FromProjectile(p) != NADE_TYPE_Null;
+}
+void DrawAmmoNades(vector myPos, vector mySize, bool draw_expanding, float expand_time)
+{
+ float bonusNades = STAT(NADE_BONUS);
+ float bonusProgress = STAT(NADE_BONUS_SCORE);
+ float bonusType = STAT(NADE_BONUS_TYPE);
+ Nade def = REGISTRY_GET(Nades, max(1, bonusType));
+ string nadeIcon = def.m_icon; // use the Normal Nade icon for the random nade, and draw it as rainbow
+ vector nadeColor;
+ if(bonusType)
+ nadeColor = def.m_color;
+ else
+ {
+ nadeColor.x = time % (M_PI * 2);
+ nadeColor.y = 1;
+ nadeColor.z = 1;
+ nadeColor = hsv_to_rgb(nadeColor);
+ }
+
+ vector iconPos, textPos;
+
+ if(autocvar_hud_panel_ammo_iconalign)
+ {
+ iconPos = myPos + eX * 2 * mySize.y;
+ textPos = myPos;
+ }
+ else
+ {
+ iconPos = myPos;
+ textPos = myPos + eX * mySize.y;
+ }
+
+ if(bonusNades > 0 || bonusProgress > 0)
+ {
+ DrawNadeProgressBar(myPos, mySize, bonusProgress, nadeColor);
+
+ if(autocvar_hud_panel_ammo_text)
+ drawstring_aspect(textPos, ftos(bonusNades), vec2((2/3) * mySize.x, mySize.y), '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+
+ if(draw_expanding)
+ drawpic_aspect_skin_expanding(iconPos, nadeIcon, '1 1 0' * mySize.y, (bonusType ? '1 1 1' : nadeColor), panel_fg_alpha, DRAWFLAG_NORMAL, expand_time);
+
+ drawpic_aspect_skin(iconPos, nadeIcon, '1 1 0' * mySize.y, (bonusType ? '1 1 1' : nadeColor), panel_fg_alpha, DRAWFLAG_NORMAL);
+ }
+}
--- /dev/null
+#pragma once
+
+#include "nades.qh"
+
+bool Projectile_isnade(int proj); // TODO: remove
+void DrawAmmoNades(vector myPos, vector mySize, bool draw_expanding, float expand_time); // TODO: mutator
--- /dev/null
+// genmod.sh autogenerated file; do not modify
+#include <common/mutators/mutator/nades/nade/ammo.qc>
+#include <common/mutators/mutator/nades/nade/darkness.qc>
+#include <common/mutators/mutator/nades/nade/entrap.qc>
+#include <common/mutators/mutator/nades/nade/heal.qc>
+#include <common/mutators/mutator/nades/nade/ice.qc>
+#include <common/mutators/mutator/nades/nade/monster.qc>
+#include <common/mutators/mutator/nades/nade/napalm.qc>
+#include <common/mutators/mutator/nades/nade/normal.qc>
+#include <common/mutators/mutator/nades/nade/spawn.qc>
+#include <common/mutators/mutator/nades/nade/translocate.qc>
+#include <common/mutators/mutator/nades/nade/veil.qc>
--- /dev/null
+// genmod.sh autogenerated file; do not modify
+#include <common/mutators/mutator/nades/nade/ammo.qh>
+#include <common/mutators/mutator/nades/nade/darkness.qh>
+#include <common/mutators/mutator/nades/nade/entrap.qh>
+#include <common/mutators/mutator/nades/nade/heal.qh>
+#include <common/mutators/mutator/nades/nade/ice.qh>
+#include <common/mutators/mutator/nades/nade/monster.qh>
+#include <common/mutators/mutator/nades/nade/napalm.qh>
+#include <common/mutators/mutator/nades/nade/normal.qh>
+#include <common/mutators/mutator/nades/nade/spawn.qh>
+#include <common/mutators/mutator/nades/nade/translocate.qh>
+#include <common/mutators/mutator/nades/nade/veil.qh>
--- /dev/null
+#include "ammo.qh"
+
+#ifdef SVQC
+void nade_ammo_touch(entity this, entity toucher)
+{
+ float maxammo = 999;
+ float ammo_factor;
+ float amshells = GetResource(toucher, RES_SHELLS);
+ float ambullets = GetResource(toucher, RES_BULLETS);
+ float amrockets = GetResource(toucher, RES_ROCKETS);
+ float amcells = GetResource(toucher, RES_CELLS);
+ if(IS_PLAYER(toucher) || IS_MONSTER(toucher))
+ if(!IS_DEAD(toucher))
+ if(!STAT(FROZEN, toucher))
+ {
+ ammo_factor = autocvar_g_nades_ammo_rate*frametime/2;
+ if ( toucher != this.realowner )
+ ammo_factor *= (SAME_TEAM(toucher, this)) ? autocvar_g_nades_ammo_friend : autocvar_g_nades_ammo_foe;
+
+#define CHECK_AMMO_RESOURCE_LIMIT(amresource, res_resource) \
+ if (amresource < maxammo) \
+ GiveResourceWithLimit(toucher, res_resource, ammo_factor, maxammo);
+
+#define DROP_AMMO_RESOURCE(amresource, res_resource) \
+ if (amresource > 0) \
+ SetResource(toucher, res_resource, amresource + ammo_factor);
+
+ if ( ammo_factor > 0 )
+ {
+ CHECK_AMMO_RESOURCE_LIMIT(amshells, RES_SHELLS);
+ CHECK_AMMO_RESOURCE_LIMIT(ambullets, RES_BULLETS);
+ CHECK_AMMO_RESOURCE_LIMIT(amrockets, RES_ROCKETS);
+ CHECK_AMMO_RESOURCE_LIMIT(amcells, RES_CELLS);
+
+ if (this.nade_show_particles)
+ Send_Effect(EFFECT_HEALING, toucher.origin, '0 0 0', 1);
+ }
+ else if ( ammo_factor < 0 )
+ {
+ //Foe drops ammo points
+ DROP_AMMO_RESOURCE(amshells, RES_SHELLS);
+ DROP_AMMO_RESOURCE(ambullets, RES_BULLETS);
+ DROP_AMMO_RESOURCE(amrockets, RES_ROCKETS);
+ DROP_AMMO_RESOURCE(amcells, RES_CELLS);
+
+ return;
+ }
+ }
+#undef CHECK_AMMO_RESOURCE_LIMIT
+#undef DROP_AMMO_RESOURCE
+
+ if ( IS_REAL_CLIENT(toucher) || (IS_VEHICLE(toucher) && toucher.owner) )
+ {
+ entity show_tint = (IS_VEHICLE(toucher) && toucher.owner) ? toucher.owner : toucher;
+ show_tint.nade_ammo_time = time + 0.1;
+ }
+}
+
+void nade_ammo_boom(entity this)
+{
+ entity orb = nades_spawn_orb(this.owner, this.realowner, this.origin, autocvar_g_nades_ammo_time, autocvar_g_nades_nade_radius);
+
+ settouch(orb, nade_ammo_touch);
+ orb.colormod = '0.66 0.33 0';
+}
+#endif // SVQC
--- /dev/null
+#pragma once
+
+#include <common/mutators/mutator/nades/nades.qh>
+
+#ifdef SVQC
+bool autocvar_g_nades_ammo;
+float autocvar_g_nades_ammo_time;
+float autocvar_g_nades_ammo_rate;
+float autocvar_g_nades_ammo_friend;
+float autocvar_g_nades_ammo_foe;
+
+.float nade_ammo_time;
+
+void nade_ammo_boom(entity this);
+#endif // SVQC
+
+const int PROJECTILE_NADE_AMMO = 88;
+const int PROJECTILE_NADE_AMMO_BURN = 89;
+
+CLASS(AmmoNade, Nade)
+ ATTRIB(AmmoNade, m_color, vector, '0.66 0.33 0');
+ ATTRIB(AmmoNade, m_name, string, _("Ammo grenade"));
+ ATTRIB(AmmoNade, m_icon, string, "nade_ammo");
+ENDCLASS(AmmoNade)
--- /dev/null
+#include "darkness.qh"
+
+#ifdef SVQC
+
+void nade_darkness_think(entity this)
+{
+ if(round_handler_IsActive())
+ if(!round_handler_IsRoundStarted())
+ {
+ delete(this);
+ return;
+ }
+
+ if(time >= this.ltime)
+ {
+ if ( autocvar_g_nades_darkness_explode )
+ {
+ vector expcol_min = nades_PlayerColor(this.realowner, false);
+ vector expcol_max = nades_PlayerColor(this.realowner, true);
+ entity expef = EFFECT_NADE_EXPLODE_NEUTRAL;
+ Send_Effect_Except(expef, this.origin + '0 0 1', '0 0 0', 1, expcol_min, expcol_max, NULL);
+ sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
+
+ normal_nade_boom(this);
+ }
+ else
+ Send_Effect(EFFECT_SPAWN_PURPLE, this.origin + '0 0 1', '0 0 0', 1);
+
+ delete(this);
+ return;
+ }
+
+ this.nextthink = time + 0.1;
+
+ // gaussian
+ float randomr;
+ randomr = random();
+ randomr = exp(-5 * randomr * randomr) * autocvar_g_nades_nade_radius;
+ float randomw;
+ randomw = random() * (2 * M_PI);
+ vector randomp;
+ randomp.x = randomr * cos(randomw);
+ randomp.y = randomr * sin(randomw);
+ randomp.z = 1;
+ Send_Effect(EFFECT_DARKFIELD, this.origin + randomp, '0 0 0', 1);
+
+ if(time >= this.nade_special_time)
+ {
+ this.nade_special_time = time + 0.7;
+ Send_Effect(EFFECT_DARKFIELD, this.origin, '0 0 0', 1);
+ }
+
+
+ float current_dark_time = this.ltime - time - 0.1;
+
+ FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_nades_nade_radius, it != this && it.takedamage
+ && !IS_DEAD(it) && GetResource(it, RES_HEALTH) > 0 && current_dark_time > 0 && IS_REAL_CLIENT(it),
+ {
+ switch (autocvar_g_nades_darkness_teamcheck)
+ {
+ case 0: break; // affect everyone
+ default:
+ case 2: if(SAME_TEAM(it, this.realowner)) continue; // don't affect teammates
+ // fall through (check case 1 condition too)
+ case 1: if(it == this.realowner) continue; // don't affect the player who threw the nade
+ }
+ STAT(NADE_DARKNESS_TIME, it) = time + 0.1;
+ });
+}
+
+void nade_darkness_boom(entity this)
+{
+ entity fountain = new(nade_darkness_fountain);
+ fountain.owner = this.owner;
+ fountain.realowner = this.realowner;
+ fountain.origin = this.origin;
+ setorigin(fountain, fountain.origin);
+ setthink(fountain, nade_darkness_think);
+ fountain.nextthink = time;
+ fountain.ltime = time + autocvar_g_nades_darkness_time;
+ fountain.pushltime = fountain.wait = fountain.ltime;
+ fountain.team = this.team;
+ set_movetype(fountain, MOVETYPE_TOSS);
+ fountain.projectiledeathtype = DEATH_NADE.m_id;
+ fountain.bot_dodge = false;
+ setsize(fountain, '-16 -16 -16', '16 16 16');
+ fountain.nade_special_time = time + 0.3;
+ fountain.angles = this.angles;
+
+ if ( autocvar_g_nades_darkness_explode )
+ {
+ setmodel(fountain, MDL_PROJECTILE_GRENADE);
+ entity timer = new(nade_timer);
+ setmodel(timer, MDL_NADE_TIMER);
+ setattachment(timer, fountain, "");
+ timer.colormap = this.colormap;
+ timer.glowmod = this.glowmod;
+ setthink(timer, nade_timer_think);
+ timer.nextthink = time;
+ timer.wait = fountain.ltime;
+ timer.owner = fountain;
+ timer.skin = 10;
+ }
+ else
+ setmodel(fountain, MDL_Null);
+}
+
+#endif // SVQC
+#ifdef CSQC
+
+bool darkness_fadealpha;
+
+void HUD_DarkBlinking()
+{
+ vector bottomright = vec2(vid_conwidth, vid_conheight);
+ drawfill('0 0 0', bottomright, NADE_TYPE_DARKNESS.m_color, darkness_fadealpha, DRAWFLAG_NORMAL);
+}
+
+MUTATOR_HOOKFUNCTION(cl_nades, HUD_Draw_overlay)
+{
+ if (STAT(NADE_DARKNESS_TIME) > time)
+ {
+ if (!darkness_fadealpha)
+ sound(csqcplayer, CH_PAIN, SND_BLIND, VOL_BASE, ATTEN_NORM);
+ darkness_fadealpha = min(0.986, darkness_fadealpha + frametime * 7);
+ }
+ else if (darkness_fadealpha > 0)
+ darkness_fadealpha = max(0, darkness_fadealpha - frametime * 7);
+
+ if (darkness_fadealpha > 0)
+ {
+ HUD_DarkBlinking();
+ M_ARGV(1, float) = 0; // alpha_multipl 0, don't draw normal overlay
+ return true;
+ }
+ return false;
+}
+#endif // CSQC
--- /dev/null
+#pragma once
+
+#include <common/mutators/mutator/nades/nades.qh>
+
+#ifdef SVQC
+bool autocvar_g_nades_darkness;
+bool autocvar_g_nades_darkness_explode;
+bool autocvar_g_nades_darkness_teamcheck;
+float autocvar_g_nades_darkness_time;
+
+void nade_darkness_boom(entity this);
+#endif // SVQC
+
+const int PROJECTILE_NADE_DARKNESS = 90;
+const int PROJECTILE_NADE_DARKNESS_BURN = 91;
+
+CLASS(DarknessNade, Nade)
+ ATTRIB(DarknessNade, m_color, vector, '0.23 0 0.23');
+ ATTRIB(DarknessNade, m_name, string, _("Darkness grenade"));
+ ATTRIB(DarknessNade, m_icon, string, "nade_darkness");
+ENDCLASS(DarknessNade)
--- /dev/null
+#include "entrap.qh"
+
+#ifdef SVQC
+#include "veil.qh"
+
+void nade_entrap_touch(entity this, entity toucher)
+{
+ if(DIFF_TEAM(toucher, this.realowner)) // TODO: what if realowner changes team or disconnects?
+ {
+ if (!isPushable(toucher))
+ return;
+
+ float pushdeltatime = time - toucher.lastpushtime;
+ if (pushdeltatime > 0.15) pushdeltatime = 0;
+ toucher.lastpushtime = time;
+ if(!pushdeltatime) return;
+
+ // div0: ticrate independent, 1 = identity (not 20)
+ toucher.velocity = toucher.velocity * (autocvar_g_nades_entrap_strength ** pushdeltatime);
+
+ #ifdef SVQC
+ UpdateCSQCProjectile(toucher);
+ #endif
+ }
+
+ if ( IS_REAL_CLIENT(toucher) || (IS_VEHICLE(toucher) && toucher.owner) )
+ {
+ entity show_tint = (IS_VEHICLE(toucher) && toucher.owner) ? toucher.owner : toucher;
+ show_tint.nade_entrap_time = time + 0.1;
+ }
+}
+
+void nade_entrap_boom(entity this)
+{
+ entity orb = nades_spawn_orb(this.owner, this.realowner, this.origin, autocvar_g_nades_entrap_time, autocvar_g_nades_entrap_radius);
+
+ settouch(orb, nade_entrap_touch);
+ orb.colormod = NADE_TYPE_ENTRAP.m_color;
+}
+
+MUTATOR_HOOKFUNCTION(nades, PlayerPhysics_UpdateStats)
+{
+ entity player = M_ARGV(0, entity);
+ // these automatically reset, no need to worry
+
+ if(player.nade_entrap_time > time)
+ STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_nades_entrap_speed;
+}
+
+MUTATOR_HOOKFUNCTION(nades, MonsterMove)
+{
+ entity mon = M_ARGV(0, entity);
+
+ if (mon.nade_entrap_time > time)
+ {
+ M_ARGV(1, float) *= autocvar_g_nades_entrap_speed; // run speed
+ M_ARGV(2, float) *= autocvar_g_nades_entrap_speed; // walk speed
+ }
+
+ if (mon.nade_veil_time && mon.nade_veil_time <= time)
+ {
+ mon.alpha = mon.nade_veil_prevalpha;
+ mon.nade_veil_time = 0;
+ }
+}
+#endif // SVQC
--- /dev/null
+#pragma once
+
+#include <common/mutators/mutator/nades/nades.qh>
+
+#ifdef SVQC
+bool autocvar_g_nades_entrap;
+float autocvar_g_nades_entrap_strength = 0.01;
+float autocvar_g_nades_entrap_speed = 0.5;
+float autocvar_g_nades_entrap_radius = 500;
+float autocvar_g_nades_entrap_time = 10;
+
+.float nade_entrap_time;
+
+void nade_entrap_boom(entity this);
+#endif // SVQC
+
+const int PROJECTILE_NADE_ENTRAP = 84;
+const int PROJECTILE_NADE_ENTRAP_BURN = 85;
+
+CLASS(EntrapNade, Nade)
+ ATTRIB(EntrapNade, m_color, vector, '0.15 0.85 0');
+ ATTRIB(EntrapNade, m_name, string, _("Entrap grenade"));
+ ATTRIB(EntrapNade, m_icon, string, "nade_entrap");
+ENDCLASS(EntrapNade)
--- /dev/null
+#include "heal.qh"
+
+#ifdef SVQC
+void nade_heal_touch(entity this, entity toucher)
+{
+ float maxhealth;
+ float health_factor;
+
+ if(IS_PLAYER(toucher) || IS_MONSTER(toucher) || IS_VEHICLE(toucher))
+ if(!IS_DEAD(toucher))
+ if(!STAT(FROZEN, toucher))
+ {
+ health_factor = autocvar_g_nades_heal_rate*frametime/2;
+ if ( toucher != this.realowner )
+ health_factor *= (SAME_TEAM(toucher,this)) ? autocvar_g_nades_heal_friend : autocvar_g_nades_heal_foe;
+
+ if ( health_factor > 0 )
+ {
+ maxhealth = (IS_MONSTER(toucher)) ? toucher.max_health : g_pickup_healthmega_max;
+ float hp = GetResource(toucher, RES_HEALTH);
+ if (hp < maxhealth)
+ {
+ if (this.nade_show_particles)
+ Send_Effect(EFFECT_HEALING, toucher.origin, '0 0 0', 1);
+
+ GiveResourceWithLimit(toucher, RES_HEALTH, health_factor, maxhealth);
+ }
+ }
+ else if ( health_factor < 0 )
+ Damage(toucher,this,this.realowner,-health_factor,DEATH_NADE_HEAL.m_id,DMG_NOWEP,toucher.origin,'0 0 0');
+ }
+}
+
+void nade_heal_boom(entity this)
+{
+ entity orb = nades_spawn_orb(this.owner, this.realowner, this.origin, autocvar_g_nades_heal_time, autocvar_g_nades_nade_radius);
+
+ settouch(orb, nade_heal_touch);
+ orb.colormod = '1 0 0';
+}
+#endif // SVQC
--- /dev/null
+#pragma once
+
+#include <common/mutators/mutator/nades/nades.qh>
+
+#ifdef SVQC
+bool autocvar_g_nades_heal = true;
+float autocvar_g_nades_heal_time;
+float autocvar_g_nades_heal_rate;
+float autocvar_g_nades_heal_friend;
+float autocvar_g_nades_heal_foe;
+
+void nade_heal_boom(entity this);
+#endif // SVQC
+
+const int PROJECTILE_NADE_HEAL = 80;
+const int PROJECTILE_NADE_HEAL_BURN = 81;
+
+CLASS(HealNade, Nade)
+ ATTRIB(HealNade, m_color, vector, '1 0 0');
+ ATTRIB(HealNade, m_name, string, _("Heal grenade"));
+ ATTRIB(HealNade, m_icon, string, "nade_heal");
+ENDCLASS(HealNade)
--- /dev/null
+#include "ice.qh"
+
+#ifdef SVQC
+void nade_ice_freeze(entity freezefield, entity frost_target, float freezetime)
+{
+ frost_target.frozen_by = freezefield.realowner;
+ Send_Effect(EFFECT_ELECTRO_IMPACT, frost_target.origin, '0 0 0', 1);
+ Freeze(frost_target, 1 / freezetime, FROZEN_TEMP_DYING, false);
+
+ Drop_Special_Items(frost_target);
+}
+
+void nade_ice_think(entity this)
+{
+ if(round_handler_IsActive())
+ if(!round_handler_IsRoundStarted())
+ {
+ delete(this);
+ return;
+ }
+
+ if(time >= this.ltime)
+ {
+ if ( autocvar_g_nades_ice_explode )
+ {
+ vector expcol_min = nades_PlayerColor(this.realowner, false);
+ vector expcol_max = nades_PlayerColor(this.realowner, true);
+ entity expef = EFFECT_NADE_EXPLODE_NEUTRAL;
+ Send_Effect_Except(expef, this.origin + '0 0 1', '0 0 0', 1, expcol_min, expcol_max, NULL);
+ sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
+
+ normal_nade_boom(this);
+ }
+ delete(this);
+ return;
+ }
+
+
+ this.nextthink = time + 0.1;
+
+ // gaussian
+ float randomr;
+ randomr = random();
+ randomr = exp(-5 * randomr * randomr) * autocvar_g_nades_nade_radius;
+ float randomw;
+ randomw = random() * (2 * M_PI);
+ vector randomp;
+ randomp.x = randomr * cos(randomw);
+ randomp.y = randomr * sin(randomw);
+ randomp.z = 1;
+ Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, this.origin + randomp, '0 0 0', 1);
+
+ if(time >= this.nade_special_time)
+ {
+ this.nade_special_time = time + 0.7;
+
+ Send_Effect(EFFECT_ELECTRO_IMPACT, this.origin, '0 0 0', 1);
+ Send_Effect(EFFECT_ICEFIELD, this.origin, '0 0 0', 1);
+ }
+
+
+ float current_freeze_time = this.ltime - time - 0.1;
+
+ FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_nades_nade_radius, it != this && it.takedamage
+ && !IS_DEAD(it) && GetResource(it, RES_HEALTH) > 0 && current_freeze_time > 0
+ && (!it.revival_time || ((time - it.revival_time) >= 1.5)) && !STAT(FROZEN, it),
+ {
+ switch (autocvar_g_nades_ice_teamcheck)
+ {
+ case 0: break; // affect everyone
+ default:
+ case 2: if(SAME_TEAM(it, this.realowner)) continue; // don't affect teammates
+ // fall through (check case 1 condition too)
+ case 1: if(it == this.realowner) continue; // don't affect the player who threw the nade
+ }
+ nade_ice_freeze(this, it, current_freeze_time);
+ });
+}
+
+void nade_ice_boom(entity this)
+{
+ entity fountain = new(nade_ice_fountain);
+ fountain.owner = this.owner;
+ fountain.realowner = this.realowner;
+ fountain.origin = this.origin;
+ setorigin(fountain, fountain.origin);
+ setthink(fountain, nade_ice_think);
+ fountain.nextthink = time;
+ fountain.ltime = time + autocvar_g_nades_ice_freeze_time;
+ fountain.pushltime = fountain.wait = fountain.ltime;
+ fountain.team = this.team;
+ set_movetype(fountain, MOVETYPE_TOSS);
+ fountain.projectiledeathtype = DEATH_NADE_ICE.m_id;
+ fountain.bot_dodge = false;
+ setsize(fountain, '-16 -16 -16', '16 16 16');
+ fountain.nade_special_time = time + 0.3;
+ fountain.angles = this.angles;
+
+ if ( autocvar_g_nades_ice_explode )
+ {
+ setmodel(fountain, MDL_PROJECTILE_GRENADE);
+ entity timer = new(nade_timer);
+ setmodel(timer, MDL_NADE_TIMER);
+ setattachment(timer, fountain, "");
+ timer.colormap = this.colormap;
+ timer.glowmod = this.glowmod;
+ setthink(timer, nade_timer_think);
+ timer.nextthink = time;
+ timer.wait = fountain.ltime;
+ timer.owner = fountain;
+ timer.skin = 10;
+ }
+ else
+ setmodel(fountain, MDL_Null);
+}
+#endif // SVQC
--- /dev/null
+#pragma once
+
+#include <common/mutators/mutator/nades/nades.qh>
+
+#ifdef SVQC
+bool autocvar_g_nades_ice = true;
+float autocvar_g_nades_ice_freeze_time;
+float autocvar_g_nades_ice_health;
+bool autocvar_g_nades_ice_explode;
+bool autocvar_g_nades_ice_teamcheck;
+
+void nade_ice_boom(entity this);
+#endif // SVQC
+
+const int PROJECTILE_NADE_ICE = 76;
+const int PROJECTILE_NADE_ICE_BURN = 77;
+
+CLASS(IceNade, Nade)
+ ATTRIB(IceNade, m_color, vector, '0 0.5 2');
+ ATTRIB(IceNade, m_name, string, _("Ice grenade"));
+ ATTRIB(IceNade, m_icon, string, "nade_ice");
+ENDCLASS(IceNade)
--- /dev/null
+#include "monster.qh"
+
+#ifdef SVQC
+#include <common/monsters/sv_spawn.qh>
+#include <common/monsters/sv_monsters.qh>
+
+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;
+ e.monster_skill = MONSTER_SKILL_INSANE;
+}
+#endif // SVQC
--- /dev/null
+#pragma once
+
+#include <common/mutators/mutator/nades/nades.qh>
+
+#ifdef SVQC
+// TODO: rename these to `monster`
+bool autocvar_g_nades_pokenade;
+string autocvar_g_nades_pokenade_monster_type;
+float autocvar_g_nades_pokenade_monster_lifetime;
+
+void nade_monster_boom(entity this);
+#endif // SVQC
+
+const int PROJECTILE_NADE_MONSTER = 82;
+const int PROJECTILE_NADE_MONSTER_BURN = 83;
+
+CLASS(MonsterNade, Nade)
+ ATTRIB(MonsterNade, m_color, vector, '0.25 0.75 0');
+ ATTRIB(MonsterNade, m_name, string, _("Monster grenade"));
+ ATTRIB(MonsterNade, m_icon, string, "nade_monster");
+ENDCLASS(MonsterNade)
--- /dev/null
+#include "napalm.qh"
+
+#ifdef SVQC
+void napalm_damage(entity this, float dist, float damage, float edgedamage, float burntime)
+{
+ entity e;
+ float d;
+ vector p;
+
+ if ( damage < 0 )
+ return;
+
+ RandomSelection_Init();
+ for(e = WarpZone_FindRadius(this.origin, dist, true); e; e = e.chain)
+ if(e.takedamage == DAMAGE_AIM)
+ if(this.realowner != e || autocvar_g_nades_napalm_selfdamage)
+ if(!IS_PLAYER(e) || !this.realowner || DIFF_TEAM(e, this))
+ if(!STAT(FROZEN, e))
+ {
+ p = e.origin;
+ p.x += e.mins.x + random() * (e.maxs.x - e.mins.x);
+ p.y += e.mins.y + random() * (e.maxs.y - e.mins.y);
+ p.z += e.mins.z + random() * (e.maxs.z - e.mins.z);
+ d = vlen(WarpZone_UnTransformOrigin(e, this.origin) - p);
+ if(d < dist)
+ {
+ e.fireball_impactvec = p;
+ RandomSelection_AddEnt(e, 1 / (1 + d), !StatusEffects_active(STATUSEFFECT_Burning, e));
+ }
+ }
+ if(RandomSelection_chosen_ent)
+ {
+ d = vlen(WarpZone_UnTransformOrigin(RandomSelection_chosen_ent, this.origin) - RandomSelection_chosen_ent.fireball_impactvec);
+ d = damage + (edgedamage - damage) * (d / dist);
+ Fire_AddDamage(RandomSelection_chosen_ent, this.realowner, d * burntime, burntime, this.projectiledeathtype);
+ //trailparticles(this, particleeffectnum(EFFECT_FIREBALL_LASER), this.origin, RandomSelection_chosen_ent.fireball_impactvec);
+ Send_Effect(EFFECT_FIREBALL_LASER, this.origin, RandomSelection_chosen_ent.fireball_impactvec - this.origin, 1);
+ }
+}
+
+void napalm_ball_think(entity this)
+{
+ if(round_handler_IsActive())
+ if(!round_handler_IsRoundStarted())
+ {
+ delete(this);
+ return;
+ }
+
+ if(time > this.pushltime)
+ {
+ delete(this);
+ return;
+ }
+
+ vector midpoint = ((this.absmin + this.absmax) * 0.5);
+ if(pointcontents(midpoint) == CONTENT_WATER)
+ {
+ this.velocity = this.velocity * 0.5;
+
+ if(pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
+ { this.velocity_z = 200; }
+ }
+
+ this.angles = vectoangles(this.velocity);
+
+ napalm_damage(this, autocvar_g_nades_napalm_ball_radius,autocvar_g_nades_napalm_ball_damage,
+ autocvar_g_nades_napalm_ball_damage,autocvar_g_nades_napalm_burntime);
+
+ this.nextthink = time + 0.1;
+}
+
+void nade_napalm_ball(entity this)
+{
+ entity proj;
+ vector kick;
+
+ spamsound(this, CH_SHOTS, SND_FIREBALL_FIRE, VOL_BASE, ATTEN_NORM);
+
+ proj = new(grenade);
+ proj.owner = this.owner;
+ proj.realowner = this.realowner;
+ proj.team = this.owner.team;
+ proj.bot_dodge = true;
+ proj.bot_dodgerating = autocvar_g_nades_napalm_ball_damage;
+ set_movetype(proj, MOVETYPE_BOUNCE);
+ proj.projectiledeathtype = DEATH_NADE_NAPALM.m_id;
+ PROJECTILE_MAKETRIGGER(proj);
+ setmodel(proj, MDL_Null);
+ proj.scale = 1;//0.5;
+ setsize(proj, '-4 -4 -4', '4 4 4');
+ setorigin(proj, this.origin);
+ setthink(proj, napalm_ball_think);
+ proj.nextthink = time;
+ proj.damageforcescale = autocvar_g_nades_napalm_ball_damageforcescale;
+ proj.effects = EF_LOWPRECISION | EF_FLAME;
+
+ kick.x =(random() - 0.5) * 2 * autocvar_g_nades_napalm_ball_spread;
+ kick.y = (random() - 0.5) * 2 * autocvar_g_nades_napalm_ball_spread;
+ kick.z = (random()/2+0.5) * autocvar_g_nades_napalm_ball_spread;
+ proj.velocity = kick;
+
+ proj.pushltime = time + autocvar_g_nades_napalm_ball_lifetime;
+
+ proj.angles = vectoangles(proj.velocity);
+ proj.flags = FL_PROJECTILE;
+ IL_PUSH(g_projectiles, proj);
+ IL_PUSH(g_bot_dodge, proj);
+ proj.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_ARC;
+
+ //CSQCProjectile(proj, true, PROJECTILE_NAPALM_FIRE, true);
+}
+
+void napalm_fountain_think(entity this)
+{
+
+ if(round_handler_IsActive())
+ if(!round_handler_IsRoundStarted())
+ {
+ delete(this);
+ return;
+ }
+
+ if(time >= this.ltime)
+ {
+ delete(this);
+ return;
+ }
+
+ vector midpoint = ((this.absmin + this.absmax) * 0.5);
+ if(pointcontents(midpoint) == CONTENT_WATER)
+ {
+ this.velocity = this.velocity * 0.5;
+
+ if(pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
+ { this.velocity_z = 200; }
+
+ UpdateCSQCProjectile(this);
+ }
+
+ napalm_damage(this, autocvar_g_nades_napalm_fountain_radius, autocvar_g_nades_napalm_fountain_damage,
+ autocvar_g_nades_napalm_fountain_edgedamage, autocvar_g_nades_napalm_burntime);
+
+ this.nextthink = time + 0.1;
+ if(time >= this.nade_special_time)
+ {
+ this.nade_special_time = time + autocvar_g_nades_napalm_fountain_delay;
+ nade_napalm_ball(this);
+ }
+}
+
+void nade_napalm_boom(entity this)
+{
+ for (int c = 0; c < autocvar_g_nades_napalm_ball_count; ++c)
+ nade_napalm_ball(this);
+
+ entity fountain = new(nade_napalm_fountain);
+ fountain.owner = this.owner;
+ fountain.realowner = this.realowner;
+ fountain.origin = this.origin;
+ fountain.flags = FL_PROJECTILE;
+ IL_PUSH(g_projectiles, fountain);
+ IL_PUSH(g_bot_dodge, fountain);
+ setorigin(fountain, fountain.origin);
+ setthink(fountain, napalm_fountain_think);
+ fountain.nextthink = time;
+ fountain.ltime = time + autocvar_g_nades_napalm_fountain_lifetime;
+ fountain.pushltime = fountain.ltime;
+ fountain.team = this.team;
+ set_movetype(fountain, MOVETYPE_TOSS);
+ fountain.projectiledeathtype = DEATH_NADE_NAPALM.m_id;
+ fountain.bot_dodge = true;
+ fountain.bot_dodgerating = autocvar_g_nades_napalm_fountain_damage;
+ fountain.nade_special_time = time;
+ setsize(fountain, '-16 -16 -16', '16 16 16');
+ CSQCProjectile(fountain, true, PROJECTILE_NAPALM_FOUNTAIN, true);
+}
+#endif // SVQC
--- /dev/null
+#pragma once
+
+#include <common/mutators/mutator/nades/nades.qh>
+
+#ifdef SVQC
+bool autocvar_g_nades_napalm;
+int autocvar_g_nades_napalm_ball_count;
+float autocvar_g_nades_napalm_ball_spread;
+float autocvar_g_nades_napalm_ball_damage;
+float autocvar_g_nades_napalm_ball_damageforcescale;
+float autocvar_g_nades_napalm_ball_lifetime;
+float autocvar_g_nades_napalm_ball_radius;
+bool autocvar_g_nades_napalm_blast;
+float autocvar_g_nades_napalm_fountain_lifetime;
+float autocvar_g_nades_napalm_fountain_delay;
+float autocvar_g_nades_napalm_fountain_radius;
+float autocvar_g_nades_napalm_fountain_damage;
+float autocvar_g_nades_napalm_fountain_edgedamage;
+float autocvar_g_nades_napalm_burntime;
+bool autocvar_g_nades_napalm_selfdamage;
+
+void nade_napalm_boom(entity this);
+#endif // SVQC
+
+const int PROJECTILE_NADE_NAPALM = 73;
+const int PROJECTILE_NADE_NAPALM_BURN = 74;
+const int PROJECTILE_NAPALM_FOUNTAIN = 75;
+
+CLASS(NapalmNade, Nade)
+ ATTRIB(NapalmNade, m_color, vector, '2 0.5 0');
+ ATTRIB(NapalmNade, m_name, string, _("Napalm grenade"));
+ ATTRIB(NapalmNade, m_icon, string, "nade_napalm");
+ENDCLASS(NapalmNade)
--- /dev/null
+#include "normal.qh"
+
+#ifdef SVQC
+void normal_nade_boom(entity this)
+{
+ RadiusDamage(this, this.realowner, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
+ autocvar_g_nades_nade_radius, this, NULL, autocvar_g_nades_nade_force, this.projectiledeathtype, DMG_NOWEP, this.enemy);
+ Damage_DamageInfo(this.origin, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
+ autocvar_g_nades_nade_radius, '1 1 1' * autocvar_g_nades_nade_force, this.projectiledeathtype, 0, this);
+}
+#endif // SVQC
--- /dev/null
+#pragma once
+
+#include <common/mutators/mutator/nades/nades.qh>
+
+#ifdef SVQC
+void normal_nade_boom(entity this);
+#endif // SVQC
+
+CLASS(NormalNade, Nade)
+ ATTRIB(NormalNade, m_color, vector, '1 1 1');
+ ATTRIB(NormalNade, m_name, string, _("Grenade"));
+ ATTRIB(NormalNade, m_icon, string, "nade_normal");
+ENDCLASS(NormalNade)
--- /dev/null
+#include "spawn.qh"
+
+#ifdef SVQC
+void nade_spawn_boom(entity this)
+{
+ entity player = this.realowner;
+ entity spawnloc = new(nade_spawn_loc);
+ setorigin(spawnloc, this.origin);
+ setsize(spawnloc, player.mins, player.maxs);
+ set_movetype(spawnloc, MOVETYPE_NONE);
+ spawnloc.solid = SOLID_NOT;
+ spawnloc.drawonlytoclient = player;
+ spawnloc.effects = EF_STARDUST;
+ spawnloc.cnt = autocvar_g_nades_spawn_count;
+
+ if(player.nade_spawnloc)
+ delete(player.nade_spawnloc);
+
+ player.nade_spawnloc = spawnloc;
+}
+
+void nade_spawn_SetSpawnHealth(entity player)
+{
+ if(autocvar_g_nades_spawn_health_respawn > 0)
+ SetResource(player, RES_HEALTH, autocvar_g_nades_spawn_health_respawn);
+}
+
+bool nade_spawn_DestroyDamage(entity this, entity attacker)
+{
+ if(autocvar_g_nades_spawn_destroy_damage > 0 && STAT(NADE_BONUS_TYPE, this) == NADE_TYPE_SPAWN.m_id)
+ Damage(this.realowner, attacker, attacker, autocvar_g_nades_spawn_destroy_damage, DEATH_TOUCHEXPLODE.m_id, DMG_NOWEP, this.realowner.origin, '0 0 0');
+ return false;
+}
+#endif // SVQC
--- /dev/null
+#pragma once
+
+#include <common/mutators/mutator/nades/nades.qh>
+
+#ifdef SVQC
+bool autocvar_g_nades_spawn = true;
+
+void nade_spawn_boom(entity this);
+void nade_spawn_SetSpawnHealth(entity player);
+bool nade_spawn_DestroyDamage(entity this, entity attacker);
+#endif // SVQC
+
+const int PROJECTILE_NADE_SPAWN = 79;
+
+CLASS(SpawnNade, Nade)
+ ATTRIB(SpawnNade, m_color, vector, '1 0.9 0');
+ ATTRIB(SpawnNade, m_name, string, _("Spawn grenade"));
+ ATTRIB(SpawnNade, m_icon, string, "nade_spawn");
+ENDCLASS(SpawnNade)
--- /dev/null
+#include "translocate.qh"
+
+#ifdef SVQC
+void nade_translocate_boom(entity this)
+{
+ if(this.realowner.vehicle)
+ return;
+
+ setsize(this, PL_MIN_CONST-'16 16 16', PL_MAX_CONST+'16 16 16');
+
+ if(!move_out_of_solid(this))
+ {
+ sprint(this.realowner, "^1Couldn't move the translocator out of solid! origin: ", vtos(this.origin), "\n");
+ return;
+ }
+
+ vector locout = this.origin + '0 0 1' * (1 - this.realowner.mins.z - 24);
+ tracebox(locout, this.realowner.mins, this.realowner.maxs, locout, MOVE_NOMONSTERS, this.realowner);
+ locout = trace_endpos;
+
+ makevectors(this.realowner.angles);
+
+ MUTATOR_CALLHOOK(PortalTeleport, this.realowner);
+
+ TeleportPlayer(this, this.realowner, locout, this.realowner.angles, v_forward * vlen(this.realowner.velocity), '0 0 0', '0 0 0', TELEPORT_FLAGS_TELEPORTER);
+}
+
+bool nade_translocate_DestroyDamage(entity this, entity attacker)
+{
+ if(autocvar_g_nades_translocate_destroy_damage > 0 && STAT(NADE_BONUS_TYPE, this) == NADE_TYPE_TRANSLOCATE.m_id)
+ {
+ Damage(this.realowner, attacker, attacker, autocvar_g_nades_translocate_destroy_damage, DEATH_TOUCHEXPLODE.m_id, DMG_NOWEP, this.realowner.origin, '0 0 0');
+ W_PrepareExplosionByDamage(this, this.realowner, nade_boom); // Don't change the owner
+
+ return true;
+ }
+ return false;
+}
+#endif // SVQC
--- /dev/null
+#pragma once
+
+#include <common/mutators/mutator/nades/nades.qh>
+
+#ifdef SVQC
+bool autocvar_g_nades_translocate = true;
+float autocvar_g_nades_translocate_destroy_damage = 25;
+
+void nade_translocate_boom(entity this);
+bool nade_translocate_DestroyDamage(entity this, entity attacker);
+#endif // SVQC
+
+const int PROJECTILE_NADE_TRANSLOCATE = 78;
+
+CLASS(TranslocateNade, Nade)
+ ATTRIB(TranslocateNade, m_color, vector, '1 0 1');
+ ATTRIB(TranslocateNade, m_name, string, _("Translocate grenade"));
+ ATTRIB(TranslocateNade, m_icon, string, "nade_translocate");
+ENDCLASS(TranslocateNade)
--- /dev/null
+#include "veil.qh"
+
+#ifdef SVQC
+#include "entrap.qh"
+
+void nade_veil_touch(entity this, entity toucher)
+{
+ if ( IS_REAL_CLIENT(toucher) || (IS_VEHICLE(toucher) && toucher.owner) )
+ {
+ entity show_tint = (IS_VEHICLE(toucher) && toucher.owner) ? toucher.owner : toucher;
+
+ float tint_alpha = 0.75;
+ if(SAME_TEAM(toucher, this.realowner))
+ {
+ tint_alpha = 0.45;
+ if(!show_tint.nade_veil_time)
+ {
+ toucher.nade_veil_prevalpha = toucher.alpha;
+ toucher.alpha = -1;
+ }
+ }
+ show_tint.nade_veil_time = time + 0.1;
+ }
+}
+
+void nade_veil_boom(entity this)
+{
+ entity orb = nades_spawn_orb(this.owner, this.realowner, this.origin, autocvar_g_nades_veil_time, autocvar_g_nades_veil_radius);
+
+ settouch(orb, nade_veil_touch);
+ orb.colormod = NADE_TYPE_VEIL.m_color;
+}
+
+void nade_veil_Apply(entity player)
+{
+ if(player.nade_veil_time && player.nade_veil_time <= time)
+ {
+ player.nade_veil_time = 0;
+ if(player.vehicle)
+ player.vehicle.alpha = player.vehicle.nade_veil_prevalpha;
+ else
+ player.alpha = player.nade_veil_prevalpha;
+ }
+}
+#endif // SVQC
--- /dev/null
+#pragma once
+
+#include <common/mutators/mutator/nades/nades.qh>
+
+#ifdef SVQC
+bool autocvar_g_nades_veil;
+float autocvar_g_nades_veil_time = 8;
+float autocvar_g_nades_veil_radius = 300;
+
+.float nade_veil_time;
+.float nade_veil_prevalpha;
+
+void nade_veil_boom(entity this);
+void nade_veil_Apply(entity player);
+#endif // SVQC
+
+const int PROJECTILE_NADE_VEIL = 86;
+const int PROJECTILE_NADE_VEIL_BURN = 87;
+
+CLASS(VeilNade, Nade)
+ ATTRIB(VeilNade, m_color, vector, '0.65 0.85 0.65');
+ ATTRIB(VeilNade, m_name, string, _("Veil grenade"));
+ ATTRIB(VeilNade, m_icon, string, "nade_veil");
+ ATTRIB(VeilNade, m_alpha, float, 0.45);
+ENDCLASS(VeilNade)
#include "nades.qh"
-#include "../overkill/okmachinegun.qh"
-#include "../overkill/okshotgun.qh"
+#include "nade/_mod.qh"
#ifdef SVQC
bool autocvar_g_nades_nade_small;
entity Nade_TrailEffect(int proj, int nade_team)
{
- switch (proj)
- {
- case PROJECTILE_NADE: return EFFECT_NADE_TRAIL(nade_team);
- case PROJECTILE_NADE_BURN: return EFFECT_NADE_TRAIL_BURN(nade_team);
- }
-
- FOREACH(Nades, true, {
- for (int j = 0; j < 2; ++j)
- {
- if (it.m_projectile[j] == proj)
- {
- string trail = it.m_trail[j].eent_eff_name;
- if (trail) return it.m_trail[j];
- break;
- }
- }
- });
-
- return EFFECT_Null;
-}
-
-#endif
-
-#ifdef CSQC
-#include <client/draw.qh>
-#include <client/hud/hud.qh>
-
-bool darkness_fadealpha;
-
-void HUD_DarkBlinking()
-{
- vector bottomright = vec2(vid_conwidth, vid_conheight);
- drawfill('0 0 0', bottomright, NADE_TYPE_DARKNESS.m_color, darkness_fadealpha, DRAWFLAG_NORMAL);
-}
-
-REGISTER_MUTATOR(cl_nades, true);
-MUTATOR_HOOKFUNCTION(cl_nades, HUD_Draw_overlay)
-{
- if (STAT(NADE_DARKNESS_TIME) > time)
- {
- if (!darkness_fadealpha)
- sound(csqcplayer, CH_PAIN, SND_BLIND, VOL_BASE, ATTEN_NORM);
- darkness_fadealpha = min(0.986, darkness_fadealpha + frametime * 7);
- }
- else if (darkness_fadealpha > 0)
- darkness_fadealpha = max(0, darkness_fadealpha - frametime * 7);
-
- if (darkness_fadealpha > 0)
- {
- HUD_DarkBlinking();
- M_ARGV(1, float) = 0; // alpha_multipl 0, don't draw normal overlay
- return true;
- }
- return false;
-}
-
-MUTATOR_HOOKFUNCTION(cl_nades, Ent_Projectile)
-{
- entity proj = M_ARGV(0, entity);
-
- if (proj.cnt == PROJECTILE_NAPALM_FOUNTAIN)
- {
- proj.modelindex = 0;
- proj.traileffect = EFFECT_FIREBALL.m_id;
- return true;
- }
- if (Nade_FromProjectile(proj.cnt) != NADE_TYPE_Null)
- {
- setmodel(proj, MDL_PROJECTILE_NADE);
- entity trail = Nade_TrailEffect(proj.cnt, proj.team);
- if (trail.eent_eff_name) proj.traileffect = trail.m_id;
- return true;
- }
-}
-MUTATOR_HOOKFUNCTION(cl_nades, EditProjectile)
-{
- if (!mut_is_active(MUT_NADES)) return;
-
- entity proj = M_ARGV(0, entity);
-
- if (proj.cnt == PROJECTILE_NAPALM_FOUNTAIN)
- {
- loopsound(proj, CH_SHOTS_SINGLE, SND_FIREBALL_FLY2, VOL_BASE, ATTEN_NORM);
- proj.mins = '-16 -16 -16';
- proj.maxs = '16 16 16';
- }
-
- entity nade_type = Nade_FromProjectile(proj.cnt);
- if (nade_type == NADE_TYPE_Null) return;
-
- if(STAT(NADES_SMALL))
- {
- proj.mins = '-8 -8 -8';
- proj.maxs = '8 8 8';
- }
- else
- {
- proj.mins = '-16 -16 -16';
- proj.maxs = '16 16 16';
- }
- proj.colormod = nade_type.m_color;
- set_movetype(proj, MOVETYPE_BOUNCE);
- settouch(proj, func_null);
- proj.scale = 1.5;
- proj.avelocity = randomvec() * 720;
- proj.alphamod = nade_type.m_alpha;
-
- if (nade_type == NADE_TYPE_TRANSLOCATE || nade_type == NADE_TYPE_SPAWN)
- proj.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
- else
- proj.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
-}
-
-MUTATOR_HOOKFUNCTION(cl_nades, BuildGameplayTipsString)
-{
- if (mut_is_active(MUT_NADES))
- {
- string key = getcommandkey(_("drop weapon / throw nade"), "dropweapon");
- M_ARGV(0, string) = strcat(M_ARGV(0, string),
- "\n", sprintf(_("^3nades^8 are enabled, press ^3%s^8 to use them"), key), "\n");
- }
-}
-
-bool Projectile_isnade(int p)
-{
- return Nade_FromProjectile(p) != NADE_TYPE_Null;
-}
-void DrawAmmoNades(vector myPos, vector mySize, bool draw_expanding, float expand_time)
-{
- float bonusNades = STAT(NADE_BONUS);
- float bonusProgress = STAT(NADE_BONUS_SCORE);
- float bonusType = STAT(NADE_BONUS_TYPE);
- Nade def = REGISTRY_GET(Nades, max(1, bonusType));
- string nadeIcon = def.m_icon; // use the Normal Nade icon for the random nade, and draw it as rainbow
- vector nadeColor;
- if(bonusType)
- nadeColor = def.m_color;
- else
- {
- nadeColor.x = time % (M_PI * 2);
- nadeColor.y = 1;
- nadeColor.z = 1;
- nadeColor = hsv_to_rgb(nadeColor);
- }
-
- vector iconPos, textPos;
-
- if(autocvar_hud_panel_ammo_iconalign)
- {
- iconPos = myPos + eX * 2 * mySize.y;
- textPos = myPos;
- }
- else
- {
- iconPos = myPos;
- textPos = myPos + eX * mySize.y;
- }
-
- if(bonusNades > 0 || bonusProgress > 0)
- {
- DrawNadeProgressBar(myPos, mySize, bonusProgress, nadeColor);
-
- if(autocvar_hud_panel_ammo_text)
- drawstring_aspect(textPos, ftos(bonusNades), vec2((2/3) * mySize.x, mySize.y), '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
-
- if(draw_expanding)
- drawpic_aspect_skin_expanding(iconPos, nadeIcon, '1 1 0' * mySize.y, (bonusType ? '1 1 1' : nadeColor), panel_fg_alpha, DRAWFLAG_NORMAL, expand_time);
-
- drawpic_aspect_skin(iconPos, nadeIcon, '1 1 0' * mySize.y, (bonusType ? '1 1 1' : nadeColor), panel_fg_alpha, DRAWFLAG_NORMAL);
- }
-}
-#endif
-
-#ifdef SVQC
-
-#include <common/gamemodes/_mod.qh>
-#include <common/monsters/sv_spawn.qh>
-#include <common/monsters/sv_monsters.qh>
-#include <server/command/common.qh>
-
-.float nade_time_primed;
-.float nade_lifetime;
-
-.entity nade_spawnloc;
-
-vector nades_PlayerColor(entity this, bool isPants)
-{
- if(teamplay)
- return Team_ColorRGB(this.team);
-
- // logic copied from Scoreboard_GetName
- int col = (this.colormap >= 1024) ? this.colormap - 1024 : this.clientcolors;
- return (isPants) ? colormapPaletteColor(col % 16, true) : colormapPaletteColor(floor(col / 16), false);
-}
-
-void nade_timer_think(entity this)
-{
- this.skin = 8 - (this.owner.wait - time) / (this.owner.nade_lifetime / 10);
- this.nextthink = time;
- if(!this.owner || wasfreed(this.owner))
- delete(this);
-}
-
-void nade_burn_spawn(entity _nade)
-{
- CSQCProjectile(_nade, true, REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, _nade)).m_projectile[1], true);
-}
-
-void nade_spawn(entity _nade)
-{
- entity timer = new(nade_timer);
- setmodel(timer, MDL_NADE_TIMER);
- setattachment(timer, _nade, "");
- timer.colormap = _nade.colormap;
- timer.glowmod = _nade.glowmod;
- setthink(timer, nade_timer_think);
- timer.nextthink = time;
- timer.wait = _nade.wait;
- timer.owner = _nade;
- timer.skin = 10;
-
- _nade.effects |= EF_LOWPRECISION;
-
- CSQCProjectile(_nade, true, REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, _nade)).m_projectile[0], true);
-}
-
-void normal_nade_boom(entity this)
-{
- RadiusDamage(this, this.realowner, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
- autocvar_g_nades_nade_radius, this, NULL, autocvar_g_nades_nade_force, this.projectiledeathtype, DMG_NOWEP, this.enemy);
- Damage_DamageInfo(this.origin, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
- autocvar_g_nades_nade_radius, '1 1 1' * autocvar_g_nades_nade_force, this.projectiledeathtype, 0, this);
-}
-
-void napalm_damage(entity this, float dist, float damage, float edgedamage, float burntime)
-{
- entity e;
- float d;
- vector p;
-
- if ( damage < 0 )
- return;
-
- RandomSelection_Init();
- for(e = WarpZone_FindRadius(this.origin, dist, true); e; e = e.chain)
- if(e.takedamage == DAMAGE_AIM)
- if(this.realowner != e || autocvar_g_nades_napalm_selfdamage)
- if(!IS_PLAYER(e) || !this.realowner || DIFF_TEAM(e, this))
- if(!STAT(FROZEN, e))
- {
- p = e.origin;
- p.x += e.mins.x + random() * (e.maxs.x - e.mins.x);
- p.y += e.mins.y + random() * (e.maxs.y - e.mins.y);
- p.z += e.mins.z + random() * (e.maxs.z - e.mins.z);
- d = vlen(WarpZone_UnTransformOrigin(e, this.origin) - p);
- if(d < dist)
- {
- e.fireball_impactvec = p;
- RandomSelection_AddEnt(e, 1 / (1 + d), !StatusEffects_active(STATUSEFFECT_Burning, e));
- }
- }
- if(RandomSelection_chosen_ent)
- {
- d = vlen(WarpZone_UnTransformOrigin(RandomSelection_chosen_ent, this.origin) - RandomSelection_chosen_ent.fireball_impactvec);
- d = damage + (edgedamage - damage) * (d / dist);
- Fire_AddDamage(RandomSelection_chosen_ent, this.realowner, d * burntime, burntime, this.projectiledeathtype);
- //trailparticles(this, particleeffectnum(EFFECT_FIREBALL_LASER), this.origin, RandomSelection_chosen_ent.fireball_impactvec);
- Send_Effect(EFFECT_FIREBALL_LASER, this.origin, RandomSelection_chosen_ent.fireball_impactvec - this.origin, 1);
- }
-}
-
-
-void napalm_ball_think(entity this)
-{
- if(round_handler_IsActive())
- if(!round_handler_IsRoundStarted())
- {
- delete(this);
- return;
- }
-
- if(time > this.pushltime)
- {
- delete(this);
- return;
- }
-
- vector midpoint = ((this.absmin + this.absmax) * 0.5);
- if(pointcontents(midpoint) == CONTENT_WATER)
- {
- this.velocity = this.velocity * 0.5;
-
- if(pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
- { this.velocity_z = 200; }
- }
-
- this.angles = vectoangles(this.velocity);
-
- napalm_damage(this, autocvar_g_nades_napalm_ball_radius,autocvar_g_nades_napalm_ball_damage,
- autocvar_g_nades_napalm_ball_damage,autocvar_g_nades_napalm_burntime);
-
- this.nextthink = time + 0.1;
-}
-
-
-void nade_napalm_ball(entity this)
-{
- entity proj;
- vector kick;
-
- spamsound(this, CH_SHOTS, SND_FIREBALL_FIRE, VOL_BASE, ATTEN_NORM);
-
- proj = new(grenade);
- proj.owner = this.owner;
- proj.realowner = this.realowner;
- proj.team = this.owner.team;
- proj.bot_dodge = true;
- proj.bot_dodgerating = autocvar_g_nades_napalm_ball_damage;
- set_movetype(proj, MOVETYPE_BOUNCE);
- proj.projectiledeathtype = DEATH_NADE_NAPALM.m_id;
- PROJECTILE_MAKETRIGGER(proj);
- setmodel(proj, MDL_Null);
- proj.scale = 1;//0.5;
- setsize(proj, '-4 -4 -4', '4 4 4');
- setorigin(proj, this.origin);
- setthink(proj, napalm_ball_think);
- proj.nextthink = time;
- proj.damageforcescale = autocvar_g_nades_napalm_ball_damageforcescale;
- proj.effects = EF_LOWPRECISION | EF_FLAME;
-
- kick.x =(random() - 0.5) * 2 * autocvar_g_nades_napalm_ball_spread;
- kick.y = (random() - 0.5) * 2 * autocvar_g_nades_napalm_ball_spread;
- kick.z = (random()/2+0.5) * autocvar_g_nades_napalm_ball_spread;
- proj.velocity = kick;
-
- proj.pushltime = time + autocvar_g_nades_napalm_ball_lifetime;
-
- proj.angles = vectoangles(proj.velocity);
- proj.flags = FL_PROJECTILE;
- IL_PUSH(g_projectiles, proj);
- IL_PUSH(g_bot_dodge, proj);
- proj.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_ARC;
-
- //CSQCProjectile(proj, true, PROJECTILE_NAPALM_FIRE, true);
-}
-
-
-void napalm_fountain_think(entity this)
-{
-
- if(round_handler_IsActive())
- if(!round_handler_IsRoundStarted())
- {
- delete(this);
- return;
- }
-
- if(time >= this.ltime)
- {
- delete(this);
- return;
- }
-
- vector midpoint = ((this.absmin + this.absmax) * 0.5);
- if(pointcontents(midpoint) == CONTENT_WATER)
- {
- this.velocity = this.velocity * 0.5;
-
- if(pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
- { this.velocity_z = 200; }
-
- UpdateCSQCProjectile(this);
- }
-
- napalm_damage(this, autocvar_g_nades_napalm_fountain_radius, autocvar_g_nades_napalm_fountain_damage,
- autocvar_g_nades_napalm_fountain_edgedamage, autocvar_g_nades_napalm_burntime);
-
- this.nextthink = time + 0.1;
- if(time >= this.nade_special_time)
- {
- this.nade_special_time = time + autocvar_g_nades_napalm_fountain_delay;
- nade_napalm_ball(this);
- }
-}
-
-void nade_napalm_boom(entity this)
-{
- for (int c = 0; c < autocvar_g_nades_napalm_ball_count; ++c)
- nade_napalm_ball(this);
-
- entity fountain = new(nade_napalm_fountain);
- fountain.owner = this.owner;
- fountain.realowner = this.realowner;
- fountain.origin = this.origin;
- fountain.flags = FL_PROJECTILE;
- IL_PUSH(g_projectiles, fountain);
- IL_PUSH(g_bot_dodge, fountain);
- setorigin(fountain, fountain.origin);
- setthink(fountain, napalm_fountain_think);
- fountain.nextthink = time;
- fountain.ltime = time + autocvar_g_nades_napalm_fountain_lifetime;
- fountain.pushltime = fountain.ltime;
- fountain.team = this.team;
- set_movetype(fountain, MOVETYPE_TOSS);
- fountain.projectiledeathtype = DEATH_NADE_NAPALM.m_id;
- fountain.bot_dodge = true;
- fountain.bot_dodgerating = autocvar_g_nades_napalm_fountain_damage;
- fountain.nade_special_time = time;
- setsize(fountain, '-16 -16 -16', '16 16 16');
- CSQCProjectile(fountain, true, PROJECTILE_NAPALM_FOUNTAIN, true);
-}
-
-void nade_ice_freeze(entity freezefield, entity frost_target, float freezetime)
-{
- frost_target.frozen_by = freezefield.realowner;
- Send_Effect(EFFECT_ELECTRO_IMPACT, frost_target.origin, '0 0 0', 1);
- Freeze(frost_target, 1 / freezetime, FROZEN_TEMP_DYING, false);
-
- Drop_Special_Items(frost_target);
-}
-
-void nade_ice_think(entity this)
-{
- if(round_handler_IsActive())
- if(!round_handler_IsRoundStarted())
- {
- delete(this);
- return;
- }
-
- if(time >= this.ltime)
- {
- if ( autocvar_g_nades_ice_explode )
- {
- vector expcol_min = nades_PlayerColor(this.realowner, false);
- vector expcol_max = nades_PlayerColor(this.realowner, true);
- entity expef = EFFECT_NADE_EXPLODE_NEUTRAL;
- Send_Effect_Except(expef, this.origin + '0 0 1', '0 0 0', 1, expcol_min, expcol_max, NULL);
- sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
-
- normal_nade_boom(this);
- }
- delete(this);
- return;
- }
-
-
- this.nextthink = time + 0.1;
-
- // gaussian
- float randomr;
- randomr = random();
- randomr = exp(-5 * randomr * randomr) * autocvar_g_nades_nade_radius;
- float randomw;
- randomw = random() * (2 * M_PI);
- vector randomp;
- randomp.x = randomr * cos(randomw);
- randomp.y = randomr * sin(randomw);
- randomp.z = 1;
- Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, this.origin + randomp, '0 0 0', 1);
-
- if(time >= this.nade_special_time)
- {
- this.nade_special_time = time + 0.7;
-
- Send_Effect(EFFECT_ELECTRO_IMPACT, this.origin, '0 0 0', 1);
- Send_Effect(EFFECT_ICEFIELD, this.origin, '0 0 0', 1);
- }
-
-
- float current_freeze_time = this.ltime - time - 0.1;
-
- FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_nades_nade_radius, it != this && it.takedamage
- && !IS_DEAD(it) && GetResource(it, RES_HEALTH) > 0 && current_freeze_time > 0
- && (!it.revival_time || ((time - it.revival_time) >= 1.5)) && !STAT(FROZEN, it),
- {
- switch (autocvar_g_nades_ice_teamcheck)
- {
- case 0: break; // affect everyone
- default:
- case 2: if(SAME_TEAM(it, this.realowner)) continue; // don't affect teammates
- // fall through (check case 1 condition too)
- case 1: if(it == this.realowner) continue; // don't affect the player who threw the nade
- }
- nade_ice_freeze(this, it, current_freeze_time);
- });
-}
-
-void nade_ice_boom(entity this)
-{
- entity fountain = new(nade_ice_fountain);
- fountain.owner = this.owner;
- fountain.realowner = this.realowner;
- fountain.origin = this.origin;
- setorigin(fountain, fountain.origin);
- setthink(fountain, nade_ice_think);
- fountain.nextthink = time;
- fountain.ltime = time + autocvar_g_nades_ice_freeze_time;
- fountain.pushltime = fountain.wait = fountain.ltime;
- fountain.team = this.team;
- set_movetype(fountain, MOVETYPE_TOSS);
- fountain.projectiledeathtype = DEATH_NADE_ICE.m_id;
- fountain.bot_dodge = false;
- setsize(fountain, '-16 -16 -16', '16 16 16');
- fountain.nade_special_time = time + 0.3;
- fountain.angles = this.angles;
-
- if ( autocvar_g_nades_ice_explode )
- {
- setmodel(fountain, MDL_PROJECTILE_GRENADE);
- entity timer = new(nade_timer);
- setmodel(timer, MDL_NADE_TIMER);
- setattachment(timer, fountain, "");
- timer.colormap = this.colormap;
- timer.glowmod = this.glowmod;
- setthink(timer, nade_timer_think);
- timer.nextthink = time;
- timer.wait = fountain.ltime;
- timer.owner = fountain;
- timer.skin = 10;
- }
- else
- setmodel(fountain, MDL_Null);
-}
-
-void nade_translocate_boom(entity this)
-{
- if(this.realowner.vehicle)
- return;
-
- setsize(this, PL_MIN_CONST-'16 16 16', PL_MAX_CONST+'16 16 16');
-
- if(!move_out_of_solid(this))
- {
- sprint(this.realowner, "^1Couldn't move the translocator out of solid! origin: ", vtos(this.origin), "\n");
- return;
- }
-
- vector locout = this.origin + '0 0 1' * (1 - this.realowner.mins.z - 24);
- tracebox(locout, this.realowner.mins, this.realowner.maxs, locout, MOVE_NOMONSTERS, this.realowner);
- locout = trace_endpos;
-
- makevectors(this.realowner.angles);
-
- MUTATOR_CALLHOOK(PortalTeleport, this.realowner);
-
- TeleportPlayer(this, this.realowner, locout, this.realowner.angles, v_forward * vlen(this.realowner.velocity), '0 0 0', '0 0 0', TELEPORT_FLAGS_TELEPORTER);
-}
-
-void nade_spawn_boom(entity this)
-{
- entity player = this.realowner;
- entity spawnloc = new(nade_spawn_loc);
- setorigin(spawnloc, this.origin);
- setsize(spawnloc, player.mins, player.maxs);
- set_movetype(spawnloc, MOVETYPE_NONE);
- spawnloc.solid = SOLID_NOT;
- spawnloc.drawonlytoclient = player;
- spawnloc.effects = EF_STARDUST;
- spawnloc.cnt = autocvar_g_nades_spawn_count;
-
- if(player.nade_spawnloc)
- delete(player.nade_spawnloc);
-
- player.nade_spawnloc = spawnloc;
-}
-
-void nades_orb_think(entity this)
-{
- if(time >= this.ltime)
- {
- delete(this);
- return;
- }
-
- this.nextthink = time;
-
- if(time >= this.nade_special_time)
- {
- this.nade_special_time = time+0.25;
- this.nade_show_particles = 1;
- }
- else
- this.nade_show_particles = 0;
-}
-
-entity nades_spawn_orb(entity own, entity realown, vector org, float orb_ltime, float orb_rad)
-{
- // NOTE: this function merely places an orb
- // you must add a custom touch function to the returned entity if desired
- // also set .colormod if you wish to have it colorized
- entity orb = new(nades_spawn_orb);
- orb.owner = own;
- orb.realowner = realown;
- setorigin(orb, org);
-
- orb.orb_lifetime = orb_ltime; // required for timers
- orb.ltime = time + orb.orb_lifetime;
- orb.bot_dodge = false;
- orb.team = realown.team;
- orb.solid = SOLID_TRIGGER;
-
- setmodel(orb, MDL_NADE_ORB);
- orb.skin = 1;
- orb.orb_radius = orb_rad; // required for fading
- vector size = '1 1 1' * orb.orb_radius / 2;
- setsize(orb, -size, size);
-
- Net_LinkEntity(orb, true, 0, orb_send);
- orb.SendFlags |= 1;
-
- setthink(orb, nades_orb_think);
- orb.nextthink = time;
-
- return orb;
-}
-
-void nade_entrap_touch(entity this, entity toucher)
-{
- if(DIFF_TEAM(toucher, this.realowner)) // TODO: what if realowner changes team or disconnects?
- {
- if (!isPushable(toucher))
- return;
-
- float pushdeltatime = time - toucher.lastpushtime;
- if (pushdeltatime > 0.15) pushdeltatime = 0;
- toucher.lastpushtime = time;
- if(!pushdeltatime) return;
-
- // div0: ticrate independent, 1 = identity (not 20)
- toucher.velocity = toucher.velocity * (autocvar_g_nades_entrap_strength ** pushdeltatime);
-
- #ifdef SVQC
- UpdateCSQCProjectile(toucher);
- #endif
- }
-
- if ( IS_REAL_CLIENT(toucher) || (IS_VEHICLE(toucher) && toucher.owner) )
- {
- entity show_tint = (IS_VEHICLE(toucher) && toucher.owner) ? toucher.owner : toucher;
- show_tint.nade_entrap_time = time + 0.1;
- }
-}
-
-void nade_entrap_boom(entity this)
-{
- entity orb = nades_spawn_orb(this.owner, this.realowner, this.origin, autocvar_g_nades_entrap_time, autocvar_g_nades_entrap_radius);
-
- settouch(orb, nade_entrap_touch);
- orb.colormod = NADE_TYPE_ENTRAP.m_color;
-}
-
-void nade_heal_touch(entity this, entity toucher)
-{
- float maxhealth;
- float health_factor;
-
- if(IS_PLAYER(toucher) || IS_MONSTER(toucher) || IS_VEHICLE(toucher))
- if(!IS_DEAD(toucher))
- if(!STAT(FROZEN, toucher))
- {
- health_factor = autocvar_g_nades_heal_rate*frametime/2;
- if ( toucher != this.realowner )
- health_factor *= (SAME_TEAM(toucher,this)) ? autocvar_g_nades_heal_friend : autocvar_g_nades_heal_foe;
-
- if ( health_factor > 0 )
- {
- maxhealth = (IS_MONSTER(toucher)) ? toucher.max_health : g_pickup_healthmega_max;
- float hp = GetResource(toucher, RES_HEALTH);
- if (hp < maxhealth)
- {
- if (this.nade_show_particles)
- Send_Effect(EFFECT_HEALING, toucher.origin, '0 0 0', 1);
-
- GiveResourceWithLimit(toucher, RES_HEALTH, health_factor, maxhealth);
- }
- }
- else if ( health_factor < 0 )
- Damage(toucher,this,this.realowner,-health_factor,DEATH_NADE_HEAL.m_id,DMG_NOWEP,toucher.origin,'0 0 0');
- }
-}
-
-void nade_heal_boom(entity this)
-{
- entity orb = nades_spawn_orb(this.owner, this.realowner, this.origin, autocvar_g_nades_heal_time, autocvar_g_nades_nade_radius);
-
- settouch(orb, nade_heal_touch);
- orb.colormod = '1 0 0';
-}
-
-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;
- e.monster_skill = MONSTER_SKILL_INSANE;
-}
-
-void nade_veil_touch(entity this, entity toucher)
-{
- if ( IS_REAL_CLIENT(toucher) || (IS_VEHICLE(toucher) && toucher.owner) )
- {
- entity show_tint = (IS_VEHICLE(toucher) && toucher.owner) ? toucher.owner : toucher;
-
- float tint_alpha = 0.75;
- if(SAME_TEAM(toucher, this.realowner))
- {
- tint_alpha = 0.45;
- if(!show_tint.nade_veil_time)
- {
- toucher.nade_veil_prevalpha = toucher.alpha;
- toucher.alpha = -1;
- }
- }
- show_tint.nade_veil_time = time + 0.1;
- }
-}
-
-void nade_veil_boom(entity this)
-{
- entity orb = nades_spawn_orb(this.owner, this.realowner, this.origin, autocvar_g_nades_veil_time, autocvar_g_nades_veil_radius);
-
- settouch(orb, nade_veil_touch);
- orb.colormod = NADE_TYPE_VEIL.m_color;
-}
-
-void nade_ammo_touch(entity this, entity toucher)
-{
- float maxammo = 999;
- float ammo_factor;
- float amshells = GetResource(toucher, RES_SHELLS);
- float ambullets = GetResource(toucher, RES_BULLETS);
- float amrockets = GetResource(toucher, RES_ROCKETS);
- float amcells = GetResource(toucher, RES_CELLS);
- if(IS_PLAYER(toucher) || IS_MONSTER(toucher))
- if(!IS_DEAD(toucher))
- if(!STAT(FROZEN, toucher))
- {
- ammo_factor = autocvar_g_nades_ammo_rate*frametime/2;
- if ( toucher != this.realowner )
- ammo_factor *= (SAME_TEAM(toucher, this)) ? autocvar_g_nades_ammo_friend : autocvar_g_nades_ammo_foe;
-
-#define CHECK_AMMO_RESOURCE_LIMIT(amresource, res_resource) \
- if (amresource < maxammo) \
- GiveResourceWithLimit(toucher, res_resource, ammo_factor, maxammo);
-
-#define DROP_AMMO_RESOURCE(amresource, res_resource) \
- if (amresource > 0) \
- SetResource(toucher, res_resource, amresource + ammo_factor);
-
- if ( ammo_factor > 0 )
- {
- CHECK_AMMO_RESOURCE_LIMIT(amshells, RES_SHELLS);
- CHECK_AMMO_RESOURCE_LIMIT(ambullets, RES_BULLETS);
- CHECK_AMMO_RESOURCE_LIMIT(amrockets, RES_ROCKETS);
- CHECK_AMMO_RESOURCE_LIMIT(amcells, RES_CELLS);
-
- if (this.nade_show_particles)
- Send_Effect(EFFECT_HEALING, toucher.origin, '0 0 0', 1);
- }
- else if ( ammo_factor < 0 )
- {
- //Foe drops ammo points
- DROP_AMMO_RESOURCE(amshells, RES_SHELLS);
- DROP_AMMO_RESOURCE(ambullets, RES_BULLETS);
- DROP_AMMO_RESOURCE(amrockets, RES_ROCKETS);
- DROP_AMMO_RESOURCE(amcells, RES_CELLS);
-
- return;
- }
- }
-#undef CHECK_AMMO_RESOURCE_LIMIT
-#undef DROP_AMMO_RESOURCE
-
- if ( IS_REAL_CLIENT(toucher) || (IS_VEHICLE(toucher) && toucher.owner) )
- {
- entity show_tint = (IS_VEHICLE(toucher) && toucher.owner) ? toucher.owner : toucher;
- show_tint.nade_ammo_time = time + 0.1;
- }
-}
-
-void nade_ammo_boom(entity this)
-{
- entity orb = nades_spawn_orb(this.owner, this.realowner, this.origin, autocvar_g_nades_ammo_time, autocvar_g_nades_nade_radius);
-
- settouch(orb, nade_ammo_touch);
- orb.colormod = '0.66 0.33 0';
-}
-
-void nade_darkness_think(entity this)
-{
- if(round_handler_IsActive())
- if(!round_handler_IsRoundStarted())
- {
- delete(this);
- return;
- }
-
- if(time >= this.ltime)
- {
- if ( autocvar_g_nades_darkness_explode )
- {
- vector expcol_min = nades_PlayerColor(this.realowner, false);
- vector expcol_max = nades_PlayerColor(this.realowner, true);
- entity expef = EFFECT_NADE_EXPLODE_NEUTRAL;
- Send_Effect_Except(expef, this.origin + '0 0 1', '0 0 0', 1, expcol_min, expcol_max, NULL);
- sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
-
- normal_nade_boom(this);
- }
- else
- Send_Effect(EFFECT_SPAWN_PURPLE, this.origin + '0 0 1', '0 0 0', 1);
-
- delete(this);
- return;
- }
-
- this.nextthink = time + 0.1;
-
- // gaussian
- float randomr;
- randomr = random();
- randomr = exp(-5 * randomr * randomr) * autocvar_g_nades_nade_radius;
- float randomw;
- randomw = random() * (2 * M_PI);
- vector randomp;
- randomp.x = randomr * cos(randomw);
- randomp.y = randomr * sin(randomw);
- randomp.z = 1;
- Send_Effect(EFFECT_DARKFIELD, this.origin + randomp, '0 0 0', 1);
-
- if(time >= this.nade_special_time)
- {
- this.nade_special_time = time + 0.7;
- Send_Effect(EFFECT_DARKFIELD, this.origin, '0 0 0', 1);
- }
-
-
- float current_dark_time = this.ltime - time - 0.1;
-
- FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_nades_nade_radius, it != this && it.takedamage
- && !IS_DEAD(it) && GetResource(it, RES_HEALTH) > 0 && current_dark_time > 0 && IS_REAL_CLIENT(it),
- {
- switch (autocvar_g_nades_darkness_teamcheck)
- {
- case 0: break; // affect everyone
- default:
- case 2: if(SAME_TEAM(it, this.realowner)) continue; // don't affect teammates
- // fall through (check case 1 condition too)
- case 1: if(it == this.realowner) continue; // don't affect the player who threw the nade
- }
- STAT(NADE_DARKNESS_TIME, it) = time + 0.1;
- });
-}
-
-void nade_darkness_boom(entity this)
-{
- entity fountain = new(nade_darkness_fountain);
- fountain.owner = this.owner;
- fountain.realowner = this.realowner;
- fountain.origin = this.origin;
- setorigin(fountain, fountain.origin);
- setthink(fountain, nade_darkness_think);
- fountain.nextthink = time;
- fountain.ltime = time + autocvar_g_nades_darkness_time;
- fountain.pushltime = fountain.wait = fountain.ltime;
- fountain.team = this.team;
- set_movetype(fountain, MOVETYPE_TOSS);
- fountain.projectiledeathtype = DEATH_NADE.m_id;
- fountain.bot_dodge = false;
- setsize(fountain, '-16 -16 -16', '16 16 16');
- fountain.nade_special_time = time + 0.3;
- fountain.angles = this.angles;
-
- if ( autocvar_g_nades_darkness_explode )
- {
- setmodel(fountain, MDL_PROJECTILE_GRENADE);
- entity timer = new(nade_timer);
- setmodel(timer, MDL_NADE_TIMER);
- setattachment(timer, fountain, "");
- timer.colormap = this.colormap;
- timer.glowmod = this.glowmod;
- setthink(timer, nade_timer_think);
- timer.nextthink = time;
- timer.wait = fountain.ltime;
- timer.owner = fountain;
- timer.skin = 10;
- }
- else
- setmodel(fountain, MDL_Null);
-}
-
-void nade_boom(entity this)
-{
- entity expef = NULL;
- bool nade_blast = true;
- vector expcol_min = '0 0 0', expcol_max = '0 0 0';
-
-#define SET_NADE_EFFECT(nade_type, blast, exp_effect, exp_color_min, exp_color_max) \
- case nade_type: \
- nade_blast = blast; \
- expef = exp_effect; \
- expcol_min = exp_color_min; \
- expcol_max = exp_color_max; \
- break
-
- switch ( REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, this)) )
- {
- SET_NADE_EFFECT(NADE_TYPE_NAPALM, autocvar_g_nades_napalm_blast, EFFECT_EXPLOSION_MEDIUM, '0 0 0', '0 0 0');
- SET_NADE_EFFECT(NADE_TYPE_ICE, false, EFFECT_ELECTRO_COMBO, '0 0 0', '0 0 0');
- SET_NADE_EFFECT(NADE_TYPE_TRANSLOCATE, false, NULL, '0 0 0', '0 0 0');
- SET_NADE_EFFECT(NADE_TYPE_MONSTER, true, (!autocvar_g_monsters) ? EFFECT_NADE_EXPLODE_NEUTRAL : NULL, nades_PlayerColor(this.realowner, false), nades_PlayerColor(this.realowner, true));
- SET_NADE_EFFECT(NADE_TYPE_SPAWN, false, EFFECT_SPAWN_NEUTRAL, nades_PlayerColor(this.realowner, false), nades_PlayerColor(this.realowner, true));
- SET_NADE_EFFECT(NADE_TYPE_HEAL, false, EFFECT_SPAWN_NEUTRAL, '1 0 0', '1 0 0');
- SET_NADE_EFFECT(NADE_TYPE_ENTRAP, false, EFFECT_SPAWN_NEUTRAL, '1 1 0', '1 1 0');
- SET_NADE_EFFECT(NADE_TYPE_VEIL, false, EFFECT_SPAWN_NEUTRAL, '0 0 0', '0 0 0');
- SET_NADE_EFFECT(NADE_TYPE_AMMO, false, EFFECT_SPAWN_NEUTRAL, '0.66 0.33 0', '0.66 0.33 0');
- SET_NADE_EFFECT(NADE_TYPE_DARKNESS, false, EFFECT_EXPLOSION_MEDIUM, '0 0 0', '0 0 0');
- SET_NADE_EFFECT(NADE_TYPE_NORMAL, true, EFFECT_NADE_EXPLODE_NEUTRAL, nades_PlayerColor(this.realowner, false), nades_PlayerColor(this.realowner, true));
- default: expef = EFFECT_NADE_EXPLODE_NEUTRAL; expcol_min = nades_PlayerColor(this.realowner, false); expcol_max = nades_PlayerColor(this.realowner, true); break;
- }
-#undef SET_NADE_EFFECT
-
- if(expef)
- Send_Effect_Except(expef, findbetterlocation(this.origin, 8), '0 0 0', 1, expcol_min, expcol_max, NULL);
-
- sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
- sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
-
- this.event_damage = func_null; // prevent somehow calling damage in the next call
-
- if(nade_blast)
- normal_nade_boom(this);
-
- if(this.takedamage)
- switch ( REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, this)) )
- {
- case NADE_TYPE_NAPALM: nade_napalm_boom(this); break;
- case NADE_TYPE_ICE: nade_ice_boom(this); break;
- case NADE_TYPE_TRANSLOCATE: nade_translocate_boom(this); break;
- case NADE_TYPE_SPAWN: nade_spawn_boom(this); break;
- case NADE_TYPE_HEAL: nade_heal_boom(this); break;
- case NADE_TYPE_MONSTER: nade_monster_boom(this); break;
- case NADE_TYPE_ENTRAP: nade_entrap_boom(this); break;
- case NADE_TYPE_VEIL: nade_veil_boom(this); break;
- case NADE_TYPE_AMMO: nade_ammo_boom(this); break;
- case NADE_TYPE_DARKNESS: nade_darkness_boom(this); break;
- }
-
- IL_EACH(g_projectiles, it.classname == "grapplinghook" && it.aiment == this,
- {
- RemoveHook(it);
- });
-
- delete(this);
-}
-
-void spawn_held_nade(entity player, entity nowner, float ntime, int ntype, string pntype);
-void nade_pickup(entity this, entity thenade)
-{
- spawn_held_nade(this, thenade.realowner, autocvar_g_nades_pickup_time, STAT(NADE_BONUS_TYPE, thenade), thenade.pokenade_type);
-
- // set refire so player can't even
- this.nade_refire = time + autocvar_g_nades_nade_refire;
- STAT(NADE_TIMER, this) = 0;
-
- if(this.nade)
- this.nade.nade_time_primed = thenade.nade_time_primed;
-}
-
-bool CanThrowNade(entity this);
-void nade_touch(entity this, entity toucher)
-{
- if(toucher)
- UpdateCSQCProjectile(this);
-
- if(toucher == this.realowner)
- return; // no this impacts
-
- if(autocvar_g_nades_pickup)
- if(time >= this.spawnshieldtime)
- if(!toucher.nade && GetResource(this, RES_HEALTH) == this.max_health) // no boosted shot pickups, thank you very much
- if(CanThrowNade(toucher)) // prevent some obvious things, like dead players
- if(IS_REAL_CLIENT(toucher)) // above checks for IS_PLAYER, don't need to do it here
- {
- nade_pickup(toucher, this);
- sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, 0.5 *(ATTEN_LARGE + ATTEN_MAX));
- delete(this);
- return;
- }
- /*float is_weapclip = 0;
- if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
- if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
- if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
- is_weapclip = 1;*/
- if(ITEM_TOUCH_NEEDKILL()) // || is_weapclip)
- {
- IL_EACH(g_projectiles, it.classname == "grapplinghook" && it.aiment == this,
- {
- RemoveHook(it);
- });
- delete(this);
- return;
- }
-
- PROJECTILE_TOUCH(this, toucher);
-
- //setsize(this, '-2 -2 -2', '2 2 2');
- //UpdateCSQCProjectile(this);
- if(GetResource(this, RES_HEALTH) == this.max_health)
- {
- spamsound(this, CH_SHOTS, SND_GRENADE_BOUNCE_RANDOM(), VOL_BASE, ATTEN_NORM);
- return;
- }
-
- this.enemy = toucher;
- nade_boom(this);
-}
-
-void nade_beep(entity this)
-{
- sound(this, CH_SHOTS_SINGLE, SND_NADE_BEEP, VOL_BASE, 0.5 *(ATTEN_LARGE + ATTEN_MAX));
- setthink(this, nade_boom);
- this.nextthink = max(this.wait, time);
-}
-
-void nade_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
-{
- if(ITEM_DAMAGE_NEEDKILL(deathtype))
- {
- this.takedamage = DAMAGE_NO;
- nade_boom(this);
- return;
- }
-
- if(STAT(NADE_BONUS_TYPE, this) == NADE_TYPE_TRANSLOCATE.m_id || STAT(NADE_BONUS_TYPE, this) == NADE_TYPE_SPAWN.m_id)
- return;
-
- if (MUTATOR_CALLHOOK(Nade_Damage, this, DEATH_WEAPONOF(deathtype), force, damage)) {}
- else if(DEATH_ISWEAPON(deathtype, WEP_BLASTER))
- {
- force *= 1.5;
- damage = 0;
- }
- else if(DEATH_ISWEAPON(deathtype, WEP_VORTEX) || DEATH_ISWEAPON(deathtype, WEP_VAPORIZER) || DEATH_ISWEAPON(deathtype, WEP_OVERKILL_NEX))
- {
- force *= 6;
- damage = this.max_health * 0.55;
- }
- else if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN) || DEATH_ISWEAPON(deathtype, WEP_OVERKILL_MACHINEGUN))
- damage = this.max_health * 0.1;
- else if(DEATH_ISWEAPON(deathtype, WEP_SHOCKWAVE) || DEATH_ISWEAPON(deathtype, WEP_SHOTGUN) || DEATH_ISWEAPON(deathtype, WEP_OVERKILL_SHOTGUN)) // WEAPONTODO
- {
- if(!(deathtype & HITTYPE_SECONDARY))
- damage = this.max_health * 1.15;
- }
-
- // melee slaps
- entity death_weapon = DEATH_WEAPONOF(deathtype);
- if(((deathtype & HITTYPE_SECONDARY) ? (death_weapon.spawnflags & WEP_TYPE_MELEE_SEC) : (death_weapon.spawnflags & WEP_TYPE_MELEE_PRI)))
- {
- damage = this.max_health * 0.1;
- force *= 10;
- }
-
- this.velocity += force;
- UpdateCSQCProjectile(this);
-
- if(damage <= 0 || ((IS_ONGROUND(this)) && IS_PLAYER(attacker)))
- return;
-
- float hp = GetResource(this, RES_HEALTH);
- if(hp == this.max_health)
- {
- sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, 0.5 *(ATTEN_LARGE + ATTEN_MAX));
- this.nextthink = max(time + this.nade_lifetime, time);
- setthink(this, nade_beep);
- }
-
- hp -= damage;
- SetResource(this, RES_HEALTH, hp);
-
- if(STAT(NADE_BONUS_TYPE, this) != NADE_TYPE_TRANSLOCATE.m_id && STAT(NADE_BONUS_TYPE, this) != NADE_TYPE_SPAWN.m_id)
- if(STAT(NADE_BONUS_TYPE, this) != NADE_TYPE_HEAL.m_id || IS_PLAYER(attacker))
- this.realowner = attacker;
-
- if(hp <= 0)
- {
- if(autocvar_g_nades_spawn_destroy_damage > 0 && STAT(NADE_BONUS_TYPE, this) == NADE_TYPE_SPAWN.m_id)
- Damage(this.realowner, attacker, attacker, autocvar_g_nades_spawn_destroy_damage, DEATH_TOUCHEXPLODE.m_id, DMG_NOWEP, this.realowner.origin, '0 0 0');
-
- if(autocvar_g_nades_translocate_destroy_damage > 0 && STAT(NADE_BONUS_TYPE, this) == NADE_TYPE_TRANSLOCATE.m_id)
- {
- Damage(this.realowner, attacker, attacker, autocvar_g_nades_translocate_destroy_damage, DEATH_TOUCHEXPLODE.m_id, DMG_NOWEP, this.realowner.origin, '0 0 0');
- W_PrepareExplosionByDamage(this, this.realowner, nade_boom); // Don't change the owner
-
- return;
- }
-
- W_PrepareExplosionByDamage(this, attacker, nade_boom);
- }
- else
- nade_burn_spawn(this);
-}
-
-void toss_nade(entity e, bool set_owner, vector _velocity, float _time)
-{
- if(e.nade == NULL)
- return;
-
- entity _nade = e.nade;
- e.nade = NULL;
-
- if(e.fake_nade)
- delete(e.fake_nade);
- e.fake_nade = NULL;
-
- Kill_Notification(NOTIF_ONE_ONLY, e, MSG_CENTER, CPID_NADES);
-
- makevectors(e.v_angle);
-
- // NOTE: always throw from first weapon entity?
- W_SetupShot(e, _nade.weaponentity_fld, false, false, SND_Null, CH_WEAPON_A, 0, DEATH_NADE.m_id);
-
- vector offset = (v_forward * autocvar_g_nades_throw_offset.x)
- + (v_right * autocvar_g_nades_throw_offset.y)
- + (v_up * autocvar_g_nades_throw_offset.z);
-
- setorigin(_nade, w_shotorg + offset);
- //setmodel(_nade, MDL_PROJECTILE_NADE);
- //setattachment(_nade, NULL, "");
- PROJECTILE_MAKETRIGGER(_nade);
- if(STAT(NADES_SMALL, e))
- setsize(_nade, '-8 -8 -8', '8 8 8');
- else
- setsize(_nade, '-16 -16 -16', '16 16 16');
- set_movetype(_nade, MOVETYPE_BOUNCE);
-
- tracebox(_nade.origin, _nade.mins, _nade.maxs, _nade.origin, MOVE_NOMONSTERS, _nade);
- if (trace_startsolid)
- setorigin(_nade, e.origin);
-
- if(e.v_angle.x >= 70 && e.v_angle.x <= 110 && PHYS_INPUT_BUTTON_CROUCH(e))
- _nade.velocity = '0 0 100';
- else if(autocvar_g_nades_nade_newton_style == 1)
- _nade.velocity = e.velocity + _velocity;
- else if(autocvar_g_nades_nade_newton_style == 2)
- _nade.velocity = _velocity;
- else
- _nade.velocity = W_CalculateProjectileVelocity(e, e.velocity, _velocity, true);
-
- if(set_owner)
- _nade.realowner = e;
-
- settouch(_nade, nade_touch);
- _nade.spawnshieldtime = time + 0.1; // prevent instantly picking up again
- SetResource(_nade, RES_HEALTH, autocvar_g_nades_nade_health);
- _nade.max_health = GetResource(_nade, RES_HEALTH);
- _nade.takedamage = DAMAGE_AIM;
- _nade.event_damage = nade_damage;
- setcefc(_nade, func_null);
- _nade.exteriormodeltoclient = NULL;
- _nade.traileffectnum = 0;
- _nade.teleportable = true;
- _nade.pushable = true;
- _nade.gravity = 1;
- _nade.missile_flags = MIF_SPLASH | MIF_ARC;
- _nade.damagedbycontents = true;
- IL_PUSH(g_damagedbycontents, _nade);
- _nade.angles = vectoangles(_nade.velocity);
- _nade.flags = FL_PROJECTILE;
- IL_PUSH(g_projectiles, _nade);
- IL_PUSH(g_bot_dodge, _nade);
- _nade.projectiledeathtype = DEATH_NADE.m_id;
- _nade.toss_time = time;
- _nade.solid = SOLID_CORPSE; //((STAT(NADE_BONUS_TYPE, _nade) == NADE_TYPE_TRANSLOCATE) ? SOLID_CORPSE : SOLID_BBOX);
-
- if(STAT(NADE_BONUS_TYPE, _nade) == NADE_TYPE_TRANSLOCATE.m_id || STAT(NADE_BONUS_TYPE, _nade) == NADE_TYPE_SPAWN.m_id)
- _nade.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
- else
- _nade.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
-
- nade_spawn(_nade);
-
- if(_time)
- {
- setthink(_nade, nade_boom);
- _nade.nextthink = _time;
- }
-
- e.nade_refire = time + autocvar_g_nades_nade_refire;
- STAT(NADE_TIMER, e) = 0;
-}
-
-void nades_GiveBonus(entity player, float score)
-{
- if (autocvar_g_nades)
- if (autocvar_g_nades_bonus)
- if (IS_REAL_CLIENT(player))
- if (IS_PLAYER(player) && STAT(NADE_BONUS, player) < autocvar_g_nades_bonus_max)
- if (!STAT(FROZEN, player))
- if (!IS_DEAD(player))
- {
- if ( STAT(NADE_BONUS_SCORE, player) < 1 )
- STAT(NADE_BONUS_SCORE, player) += score/autocvar_g_nades_bonus_score_max;
-
- if ( STAT(NADE_BONUS_SCORE, player) >= 1 )
- {
- Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_NADE_BONUS);
- play2(player, SND(NADE_BONUS));
- STAT(NADE_BONUS, player)++;
- STAT(NADE_BONUS_SCORE, player) -= 1;
- }
- }
-}
-
-/** Remove all bonus nades from a player */
-void nades_RemoveBonus(entity player)
-{
- STAT(NADE_BONUS, player) = STAT(NADE_BONUS_SCORE, player) = 0;
-}
-
-MUTATOR_HOOKFUNCTION(nades, PutClientInServer)
-{
- entity player = M_ARGV(0, entity);
-
- nades_RemoveBonus(player);
-}
-
-bool nade_customize(entity this, entity client)
-{
- //if(IS_SPEC(client)) { return false; }
- if(client == this.exteriormodeltoclient || (IS_SPEC(client) && client.enemy == this.exteriormodeltoclient))
- {
- // somewhat hide the model, but keep the glow
- //this.effects = 0;
- if(this.traileffectnum)
- this.traileffectnum = 0;
- this.alpha = -1;
- }
- else
- {
- //this.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
- if(!this.traileffectnum)
- {
- entity nade = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, this));
- this.traileffectnum = _particleeffectnum(Nade_TrailEffect(nade.m_projectile[0], this.team).eent_eff_name);
- }
- this.alpha = 1;
- }
-
- return true;
-}
-
-void spawn_held_nade(entity player, entity nowner, float ntime, int ntype, string pntype)
-{
- entity n = new(nade), fn = new(fake_nade);
-
- n.pokenade_type = pntype;
-
- if(ntype == 0) // random nade
- ntype = floor(random() * (REGISTRY_COUNT(Nades) - 1)) + 1;
- Nade def = REGISTRY_GET(Nades, ntype);
- if(def == NADE_TYPE_Null)
- def = NADE_TYPE_NORMAL;
-
- STAT(NADE_BONUS_TYPE, n) = def.m_id;
-
- .entity weaponentity = weaponentities[0]; // TODO: unhardcode
-
- setmodel(n, MDL_PROJECTILE_NADE);
- //setattachment(n, player, "bip01 l hand");
- n.exteriormodeltoclient = player;
- setcefc(n, nade_customize);
- n.traileffectnum = _particleeffectnum(Nade_TrailEffect(def.m_projectile[0], player.team).eent_eff_name);
- n.colormod = def.m_color;
- n.realowner = nowner;
- n.colormap = player.colormap;
- n.glowmod = player.glowmod;
- n.wait = time + max(0, ntime);
- n.nade_time_primed = time;
- setthink(n, nade_beep);
- n.nextthink = max(n.wait - 3, time);
- n.projectiledeathtype = DEATH_NADE.m_id;
- n.weaponentity_fld = weaponentity;
- n.nade_lifetime = ntime;
- n.alpha = def.m_alpha;
-
- setmodel(fn, MDL_NADE_VIEW);
- //setattachment(fn, player.(weaponentity), "");
- fn.viewmodelforclient = player;
- fn.realowner = fn.owner = player;
- fn.colormod = def.m_color;
- fn.colormap = player.colormap;
- fn.glowmod = player.glowmod;
- setthink(fn, SUB_Remove);
- fn.nextthink = n.wait;
- fn.weaponentity_fld = weaponentity;
- fn.alpha = def.m_alpha;
-
- player.nade = n;
- player.fake_nade = fn;
-}
-
-void nade_prime(entity this)
-{
- if(autocvar_g_nades_bonus_only && !STAT(NADE_BONUS, this))
- return; // only allow bonus nades
-
- // TODO: handle old nade if it exists?
- if(this.nade)
- delete(this.nade);
- this.nade = NULL;
-
- if(this.fake_nade)
- delete(this.fake_nade);
- this.fake_nade = NULL;
-
- int ntype;
- string pntype = this.pokenade_type;
-
- if(StatusEffects_active(STATUSEFFECT_Strength, this) && autocvar_g_nades_bonus_onstrength)
- ntype = STAT(NADE_BONUS_TYPE, this);
- else if (STAT(NADE_BONUS, this) >= 1)
- {
- ntype = STAT(NADE_BONUS_TYPE, this);
- pntype = this.pokenade_type;
- STAT(NADE_BONUS, this) -= 1;
- }
- else
- {
- ntype = ((autocvar_g_nades_client_select) ? CS_CVAR(this).cvar_cl_nade_type : autocvar_g_nades_nade_type);
- pntype = ((autocvar_g_nades_client_select) ? CS_CVAR(this).cvar_cl_pokenade_type : autocvar_g_nades_pokenade_monster_type);
- }
-
- spawn_held_nade(this, this, autocvar_g_nades_nade_lifetime, ntype, pntype);
-}
-
-bool CanThrowNade(entity this)
-{
- return !(this.vehicle || !autocvar_g_nades || IS_DEAD(this) || !IS_PLAYER(this) || weaponLocked(this));
-}
-
-.bool nade_altbutton;
-
-void nades_CheckThrow(entity this)
-{
- if(!CanThrowNade(this))
- return;
-
- entity held_nade = this.nade;
- if (!held_nade)
- {
- this.nade_altbutton = true;
- if(time > this.nade_refire)
- {
- nade_prime(this);
- this.nade_refire = time + autocvar_g_nades_nade_refire;
- }
- }
- else
- {
- this.nade_altbutton = false;
- if (time >= held_nade.nade_time_primed + 1) {
- makevectors(this.v_angle);
- float _force = time - held_nade.nade_time_primed;
- _force /= autocvar_g_nades_nade_lifetime;
- _force = autocvar_g_nades_nade_minforce + (_force * (autocvar_g_nades_nade_maxforce - autocvar_g_nades_nade_minforce));
- vector dir = (v_forward * 0.75 + v_up * 0.2 + v_right * 0.05);
- dir = W_CalculateSpread(dir, autocvar_g_nades_spread, autocvar_g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
- toss_nade(this, true, dir * _force, 0);
- }
- }
-}
-
-void nades_Clear(entity player)
-{
- if(player.nade)
- delete(player.nade);
- if(player.fake_nade)
- delete(player.fake_nade);
-
- player.nade = player.fake_nade = NULL;
- STAT(NADE_TIMER, player) = 0;
-}
-
-int nades_CheckTypes(entity player, int cl_ntype)
-{
- // TODO check what happens without this patch
-#define CL_NADE_TYPE_CHECK(nade_ent, nade_cvar) \
- case nade_ent.m_id: if (nade_cvar) return cl_ntype
-
- switch (cl_ntype)
- {
- case 0: return 0; // random nade
- CL_NADE_TYPE_CHECK(NADE_TYPE_NAPALM, autocvar_g_nades_napalm);
- CL_NADE_TYPE_CHECK(NADE_TYPE_ICE, autocvar_g_nades_ice);
- CL_NADE_TYPE_CHECK(NADE_TYPE_TRANSLOCATE, autocvar_g_nades_translocate);
- CL_NADE_TYPE_CHECK(NADE_TYPE_SPAWN, autocvar_g_nades_spawn);
- CL_NADE_TYPE_CHECK(NADE_TYPE_HEAL, autocvar_g_nades_heal);
- CL_NADE_TYPE_CHECK(NADE_TYPE_MONSTER, autocvar_g_nades_pokenade);
- CL_NADE_TYPE_CHECK(NADE_TYPE_ENTRAP, autocvar_g_nades_entrap);
- CL_NADE_TYPE_CHECK(NADE_TYPE_VEIL, autocvar_g_nades_veil);
- CL_NADE_TYPE_CHECK(NADE_TYPE_AMMO, autocvar_g_nades_ammo);
- CL_NADE_TYPE_CHECK(NADE_TYPE_DARKNESS, autocvar_g_nades_darkness);
- }
- return NADE_TYPE_NORMAL.m_id; // default to NADE_TYPE_NORMAL for unknown nade types
-#undef CL_NADE_TYPE_CHECK
-}
-
-MUTATOR_HOOKFUNCTION(nades, VehicleEnter)
-{
- entity player = M_ARGV(0, entity);
-
- if(player.nade)
- toss_nade(player, true, '0 0 100', max(player.nade.wait, time + 0.05));
-}
-
-CLASS(NadeOffhand, OffhandWeapon)
- METHOD(NadeOffhand, offhand_think, void(NadeOffhand this, entity player, bool key_pressed))
- {
- entity held_nade = player.nade;
-
- if (!CanThrowNade(player)) return;
- if (!(time > player.nade_refire)) return;
- if (key_pressed) {
- if (!held_nade) {
- nade_prime(player);
- held_nade = player.nade;
- }
- } else if (time >= held_nade.nade_time_primed + 1) {
- if (held_nade) {
- makevectors(player.v_angle);
- float _force = time - held_nade.nade_time_primed;
- _force /= autocvar_g_nades_nade_lifetime;
- _force = autocvar_g_nades_nade_minforce + (_force * (autocvar_g_nades_nade_maxforce - autocvar_g_nades_nade_minforce));
- vector dir = (v_forward * 0.7 + v_up * 0.2 + v_right * 0.1);
- dir = W_CalculateSpread(dir, autocvar_g_nades_spread, autocvar_g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
- toss_nade(player, false, dir * _force, 0);
- }
- }
- }
-ENDCLASS(NadeOffhand)
-NadeOffhand OFFHAND_NADE;
-REGISTER_MUTATOR(nades, autocvar_g_nades)
-{
- MUTATOR_ONADD
- {
- OFFHAND_NADE = NEW(NadeOffhand);
- }
- return 0;
-}
-
-MUTATOR_HOOKFUNCTION(nades, ForbidThrowCurrentWeapon, CBC_ORDER_LAST)
-{
- entity player = M_ARGV(0, entity);
-
- if (player.offhand != OFFHAND_NADE || (STAT(WEAPONS, player) & WEPSET(HOOK)) || autocvar_g_nades_override_dropweapon) {
- nades_CheckThrow(player);
- return true;
- }
-}
-
-#ifdef IN_REVIVING_RANGE
- #undef IN_REVIVING_RANGE
-#endif
-
-// returns true if player is reviving it
-#define IN_REVIVING_RANGE(player, it, revive_extra_size) \
- (it != player && !IS_DEAD(it) && SAME_TEAM(it, player) \
- && boxesoverlap(player.absmin - revive_extra_size, player.absmax + revive_extra_size, it.absmin, it.absmax))
-
-MUTATOR_HOOKFUNCTION(nades, PlayerPreThink)
-{
- entity player = M_ARGV(0, entity);
-
- if (!IS_PLAYER(player)) { return; }
-
- if (player.nade && (player.offhand != OFFHAND_NADE || (STAT(WEAPONS, player) & WEPSET(HOOK))))
- OFFHAND_NADE.offhand_think(OFFHAND_NADE, player, player.nade_altbutton);
-
- entity held_nade = player.nade;
- if (held_nade)
- {
- STAT(NADE_TIMER, player) = bound(0, (time - held_nade.nade_time_primed) / held_nade.nade_lifetime, 1);
- // LOG_TRACEF("%d %d", STAT(NADE_TIMER, player), time - held_nade.nade_time_primed);
- makevectors(player.angles);
- held_nade.velocity = player.velocity;
- setorigin(held_nade, player.origin + player.view_ofs + v_forward * 8 + v_right * -8 + v_up * 0);
- held_nade.angles_y = player.angles.y;
-
- if (time + 0.1 >= held_nade.wait)
- {
- toss_nade(player, false, '0 0 0', time + 0.05);
- Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_NADE_THROW);
- }
- }
-
- if(IS_PLAYER(player))
- {
- if ( autocvar_g_nades_bonus && autocvar_g_nades )
- {
- entity key;
- float key_count = 0;
- FOR_EACH_KH_KEY(key) if(key.owner == player) { ++key_count; }
-
- float time_score;
- if(GameRules_scoring_is_vip(player))
- time_score = autocvar_g_nades_bonus_score_time_flagcarrier;
- else
- time_score = autocvar_g_nades_bonus_score_time;
-
- if(key_count)
- time_score = autocvar_g_nades_bonus_score_time_flagcarrier * key_count; // multiply by the number of keys the player is holding
-
- if(autocvar_g_nades_bonus_client_select)
- {
- STAT(NADE_BONUS_TYPE, player) = nades_CheckTypes(player, CS_CVAR(player).cvar_cl_nade_type);
- player.pokenade_type = CS_CVAR(player).cvar_cl_pokenade_type;
- }
- else
- {
- STAT(NADE_BONUS_TYPE, player) = autocvar_g_nades_bonus_type;
- player.pokenade_type = autocvar_g_nades_pokenade_monster_type;
- }
-
- STAT(NADE_BONUS_TYPE, player) = bound(0, STAT(NADE_BONUS_TYPE, player), REGISTRY_COUNT(Nades));
-
- if(STAT(NADE_BONUS_SCORE, player) >= 0 && autocvar_g_nades_bonus_score_max)
- nades_GiveBonus(player, time_score / autocvar_g_nades_bonus_score_max);
- }
- else
- {
- STAT(NADE_BONUS, player) = STAT(NADE_BONUS_SCORE, player) = 0;
- }
-
- if(player.nade_veil_time && player.nade_veil_time <= time)
- {
- player.nade_veil_time = 0;
- if(player.vehicle)
- player.vehicle.alpha = player.vehicle.nade_veil_prevalpha;
- else
- player.alpha = player.nade_veil_prevalpha;
- }
- }
-
- if (!(frametime && IS_PLAYER(player)))
- return true;
-
- entity revivers_last = NULL;
- entity revivers_first = NULL;
-
- bool player_is_reviving = false;
- int n = 0;
- vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
- FOREACH_CLIENT(IS_PLAYER(it) && IN_REVIVING_RANGE(player, it, revive_extra_size), {
- // check if player is reviving anyone
- if (STAT(FROZEN, it) == FROZEN_TEMP_DYING)
- {
- if ((STAT(FROZEN, player) == FROZEN_TEMP_DYING))
- continue;
- if (!IN_REVIVING_RANGE(player, it, revive_extra_size))
- continue;
- player_is_reviving = true;
- break;
- }
-
- if (!(STAT(FROZEN, player) == FROZEN_TEMP_DYING))
- continue; // both player and it are NOT frozen
- if (revivers_last)
- revivers_last.chain = it;
- revivers_last = it;
- if (!revivers_first)
- revivers_first = it;
- ++n;
- });
- if (revivers_last)
- revivers_last.chain = NULL;
-
- if (!n) // no teammate nearby
- {
- // freezetag already resets revive progress
- if (!g_freezetag && !STAT(FROZEN, player) && !player_is_reviving)
- STAT(REVIVE_PROGRESS, player) = 0; // thawing nobody
- }
- else if (n > 0 && STAT(FROZEN, player) == FROZEN_TEMP_DYING) // OK, there is at least one teammate reviving us
- {
- STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
- // undo what PlayerPreThink did
- STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) + frametime * player.revive_speed, 1);
- SetResource(player, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, player) * start_health));
-
- if(STAT(REVIVE_PROGRESS, player) >= 1)
- {
- Unfreeze(player, false);
-
- Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_REVIVED, revivers_first.netname);
- Send_Notification(NOTIF_ONE, revivers_first, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
- }
-
- for(entity it = revivers_first; it; it = it.chain)
- STAT(REVIVE_PROGRESS, it) = STAT(REVIVE_PROGRESS, player);
- }
-}
-
-MUTATOR_HOOKFUNCTION(nades, PlayerPhysics_UpdateStats)
-{
- entity player = M_ARGV(0, entity);
- // these automatically reset, no need to worry
-
- if(player.nade_entrap_time > time)
- STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_nades_entrap_speed;
-}
-
-MUTATOR_HOOKFUNCTION(nades, MonsterMove)
-{
- entity mon = M_ARGV(0, entity);
-
- if (mon.nade_entrap_time > time)
- {
- M_ARGV(1, float) *= autocvar_g_nades_entrap_speed; // run speed
- M_ARGV(2, float) *= autocvar_g_nades_entrap_speed; // walk speed
- }
-
- if (mon.nade_veil_time && mon.nade_veil_time <= time)
- {
- mon.alpha = mon.nade_veil_prevalpha;
- mon.nade_veil_time = 0;
- }
-}
-
-MUTATOR_HOOKFUNCTION(nades, PlayerSpawn)
-{
- entity player = M_ARGV(0, entity);
-
- if (StatusEffects_active(STATUSEFFECT_SpawnShield, player))
- player.nade_refire = StatusEffects_gettime(STATUSEFFECT_SpawnShield, player);
- else
- player.nade_refire = time;
-
- if (!autocvar_g_nades_onspawn)
- player.nade_refire += autocvar_g_nades_nade_refire;
-
- if(autocvar_g_nades_bonus_client_select)
- STAT(NADE_BONUS_TYPE, player) = CS_CVAR(player).cvar_cl_nade_type;
-
- STAT(NADE_TIMER, player) = 0;
-
- if (!player.offhand) player.offhand = OFFHAND_NADE;
-
- if(player.nade_spawnloc)
+ switch (proj)
{
- setorigin(player, player.nade_spawnloc.origin);
- player.nade_spawnloc.cnt -= 1;
-
- if(player.nade_spawnloc.cnt <= 0)
- {
- delete(player.nade_spawnloc);
- player.nade_spawnloc = NULL;
- }
-
- if(autocvar_g_nades_spawn_health_respawn > 0)
- SetResource(player, RES_HEALTH, autocvar_g_nades_spawn_health_respawn);
+ case PROJECTILE_NADE: return EFFECT_NADE_TRAIL(nade_team);
+ case PROJECTILE_NADE_BURN: return EFFECT_NADE_TRAIL_BURN(nade_team);
}
-}
-
-MUTATOR_HOOKFUNCTION(nades, PlayerDies, CBC_ORDER_LAST)
-{
- entity frag_attacker = M_ARGV(1, entity);
- entity frag_target = M_ARGV(2, entity);
-
- if(frag_target.nade)
- if(!STAT(FROZEN, frag_target) || !autocvar_g_freezetag_revive_nade)
- toss_nade(frag_target, true, '0 0 100', max(frag_target.nade.wait, time + 0.05));
- if(IS_PLAYER(frag_attacker))
- {
- float killcount_bonus = ((CS(frag_attacker).killcount >= 1) ? bound(0, autocvar_g_nades_bonus_score_minor * CS(frag_attacker).killcount, autocvar_g_nades_bonus_score_medium)
- : autocvar_g_nades_bonus_score_minor);
- if (SAME_TEAM(frag_attacker, frag_target) || frag_attacker == frag_target)
- nades_RemoveBonus(frag_attacker);
- else if(GameRules_scoring_is_vip(frag_target))
- nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_medium);
- else if(autocvar_g_nades_bonus_score_spree && CS(frag_attacker).killcount > 1)
+ FOREACH(Nades, true, {
+ for (int j = 0; j < 2; ++j)
{
- #define SPREE_ITEM(counta,countb,center,normal,gentle) \
- case counta: { nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_spree); break; }
- switch(CS(frag_attacker).killcount)
+ if (it.m_projectile[j] == proj)
{
- KILL_SPREE_LIST
- default: nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_minor); break;
+ string trail = it.m_trail[j].eent_eff_name;
+ if (trail) return it.m_trail[j];
+ break;
}
- #undef SPREE_ITEM
}
- else
- nades_GiveBonus(frag_attacker, killcount_bonus);
- }
-
- nades_RemoveBonus(frag_target);
-}
-
-MUTATOR_HOOKFUNCTION(nades, Damage_Calculate)
-{
- entity frag_inflictor = M_ARGV(0, entity);
- entity frag_attacker = M_ARGV(1, entity);
- entity frag_target = M_ARGV(2, entity);
- float frag_deathtype = M_ARGV(3, float);
-
- if(autocvar_g_freezetag_revive_nade && STAT(FROZEN, frag_target) && frag_attacker == frag_target && frag_deathtype == DEATH_NADE.m_id)
- if(time - frag_inflictor.toss_time <= 0.1)
- {
- Unfreeze(frag_target, false);
- SetResource(frag_target, RES_HEALTH, autocvar_g_freezetag_revive_nade_health);
- Send_Effect(EFFECT_ICEORGLASS, frag_target.origin, '0 0 0', 3);
- M_ARGV(4, float) = 0;
- M_ARGV(6, vector) = '0 0 0';
- Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED_NADE, frag_target.netname);
- Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_REVIVE_SELF);
- }
-}
-
-MUTATOR_HOOKFUNCTION(nades, MonsterDies)
-{
- entity frag_target = M_ARGV(0, entity);
- entity frag_attacker = M_ARGV(1, entity);
-
- if(IS_PLAYER(frag_attacker))
- if(DIFF_TEAM(frag_attacker, frag_target))
- if(!(frag_target.spawnflags & MONSTERFLAG_SPAWNED))
- nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_minor);
-}
-
-MUTATOR_HOOKFUNCTION(nades, DropSpecialItems)
-{
- entity frag_target = M_ARGV(0, entity);
-
- if(frag_target.nade)
- toss_nade(frag_target, true, '0 0 0', time + 0.05);
-}
-
-void nades_RemovePlayer(entity this)
-{
- nades_Clear(this);
- nades_RemoveBonus(this);
-}
-
-MUTATOR_HOOKFUNCTION(nades, MakePlayerObserver) { entity player = M_ARGV(0, entity); nades_RemovePlayer(player); }
-MUTATOR_HOOKFUNCTION(nades, ClientDisconnect) { entity player = M_ARGV(0, entity); nades_RemovePlayer(player); }
-MUTATOR_HOOKFUNCTION(nades, reset_map_global)
-{
- FOREACH_CLIENT(IS_PLAYER(it),
- {
- nades_RemovePlayer(it);
});
-}
-
-MUTATOR_HOOKFUNCTION(nades, SpectateCopy)
-{
- entity spectatee = M_ARGV(0, entity);
- entity client = M_ARGV(1, entity);
-
- STAT(NADE_TIMER, client) = STAT(NADE_TIMER, spectatee);
- STAT(NADE_BONUS_TYPE, client) = STAT(NADE_BONUS_TYPE, spectatee);
- client.pokenade_type = spectatee.pokenade_type;
- STAT(NADE_BONUS, client) = STAT(NADE_BONUS, spectatee);
- STAT(NADE_BONUS_SCORE, client) = STAT(NADE_BONUS_SCORE, spectatee);
-}
-
-MUTATOR_HOOKFUNCTION(nades, BuildMutatorsPrettyString)
-{
- M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Nades");
-}
-MUTATOR_HOOKFUNCTION(nades, BuildMutatorsString)
-{
- M_ARGV(0, string) = strcat(M_ARGV(0, string), ":Nades");
+ return EFFECT_Null;
}
-#endif
+#endif // GAMEQC
#include <common/teams.qh>
-#ifdef SVQC
-bool autocvar_g_nades;
-bool autocvar_g_nades_override_dropweapon = true;
-vector autocvar_g_nades_throw_offset;
-bool autocvar_g_nades_onspawn;
-int autocvar_g_nades_spawn_count;
-float autocvar_g_nades_spawn_health_respawn;
-float autocvar_g_nades_spawn_destroy_damage = 25;
-bool autocvar_g_nades_client_select;
-bool autocvar_g_nades_pickup = true;
-float autocvar_g_nades_pickup_time = 2;
-float autocvar_g_nades_nade_lifetime;
-float autocvar_g_nades_nade_minforce;
-float autocvar_g_nades_nade_maxforce;
-float autocvar_g_nades_nade_health;
-float autocvar_g_nades_nade_refire;
-float autocvar_g_nades_nade_damage;
-float autocvar_g_nades_nade_edgedamage;
-float autocvar_g_nades_nade_radius;
-float autocvar_g_nades_nade_force;
-int autocvar_g_nades_nade_newton_style;
-bool autocvar_g_nades_napalm;
-int autocvar_g_nades_napalm_ball_count;
-float autocvar_g_nades_napalm_ball_spread;
-float autocvar_g_nades_napalm_ball_damage;
-float autocvar_g_nades_napalm_ball_damageforcescale;
-float autocvar_g_nades_napalm_ball_lifetime;
-float autocvar_g_nades_napalm_ball_radius;
-bool autocvar_g_nades_napalm_blast;
-float autocvar_g_nades_napalm_fountain_lifetime;
-float autocvar_g_nades_napalm_fountain_delay;
-float autocvar_g_nades_napalm_fountain_radius;
-float autocvar_g_nades_napalm_fountain_damage;
-float autocvar_g_nades_napalm_fountain_edgedamage;
-float autocvar_g_nades_napalm_burntime;
-bool autocvar_g_nades_napalm_selfdamage;
-int autocvar_g_nades_nade_type;
-int autocvar_g_nades_bonus_type;
-bool autocvar_g_nades_bonus;
-bool autocvar_g_nades_bonus_onstrength;
-bool autocvar_g_nades_bonus_client_select;
-bool autocvar_g_nades_bonus_only;
-int autocvar_g_nades_bonus_max;
-int autocvar_g_nades_bonus_score_max;
-int autocvar_g_nades_bonus_score_time;
-int autocvar_g_nades_bonus_score_time_flagcarrier;
-int autocvar_g_nades_bonus_score_minor;
-int autocvar_g_nades_bonus_score_low;
-int autocvar_g_nades_bonus_score_high;
-int autocvar_g_nades_bonus_score_medium;
-int autocvar_g_nades_bonus_score_spree;
-bool autocvar_g_nades_ice = true;
-float autocvar_g_nades_ice_freeze_time;
-float autocvar_g_nades_ice_health;
-bool autocvar_g_nades_ice_explode;
-bool autocvar_g_nades_ice_teamcheck;
-bool autocvar_g_nades_translocate = true;
-float autocvar_g_nades_translocate_destroy_damage = 25;
-bool autocvar_g_nades_spawn = true;
-bool autocvar_g_nades_heal = true;
-float autocvar_g_nades_heal_time;
-float autocvar_g_nades_heal_rate;
-float autocvar_g_nades_heal_friend;
-float autocvar_g_nades_heal_foe;
-bool autocvar_g_nades_entrap;
-float autocvar_g_nades_entrap_strength = 0.01;
-float autocvar_g_nades_entrap_speed = 0.5;
-float autocvar_g_nades_entrap_radius = 500;
-float autocvar_g_nades_entrap_time = 10;
-bool autocvar_g_nades_veil;
-float autocvar_g_nades_veil_time = 8;
-float autocvar_g_nades_veil_radius = 300;
-bool autocvar_g_nades_ammo;
-float autocvar_g_nades_ammo_time;
-float autocvar_g_nades_ammo_rate;
-float autocvar_g_nades_ammo_friend;
-float autocvar_g_nades_ammo_foe;
-bool autocvar_g_nades_darkness;
-bool autocvar_g_nades_darkness_explode;
-bool autocvar_g_nades_darkness_teamcheck;
-float autocvar_g_nades_darkness_time;
-bool autocvar_g_nades_pokenade;
-string autocvar_g_nades_pokenade_monster_type;
-float autocvar_g_nades_pokenade_monster_lifetime;
-#endif
-
-// use slots 70-100
-const int PROJECTILE_NADE = 71;
-const int PROJECTILE_NADE_BURN = 72;
-const int PROJECTILE_NADE_NAPALM = 73;
-const int PROJECTILE_NADE_NAPALM_BURN = 74;
-const int PROJECTILE_NAPALM_FOUNTAIN = 75;
-const int PROJECTILE_NADE_ICE = 76;
-const int PROJECTILE_NADE_ICE_BURN = 77;
-const int PROJECTILE_NADE_TRANSLOCATE = 78;
-const int PROJECTILE_NADE_SPAWN = 79;
-const int PROJECTILE_NADE_HEAL = 80;
-const int PROJECTILE_NADE_HEAL_BURN = 81;
-const int PROJECTILE_NADE_MONSTER = 82;
-const int PROJECTILE_NADE_MONSTER_BURN = 83;
-const int PROJECTILE_NADE_ENTRAP = 84;
-const int PROJECTILE_NADE_ENTRAP_BURN = 85;
-const int PROJECTILE_NADE_VEIL = 86;
-const int PROJECTILE_NADE_VEIL_BURN = 87;
-const int PROJECTILE_NADE_AMMO = 88;
-const int PROJECTILE_NADE_AMMO_BURN = 89;
-const int PROJECTILE_NADE_DARKNESS = 90;
-const int PROJECTILE_NADE_DARKNESS_BURN = 91;
-
REGISTRY(Nades, BITS(4))
REGISTER_REGISTRY(Nades)
REGISTRY_CHECK(Nades)
REGISTER_NADE(Null, NEW(Nade));
REGISTRY_DEFINE_GET(Nades, NADE_TYPE_Null)
+// use slots 70-100
+const int PROJECTILE_NADE = 71;
+const int PROJECTILE_NADE_BURN = 72;
+// the rest of these are defined in their individual files like nade/napalm.qh
+
+#ifdef GAMEQC
+#include "effects.inc"
+
+#define NADE_PROJECTILE(i, projectile, trail) MACRO_BEGIN \
+ this.m_projectile[i] = projectile; \
+ this.m_trail[i] = trail; \
+MACRO_END
+#endif // GAMEQC
+
Nade Nade_FromProjectile(int proj)
{
FOREACH(Nades, true, {
return NADE_TYPE_Null;
}
-#ifdef GAMEQC
-#include "effects.inc"
-#endif
-
#include "all.inc"
.float orb_lifetime;
REPLICATE_INIT(int, cvar_cl_nade_type);
REPLICATE_INIT(string, cvar_cl_pokenade_type);
#endif
-
-#ifdef SVQC
-
-.entity nade;
-.entity fake_nade;
-.float nade_refire;
-.float nade_special_time;
-.string pokenade_type;
-.entity nade_damage_target;
-.int cvar_cl_nade_type;
-.string cvar_cl_pokenade_type;
-.float toss_time;
-.float nade_show_particles;
-.float nade_veil_time;
-.float nade_veil_prevalpha;
-.float nade_entrap_time;
-.float nade_ammo_time;
-.float nade_darkness_time;
-
-bool orb_send(entity this, entity to, int sf);
-
-// Remove nades that are being thrown
-void nades_Clear(entity player);
-
-// Give a bonus grenade to a player
-void nades_GiveBonus(entity player, float score);
-
-/**
- * called to adjust nade damage and force on hit
- */
-#define EV_Nade_Damage(i, o) \
- /** nade */ i(entity, MUTATOR_ARGV_0_entity) \
- /** weapon */ i(entity, MUTATOR_ARGV_1_entity) \
- /** force */ i(vector, MUTATOR_ARGV_2_vector) \
- /**/ o(vector, MUTATOR_ARGV_2_vector) \
- /** damage */ i(float, MUTATOR_ARGV_3_float) \
- /**/ o(float, MUTATOR_ARGV_3_float) \
- /**/
-MUTATOR_HOOKABLE(Nade_Damage, EV_Nade_Damage);
-
-#endif
-
-#ifdef CSQC
-bool Projectile_isnade(int proj); // TODO: remove
-
-void DrawAmmoNades(vector myPos, vector mySize, bool draw_expanding, float expand_time); // TODO: mutator
-#endif
--- /dev/null
+#include "sv_nades.qh"
+
+#include <common/gamemodes/_mod.qh>
+#include <common/weapons/all.qh>
+#include <common/mutators/mutator/overkill/okmachinegun.qh>
+#include <common/mutators/mutator/overkill/okshotgun.qh>
+#include <server/command/common.qh>
+
+.float nade_time_primed;
+.float nade_lifetime;
+
+.entity nade_spawnloc;
+
+vector nades_PlayerColor(entity this, bool isPants)
+{
+ if(teamplay)
+ return Team_ColorRGB(this.team);
+
+ // logic copied from Scoreboard_GetName
+ int col = (this.colormap >= 1024) ? this.colormap - 1024 : this.clientcolors;
+ return (isPants) ? colormapPaletteColor(col % 16, true) : colormapPaletteColor(floor(col / 16), false);
+}
+
+void nade_timer_think(entity this)
+{
+ this.skin = 8 - (this.owner.wait - time) / (this.owner.nade_lifetime / 10);
+ this.nextthink = time;
+ if(!this.owner || wasfreed(this.owner))
+ delete(this);
+}
+
+void nade_burn_spawn(entity _nade)
+{
+ CSQCProjectile(_nade, true, REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, _nade)).m_projectile[1], true);
+}
+
+void nade_spawn(entity _nade)
+{
+ entity timer = new(nade_timer);
+ setmodel(timer, MDL_NADE_TIMER);
+ setattachment(timer, _nade, "");
+ timer.colormap = _nade.colormap;
+ timer.glowmod = _nade.glowmod;
+ setthink(timer, nade_timer_think);
+ timer.nextthink = time;
+ timer.wait = _nade.wait;
+ timer.owner = _nade;
+ timer.skin = 10;
+
+ _nade.effects |= EF_LOWPRECISION;
+
+ CSQCProjectile(_nade, true, REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, _nade)).m_projectile[0], true);
+}
+
+
+void nades_orb_think(entity this)
+{
+ if(time >= this.ltime)
+ {
+ delete(this);
+ return;
+ }
+
+ this.nextthink = time;
+
+ if(time >= this.nade_special_time)
+ {
+ this.nade_special_time = time+0.25;
+ this.nade_show_particles = 1;
+ }
+ else
+ this.nade_show_particles = 0;
+}
+
+entity nades_spawn_orb(entity own, entity realown, vector org, float orb_ltime, float orb_rad)
+{
+ // NOTE: this function merely places an orb
+ // you must add a custom touch function to the returned entity if desired
+ // also set .colormod if you wish to have it colorized
+ entity orb = new(nades_spawn_orb);
+ orb.owner = own;
+ orb.realowner = realown;
+ setorigin(orb, org);
+
+ orb.orb_lifetime = orb_ltime; // required for timers
+ orb.ltime = time + orb.orb_lifetime;
+ orb.bot_dodge = false;
+ orb.team = realown.team;
+ orb.solid = SOLID_TRIGGER;
+
+ setmodel(orb, MDL_NADE_ORB);
+ orb.skin = 1;
+ orb.orb_radius = orb_rad; // required for fading
+ vector size = '1 1 1' * orb.orb_radius / 2;
+ setsize(orb, -size, size);
+
+ Net_LinkEntity(orb, true, 0, orb_send);
+ orb.SendFlags |= 1;
+
+ setthink(orb, nades_orb_think);
+ orb.nextthink = time;
+
+ return orb;
+}
+
+
+void nade_boom(entity this)
+{
+ entity expef = NULL;
+ bool nade_blast = true;
+ vector expcol_min = '0 0 0', expcol_max = '0 0 0';
+
+#define SET_NADE_EFFECT(nade_type, blast, exp_effect, exp_color_min, exp_color_max) \
+ case nade_type: \
+ nade_blast = blast; \
+ expef = exp_effect; \
+ expcol_min = exp_color_min; \
+ expcol_max = exp_color_max; \
+ break
+
+ switch ( REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, this)) )
+ {
+ SET_NADE_EFFECT(NADE_TYPE_NAPALM, autocvar_g_nades_napalm_blast, EFFECT_EXPLOSION_MEDIUM, '0 0 0', '0 0 0');
+ SET_NADE_EFFECT(NADE_TYPE_ICE, false, EFFECT_ELECTRO_COMBO, '0 0 0', '0 0 0');
+ SET_NADE_EFFECT(NADE_TYPE_TRANSLOCATE, false, NULL, '0 0 0', '0 0 0');
+ SET_NADE_EFFECT(NADE_TYPE_MONSTER, true, (!autocvar_g_monsters) ? EFFECT_NADE_EXPLODE_NEUTRAL : NULL, nades_PlayerColor(this.realowner, false), nades_PlayerColor(this.realowner, true));
+ SET_NADE_EFFECT(NADE_TYPE_SPAWN, false, EFFECT_SPAWN_NEUTRAL, nades_PlayerColor(this.realowner, false), nades_PlayerColor(this.realowner, true));
+ SET_NADE_EFFECT(NADE_TYPE_HEAL, false, EFFECT_SPAWN_NEUTRAL, '1 0 0', '1 0 0');
+ SET_NADE_EFFECT(NADE_TYPE_ENTRAP, false, EFFECT_SPAWN_NEUTRAL, '1 1 0', '1 1 0');
+ SET_NADE_EFFECT(NADE_TYPE_VEIL, false, EFFECT_SPAWN_NEUTRAL, '0 0 0', '0 0 0');
+ SET_NADE_EFFECT(NADE_TYPE_AMMO, false, EFFECT_SPAWN_NEUTRAL, '0.66 0.33 0', '0.66 0.33 0');
+ SET_NADE_EFFECT(NADE_TYPE_DARKNESS, false, EFFECT_EXPLOSION_MEDIUM, '0 0 0', '0 0 0');
+ SET_NADE_EFFECT(NADE_TYPE_NORMAL, true, EFFECT_NADE_EXPLODE_NEUTRAL, nades_PlayerColor(this.realowner, false), nades_PlayerColor(this.realowner, true));
+ default: expef = EFFECT_NADE_EXPLODE_NEUTRAL; expcol_min = nades_PlayerColor(this.realowner, false); expcol_max = nades_PlayerColor(this.realowner, true); break;
+ }
+#undef SET_NADE_EFFECT
+
+ if(expef)
+ Send_Effect_Except(expef, findbetterlocation(this.origin, 8), '0 0 0', 1, expcol_min, expcol_max, NULL);
+
+ sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
+ sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
+
+ this.event_damage = func_null; // prevent somehow calling damage in the next call
+
+ if(nade_blast)
+ normal_nade_boom(this);
+
+ if(this.takedamage)
+ switch ( REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, this)) )
+ {
+ case NADE_TYPE_NAPALM: nade_napalm_boom(this); break;
+ case NADE_TYPE_ICE: nade_ice_boom(this); break;
+ case NADE_TYPE_TRANSLOCATE: nade_translocate_boom(this); break;
+ case NADE_TYPE_SPAWN: nade_spawn_boom(this); break;
+ case NADE_TYPE_HEAL: nade_heal_boom(this); break;
+ case NADE_TYPE_MONSTER: nade_monster_boom(this); break;
+ case NADE_TYPE_ENTRAP: nade_entrap_boom(this); break;
+ case NADE_TYPE_VEIL: nade_veil_boom(this); break;
+ case NADE_TYPE_AMMO: nade_ammo_boom(this); break;
+ case NADE_TYPE_DARKNESS: nade_darkness_boom(this); break;
+ }
+
+ IL_EACH(g_projectiles, it.classname == "grapplinghook" && it.aiment == this,
+ {
+ RemoveHook(it);
+ });
+
+ delete(this);
+}
+
+void spawn_held_nade(entity player, entity nowner, float ntime, int ntype, string pntype);
+void nade_pickup(entity this, entity thenade)
+{
+ spawn_held_nade(this, thenade.realowner, autocvar_g_nades_pickup_time, STAT(NADE_BONUS_TYPE, thenade), thenade.pokenade_type);
+
+ // set refire so player can't even
+ this.nade_refire = time + autocvar_g_nades_nade_refire;
+ STAT(NADE_TIMER, this) = 0;
+
+ if(this.nade)
+ this.nade.nade_time_primed = thenade.nade_time_primed;
+}
+
+bool CanThrowNade(entity this);
+void nade_touch(entity this, entity toucher)
+{
+ if(toucher)
+ UpdateCSQCProjectile(this);
+
+ if(toucher == this.realowner)
+ return; // no this impacts
+
+ if(autocvar_g_nades_pickup)
+ if(time >= this.spawnshieldtime)
+ if(!toucher.nade && GetResource(this, RES_HEALTH) == this.max_health) // no boosted shot pickups, thank you very much
+ if(CanThrowNade(toucher)) // prevent some obvious things, like dead players
+ if(IS_REAL_CLIENT(toucher)) // above checks for IS_PLAYER, don't need to do it here
+ {
+ nade_pickup(toucher, this);
+ sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, 0.5 *(ATTEN_LARGE + ATTEN_MAX));
+ delete(this);
+ return;
+ }
+ /*float is_weapclip = 0;
+ if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
+ if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
+ if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
+ is_weapclip = 1;*/
+ if(ITEM_TOUCH_NEEDKILL()) // || is_weapclip)
+ {
+ IL_EACH(g_projectiles, it.classname == "grapplinghook" && it.aiment == this,
+ {
+ RemoveHook(it);
+ });
+ delete(this);
+ return;
+ }
+
+ PROJECTILE_TOUCH(this, toucher);
+
+ //setsize(this, '-2 -2 -2', '2 2 2');
+ //UpdateCSQCProjectile(this);
+ if(GetResource(this, RES_HEALTH) == this.max_health)
+ {
+ spamsound(this, CH_SHOTS, SND_GRENADE_BOUNCE_RANDOM(), VOL_BASE, ATTEN_NORM);
+ return;
+ }
+
+ this.enemy = toucher;
+ nade_boom(this);
+}
+
+void nade_beep(entity this)
+{
+ sound(this, CH_SHOTS_SINGLE, SND_NADE_BEEP, VOL_BASE, 0.5 *(ATTEN_LARGE + ATTEN_MAX));
+ setthink(this, nade_boom);
+ this.nextthink = max(this.wait, time);
+}
+
+void nade_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
+{
+ if(ITEM_DAMAGE_NEEDKILL(deathtype))
+ {
+ this.takedamage = DAMAGE_NO;
+ nade_boom(this);
+ return;
+ }
+
+ if(STAT(NADE_BONUS_TYPE, this) == NADE_TYPE_TRANSLOCATE.m_id || STAT(NADE_BONUS_TYPE, this) == NADE_TYPE_SPAWN.m_id)
+ return;
+
+ if (MUTATOR_CALLHOOK(Nade_Damage, this, DEATH_WEAPONOF(deathtype), force, damage)) {}
+ else if(DEATH_ISWEAPON(deathtype, WEP_BLASTER))
+ {
+ force *= 1.5;
+ damage = 0;
+ }
+ else if(DEATH_ISWEAPON(deathtype, WEP_VORTEX) || DEATH_ISWEAPON(deathtype, WEP_VAPORIZER) || DEATH_ISWEAPON(deathtype, WEP_OVERKILL_NEX))
+ {
+ force *= 6;
+ damage = this.max_health * 0.55;
+ }
+ else if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN) || DEATH_ISWEAPON(deathtype, WEP_OVERKILL_MACHINEGUN))
+ damage = this.max_health * 0.1;
+ else if(DEATH_ISWEAPON(deathtype, WEP_SHOCKWAVE) || DEATH_ISWEAPON(deathtype, WEP_SHOTGUN) || DEATH_ISWEAPON(deathtype, WEP_OVERKILL_SHOTGUN)) // WEAPONTODO
+ {
+ if(!(deathtype & HITTYPE_SECONDARY))
+ damage = this.max_health * 1.15;
+ }
+
+ // melee slaps
+ entity death_weapon = DEATH_WEAPONOF(deathtype);
+ if(((deathtype & HITTYPE_SECONDARY) ? (death_weapon.spawnflags & WEP_TYPE_MELEE_SEC) : (death_weapon.spawnflags & WEP_TYPE_MELEE_PRI)))
+ {
+ damage = this.max_health * 0.1;
+ force *= 10;
+ }
+
+ this.velocity += force;
+ UpdateCSQCProjectile(this);
+
+ if(damage <= 0 || ((IS_ONGROUND(this)) && IS_PLAYER(attacker)))
+ return;
+
+ float hp = GetResource(this, RES_HEALTH);
+ if(hp == this.max_health)
+ {
+ sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, 0.5 *(ATTEN_LARGE + ATTEN_MAX));
+ this.nextthink = max(time + this.nade_lifetime, time);
+ setthink(this, nade_beep);
+ }
+
+ hp -= damage;
+ SetResource(this, RES_HEALTH, hp);
+
+ if(STAT(NADE_BONUS_TYPE, this) != NADE_TYPE_TRANSLOCATE.m_id && STAT(NADE_BONUS_TYPE, this) != NADE_TYPE_SPAWN.m_id)
+ if(STAT(NADE_BONUS_TYPE, this) != NADE_TYPE_HEAL.m_id || IS_PLAYER(attacker))
+ this.realowner = attacker;
+
+ if(hp <= 0)
+ {
+ if(nade_spawn_DestroyDamage(this, attacker))
+ return;
+ if(nade_translocate_DestroyDamage(this, attacker))
+ return;
+
+ W_PrepareExplosionByDamage(this, attacker, nade_boom);
+ }
+ else
+ nade_burn_spawn(this);
+}
+
+void toss_nade(entity e, bool set_owner, vector _velocity, float _time)
+{
+ if(e.nade == NULL)
+ return;
+
+ entity _nade = e.nade;
+ e.nade = NULL;
+
+ if(e.fake_nade)
+ delete(e.fake_nade);
+ e.fake_nade = NULL;
+
+ Kill_Notification(NOTIF_ONE_ONLY, e, MSG_CENTER, CPID_NADES);
+
+ makevectors(e.v_angle);
+
+ // NOTE: always throw from first weapon entity?
+ W_SetupShot(e, _nade.weaponentity_fld, false, false, SND_Null, CH_WEAPON_A, 0, DEATH_NADE.m_id);
+
+ vector offset = (v_forward * autocvar_g_nades_throw_offset.x)
+ + (v_right * autocvar_g_nades_throw_offset.y)
+ + (v_up * autocvar_g_nades_throw_offset.z);
+
+ setorigin(_nade, w_shotorg + offset);
+ //setmodel(_nade, MDL_PROJECTILE_NADE);
+ //setattachment(_nade, NULL, "");
+ PROJECTILE_MAKETRIGGER(_nade);
+ if(STAT(NADES_SMALL, e))
+ setsize(_nade, '-8 -8 -8', '8 8 8');
+ else
+ setsize(_nade, '-16 -16 -16', '16 16 16');
+ set_movetype(_nade, MOVETYPE_BOUNCE);
+
+ tracebox(_nade.origin, _nade.mins, _nade.maxs, _nade.origin, MOVE_NOMONSTERS, _nade);
+ if (trace_startsolid)
+ setorigin(_nade, e.origin);
+
+ if(e.v_angle.x >= 70 && e.v_angle.x <= 110 && PHYS_INPUT_BUTTON_CROUCH(e))
+ _nade.velocity = '0 0 100';
+ else if(autocvar_g_nades_nade_newton_style == 1)
+ _nade.velocity = e.velocity + _velocity;
+ else if(autocvar_g_nades_nade_newton_style == 2)
+ _nade.velocity = _velocity;
+ else
+ _nade.velocity = W_CalculateProjectileVelocity(e, e.velocity, _velocity, true);
+
+ if(set_owner)
+ _nade.realowner = e;
+
+ settouch(_nade, nade_touch);
+ _nade.spawnshieldtime = time + 0.1; // prevent instantly picking up again
+ SetResource(_nade, RES_HEALTH, autocvar_g_nades_nade_health);
+ _nade.max_health = GetResource(_nade, RES_HEALTH);
+ _nade.takedamage = DAMAGE_AIM;
+ _nade.event_damage = nade_damage;
+ setcefc(_nade, func_null);
+ _nade.exteriormodeltoclient = NULL;
+ _nade.traileffectnum = 0;
+ _nade.teleportable = true;
+ _nade.pushable = true;
+ _nade.gravity = 1;
+ _nade.missile_flags = MIF_SPLASH | MIF_ARC;
+ _nade.damagedbycontents = true;
+ IL_PUSH(g_damagedbycontents, _nade);
+ _nade.angles = vectoangles(_nade.velocity);
+ _nade.flags = FL_PROJECTILE;
+ IL_PUSH(g_projectiles, _nade);
+ IL_PUSH(g_bot_dodge, _nade);
+ _nade.projectiledeathtype = DEATH_NADE.m_id;
+ _nade.toss_time = time;
+ _nade.solid = SOLID_CORPSE; //((STAT(NADE_BONUS_TYPE, _nade) == NADE_TYPE_TRANSLOCATE) ? SOLID_CORPSE : SOLID_BBOX);
+
+ if(STAT(NADE_BONUS_TYPE, _nade) == NADE_TYPE_TRANSLOCATE.m_id || STAT(NADE_BONUS_TYPE, _nade) == NADE_TYPE_SPAWN.m_id)
+ _nade.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
+ else
+ _nade.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
+
+ nade_spawn(_nade);
+
+ if(_time)
+ {
+ setthink(_nade, nade_boom);
+ _nade.nextthink = _time;
+ }
+
+ e.nade_refire = time + autocvar_g_nades_nade_refire;
+ STAT(NADE_TIMER, e) = 0;
+}
+
+void nades_GiveBonus(entity player, float score)
+{
+ if (autocvar_g_nades)
+ if (autocvar_g_nades_bonus)
+ if (IS_REAL_CLIENT(player))
+ if (IS_PLAYER(player) && STAT(NADE_BONUS, player) < autocvar_g_nades_bonus_max)
+ if (!STAT(FROZEN, player))
+ if (!IS_DEAD(player))
+ {
+ if ( STAT(NADE_BONUS_SCORE, player) < 1 )
+ STAT(NADE_BONUS_SCORE, player) += score/autocvar_g_nades_bonus_score_max;
+
+ if ( STAT(NADE_BONUS_SCORE, player) >= 1 )
+ {
+ Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_NADE_BONUS);
+ play2(player, SND(NADE_BONUS));
+ STAT(NADE_BONUS, player)++;
+ STAT(NADE_BONUS_SCORE, player) -= 1;
+ }
+ }
+}
+
+/** Remove all bonus nades from a player */
+void nades_RemoveBonus(entity player)
+{
+ STAT(NADE_BONUS, player) = STAT(NADE_BONUS_SCORE, player) = 0;
+}
+
+MUTATOR_HOOKFUNCTION(nades, PutClientInServer)
+{
+ entity player = M_ARGV(0, entity);
+
+ nades_RemoveBonus(player);
+}
+
+bool nade_customize(entity this, entity client)
+{
+ //if(IS_SPEC(client)) { return false; }
+ if(client == this.exteriormodeltoclient || (IS_SPEC(client) && client.enemy == this.exteriormodeltoclient))
+ {
+ // somewhat hide the model, but keep the glow
+ //this.effects = 0;
+ if(this.traileffectnum)
+ this.traileffectnum = 0;
+ this.alpha = -1;
+ }
+ else
+ {
+ //this.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
+ if(!this.traileffectnum)
+ {
+ entity nade = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, this));
+ this.traileffectnum = _particleeffectnum(Nade_TrailEffect(nade.m_projectile[0], this.team).eent_eff_name);
+ }
+ this.alpha = 1;
+ }
+
+ return true;
+}
+
+void spawn_held_nade(entity player, entity nowner, float ntime, int ntype, string pntype)
+{
+ entity n = new(nade), fn = new(fake_nade);
+
+ n.pokenade_type = pntype;
+
+ if(ntype == 0) // random nade
+ ntype = floor(random() * (REGISTRY_COUNT(Nades) - 1)) + 1;
+ Nade def = REGISTRY_GET(Nades, ntype);
+ if(def == NADE_TYPE_Null)
+ def = NADE_TYPE_NORMAL;
+
+ STAT(NADE_BONUS_TYPE, n) = def.m_id;
+
+ .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+
+ setmodel(n, MDL_PROJECTILE_NADE);
+ //setattachment(n, player, "bip01 l hand");
+ n.exteriormodeltoclient = player;
+ setcefc(n, nade_customize);
+ n.traileffectnum = _particleeffectnum(Nade_TrailEffect(def.m_projectile[0], player.team).eent_eff_name);
+ n.colormod = def.m_color;
+ n.realowner = nowner;
+ n.colormap = player.colormap;
+ n.glowmod = player.glowmod;
+ n.wait = time + max(0, ntime);
+ n.nade_time_primed = time;
+ setthink(n, nade_beep);
+ n.nextthink = max(n.wait - 3, time);
+ n.projectiledeathtype = DEATH_NADE.m_id;
+ n.weaponentity_fld = weaponentity;
+ n.nade_lifetime = ntime;
+ n.alpha = def.m_alpha;
+
+ setmodel(fn, MDL_NADE_VIEW);
+ //setattachment(fn, player.(weaponentity), "");
+ fn.viewmodelforclient = player;
+ fn.realowner = fn.owner = player;
+ fn.colormod = def.m_color;
+ fn.colormap = player.colormap;
+ fn.glowmod = player.glowmod;
+ setthink(fn, SUB_Remove);
+ fn.nextthink = n.wait;
+ fn.weaponentity_fld = weaponentity;
+ fn.alpha = def.m_alpha;
+
+ player.nade = n;
+ player.fake_nade = fn;
+}
+
+void nade_prime(entity this)
+{
+ if(autocvar_g_nades_bonus_only && !STAT(NADE_BONUS, this))
+ return; // only allow bonus nades
+
+ // TODO: handle old nade if it exists?
+ if(this.nade)
+ delete(this.nade);
+ this.nade = NULL;
+
+ if(this.fake_nade)
+ delete(this.fake_nade);
+ this.fake_nade = NULL;
+
+ int ntype;
+ string pntype = this.pokenade_type;
+
+ if(StatusEffects_active(STATUSEFFECT_Strength, this) && autocvar_g_nades_bonus_onstrength)
+ ntype = STAT(NADE_BONUS_TYPE, this);
+ else if (STAT(NADE_BONUS, this) >= 1)
+ {
+ ntype = STAT(NADE_BONUS_TYPE, this);
+ pntype = this.pokenade_type;
+ STAT(NADE_BONUS, this) -= 1;
+ }
+ else
+ {
+ ntype = ((autocvar_g_nades_client_select) ? CS_CVAR(this).cvar_cl_nade_type : autocvar_g_nades_nade_type);
+ pntype = ((autocvar_g_nades_client_select) ? CS_CVAR(this).cvar_cl_pokenade_type : autocvar_g_nades_pokenade_monster_type);
+ }
+
+ spawn_held_nade(this, this, autocvar_g_nades_nade_lifetime, ntype, pntype);
+}
+
+bool CanThrowNade(entity this)
+{
+ return !(this.vehicle || !autocvar_g_nades || IS_DEAD(this) || !IS_PLAYER(this) || weaponLocked(this));
+}
+
+.bool nade_altbutton;
+
+void nades_CheckThrow(entity this)
+{
+ if(!CanThrowNade(this))
+ return;
+
+ entity held_nade = this.nade;
+ if (!held_nade)
+ {
+ this.nade_altbutton = true;
+ if(time > this.nade_refire)
+ {
+ nade_prime(this);
+ this.nade_refire = time + autocvar_g_nades_nade_refire;
+ }
+ }
+ else
+ {
+ this.nade_altbutton = false;
+ if (time >= held_nade.nade_time_primed + 1) {
+ makevectors(this.v_angle);
+ float _force = time - held_nade.nade_time_primed;
+ _force /= autocvar_g_nades_nade_lifetime;
+ _force = autocvar_g_nades_nade_minforce + (_force * (autocvar_g_nades_nade_maxforce - autocvar_g_nades_nade_minforce));
+ vector dir = (v_forward * 0.75 + v_up * 0.2 + v_right * 0.05);
+ dir = W_CalculateSpread(dir, autocvar_g_nades_spread, autocvar_g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
+ toss_nade(this, true, dir * _force, 0);
+ }
+ }
+}
+
+void nades_Clear(entity player)
+{
+ if(player.nade)
+ delete(player.nade);
+ if(player.fake_nade)
+ delete(player.fake_nade);
+
+ player.nade = player.fake_nade = NULL;
+ STAT(NADE_TIMER, player) = 0;
+}
+
+int nades_CheckTypes(entity player, int cl_ntype)
+{
+ // TODO check what happens without this patch
+#define CL_NADE_TYPE_CHECK(nade_ent, nade_cvar) \
+ case nade_ent.m_id: if (nade_cvar) return cl_ntype
+
+ switch (cl_ntype)
+ {
+ case 0: return 0; // random nade
+ CL_NADE_TYPE_CHECK(NADE_TYPE_NAPALM, autocvar_g_nades_napalm);
+ CL_NADE_TYPE_CHECK(NADE_TYPE_ICE, autocvar_g_nades_ice);
+ CL_NADE_TYPE_CHECK(NADE_TYPE_TRANSLOCATE, autocvar_g_nades_translocate);
+ CL_NADE_TYPE_CHECK(NADE_TYPE_SPAWN, autocvar_g_nades_spawn);
+ CL_NADE_TYPE_CHECK(NADE_TYPE_HEAL, autocvar_g_nades_heal);
+ CL_NADE_TYPE_CHECK(NADE_TYPE_MONSTER, autocvar_g_nades_pokenade);
+ CL_NADE_TYPE_CHECK(NADE_TYPE_ENTRAP, autocvar_g_nades_entrap);
+ CL_NADE_TYPE_CHECK(NADE_TYPE_VEIL, autocvar_g_nades_veil);
+ CL_NADE_TYPE_CHECK(NADE_TYPE_AMMO, autocvar_g_nades_ammo);
+ CL_NADE_TYPE_CHECK(NADE_TYPE_DARKNESS, autocvar_g_nades_darkness);
+ }
+ return NADE_TYPE_NORMAL.m_id; // default to NADE_TYPE_NORMAL for unknown nade types
+#undef CL_NADE_TYPE_CHECK
+}
+
+MUTATOR_HOOKFUNCTION(nades, VehicleEnter)
+{
+ entity player = M_ARGV(0, entity);
+
+ if(player.nade)
+ toss_nade(player, true, '0 0 100', max(player.nade.wait, time + 0.05));
+}
+
+CLASS(NadeOffhand, OffhandWeapon)
+ METHOD(NadeOffhand, offhand_think, void(NadeOffhand this, entity player, bool key_pressed))
+ {
+ entity held_nade = player.nade;
+
+ if (!CanThrowNade(player)) return;
+ if (!(time > player.nade_refire)) return;
+ if (key_pressed) {
+ if (!held_nade) {
+ nade_prime(player);
+ held_nade = player.nade;
+ }
+ } else if (time >= held_nade.nade_time_primed + 1) {
+ if (held_nade) {
+ makevectors(player.v_angle);
+ float _force = time - held_nade.nade_time_primed;
+ _force /= autocvar_g_nades_nade_lifetime;
+ _force = autocvar_g_nades_nade_minforce + (_force * (autocvar_g_nades_nade_maxforce - autocvar_g_nades_nade_minforce));
+ vector dir = (v_forward * 0.7 + v_up * 0.2 + v_right * 0.1);
+ dir = W_CalculateSpread(dir, autocvar_g_nades_spread, autocvar_g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
+ toss_nade(player, false, dir * _force, 0);
+ }
+ }
+ }
+ENDCLASS(NadeOffhand)
+NadeOffhand OFFHAND_NADE;
+REGISTER_MUTATOR(nades, autocvar_g_nades)
+{
+ MUTATOR_ONADD
+ {
+ OFFHAND_NADE = NEW(NadeOffhand);
+ }
+ return 0;
+}
+
+MUTATOR_HOOKFUNCTION(nades, ForbidThrowCurrentWeapon, CBC_ORDER_LAST)
+{
+ entity player = M_ARGV(0, entity);
+
+ if (player.offhand != OFFHAND_NADE || (STAT(WEAPONS, player) & WEPSET(HOOK)) || autocvar_g_nades_override_dropweapon) {
+ nades_CheckThrow(player);
+ return true;
+ }
+}
+
+#ifdef IN_REVIVING_RANGE
+ #undef IN_REVIVING_RANGE
+#endif
+
+// returns true if player is reviving it
+#define IN_REVIVING_RANGE(player, it, revive_extra_size) \
+ (it != player && !IS_DEAD(it) && SAME_TEAM(it, player) \
+ && boxesoverlap(player.absmin - revive_extra_size, player.absmax + revive_extra_size, it.absmin, it.absmax))
+
+MUTATOR_HOOKFUNCTION(nades, PlayerPreThink)
+{
+ entity player = M_ARGV(0, entity);
+
+ if (!IS_PLAYER(player)) { return; }
+
+ if (player.nade && (player.offhand != OFFHAND_NADE || (STAT(WEAPONS, player) & WEPSET(HOOK))))
+ OFFHAND_NADE.offhand_think(OFFHAND_NADE, player, player.nade_altbutton);
+
+ entity held_nade = player.nade;
+ if (held_nade)
+ {
+ STAT(NADE_TIMER, player) = bound(0, (time - held_nade.nade_time_primed) / held_nade.nade_lifetime, 1);
+ // LOG_TRACEF("%d %d", STAT(NADE_TIMER, player), time - held_nade.nade_time_primed);
+ makevectors(player.angles);
+ held_nade.velocity = player.velocity;
+ setorigin(held_nade, player.origin + player.view_ofs + v_forward * 8 + v_right * -8 + v_up * 0);
+ held_nade.angles_y = player.angles.y;
+
+ if (time + 0.1 >= held_nade.wait)
+ {
+ toss_nade(player, false, '0 0 0', time + 0.05);
+ Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_NADE_THROW);
+ }
+ }
+
+ if(IS_PLAYER(player))
+ {
+ if ( autocvar_g_nades_bonus && autocvar_g_nades )
+ {
+ entity key;
+ float key_count = 0;
+ FOR_EACH_KH_KEY(key) if(key.owner == player) { ++key_count; }
+
+ float time_score;
+ if(GameRules_scoring_is_vip(player))
+ time_score = autocvar_g_nades_bonus_score_time_flagcarrier;
+ else
+ time_score = autocvar_g_nades_bonus_score_time;
+
+ if(key_count)
+ time_score = autocvar_g_nades_bonus_score_time_flagcarrier * key_count; // multiply by the number of keys the player is holding
+
+ if(autocvar_g_nades_bonus_client_select)
+ {
+ STAT(NADE_BONUS_TYPE, player) = nades_CheckTypes(player, CS_CVAR(player).cvar_cl_nade_type);
+ player.pokenade_type = CS_CVAR(player).cvar_cl_pokenade_type;
+ }
+ else
+ {
+ STAT(NADE_BONUS_TYPE, player) = autocvar_g_nades_bonus_type;
+ player.pokenade_type = autocvar_g_nades_pokenade_monster_type;
+ }
+
+ STAT(NADE_BONUS_TYPE, player) = bound(0, STAT(NADE_BONUS_TYPE, player), REGISTRY_COUNT(Nades));
+
+ if(STAT(NADE_BONUS_SCORE, player) >= 0 && autocvar_g_nades_bonus_score_max)
+ nades_GiveBonus(player, time_score / autocvar_g_nades_bonus_score_max);
+ }
+ else
+ {
+ STAT(NADE_BONUS, player) = STAT(NADE_BONUS_SCORE, player) = 0;
+ }
+
+ nade_veil_Apply(player);
+ }
+
+ if (!(frametime && IS_PLAYER(player)))
+ return true;
+
+ entity revivers_last = NULL;
+ entity revivers_first = NULL;
+
+ bool player_is_reviving = false;
+ int n = 0;
+ vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
+ FOREACH_CLIENT(IS_PLAYER(it) && IN_REVIVING_RANGE(player, it, revive_extra_size), {
+ // check if player is reviving anyone
+ if (STAT(FROZEN, it) == FROZEN_TEMP_DYING)
+ {
+ if ((STAT(FROZEN, player) == FROZEN_TEMP_DYING))
+ continue;
+ if (!IN_REVIVING_RANGE(player, it, revive_extra_size))
+ continue;
+ player_is_reviving = true;
+ break;
+ }
+
+ if (!(STAT(FROZEN, player) == FROZEN_TEMP_DYING))
+ continue; // both player and it are NOT frozen
+ if (revivers_last)
+ revivers_last.chain = it;
+ revivers_last = it;
+ if (!revivers_first)
+ revivers_first = it;
+ ++n;
+ });
+ if (revivers_last)
+ revivers_last.chain = NULL;
+
+ if (!n) // no teammate nearby
+ {
+ // freezetag already resets revive progress
+ if (!g_freezetag && !STAT(FROZEN, player) && !player_is_reviving)
+ STAT(REVIVE_PROGRESS, player) = 0; // thawing nobody
+ }
+ else if (n > 0 && STAT(FROZEN, player) == FROZEN_TEMP_DYING) // OK, there is at least one teammate reviving us
+ {
+ STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
+ // undo what PlayerPreThink did
+ STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) + frametime * player.revive_speed, 1);
+ SetResource(player, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, player) * start_health));
+
+ if(STAT(REVIVE_PROGRESS, player) >= 1)
+ {
+ Unfreeze(player, false);
+
+ Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_REVIVED, revivers_first.netname);
+ Send_Notification(NOTIF_ONE, revivers_first, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
+ }
+
+ for(entity it = revivers_first; it; it = it.chain)
+ STAT(REVIVE_PROGRESS, it) = STAT(REVIVE_PROGRESS, player);
+ }
+}
+
+MUTATOR_HOOKFUNCTION(nades, PlayerSpawn)
+{
+ entity player = M_ARGV(0, entity);
+
+ if (StatusEffects_active(STATUSEFFECT_SpawnShield, player))
+ player.nade_refire = StatusEffects_gettime(STATUSEFFECT_SpawnShield, player);
+ else
+ player.nade_refire = time;
+
+ if (!autocvar_g_nades_onspawn)
+ player.nade_refire += autocvar_g_nades_nade_refire;
+
+ if(autocvar_g_nades_bonus_client_select)
+ STAT(NADE_BONUS_TYPE, player) = CS_CVAR(player).cvar_cl_nade_type;
+
+ STAT(NADE_TIMER, player) = 0;
+
+ if (!player.offhand) player.offhand = OFFHAND_NADE;
+
+ if(player.nade_spawnloc)
+ {
+ setorigin(player, player.nade_spawnloc.origin);
+ player.nade_spawnloc.cnt -= 1;
+
+ if(player.nade_spawnloc.cnt <= 0)
+ {
+ delete(player.nade_spawnloc);
+ player.nade_spawnloc = NULL;
+ }
+
+ nade_spawn_SetSpawnHealth(player);
+ }
+}
+
+MUTATOR_HOOKFUNCTION(nades, PlayerDies, CBC_ORDER_LAST)
+{
+ entity frag_attacker = M_ARGV(1, entity);
+ entity frag_target = M_ARGV(2, entity);
+
+ if(frag_target.nade)
+ if(!STAT(FROZEN, frag_target) || !autocvar_g_freezetag_revive_nade)
+ toss_nade(frag_target, true, '0 0 100', max(frag_target.nade.wait, time + 0.05));
+
+ if(IS_PLAYER(frag_attacker))
+ {
+ float killcount_bonus = ((CS(frag_attacker).killcount >= 1) ? bound(0, autocvar_g_nades_bonus_score_minor * CS(frag_attacker).killcount, autocvar_g_nades_bonus_score_medium)
+ : autocvar_g_nades_bonus_score_minor);
+ if (SAME_TEAM(frag_attacker, frag_target) || frag_attacker == frag_target)
+ nades_RemoveBonus(frag_attacker);
+ else if(GameRules_scoring_is_vip(frag_target))
+ nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_medium);
+ else if(autocvar_g_nades_bonus_score_spree && CS(frag_attacker).killcount > 1)
+ {
+ #define SPREE_ITEM(counta,countb,center,normal,gentle) \
+ case counta: { nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_spree); break; }
+ switch(CS(frag_attacker).killcount)
+ {
+ KILL_SPREE_LIST
+ default: nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_minor); break;
+ }
+ #undef SPREE_ITEM
+ }
+ else
+ nades_GiveBonus(frag_attacker, killcount_bonus);
+ }
+
+ nades_RemoveBonus(frag_target);
+}
+
+MUTATOR_HOOKFUNCTION(nades, Damage_Calculate)
+{
+ entity frag_inflictor = M_ARGV(0, entity);
+ entity frag_attacker = M_ARGV(1, entity);
+ entity frag_target = M_ARGV(2, entity);
+ float frag_deathtype = M_ARGV(3, float);
+
+ if(autocvar_g_freezetag_revive_nade && STAT(FROZEN, frag_target) && frag_attacker == frag_target && frag_deathtype == DEATH_NADE.m_id)
+ if(time - frag_inflictor.toss_time <= 0.1)
+ {
+ Unfreeze(frag_target, false);
+ SetResource(frag_target, RES_HEALTH, autocvar_g_freezetag_revive_nade_health);
+ Send_Effect(EFFECT_ICEORGLASS, frag_target.origin, '0 0 0', 3);
+ M_ARGV(4, float) = 0;
+ M_ARGV(6, vector) = '0 0 0';
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED_NADE, frag_target.netname);
+ Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_REVIVE_SELF);
+ }
+}
+
+MUTATOR_HOOKFUNCTION(nades, MonsterDies)
+{
+ entity frag_target = M_ARGV(0, entity);
+ entity frag_attacker = M_ARGV(1, entity);
+
+ if(IS_PLAYER(frag_attacker))
+ if(DIFF_TEAM(frag_attacker, frag_target))
+ if(!(frag_target.spawnflags & MONSTERFLAG_SPAWNED))
+ nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_minor);
+}
+
+MUTATOR_HOOKFUNCTION(nades, DropSpecialItems)
+{
+ entity frag_target = M_ARGV(0, entity);
+
+ if(frag_target.nade)
+ toss_nade(frag_target, true, '0 0 0', time + 0.05);
+}
+
+void nades_RemovePlayer(entity this)
+{
+ nades_Clear(this);
+ nades_RemoveBonus(this);
+}
+
+MUTATOR_HOOKFUNCTION(nades, MakePlayerObserver) { entity player = M_ARGV(0, entity); nades_RemovePlayer(player); }
+MUTATOR_HOOKFUNCTION(nades, ClientDisconnect) { entity player = M_ARGV(0, entity); nades_RemovePlayer(player); }
+MUTATOR_HOOKFUNCTION(nades, reset_map_global)
+{
+ FOREACH_CLIENT(IS_PLAYER(it),
+ {
+ nades_RemovePlayer(it);
+ });
+}
+
+MUTATOR_HOOKFUNCTION(nades, SpectateCopy)
+{
+ entity spectatee = M_ARGV(0, entity);
+ entity client = M_ARGV(1, entity);
+
+ STAT(NADE_TIMER, client) = STAT(NADE_TIMER, spectatee);
+ STAT(NADE_BONUS_TYPE, client) = STAT(NADE_BONUS_TYPE, spectatee);
+ client.pokenade_type = spectatee.pokenade_type;
+ STAT(NADE_BONUS, client) = STAT(NADE_BONUS, spectatee);
+ STAT(NADE_BONUS_SCORE, client) = STAT(NADE_BONUS_SCORE, spectatee);
+}
+
+MUTATOR_HOOKFUNCTION(nades, BuildMutatorsPrettyString)
+{
+ M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Nades");
+}
+
+MUTATOR_HOOKFUNCTION(nades, BuildMutatorsString)
+{
+ M_ARGV(0, string) = strcat(M_ARGV(0, string), ":Nades");
+}
--- /dev/null
+#pragma once
+
+#include "nades.qh"
+
+bool autocvar_g_nades;
+bool autocvar_g_nades_override_dropweapon = true;
+vector autocvar_g_nades_throw_offset;
+bool autocvar_g_nades_onspawn;
+int autocvar_g_nades_spawn_count;
+float autocvar_g_nades_spawn_health_respawn;
+float autocvar_g_nades_spawn_destroy_damage = 25;
+bool autocvar_g_nades_pickup = true;
+float autocvar_g_nades_pickup_time = 2;
+float autocvar_g_nades_nade_lifetime;
+float autocvar_g_nades_nade_minforce;
+float autocvar_g_nades_nade_maxforce;
+float autocvar_g_nades_nade_health;
+float autocvar_g_nades_nade_refire;
+float autocvar_g_nades_nade_damage;
+float autocvar_g_nades_nade_edgedamage;
+float autocvar_g_nades_nade_radius;
+float autocvar_g_nades_nade_force;
+int autocvar_g_nades_nade_newton_style;
+int autocvar_g_nades_nade_type;
+bool autocvar_g_nades_client_select;
+
+bool autocvar_g_nades_bonus;
+int autocvar_g_nades_bonus_type;
+bool autocvar_g_nades_bonus_client_select;
+bool autocvar_g_nades_bonus_onstrength;
+bool autocvar_g_nades_bonus_only;
+int autocvar_g_nades_bonus_max;
+int autocvar_g_nades_bonus_score_max;
+int autocvar_g_nades_bonus_score_time;
+int autocvar_g_nades_bonus_score_time_flagcarrier;
+int autocvar_g_nades_bonus_score_minor;
+int autocvar_g_nades_bonus_score_low;
+int autocvar_g_nades_bonus_score_high;
+int autocvar_g_nades_bonus_score_medium;
+int autocvar_g_nades_bonus_score_spree;
+
+
+.entity nade;
+.entity fake_nade;
+.float nade_refire;
+.float nade_special_time;
+.string pokenade_type;
+.entity nade_damage_target;
+.int cvar_cl_nade_type;
+.string cvar_cl_pokenade_type;
+.float toss_time;
+.float nade_show_particles;
+
+bool orb_send(entity this, entity to, int sf);
+
+// Remove nades that are being thrown
+void nades_Clear(entity player);
+
+// Give a bonus grenade to a player
+void nades_GiveBonus(entity player, float score);
+
+/**
+ * called to adjust nade damage and force on hit
+ */
+#define EV_Nade_Damage(i, o) \
+ /** nade */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** weapon */ i(entity, MUTATOR_ARGV_1_entity) \
+ /** force */ i(vector, MUTATOR_ARGV_2_vector) \
+ /**/ o(vector, MUTATOR_ARGV_2_vector) \
+ /** damage */ i(float, MUTATOR_ARGV_3_float) \
+ /**/ o(float, MUTATOR_ARGV_3_float) \
+ /**/
+MUTATOR_HOOKABLE(Nade_Damage, EV_Nade_Damage);
#include <common/minigames/sv_minigames.qh>
#include <common/monsters/sv_monsters.qh>
#include <common/mutators/mutator/instagib/sv_instagib.qh>
-#include <common/mutators/mutator/nades/nades.qh>
+#include <common/mutators/mutator/nades/_mod.qh>
#include <common/mutators/mutator/overkill/oknex.qh>
#include <common/mutators/mutator/status_effects/_mod.qh>
#include <common/mutators/mutator/waypoints/all.qh>
#include <common/gamemodes/gamemode/ctf/sv_ctf.qh>
#include <common/mapobjects/trigger/counter.qh>
#include <common/mapobjects/triggers.qh>
-#include <common/mutators/mutator/buffs/buffs.qh>
-#include <common/mutators/mutator/buffs/sv_buffs.qh>
+#include <common/mutators/mutator/buffs/_mod.qh>
#include <common/mutators/mutator/powerups/_mod.qh>
#include <common/mutators/mutator/status_effects/_mod.qh>
#include <common/notifications/all.qh>
#include <common/items/_mod.qh>
#include <common/mapobjects/defs.qh>
#include <common/mapobjects/triggers.qh>
-#include <common/mutators/mutator/buffs/buffs.qh>
-#include <common/mutators/mutator/buffs/sv_buffs.qh>
+#include <common/mutators/mutator/buffs/_mod.qh>
#include <common/mutators/mutator/instagib/sv_instagib.qh>
#include <common/mutators/mutator/status_effects/_mod.qh>
#include <common/mutators/mutator/waypoints/waypointsprites.qh>
#include <common/mapobjects/subs.qh>
#include <common/mapobjects/triggers.qh>
#include <common/monsters/_mod.qh>
-#include <common/mutators/mutator/buffs/buffs.qh>
-#include <common/mutators/mutator/buffs/sv_buffs.qh>
+#include <common/mutators/mutator/buffs/_mod.qh>
#include <common/mutators/mutator/powerups/_mod.qh>
#include <common/mutators/mutator/status_effects/_mod.qh>
#include <common/net_linked.qh>