set g_nades_bonus_onstrength 1 "Always give bonus grenades to players that have the strength powerup"
set g_nades_bonus_max 3 "Maximum number of bonus grenades"
set g_nades_bonus_only 0 "Disallow regular nades, only bonus nades can be used"
+set g_nades_nade_small 0 "Use smaller nade size, makes shooting them harder, legacy setting"
// Bonus score
set g_nades_bonus_score_max 120 "Score value that will give a bonus nade"
set g_nades_bonus_score_minor 5 "Score given for minor actions (pickups, regular frags etc.)"
#ifdef IMPLEMENTATION
+#ifdef SVQC
+bool autocvar_g_nades_nade_small;
+#endif
+
+REGISTER_STAT(NADES_SMALL, int, autocvar_g_nades_nade_small)
+
#ifndef MENUQC
entity Nade_TrailEffect(int proj, int nade_team)
{
entity nade_type = Nade_FromProjectile(self.cnt);
if (nade_type == NADE_TYPE_Null) return;
- self.mins = '-16 -16 -16';
- self.maxs = '16 16 16';
+ if(STAT(NADES_SMALL, NULL))
+ {
+ self.mins = '-8 -8 -8';
+ self.maxs = '8 8 8';
+ }
+ else
+ {
+ self.mins = '-16 -16 -16';
+ self.maxs = '16 16 16';
+ }
self.colormod = nade_type.m_color;
self.move_movetype = MOVETYPE_BOUNCE;
self.move_touch = func_null;
//setmodel(_nade, MDL_PROJECTILE_NADE);
//setattachment(_nade, world, "");
PROJECTILE_MAKETRIGGER(_nade);
- setsize(_nade, '-16 -16 -16', '16 16 16');
+ if(STAT(NADES_SMALL, e))
+ setsize(_nade, '-8 -8 -8', '8 8 8');
+ else
+ setsize(_nade, '-16 -16 -16', '16 16 16');
_nade.movetype = MOVETYPE_BOUNCE;
tracebox(_nade.origin, _nade.mins, _nade.maxs, _nade.origin, false, _nade);