float bonusNades = getstatf(STAT_NADE_BONUS);
float bonusProgress = getstatf(STAT_NADE_BONUS_SCORE);
float bonusType = getstati(STAT_NADE_BONUS_TYPE);
- vector nadeColor = Nade_Color(bonusType);
- string nadeIcon = Nade_Icon(bonusType);
+ vector nadeColor = NADES[bonusType].m_color;
+ string nadeIcon = NADES[bonusType].m_icon;
vector iconPos, textPos;
GetTeam(NUM_SPECTATOR, true); // add specs first
// needs to be done so early because of the constants they create
+ static_init();
CALL_ACCUMULATED_FUNCTION(RegisterWeapons);
CALL_ACCUMULATED_FUNCTION(RegisterMonsters);
- CALL_ACCUMULATED_FUNCTION(RegisterItems);
CALL_ACCUMULATED_FUNCTION(RegisterGametypes);
CALL_ACCUMULATED_FUNCTION(RegisterNotifications);
CALL_ACCUMULATED_FUNCTION(RegisterDeathtypes);
if(getstati(STAT_FROZEN))
drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((getstatf(STAT_REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * getstatf(STAT_REVIVE_PROGRESS)) + ('0 1 1' * getstatf(STAT_REVIVE_PROGRESS) * -1)) : '0.25 0.90 1'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
else if (getstatf(STAT_HEALING_ORB)>time)
- drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, Nade_Color(NADE_TYPE_HEAL), autocvar_hud_colorflash_alpha*getstatf(STAT_HEALING_ORB_ALPHA), DRAWFLAG_ADDITIVE);
+ drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, NADE_TYPE_HEAL.m_color, autocvar_hud_colorflash_alpha*getstatf(STAT_HEALING_ORB_ALPHA), DRAWFLAG_ADDITIVE);
if(!intermission)
if(getstatf(STAT_NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
{
break;
}
- if(Nade_IDFromProjectile(self.cnt) != 0)
+ if(Nade_FromProjectile(self.cnt) != NADE_TYPE_NULL)
rot = self.avelocity;
self.angles = AnglesTransform_ToAngles(AnglesTransform_Multiply(AnglesTransform_FromAngles(self.angles), rot * (t - self.spawntime)));
break;
}
- if(Nade_IDFromProjectile(self.cnt) != 0)
+ if(Nade_FromProjectile(self.cnt) != NADE_TYPE_NULL)
trailorigin += v_up * 4;
if(drawn)
case PROJECTILE_RPC: setmodel(self, "models/weapons/ok_rocket.md3");self.traileffect = particleeffectnum("TR_ROCKET"); break;
default:
- if(Nade_IDFromProjectile(self.cnt) != 0) { setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum(Nade_TrailEffect(self.cnt, self.team)); break; }
+ if (Nade_FromProjectile(self.cnt) != NADE_TYPE_NULL)
+ {
+ setmodel(self, "models/weapons/v_ok_grenade.md3");
+ self.traileffect = particleeffectnum(Nade_TrailEffect(self.cnt, self.team));
+ break;
+ }
error("Received invalid CSQC projectile, can't work with this!");
break;
}
break;
}
- if(Nade_IDFromProjectile(self.cnt) != 0)
+ if(Nade_FromProjectile(self.cnt) != NADE_TYPE_NULL)
{
- int nade_type = Nade_IDFromProjectile(self.cnt);
+ entity nade_type = Nade_FromProjectile(self.cnt);
self.mins = '-16 -16 -16';
self.maxs = '16 16 16';
- self.colormod = Nade_Color(nade_type);
+ self.colormod = nade_type.m_color;
self.move_movetype = MOVETYPE_BOUNCE;
self.move_touch = func_null;
self.scale = 1.5;
int ITEM_COUNT;
/** If you register a new item, make sure to add it to all.inc */
#define REGISTER_ITEM(id, class) REGISTER(RegisterItems, ITEM, ITEMS, ITEM_COUNT, id, class, m_id)
+REGISTER_REGISTRY(RegisterItems)
#define ITEMS_FOREACH(pred, body) do { \
for (int i = 0; i < ITEM_COUNT; i++) { \
#ifndef NADES_H
#define NADES_H
+#include "oo.qh"
+#include "registry.qh"
#include "teams.qh"
.float healer_lifetime;
const int PROJECTILE_NADE_MONSTER = 82;
const int PROJECTILE_NADE_MONSTER_BURN = 83;
-const int NADE_TYPE_NORMAL = 1;
-const int NADE_TYPE_NAPALM = 2;
-const int NADE_TYPE_ICE = 3;
-const int NADE_TYPE_TRANSLOCATE = 4;
-const int NADE_TYPE_SPAWN = 5;
-const int NADE_TYPE_HEAL = 6;
-const int NADE_TYPE_MONSTER = 7;
+void RegisterNades();
+const int NADES_MAX = 8;
+entity NADES[NADES_MAX];
+int NADES_COUNT;
+#define REGISTER_NADE(id) REGISTER(RegisterNades, NADE_TYPE, NADES, NADES_COUNT, id, Nade, m_id)
+REGISTER_REGISTRY(RegisterNades)
+
+CLASS(Nade, Object)
+ ATTRIB(Nade, m_id, int, 0)
+ ATTRIB(Nade, m_color, vector, '0 0 0')
+ ATTRIB(Nade, m_icon, string, "nade_normal")
+ ATTRIBARRAY(Nade, m_projectile, int, 2)
+ ATTRIBARRAY(Nade, m_trail, string, 2)
+ENDCLASS(Nade)
+
+REGISTER_NADE(NULL);
+
+#define NADE_PROJECTILE(i, projectile, trail) do { \
+ this.m_projectile[i] = projectile; \
+ this.m_trail[i] = trail; \
+} while (0)
+
+REGISTER_NADE(NORMAL) {
+ this.m_color = '1 1 1';
+ NADE_PROJECTILE(0, PROJECTILE_NADE, string_null);
+ NADE_PROJECTILE(1, PROJECTILE_NADE_BURN, string_null);
+}
-const int NADE_TYPE_LAST = 7; // a check to prevent using higher values & crashing
+REGISTER_NADE(NAPALM) {
+ this.m_color = '2 0.5 0';
+ this.m_icon = "nade_napalm";
+ NADE_PROJECTILE(0, PROJECTILE_NADE_NAPALM, "TR_ROCKET");
+ NADE_PROJECTILE(1, PROJECTILE_NADE_NAPALM_BURN, "spiderbot_rocket_thrust");
+}
-vector Nade_Color(int nadeid)
-{
- switch(nadeid)
- {
- case NADE_TYPE_NORMAL: return '1 1 1';
- case NADE_TYPE_NAPALM: return '2 0.5 0';
- case NADE_TYPE_ICE: return '0 0.5 2';
- case NADE_TYPE_TRANSLOCATE: return '1 0 1';
- case NADE_TYPE_SPAWN: return '1 0.9 0';
- case NADE_TYPE_HEAL: return '1 0 0';
- case NADE_TYPE_MONSTER: return '0.25 0.75 0';
- }
-
- return '0 0 0';
+REGISTER_NADE(ICE) {
+ this.m_color = '0 0.5 2';
+ this.m_icon = "nade_ice";
+ NADE_PROJECTILE(0, PROJECTILE_NADE_ICE, "TR_NEXUIZPLASMA");
+ NADE_PROJECTILE(1, PROJECTILE_NADE_ICE_BURN, "wakizashi_rocket_thrust");
}
-string Nade_Icon(int nadeid)
-{
- switch(nadeid)
- {
- case NADE_TYPE_NORMAL: return "nade_normal";
- case NADE_TYPE_NAPALM: return "nade_napalm";
- case NADE_TYPE_ICE: return "nade_ice";
- case NADE_TYPE_TRANSLOCATE: return "nade_translocate";
- case NADE_TYPE_SPAWN: return "nade_spawn";
- case NADE_TYPE_HEAL: return "nade_heal";
- case NADE_TYPE_MONSTER: return "nade_monster";
- }
-
- return "nade_normal";
+REGISTER_NADE(TRANSLOCATE) {
+ this.m_color = '1 0 1';
+ this.m_icon = "nade_translocate";
+ NADE_PROJECTILE(0, PROJECTILE_NADE_TRANSLOCATE, "TR_CRYLINKPLASMA");
+ NADE_PROJECTILE(1, PROJECTILE_NADE_TRANSLOCATE, "TR_CRYLINKPLASMA");
}
-int Nade_IDFromProjectile(float proj)
-{
- switch(proj)
- {
- case PROJECTILE_NADE:
- case PROJECTILE_NADE_BURN: return NADE_TYPE_NORMAL;
- case PROJECTILE_NADE_NAPALM:
- case PROJECTILE_NADE_NAPALM_BURN: return NADE_TYPE_NAPALM;
- case PROJECTILE_NADE_ICE:
- case PROJECTILE_NADE_ICE_BURN: return NADE_TYPE_ICE;
- case PROJECTILE_NADE_TRANSLOCATE: return NADE_TYPE_TRANSLOCATE;
- case PROJECTILE_NADE_SPAWN: return NADE_TYPE_SPAWN;
- case PROJECTILE_NADE_HEAL:
- case PROJECTILE_NADE_HEAL_BURN: return NADE_TYPE_HEAL;
- case PROJECTILE_NADE_MONSTER:
- case PROJECTILE_NADE_MONSTER_BURN: return NADE_TYPE_MONSTER;
- }
-
- return 0;
+REGISTER_NADE(SPAWN) {
+ this.m_color = '1 0.9 0';
+ this.m_icon = "nade_spawn";
+ NADE_PROJECTILE(0, PROJECTILE_NADE_SPAWN, "nade_yellow");
+ NADE_PROJECTILE(1, PROJECTILE_NADE_SPAWN, "nade_yellow");
+}
+
+REGISTER_NADE(HEAL) {
+ this.m_color = '1 0 0';
+ this.m_icon = "nade_heal";
+ NADE_PROJECTILE(0, PROJECTILE_NADE_HEAL, "nade_red");
+ NADE_PROJECTILE(1, PROJECTILE_NADE_HEAL_BURN, "nade_red_burn");
+}
+
+REGISTER_NADE(MONSTER) {
+ this.m_color = '0.25 0.75 0';
+ this.m_icon = "nade_monster";
+ NADE_PROJECTILE(0, PROJECTILE_NADE_MONSTER, "nade_red");
+ NADE_PROJECTILE(1, PROJECTILE_NADE_MONSTER_BURN, "nade_red_burn");
}
-int Nade_ProjectileFromID(int proj, bool burn)
+entity Nade_FromProjectile(float proj)
{
- switch(proj)
- {
- case NADE_TYPE_NORMAL: return (burn) ? PROJECTILE_NADE_BURN : PROJECTILE_NADE;
- case NADE_TYPE_NAPALM: return (burn) ? PROJECTILE_NADE_NAPALM_BURN : PROJECTILE_NADE_NAPALM;
- case NADE_TYPE_ICE: return (burn) ? PROJECTILE_NADE_ICE_BURN : PROJECTILE_NADE_ICE;
- case NADE_TYPE_TRANSLOCATE: return PROJECTILE_NADE_TRANSLOCATE;
- case NADE_TYPE_SPAWN: return PROJECTILE_NADE_SPAWN;
- case NADE_TYPE_HEAL: return (burn) ? PROJECTILE_NADE_HEAL_BURN : PROJECTILE_NADE_HEAL;
- case NADE_TYPE_MONSTER: return (burn) ? PROJECTILE_NADE_MONSTER_BURN : PROJECTILE_NADE_MONSTER;
- }
-
- return 0;
+ for (int i = 0; i < NADES_COUNT; i++)
+ {
+ entity nade = NADES[i];
+ for (int j = 0; j < 2; j++)
+ {
+ if (nade.m_projectile[j] == proj) return nade;
+ }
+ }
+ return NADE_TYPE_NULL;
}
string Nade_TrailEffect(float proj, float nade_team)
{
- switch(proj)
- {
- case PROJECTILE_NADE: return strcat("nade_", Static_Team_ColorName_Lower(nade_team));
- case PROJECTILE_NADE_BURN: return strcat("nade_", Static_Team_ColorName_Lower(nade_team), "_burn");
- case PROJECTILE_NADE_NAPALM: return "TR_ROCKET";
- case PROJECTILE_NADE_NAPALM_BURN: return "spiderbot_rocket_thrust";
- case PROJECTILE_NADE_ICE: return "TR_NEXUIZPLASMA";
- case PROJECTILE_NADE_ICE_BURN: return "wakizashi_rocket_thrust";
- case PROJECTILE_NADE_TRANSLOCATE: return "TR_CRYLINKPLASMA";
- case PROJECTILE_NADE_SPAWN: return "nade_yellow";
- case PROJECTILE_NADE_HEAL: return "nade_red";
- case PROJECTILE_NADE_HEAL_BURN: return "nade_red_burn";
- case PROJECTILE_NADE_MONSTER: return "nade_red";
- case PROJECTILE_NADE_MONSTER_BURN: return "nade_red_burn";
- }
-
- return "";
+ for (int i = 0; i < NADES_COUNT; i++)
+ {
+ entity nade = NADES[i];
+ for (int j = 0; j < 2; j++)
+ {
+ if (nade.m_projectile[j] == proj)
+ {
+ string trail = nade.m_trail[j];
+ if (trail) return trail;
+ break;
+ }
+ }
+ }
+ switch (proj)
+ {
+ case PROJECTILE_NADE: return strcat("nade_", Static_Team_ColorName_Lower(nade_team));
+ case PROJECTILE_NADE_BURN: return strcat("nade_", Static_Team_ColorName_Lower(nade_team), "_burn");
+ }
+ return "";
}
#ifdef SVQC
void Register_##ns##_##id() { \
entity this = NEW(class); \
ns##_##id = this; \
- this.fld = ns##_COUNT; \
+ this.fld = counter; \
array[counter++] = this; \
Register_##ns##_##id##_init(this); \
} \
ACCUMULATE_FUNCTION(initfunc, Register_##ns##_##id) \
REGISTER_INIT(ns, id)
+void __static_init() { }
+#define static_init() CALL_ACCUMULATED_FUNCTION(__static_init)
+#define REGISTER_REGISTRY(func) ACCUMULATE_FUNCTION(__static_init, func)
+
#endif
}
// needs to be done so early because of the constants they create
+ static_init();
CALL_ACCUMULATED_FUNCTION(RegisterWeapons);
- CALL_ACCUMULATED_FUNCTION(RegisterItems);
CALL_ACCUMULATED_FUNCTION(RegisterGametypes);
RegisterSLCategories();
self.classname = "worldspawn"; // safeguard against various stuff ;)
// needs to be done so early because of the constants they create
+ static_init();
CALL_ACCUMULATED_FUNCTION(RegisterWeapons);
CALL_ACCUMULATED_FUNCTION(RegisterMonsters);
- CALL_ACCUMULATED_FUNCTION(RegisterItems);
CALL_ACCUMULATED_FUNCTION(RegisterGametypes);
CALL_ACCUMULATED_FUNCTION(RegisterNotifications);
CALL_ACCUMULATED_FUNCTION(RegisterDeathtypes);
server_is_dedicated = (stof(cvar_defstring("is_dedicated")) ? true : false);
// needs to be done so early because of the constants they create
+ static_init();
CALL_ACCUMULATED_FUNCTION(RegisterWeapons);
CALL_ACCUMULATED_FUNCTION(RegisterMonsters);
- CALL_ACCUMULATED_FUNCTION(RegisterItems);
CALL_ACCUMULATED_FUNCTION(RegisterGametypes);
CALL_ACCUMULATED_FUNCTION(RegisterNotifications);
CALL_ACCUMULATED_FUNCTION(RegisterDeathtypes);
void nade_burn_spawn(entity _nade)
{
- CSQCProjectile(_nade, true, Nade_ProjectileFromID(_nade.nade_type, true), true);
+ CSQCProjectile(_nade, true, NADES[_nade.nade_type].m_projectile[true], true);
}
void nade_spawn(entity _nade)
_nade.effects |= EF_LOWPRECISION;
- CSQCProjectile(_nade, true, Nade_ProjectileFromID(_nade.nade_type, false), true);
+ CSQCProjectile(_nade, true, NADES[_nade.nade_type].m_projectile[false], true);
}
void napalm_damage(float dist, float damage, float edgedamage, float burntime)
self.realowner = self;
self = oldself;
- TeleportPlayer(self, self.realowner, locout, self.realowner.mangle, v_forward * vlen(self.realowner.velocity), '0 0 0', '0 0 0', TELEPORT_FLAGS_TELEPORTER);
+ TeleportPlayer(self, self.realowner, locout, self.realowner.angles, v_forward * vlen(self.realowner.velocity), '0 0 0', '0 0 0', TELEPORT_FLAGS_TELEPORTER);
}
void nade_spawn_boom()
string expef;
bool nade_blast = true;
- switch ( self.nade_type )
+ switch ( NADES[self.nade_type] )
{
case NADE_TYPE_NAPALM:
nade_blast = autocvar_g_nades_napalm_blast;
}
if(self.takedamage)
- switch ( self.nade_type )
+ switch ( NADES[self.nade_type] )
{
case NADE_TYPE_NAPALM: nade_napalm_boom(); break;
case NADE_TYPE_ICE: nade_ice_boom(); break;
return;
}
- if(self.nade_type == NADE_TYPE_TRANSLOCATE || self.nade_type == NADE_TYPE_SPAWN)
+ if(self.nade_type == NADE_TYPE_TRANSLOCATE.m_id || self.nade_type == NADE_TYPE_SPAWN.m_id)
return;
if(DEATH_ISWEAPON(deathtype, WEP_BLASTER))
self.health -= damage;
- if ( self.nade_type != NADE_TYPE_HEAL || IS_PLAYER(attacker) )
+ if ( self.nade_type != NADE_TYPE_HEAL.m_id || IS_PLAYER(attacker) )
self.realowner = attacker;
if(self.health <= 0)
_nade.toss_time = time;
_nade.solid = SOLID_CORPSE; //((_nade.nade_type == NADE_TYPE_TRANSLOCATE) ? SOLID_CORPSE : SOLID_BBOX);
- if(_nade.nade_type == NADE_TYPE_TRANSLOCATE || _nade.nade_type == NADE_TYPE_SPAWN)
+ if(_nade.nade_type == NADE_TYPE_TRANSLOCATE.m_id || _nade.nade_type == NADE_TYPE_SPAWN.m_id)
_nade.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
else
_nade.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
{
//self.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
if(!self.traileffectnum)
- self.traileffectnum = particleeffectnum(Nade_TrailEffect(Nade_ProjectileFromID(self.nade_type, false), self.team));
+ self.traileffectnum = particleeffectnum(Nade_TrailEffect(NADES[self.nade_type].m_projectile[false], self.team));
self.alpha = 1;
}
n.pokenade_type = ((autocvar_g_nades_client_select) ? self.cvar_cl_pokenade_type : autocvar_g_nades_pokenade_monster_type);
}
- n.nade_type = bound(1, n.nade_type, NADE_TYPE_LAST);
+ n.nade_type = bound(1, n.nade_type, NADES_COUNT);
setmodel(n, "models/weapons/v_ok_grenade.md3");
//setattachment(n, self, "bip01 l hand");
n.exteriormodeltoclient = self;
n.customizeentityforclient = nade_customize;
- n.traileffectnum = particleeffectnum(Nade_TrailEffect(Nade_ProjectileFromID(n.nade_type, false), self.team));
- n.colormod = Nade_Color(n.nade_type);
+ n.traileffectnum = particleeffectnum(Nade_TrailEffect(NADES[n.nade_type].m_projectile[false], self.team));
+ n.colormod = NADES[n.nade_type].m_color;
n.realowner = self;
n.colormap = self.colormap;
n.glowmod = self.glowmod;
setmodel(fn, "models/weapons/h_ok_grenade.iqm");
setattachment(fn, self.weaponentity, "");
fn.realowner = fn.owner = self;
- fn.colormod = Nade_Color(n.nade_type);
+ fn.colormod = NADES[n.nade_type].m_color;
fn.colormap = self.colormap;
fn.glowmod = self.glowmod;
fn.think = SUB_Remove;
self.pokenade_type = autocvar_g_nades_pokenade_monster_type;
}
- self.nade_type = bound(1, self.nade_type, NADE_TYPE_LAST);
+ self.nade_type = bound(1, self.nade_type, NADES_COUNT);
if(self.bonus_nade_score >= 0 && autocvar_g_nades_bonus_score_max)
nades_GiveBonus(self, time_score / autocvar_g_nades_bonus_score_max);