]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Merge branch 'master' into TimePath/guide
authorotta8634 <k9wolf@pm.me>
Sat, 25 Jan 2025 19:28:26 +0000 (03:28 +0800)
committerotta8634 <k9wolf@pm.me>
Sat, 25 Jan 2025 19:28:26 +0000 (03:28 +0800)
60 files changed:
1  2 
qcsrc/common/items/item/ammo.qh
qcsrc/common/items/item/armor.qh
qcsrc/common/items/item/health.qh
qcsrc/common/items/item/jetpack.qh
qcsrc/common/mutators/mutator/buffs/buff/ammo.qh
qcsrc/common/mutators/mutator/buffs/buff/bash.qh
qcsrc/common/mutators/mutator/buffs/buff/disability.qh
qcsrc/common/mutators/mutator/buffs/buff/flight.qh
qcsrc/common/mutators/mutator/buffs/buff/inferno.qh
qcsrc/common/mutators/mutator/buffs/buff/jump.qh
qcsrc/common/mutators/mutator/buffs/buff/luck.qh
qcsrc/common/mutators/mutator/buffs/buff/magnet.qh
qcsrc/common/mutators/mutator/buffs/buff/medic.qh
qcsrc/common/mutators/mutator/buffs/buff/resistance.qh
qcsrc/common/mutators/mutator/buffs/buff/swapper.qh
qcsrc/common/mutators/mutator/buffs/buff/vampire.qh
qcsrc/common/mutators/mutator/buffs/buff/vengeance.qh
qcsrc/common/mutators/mutator/buffs/buffs.qh
qcsrc/common/mutators/mutator/nades/nade/ammo.qh
qcsrc/common/mutators/mutator/nades/nade/darkness.qh
qcsrc/common/mutators/mutator/nades/nade/entrap.qh
qcsrc/common/mutators/mutator/nades/nade/heal.qh
qcsrc/common/mutators/mutator/nades/nade/ice.qh
qcsrc/common/mutators/mutator/nades/nade/monster.qh
qcsrc/common/mutators/mutator/nades/nade/napalm.qh
qcsrc/common/mutators/mutator/nades/nade/normal.qh
qcsrc/common/mutators/mutator/nades/nade/spawn.qh
qcsrc/common/mutators/mutator/nades/nade/translocate.qh
qcsrc/common/mutators/mutator/nades/nade/veil.qh
qcsrc/common/mutators/mutator/nades/nades.qc
qcsrc/common/mutators/mutator/nades/nades.qh
qcsrc/common/mutators/mutator/overkill/okhmg.qc
qcsrc/common/mutators/mutator/overkill/okhmg.qh
qcsrc/common/mutators/mutator/overkill/okmachinegun.qh
qcsrc/common/mutators/mutator/overkill/oknex.qh
qcsrc/common/mutators/mutator/overkill/okrpc.qh
qcsrc/common/mutators/mutator/overkill/okshotgun.qh
qcsrc/common/mutators/mutator/powerups/powerup/invisibility.qc
qcsrc/common/mutators/mutator/powerups/powerup/shield.qc
qcsrc/common/mutators/mutator/powerups/powerup/speed.qc
qcsrc/common/mutators/mutator/powerups/powerup/strength.qc
qcsrc/common/mutators/mutator/powerups/powerups.qh
qcsrc/common/mutators/mutator/status_effects/status_effect/superweapons.qh
qcsrc/common/weapons/weapon/arc.qh
qcsrc/common/weapons/weapon/blaster.qh
qcsrc/common/weapons/weapon/crylink.qh
qcsrc/common/weapons/weapon/devastator.qh
qcsrc/common/weapons/weapon/electro.qh
qcsrc/common/weapons/weapon/fireball.qh
qcsrc/common/weapons/weapon/hagar.qh
qcsrc/common/weapons/weapon/hlac.qc
qcsrc/common/weapons/weapon/hlac.qh
qcsrc/common/weapons/weapon/hook.qh
qcsrc/common/weapons/weapon/machinegun.qh
qcsrc/common/weapons/weapon/porto.qc
qcsrc/common/weapons/weapon/shockwave.qh
qcsrc/common/weapons/weapon/shotgun.qh
qcsrc/common/weapons/weapon/vaporizer.qh
qcsrc/common/weapons/weapon/vortex.qh
qcsrc/menu/xonotic/guide/guide.qh

index 8397f1fcca78255a8a1ad24c149e6298943b00b5,8397f1fcca78255a8a1ad24c149e6298943b00b5..537161ba2d80271e3363945162a1587ebd41f5ad
@@@ -52,6 -52,6 +52,7 @@@ CLASS(Shells, Ammo
  /* refname    */ ATTRIB(Shells, netname, string, "shells");
  /* itemname   */ ATTRIB(Shells, m_name, string, _("Shells"));
  /* icon       */ ATTRIB(Shells, m_icon, string, "ammo_shells");
++/* color      */ ATTRIB(Shells, m_color, vector, '0.604 0.647 0.671');
  #ifdef SVQC
  /* botvalue   */ ATTRIB(Shells, m_botvalue, int, 1000);
  /* itemid     */ ATTRIB(Shells, m_itemid, int, IT_RESOURCE);
@@@ -86,6 -86,6 +87,7 @@@ CLASS(Bullets, Ammo
  /* refname    */ ATTRIB(Bullets, netname, string, "bullets");
  /* itemname   */ ATTRIB(Bullets, m_name, string, _("Bullets"));
  /* icon       */ ATTRIB(Bullets, m_icon, string, "ammo_bullets");
++/* color      */ ATTRIB(Bullets, m_color, vector, '0.678 0.941 0.522');
  #ifdef SVQC
  /* botvalue   */ ATTRIB(Bullets, m_botvalue, int, 1500);
  /* itemid     */ ATTRIB(Bullets, m_itemid, int, IT_RESOURCE);
@@@ -120,6 -120,6 +122,7 @@@ CLASS(Rockets, Ammo
  /* refname    */ ATTRIB(Rockets, netname, string, "rockets");
  /* itename    */ ATTRIB(Rockets, m_name, string, _("Rockets"));
  /* icon       */ ATTRIB(Rockets, m_icon, string, "ammo_rockets");
++/* color      */ ATTRIB(Rockets, m_color, vector, '0.918 0.686 0.525');
  #ifdef SVQC
  /* botvalue   */ ATTRIB(Rockets, m_botvalue, int, 1500);
  /* itemid     */ ATTRIB(Rockets, m_itemid, int, IT_RESOURCE);
@@@ -154,6 -154,6 +157,7 @@@ CLASS(Cells, Ammo
  /* refname    */ ATTRIB(Cells, netname, string, "cells");
  /* itemname   */ ATTRIB(Cells, m_name, string, _("Cells"));
  /* icon       */ ATTRIB(Cells, m_icon, string, "ammo_cells");
++/* color      */ ATTRIB(Cells, m_color, vector, '0.545 0.882 0.969');
  #ifdef SVQC
  /* botvalue   */ ATTRIB(Cells, m_botvalue, int, 1500);
  /* itemid     */ ATTRIB(Cells, m_itemid, int, IT_RESOURCE);
Simple merge
Simple merge
Simple merge
index 0000000000000000000000000000000000000000,ee654c8ad9252c1730d71c90f4ddc0d32fb5013d..fdb96d892f079d56fc8feb874ec3c9a5aa1f0b6e
mode 000000,100644..100644
--- /dev/null
@@@ -1,0 -1,20 +1,29 @@@
+ #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');
++#ifdef MENUQC
++      METHOD(AmmoBuff, describe, string(AmmoBuff this))
++      {
++              TC(AmmoBuff, this);
++              return sprintf(_("The %s gives you infinite ammo until the buff expires, so you don't need to worry about running out of ammo\n\n"
++                      "It also removes the need to reload any weapons that require reloading"),
++              COLORED_NAME_WITH_CONCAT(this, _("Buff")));
++      }
++#endif
+ ENDCLASS(AmmoBuff)
+ REGISTER_BUFF(AMMO, NEW(AmmoBuff));
+ BUFF_SPAWNFUNCS(ammo, BUFF_AMMO)
+ BUFF_SPAWNFUNC_Q3COMPAT(item_ammoregen, BUFF_AMMO)
index 0000000000000000000000000000000000000000,ba306eec5971949c799e2cc7b64b1bb73e864466..25a7210856685d8d5146a242cf9df0d03dc55109
mode 000000,100644..100644
--- /dev/null
@@@ -1,0 -1,23 +1,32 @@@
+ #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');
++#ifdef MENUQC
++      METHOD(BashBuff, describe, string(BashBuff this))
++      {
++              TC(BashBuff, this);
++              return sprintf(_("The %s increases knockback force you deal, and makes you immune to knockback while the buff is active\n\n"
++                      "It also slightly increases knockback you deal to yourself"),
++              COLORED_NAME_WITH_CONCAT(this, _("Buff")));
++      }
++#endif
+ ENDCLASS(BashBuff)
+ REGISTER_BUFF(BASH, NEW(BashBuff));
+ BUFF_SPAWNFUNCS(bash, BUFF_BASH)
+ BUFF_SPAWNFUNC_Q3COMPAT(item_scout, BUFF_BASH)
index 0000000000000000000000000000000000000000,26d3c446b8902f62e5186e3180b81b9a1f0be232..ea81ad5cb300febc8f90520db5bce05aaf4874d5
mode 000000,100644..100644
--- /dev/null
@@@ -1,0 -1,23 +1,32 @@@
+ #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');
++#ifdef MENUQC
++      METHOD(DisabilityBuff, describe, string(DisabilityBuff this))
++      {
++              TC(DisabilityBuff, this);
++              return sprintf(_("The %s causes your enemies and monsters to slow down for a few seconds when you attack them, while the buff is active\n\n"
++                      "This is particularly useful against speedy players, especially in %s"),
++              COLORED_NAME_WITH_CONCAT(this, _("Buff")), COLORED_NAME(MAPINFO_TYPE_CTF));
++      }
++#endif
+ ENDCLASS(DisabilityBuff)
+ REGISTER_BUFF(DISABILITY, NEW(DisabilityBuff));
+ BUFF_SPAWNFUNCS(disability, BUFF_DISABILITY)
index 0000000000000000000000000000000000000000,90903a82279e2b4f0ed417c15c01f6234a88328e..27dda9691687fc1b1ba85d0f29e04a5c1e2dd14c
mode 000000,100644..100644
--- /dev/null
@@@ -1,0 -1,20 +1,28 @@@
+ #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');
++#ifdef MENUQC
++      METHOD(FlightBuff, describe, string(FlightBuff this))
++      {
++              TC(FlightBuff, this);
++              return sprintf(_("While you have the %s, you can crouch while midair to switch your gravity, allowing flight"),
++              COLORED_NAME_WITH_CONCAT(this, _("Buff")));
++      }
++#endif
+ ENDCLASS(FlightBuff)
+ REGISTER_BUFF(FLIGHT, NEW(FlightBuff));
+ BUFF_SPAWNFUNCS(flight, BUFF_FLIGHT)
+ BUFF_SPAWNFUNC_Q3COMPAT(item_flight, BUFF_FLIGHT)
index 0000000000000000000000000000000000000000,57148e01ed0fbfa8734c4f2ef1d430aa1de7f040..ec6141e2d2cb834b1c3c9598d87d3b55a579efaf
mode 000000,100644..100644
--- /dev/null
@@@ -1,0 -1,26 +1,34 @@@
+ #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');
++#ifdef MENUQC
++      METHOD(InfernoBuff, describe, string(InfernoBuff this))
++      {
++              TC(InfernoBuff, this);
++              return sprintf(_("The %s sets any enemies or monsters you attack alight, dealing burn damage to them for several seconds until the buff expires"),
++              COLORED_NAME_WITH_CONCAT(this, _("Buff")));
++      }
++#endif
+ ENDCLASS(InfernoBuff)
+ REGISTER_BUFF(INFERNO, NEW(InfernoBuff));
+ BUFF_SPAWNFUNCS(inferno, BUFF_INFERNO)
+ BUFF_SPAWNFUNC_Q3COMPAT(item_doubler, BUFF_INFERNO)
index 0000000000000000000000000000000000000000,7163f542ceb12b2fcc98375054d026393e9eb2c6..f635c938b0b5a74dae6863c4beb3c36765dcaf59
mode 000000,100644..100644
--- /dev/null
@@@ -1,0 -1,21 +1,29 @@@
+ #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');
++#ifdef MENUQC
++      METHOD(JumpBuff, describe, string(JumpBuff this))
++      {
++              TC(JumpBuff, this);
++              return sprintf(_("The %s greatly increases your jump height, while the buff is active\n\nIt also makes you immune to fall damage"),
++              COLORED_NAME_WITH_CONCAT(this, _("Buff")));
++      }
++#endif
+ ENDCLASS(JumpBuff)
+ REGISTER_BUFF(JUMP, NEW(JumpBuff));
+ BUFF_SPAWNFUNCS(jump, BUFF_JUMP)
+ BUFF_SPAWNFUNC_Q3COMPAT(item_jumper, BUFF_JUMP)
index 0000000000000000000000000000000000000000,1fd1226d190c7d1d59e03f8c9483d48855033c59..cd7f9148ec5fd825d9aca530932e8613cd3b5494
mode 000000,100644..100644
--- /dev/null
@@@ -1,0 -1,21 +1,29 @@@
+ #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');
++#ifdef MENUQC
++      METHOD(LuckBuff, describe, string(LuckBuff this))
++      {
++              TC(LuckBuff, this);
++              return sprintf(_("While you have the %s, each attack has a chance of being a critical hit with greatly increased damage"),
++              COLORED_NAME_WITH_CONCAT(this, _("Buff")));
++      }
++#endif
+ ENDCLASS(LuckBuff)
+ REGISTER_BUFF(LUCK, NEW(LuckBuff));
+ BUFF_SPAWNFUNCS(luck, BUFF_LUCK)
index 0000000000000000000000000000000000000000,1b04615c0b8884fdfadf83e3ec37ca1ecd953691..dd1739beccc09519beb1b3773afff3debf0746a5
mode 000000,100644..100644
--- /dev/null
@@@ -1,0 -1,19 +1,27 @@@
+ #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');
++#ifdef MENUQC
++      METHOD(MagnetBuff, describe, string(MagnetBuff this))
++      {
++              TC(MagnetBuff, this);
++              return sprintf(_("The %s greatly increases your item pickup range, collecting nearby items for you while the buff is active"),
++              COLORED_NAME_WITH_CONCAT(this, _("Buff")));
++      }
++#endif
+ ENDCLASS(MagnetBuff)
+ REGISTER_BUFF(MAGNET, NEW(MagnetBuff));
+ BUFF_SPAWNFUNCS(magnet, BUFF_MAGNET)
index 0000000000000000000000000000000000000000,c3021c1189ff151da9d325a5483b629f55238316..eaad97e66d59c13be469395735cb265fa3557f82
mode 000000,100644..100644
--- /dev/null
@@@ -1,0 -1,26 +1,35 @@@
+ #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');
++#ifdef MENUQC
++      METHOD(MedicBuff, describe, string(MedicBuff this))
++      {
++              TC(MedicBuff, this);
++              return sprintf(_("The %s increases health regeneration speed, increases the maximum health you can have before health starts to rot, and reduces health rot speed until the buff expires\n\n"
++                      "It also gives you a chance to survive a fatal hit, with a small amount of health left over"),
++              COLORED_NAME_WITH_CONCAT(this, _("Buff")));
++      }
++#endif
+ 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)
index 0000000000000000000000000000000000000000,d351a9453fb3f3219f1956e0789178d0747f160e..d888a22afd165ec2f02b60a3725e74a1ab962a4e
mode 000000,100644..100644
--- /dev/null
@@@ -1,0 -1,21 +1,30 @@@
+ #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');
++#ifdef MENUQC
++      METHOD(ResistanceBuff, describe, string(ResistanceBuff this))
++      {
++              TC(ResistanceBuff, this);
++              return sprintf(_("The %s greatly reduces your damage taken while the buff is active\n\n"
++                      "This also impacts the damage you deal to yourself"),
++              COLORED_NAME_WITH_CONCAT(this, _("Buff")));
++      }
++#endif
+ ENDCLASS(ResistanceBuff)
+ REGISTER_BUFF(RESISTANCE, NEW(ResistanceBuff));
+ BUFF_SPAWNFUNCS(resistance, BUFF_RESISTANCE)
+ BUFF_SPAWNFUNC_Q3COMPAT(item_guard, BUFF_RESISTANCE)
index 0000000000000000000000000000000000000000,6b795ac84eb8eb7d058d16742daf7211cb90a960..c08d7a9c6072d9ea39fb91528c65086a0794ae9e
mode 000000,100644..100644
--- /dev/null
@@@ -1,0 -1,19 +1,28 @@@
+ #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');
++#ifdef MENUQC
++      METHOD(SwapperBuff, describe, string(SwapperBuff this))
++      {
++              TC(SwapperBuff, this);
++              return sprintf(_("The %s allows you to press the ^3drop weapon^7 bind to switch places with a nearby enemy once\n\n"
++                      "A common usage of this buff is to jump over the map's void, then swap with an enemy, to cause them to fall into the void"),
++              COLORED_NAME_WITH_CONCAT(this, _("Buff")));
++      }
++#endif
+ ENDCLASS(SwapperBuff)
+ REGISTER_BUFF(SWAPPER, NEW(SwapperBuff));
+ BUFF_SPAWNFUNCS(swapper, BUFF_SWAPPER)
+ BUFF_SPAWNFUNC_Q3COMPAT(holdable_teleporter, BUFF_SWAPPER)
index 0000000000000000000000000000000000000000,1311733379901a8fa38785ec7f530dc8d213952d..0b09fa994c191dd25eaf2b8fd98ddb44bc1a399b
mode 000000,100644..100644
--- /dev/null
@@@ -1,0 -1,19 +1,27 @@@
+ #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');
++#ifdef MENUQC
++      METHOD(VampireBuff, describe, string(VampireBuff this))
++      {
++              TC(VampireBuff, this);
++              return sprintf(_("The %s converts some of the damage you deal to enemies and monsters into health for yourself, until the buff expires"),
++              COLORED_NAME_WITH_CONCAT(this, _("Buff")));
++      }
++#endif
+ ENDCLASS(VampireBuff)
+ REGISTER_BUFF(VAMPIRE, NEW(VampireBuff));
+ BUFF_SPAWNFUNCS(vampire, BUFF_VAMPIRE)
+ BUFF_SPAWNFUNC_Q3COMPAT(holdable_invulnerability, BUFF_VAMPIRE)
index 0000000000000000000000000000000000000000,539182106866c5dc6a3112c10666ddf4bc8c6b1a..3400589827ca7c1458f9ea5fd23b20b0177cff56
mode 000000,100644..100644
--- /dev/null
@@@ -1,0 -1,22 +1,30 @@@
+ #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');
++#ifdef MENUQC
++      METHOD(VengeanceBuff, describe, string(VengeanceBuff this))
++      {
++              TC(VengeanceBuff, this);
++              return sprintf(_("The %s reciprocates a portion of the damage enemies deal to you onto them, until the buff expires"),
++              COLORED_NAME_WITH_CONCAT(this, _("Buff")));
++      }
++#endif
+ ENDCLASS(VengeanceBuff)
+ REGISTER_BUFF(VENGEANCE, NEW(VengeanceBuff));
+ BUFF_SPAWNFUNCS(vengeance, BUFF_VENGEANCE)
+ BUFF_SPAWNFUNC_Q3COMPAT(holdable_kamikaze, BUFF_VENGEANCE)
index 0000000000000000000000000000000000000000,6797826f8bc2fb5db346dfb1af991c58a51a00fe..62b83aef68fc6ce01f5ff32630d8004cdb0ca93c
mode 000000,100644..100644
--- /dev/null
@@@ -1,0 -1,24 +1,34 @@@
+ #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");
++#ifdef MENUQC
++      METHOD(AmmoNade, describe, string(AmmoNade this))
++      {
++              TC(AmmoNade, this);
++              return sprintf(_("The %s detonates after a short delay, temporarily creating an orb around the point where it detonated for several seconds. "
++                      "If your team members enter the orb they will recover ammo, and if enemies enter the sphere they will lose ammo\n\n"
++                      "This does not impact weapon magazines, so it won't reload your weapons for you"),
++              COLORED_NAME(this));
++      }
++#endif
+ ENDCLASS(AmmoNade)
index 0000000000000000000000000000000000000000,e638aa17544025155411b7ca478ba7230a2949ab..df37118ae17bc1aea9d2eabfb77ad80d43046c1f
mode 000000,100644..100644
--- /dev/null
@@@ -1,0 -1,21 +1,29 @@@
+ #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");
++#ifdef MENUQC
++      METHOD(DarknessNade, describe, string(DarknessNade this))
++      {
++              TC(DarknessNade, this);
++              return sprintf(_("The %s detonates after a short delay, creating a dark field which temporarily blinds enemies who enter it"),
++              COLORED_NAME(this));
++      }
++#endif
+ ENDCLASS(DarknessNade)
index 0000000000000000000000000000000000000000,e89c64fbac9cb9d299cf5cbdd2bf7814be36962f..cedea9c1355c9ff1fdb1185e7a17fd06a35bb329
mode 000000,100644..100644
--- /dev/null
@@@ -1,0 -1,24 +1,33 @@@
+ #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");
++#ifdef MENUQC
++      METHOD(EntrapNade, describe, string(EntrapNade this))
++      {
++              TC(EntrapNade, this);
++              return sprintf(_("The %s detonates after a short delay, temporarily creating an orb around the point where it detonated for several seconds. "
++                      "Players and projectiles that enter the sphere will be slowed down, including yourself"),
++              COLORED_NAME(this));
++      }
++#endif
+ ENDCLASS(EntrapNade)
index 0000000000000000000000000000000000000000,49b6f9edb5486381e5604e7936904ef14ccf11ee..e1d60a2db4f8430f220c682189d217d5449de002
mode 000000,100644..100644
--- /dev/null
@@@ -1,0 -1,22 +1,31 @@@
+ #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");
++#ifdef MENUQC
++      METHOD(HealNade, describe, string(HealNade this))
++      {
++              TC(HealNade, this);
++              return sprintf(_("The %s detonates after a short delay, temporarily creating a healing orb around the point where it detonated for several seconds. "
++                      "If your team members enter the orb they will recover health, and if enemies enter the sphere they will be harmed"),
++              COLORED_NAME(this));
++      }
++#endif
+ ENDCLASS(HealNade)
index 0000000000000000000000000000000000000000,2ac7dd2b1ecf6e3026bae6081845f140b6085ef1..8e710205e27ab4e053a58a72c891328b489d19ac
mode 000000,100644..100644
--- /dev/null
@@@ -1,0 -1,22 +1,31 @@@
+ #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");
++#ifdef MENUQC
++      METHOD(IceNade, describe, string(IceNade this))
++      {
++              TC(IceNade, this);
++              return sprintf(_("The %s detonates after a short delay, freezing any enemies who walk within the explosion radius for a few seconds after the explosion. "
++                      "While frozen, enemies are progressively dealt damage"),
++              COLORED_NAME(this));
++      }
++#endif
+ ENDCLASS(IceNade)
index 0000000000000000000000000000000000000000,464b34b5522a0f43e7688ac13c0f7ae0f547811d..8c6a9613ffbf91e5e84ed7969f75068005112234
mode 000000,100644..100644
--- /dev/null
@@@ -1,0 -1,21 +1,29 @@@
+ #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");
++#ifdef MENUQC
++      METHOD(MonsterNade, describe, string(MonsterNade this))
++      {
++              TC(MonsterNade, this);
++              return sprintf(_("The %s explodes after a short delay, spawning one of four monster types"),
++              COLORED_NAME(this));
++      }
++#endif
+ ENDCLASS(MonsterNade)
index 0000000000000000000000000000000000000000,26f6cc81766078be3c43f0b763c00d5b601a8f68..47c57d20b44494387ae1379eb88cebbbf8e18e7e
mode 000000,100644..100644
--- /dev/null
@@@ -1,0 -1,33 +1,42 @@@
+ #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");
++#ifdef MENUQC
++      METHOD(NapalmNade, describe, string(NapalmNade this))
++      {
++              TC(NapalmNade, this);
++              return sprintf(_("The %s explodes after a short delay, spreading fiery napalm globs around in the fountain. "
++                      "The napalm fire balls burn for a while, and damage players who get too close"),
++              COLORED_NAME(this));
++      }
++#endif
+ ENDCLASS(NapalmNade)
index 0000000000000000000000000000000000000000,24716f07634ece6e6463e20f56f6a67b77a2c781..2136824f238d055bd176295bbf8b7dc4cb693eba
mode 000000,100644..100644
--- /dev/null
@@@ -1,0 -1,13 +1,22 @@@
+ #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");
++#ifdef MENUQC
++      METHOD(NormalNade, describe, string(NormalNade this))
++      {
++              TC(NormalNade, this);
++              return sprintf(_("The (normal) %s explodes after a short delay, dealing damage to nearby players\n\n"
++                      "Make sure you remember to throw it with ^3drop weapon^7, or else it will blow up in your hands!"),
++              COLORED_NAME(this));
++      }
++#endif
+ ENDCLASS(NormalNade)
index 0000000000000000000000000000000000000000,0b97773e3e4659483cf2fa8ce040e1db1a4ce494..66a2166bde4c636f8d3acf41581b25fc154f35f6
mode 000000,100644..100644
--- /dev/null
@@@ -1,0 -1,19 +1,28 @@@
+ #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");
++#ifdef MENUQC
++      METHOD(SpawnNade, describe, string(SpawnNade this))
++      {
++              TC(SpawnNade, this);
++              return sprintf(_("The %s detonates after a short delay, temporarily setting your spawn point to where it detonated. "
++                      "It is useful for cases where you want to go back to some point on the map after you die"),
++              COLORED_NAME(this));
++      }
++#endif
+ ENDCLASS(SpawnNade)
index 0000000000000000000000000000000000000000,0ad11a103a84ac47d0f55356d17d5927e7bbde6f..1c6710fe943bcfd66210b398cb6cc40eb2633ca1
mode 000000,100644..100644
--- /dev/null
@@@ -1,0 -1,19 +1,27 @@@
+ #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");
++#ifdef MENUQC
++      METHOD(TranslocateNade, describe, string(TranslocateNade this))
++      {
++              TC(TranslocateNade, this);
++              return sprintf(_("The %s detonates after a short delay, teleporting you to where it detonated"),
++              COLORED_NAME(this));
++      }
++#endif
+ ENDCLASS(TranslocateNade)
index 0000000000000000000000000000000000000000,09169da5131f4c075228a7ad06af45536524c318..87c92aa592fe355ca715280bb22a0119fbde2a67
mode 000000,100644..100644
--- /dev/null
@@@ -1,0 -1,25 +1,34 @@@
+ #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);
++#ifdef MENUQC
++      METHOD(VeilNade, describe, string(VeilNade this))
++      {
++              TC(VeilNade, this);
++              return sprintf(_("The Veil grenade detonates after a short delay, temporarily creating an orb around the point where it detonated for several seconds. "
++                      "Players inside the orb will be invisible to those outside it"),
++              COLORED_NAME(this));
++      }
++#endif
+ ENDCLASS(VeilNade)
index 39e6af99f95dc46037329e0d29703eb8b4de1e10,7a6b7f08b2b8d7a3aeaa44a9986680b663a26deb..78a38d1aca458bec03fc7d1c65afec5b2b74ac57
@@@ -17,1805 -16,25 +16,41 @@@ REPLICATE(cvar_cl_pokenade_type, string
  
  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
index 7b6fe39c9d327be5f68a7a4727c52ae038e0e2aa,b328d2ed79dab49a19b70557319b360e1ab63d29..280d7510d684414b8453c94b1fd07df487d8af93
@@@ -125,24 -16,28 +16,38 @@@ CLASS(Nade, Object
      ATTRIB(Nade, m_alpha, float, 1);
      ATTRIBARRAY(Nade, m_projectile, int, 2);
      ATTRIBARRAY(Nade, m_trail, entity, 2);
 -    METHOD(Nade, display, void(entity this, void(string name, string icon) returns)) {
 -        returns(this.m_name, sprintf("/gfx/hud/%s/%s", cvar_string("menu_skin"), this.m_icon));
 +    METHOD(Nade, display, void(Nade this, void(string name, string icon) returns)) {
 +        TC(Nade, this);
 +        returns(this.m_name, this.m_icon ? sprintf("/gfx/hud/%s/%s", cvar_string("menu_skin"), this.m_icon) : string_null);
      }
 +#ifdef MENUQC
 +    METHOD(Nade, describe, string(Nade this)) {
 +        TC(Nade, this);
 +        return SUPER(Nade).describe(this);
 +    }
 +#endif
  ENDCLASS(Nade)
  
 -REGISTER_NADE(Null, NEW(Nade));
 +CLASS(NullNade, Nade)
 +    ATTRIB(NullNade, m_hidden, bool, true);
 +ENDCLASS(NullNade)
 +REGISTER(Nades, NADE_TYPE, Null, m_id, NEW(NullNade));
  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, {
  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
 +
 +#ifdef MENUQC
 +#include <common/mutators/base.qh>
 +
 +CLASS(MutatorNades, Mutator)
 +      ATTRIB(MutatorNades, message, string, _("Nades"));
 +ENDCLASS(MutatorNades)
 +
 +REGISTER_MUTATOR(nades, true, MutatorNades);
 +#endif
index ed583e34cad4e02b608cb8fecae37cdb026cde65,f16e8457a79891d4505af019577cc246eddbcf89..f9f3934842e8fbc092303157f00016f5807015a0
@@@ -41,16 -41,4 +41,16 @@@ METHOD(InvisibilityStatusEffect, m_tick
      }
      SUPER(InvisibilityStatusEffect).m_tick(this, actor);
  }
--#endif
++#endif // SVQC
 +#ifdef MENUQC
 +#include "../../instagib/instagib.qh"
 +
 +METHOD(InvisibilityItem, describe, string(InvisibilityItem this))
 +{
 +    TC(InvisibilityItem, this);
 +    return sprintf(_("The %s powerup increases your translucency while the powerup is active, making it more difficult for enemies to see you. "
 +        "This powerup is often present in %s\n\n"
 +        "Since it is a powerup, it will drop if you die while holding it"),
 +    COLORED_NAME(this), COLORED_NAME(MUTATOR_mutator_instagib));
 +}
- #endif
++#endif // MENUQC
index bfbc414334478bc38b10a44118451d7189dfb3af,5130e695590be9a79248d50fc821b42682f4f195..3ce3670d02c22637283dafc501a88fcde5916a8b
@@@ -31,9 -31,9 +31,9 @@@ METHOD(ShieldStatusEffect, m_tick, void
      actor.effects |= (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
      SUPER(ShieldStatusEffect).m_tick(this, actor);
  }
--#endif
++#endif // SVQC
  #ifdef CSQC
- METHOD(ShieldStatusEffect, m_active, bool(StatusEffects this, entity actor))
+ METHOD(ShieldStatusEffect, m_active, bool(StatusEffect this, entity actor))
  {
      if(autocvar__hud_configure)
          return true;
@@@ -47,14 -47,4 +47,14 @@@ METHOD(ShieldStatusEffect, m_tick, void
      float currentTime = (autocvar__hud_configure) ? 27 : bound(0, actor.statuseffect_time[this.m_id] - time, 99);
      addPowerupItem(this.m_name, this.m_icon, autocvar_hud_progressbar_shield_color, currentTime, this.m_lifetime, (actor.statuseffect_flags[this.m_id] & STATUSEFFECT_FLAG_PERSISTENT));
  }
--#endif
++#endif // CSQC
 +#ifdef MENUQC
 +METHOD(ShieldItem, describe, string(ShieldItem this))
 +{
 +    TC(ShieldItem, this);
 +    return sprintf(_("The %s powerup greatly decreases the damage you take until the powerup expires, having a compounding effect with armor. "
 +        "It also makes you more resistant to knockback\n\n"
 +        "Since it is a powerup, it will drop if you die while holding it"),
 +    COLORED_NAME(this));
 +}
- #endif
++#endif // MENUQC
index 5e871367d335253586879c19fc0f55477bef5240,887a1459196c914df8fbb7066e241b592d40efa7..736f35a332115ecacd255808a85f6b61ca87dadd
@@@ -29,14 -29,4 +29,14 @@@ METHOD(SpeedStatusEffect, m_tick, void(
      play_countdown(actor, StatusEffects_gettime(this, actor), SND_POWEROFF);
      SUPER(SpeedStatusEffect).m_tick(this, actor);
  }
--#endif
++#endif // SVQC
 +#ifdef MENUQC
 +METHOD(SpeedItem, describe, string(SpeedItem this))
 +{
 +    TC(SpeedItem, this);
 +    return sprintf(_("The %s powerup increases your movement speed, attack speed, and health regeneration speed while the powerup is active. "
 +        "However, it also makes you a bit more vulnerable to incoming attacks\n\n"
 +        "Since it is a powerup, it will drop if you die while holding it"),
 +    COLORED_NAME(this));
 +}
- #endif
++#endif // MENUQC
index be82b2b89b6d565ab91c084e7a1f41f7429c5351,c520363fe6d12eaa525fef6c32d9f6cabfac28bb..45ec36ddff59ba179578f72734d14e1f8a9ace43
@@@ -31,9 -31,9 +31,9 @@@ METHOD(StrengthStatusEffect, m_tick, vo
      actor.effects |= (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
      SUPER(StrengthStatusEffect).m_tick(this, actor);
  }
--#endif
++#endif // SVQC
  #ifdef CSQC
- METHOD(StrengthStatusEffect, m_active, bool(StatusEffects this, entity actor))
+ METHOD(StrengthStatusEffect, m_active, bool(StatusEffect this, entity actor))
  {
      if(autocvar__hud_configure)
          return true;
@@@ -47,15 -47,4 +47,15 @@@ METHOD(StrengthStatusEffect, m_tick, vo
      float currentTime = (autocvar__hud_configure) ? 15 : bound(0, actor.statuseffect_time[this.m_id] - time, 99);
      addPowerupItem(this.m_name, this.m_icon, autocvar_hud_progressbar_strength_color, currentTime, this.m_lifetime, (actor.statuseffect_flags[this.m_id] & STATUSEFFECT_FLAG_PERSISTENT));
  }
--#endif
++#endif // CSQC
 +#ifdef MENUQC
 +METHOD(StrengthItem, describe, string(StrengthItem this))
 +{
 +    TC(StrengthItem, this);
 +    return sprintf(_("The %s powerup greatly increases the damage you deal, until the powerup expires. "
 +        "It also increases the knockback that your attacks deal\n\n"
 +        "The damage and knockback you deal to yourself also increases but by a smaller amount\n\n"
 +        "Since it is a powerup, it will drop if you die while holding it"),
 +    COLORED_NAME(this));
 +}
- #endif
++#endif // MENUQC
index 6269db3e4ab649c850b6fa2b5b7705b0daa983de,e6a2288585741cca00adb2307c41155d893318ae..b752d4229cd950b0e150803fdae72e9eaef235aa
@@@ -2,15 -2,12 +2,15 @@@
  
  #include <common/mutators/mutator/status_effects/all.qh>
  
- CLASS(Superweapons, StatusEffects)
-     ATTRIB(Superweapons, netname, string, "superweapons");
-     ATTRIB(Superweapons, m_name, string, _("Superweapons"));
-     ATTRIB(Superweapons, m_icon, string, "superweapons");
+ CLASS(Superweapon, StatusEffect)
+     ATTRIB(Superweapon, netname, string, "superweapons");
+     ATTRIB(Superweapon, m_name, string, _("Superweapons"));
+     ATTRIB(Superweapon, m_icon, string, "superweapons");
  #ifdef GAMEQC
-     ATTRIB(Superweapons, m_sound_rm, Sound, SND_POWEROFF);
+     ATTRIB(Superweapon, m_sound_rm, Sound, SND_POWEROFF);
  #endif
-     ATTRIB(Superweapons, m_hidden, bool, true);
 +#ifdef MENUQC
- ENDCLASS(Superweapons)
- REGISTER_STATUSEFFECT(Superweapons, NEW(Superweapons));
++    ATTRIB(Superweapon, m_hidden, bool, true);
 +#endif
+ ENDCLASS(Superweapon)
+ REGISTER_STATUSEFFECT(Superweapon, NEW(Superweapon));
Simple merge
Simple merge
Simple merge
Simple merge
Simple merge
Simple merge
Simple merge
index 5da247225f260e74ad7973526ac9a8d6f014c630,0000000000000000000000000000000000000000..f1307db1774a2ee644694a2f0af37e1b26ed5dbf
mode 100644,000000..100644
--- /dev/null
@@@ -1,142 -1,0 +1,142 @@@
- REGISTRY_SOURCE(BuffSource, Buffs, StatusEffect, it.instanceOfBuff)
 +#pragma once
 +
 +#include <menu/xonotic/guide/_mod.qh>
 +#include <common/items/item.qh>
 +#include <menu/anim/animhost.qh>
 +#include <menu/xonotic/datasource.qh>
 +
 +#define TOPICS(X) \
 +      X(NEW(FreetextSource),  _("Guide"),     "gametype_tdm") \
 +      X(NEW(GametypeSource),  _("Gametypes"), "gametype_dm") \
 +      X(NEW(WeaponSource),    _("Weapons"),   "gametype_duel") \
 +      X(NEW(ItemSource),      _("Items"),     "gametype_kh") \
 +      X(NEW(PowerupSource),   _("Powerups"),  "gametype_dom") \
 +      X(NEW(BuffSource),      _("Buffs"),     "gametype_ka") \
 +      X(NEW(NadeSource),      _("Nades"),     "gametype_ft") \
 +      X(NEW(MonsterSource),   _("Monsters"),  "gametype_lms") \
 +      X(NEW(VehicleSource),   _("Vehicles"),  "gametype_rc") \
 +      X(NEW(TurretSource),    _("Turrets"),   "gametype_as") \
 +      X(NEW(MutatorSource),   _("Mutators"),  "gametype_nb") \
 +      /*X(NEW(MapSource),       _("Maps"),      "gametype_ctf")*/ \
 +      /*if (gamestatus & GAME_DEVELOPER) X(NEW(DebugSource), _("Debug"), "gametype_ons")*/ \
 +      /**/
 +CLASS(TopicSource, DataSource)
 +      METHOD(TopicSource, getEntry, entity(TopicSource this, int i, void(string, string) returns));
 +      METHOD(TopicSource, reload, int(TopicSource this, string filter));
 +ENDCLASS(TopicSource)
 +
 +/*
 +CLASS(DebugSource, DataSource)
 +      .entity nextdebug;
 +      string DebugSource_activeFilter = "";
 +      METHOD(DebugSource, getEntry, entity(DebugSource this, int i, void(string, string) returns));
 +      METHOD(DebugSource, reload, int(DebugSource this, string filter));
 +ENDCLASS(DebugSource)
 +*/
 +
 +.bool m_hidden;
 +.bool instanceOfAmmo;
 +.bool instanceOfHealth;
 +.bool instanceOfArmor;
 +.bool instanceOfPowerup;
 +
 +#define _REGISTRY_SOURCE_FILL(arr_name, register_arr, cond1, cond2, cond3, num_conds, filter_cond) \
 +if (num_conds >= 1) \
 +      FOREACH(register_arr, !it.m_hidden && (cond1) && (filter_cond), { \
 +              AL_sete(arr_name##_MENU, arr_name##_MENU_COUNT, it); \
 +              ++arr_name##_MENU_COUNT; \
 +      }); \
 +if (num_conds >= 2) \
 +      FOREACH(register_arr, !it.m_hidden && (cond2) && (filter_cond), { \
 +              AL_sete(arr_name##_MENU, arr_name##_MENU_COUNT, it); \
 +              ++arr_name##_MENU_COUNT; \
 +      }); \
 +if (num_conds >= 3) \
 +      FOREACH(register_arr, !it.m_hidden && (cond3) && (filter_cond), { \
 +              AL_sete(arr_name##_MENU, arr_name##_MENU_COUNT, it); \
 +              ++arr_name##_MENU_COUNT; \
 +      });
 +
 +#define _REGISTRY_SOURCE(id, arr_name, register_arr, cond1, cond2, cond3, num_conds) \
 +ArrayList arr_name##_MENU; \
 +int arr_name##_MENU_COUNT; \
 +STATIC_INIT_LATE(arr_name##_MENU) \
 +{ \
 +      AL_NEW(arr_name##_MENU, REGISTRY_MAX(register_arr), NULL, e); \
 +      _REGISTRY_SOURCE_FILL(arr_name, register_arr, cond1, cond2, cond3, num_conds, true); \
 +} \
 +CLASS(id, DataSource) \
 +      METHOD(id, getEntry, entity(id this, int i, void(string, string) returns)) { \
 +              entity e = AL_gete(arr_name##_MENU, i); \
 +              if (returns) \
 +                      e.display(e, returns); \
 +              return e; \
 +      } \
 +      METHOD(id, reload, int(id this, string filter)) { \
 +              arr_name##_MENU_COUNT = 0; \
 +              _REGISTRY_SOURCE_FILL(arr_name, register_arr, cond1, cond2, cond3, num_conds, \
 +                      (filter == "" ? true : (strstrofs(strtolower(it.message ? it.message : it.m_name), strtolower(filter), 0) >= 0))); \
 +              return arr_name##_MENU_COUNT; \
 +      } \
 +ENDCLASS(id)
 +
 +#define REGISTRY_SOURCE(...) EVAL(OVERLOAD(REGISTRY_SOURCE, __VA_ARGS__))
 +#define REGISTRY_SOURCE_3(id, arr_name, register_arr)                      _REGISTRY_SOURCE(id, arr_name, register_arr,  true, false, false, 1)
 +#define REGISTRY_SOURCE_4(id, arr_name, register_arr, cond1)               _REGISTRY_SOURCE(id, arr_name, register_arr, cond1, false, false, 1)
 +#define REGISTRY_SOURCE_5(id, arr_name, register_arr, cond1, cond2)        _REGISTRY_SOURCE(id, arr_name, register_arr, cond1, cond2, false, 2)
 +#define REGISTRY_SOURCE_6(id, arr_name, register_arr, cond1, cond2, cond3) _REGISTRY_SOURCE(id, arr_name, register_arr, cond1, cond2, cond3, 3)
 +
 +REGISTRY_SOURCE(FreetextSource, Guide, GuidePages)
 +// The descriptions for these are in menu/xonotic/guide/pages.qh
 +
 +#include <common/mapinfo.qh>
 +REGISTRY_SOURCE(GametypeSource, Gametypes, Gametypes)
 +// The descriptions for these are in common/gamemodes/gamemode/*/*.qc
 +
 +#include <common/mutators/mutator/buffs/buffs.qh>
++REGISTRY_SOURCE(BuffSource, Buffs, StatusEffects, it.instanceOfBuff)
 +// The descriptions for these are in common/mutators/mutator/buffs/all.inc
 +
 +#include <common/mutators/mutator/powerups/powerup/_mod.qh>
 +REGISTRY_SOURCE(PowerupSource, Powerups, Items, it.instanceOfPowerup)
 +// The descriptions for these are in common/mutators/mutator/powerups/powerup/*.qc and common/items/item/jetpack.qc
 +
 +#include <common/items/all.qh>
 +REGISTRY_SOURCE(ItemSource, Items, Items,
 +      !it.instanceOfPowerup && it.instanceOfAmmo,
 +      !it.instanceOfPowerup && it.instanceOfHealth,
 +      !it.instanceOfPowerup && it.instanceOfArmor)
 +// The descriptions for these are in common/items/item/*.qc and common/mutators/mutator/instagib/items.qc
 +
 +#include <common/mutators/mutator/nades/nades.qh>
 +REGISTRY_SOURCE(NadeSource, Nades, Nades)
 +// The descriptions for these are in common/mutators/mutator/nades/all.inc
 +
 +#include <common/weapons/all.qh>
 +REGISTRY_SOURCE(WeaponSource, Weapons, Weapons)
 +// The descriptions for these are in common/weapons/weapon/*.qc and common/mutators/mutator/overkill/ok*.qc (weapon files)
 +
 +#include <common/monsters/all.qh>
 +REGISTRY_SOURCE(MonsterSource, Monsters, Monsters)
 +// The descriptions for these are in common/monsters/monster/*.qc
 +
 +#include <common/vehicles/all.qh>
 +REGISTRY_SOURCE(VehicleSource, Vehicles, Vehicles)
 +// The descriptions for these are in common/vehicles/vehicle/*.qc
 +
 +#include <common/turrets/all.qh>
 +REGISTRY_SOURCE(TurretSource, Turrets, Turrets)
 +// The descriptions for these are in common/turrets/turret/*.qc
 +
 +#include <common/mutators/base.qh>
 +REGISTRY_SOURCE(MutatorSource, Mutators, Mutators)
 +// The descriptions for these are in common/mutators/mutator/*.qc (not the cl_* or sv_* files)
 +
 +#if 0
 +CLASS(MapSource, DataSource)
 +      METHOD(MapSource, getEntry, entity(MapSource this, int i, void(string, string) returns));
 +      METHOD(MapSource, indexOf, int(MapSource this, string s));
 +      METHOD(MapSource, reload, int(MapSource this, string s));
 +      METHOD(MapSource, destroy, void(MapSource));
 +ENDCLASS(MapSource)
 +#endif