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);
+ return EFFECT_Null;
}
- 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");
- }
-
- #endif
+ #endif // GAMEQC
+#ifdef MENUQC
+#include "../hook/hook.qh"
+#include "../offhand_blaster/offhand_blaster.qh"
+#include "../overkill/overkill.qh"
+
+METHOD(MutatorNades, describe, string(MutatorNades this))
+{
+ TC(MutatorNades, this);
+ return sprintf(_("The %s mutator gives all players offhand nades that can be primed then thrown by pressing ^3drop weapon^7 twice. "
+ "If the %s and %s mutators are disabled, they can also be thrown by holding then releasing ^3+hook^7\n\n"
+ "There are multiple types of nades that can be selected, and many options available regarding this mutator, "
+ "so they may act a little differently depending on the server you play on\n\n"
+ "This mutator is enabled by default in %s"),
+ COLORED_NAME(this), COLORED_NAME(MUTATOR_offhand_blaster), COLORED_NAME(MUTATOR_hook), COLORED_NAME(MUTATOR_ok));
+}
- #endif
++#endif // MENUQC