#endif
#ifdef CSQC
-REGISTER_MUTATOR(cl_nades, true); // TODO: Remove this MUTATOR_HOOKFUNCTION after merging Mario/nade_orb_overlay into master branch
+REGISTER_MUTATOR(cl_nades, true);
MUTATOR_HOOKFUNCTION(cl_nades, HUD_Draw_overlay)
{
// TODO: make a common orb state!
M_ARGV(1, float) = STAT(VEIL_ORB_ALPHA);
return true;
}
- if (STAT(AMMUNITIONING_ORB) > time) //LegendGuard adds new nade STAT ORB (keep in mind: qcsrc/common/stats.qh) 13-02-2021
+ if (STAT(AMMUNITIONING_ORB) > time)
{
M_ARGV(0, vector) = NADE_TYPE_AMMO.m_color;
M_ARGV(1, float) = STAT(AMMUNITIONING_ORB_ALPHA);
return true;
}
- if (STAT(DARK_ORB) > time) //LegendGuard adds new nade STAT ORB (keep in mind: qcsrc/common/stats.qh) 08-02-2021
+ if (STAT(DARK_ORB) > time)
{
M_ARGV(0, vector) = NADE_TYPE_DARK.m_color;
M_ARGV(1, float) = STAT(DARK_ORB_ALPHA);
&& (it.spawnflags & WEP_FLAG_MUTATORBLOCKED))
continue;
if(it.spawnflags & WEP_FLAG_MUTATORBLOCKED) continue;
- if(it.spawnflags & WEP_FLAG_SPECIALATTACK) continue; //LegendGuard fixes the strange part of the code
+ if(it.spawnflags & WEP_FLAG_SPECIALATTACK) continue;
if(it.spawnflags & WEP_TYPE_OTHER) continue;
if (W_IsWeaponThrowable(e, it.m_id))
RandomSelection_AddEnt(it, 1, 1);
settouch(orb, nade_veil_touch);
orb.colormod = NADE_TYPE_VEIL.m_color;
}
-/**************LEGENDGUARD NEW NADES: EMERALD, AMMO AND DARK NADES functions "cl_nade_type 10", "cl_nade_type 11" and "cl_nade_type 12" *** //more ideas: SPAWNING MINI SPIDERS NADE, SPARKING NADE ***********************/
-// All nade icons are in these directories, samples: gfx/hud/default/nade_emerald.tga and gfx/hud/luma/nade_emerald.tga 02-03-2021
-// Mario suggests to rename itemdrop nade name to "emerald" (funny suggestion lol) nade 02-03-2021
-//LegendGuard adds weapon item spawn option for tandem nade 25-05-2021
-
-//LegendGuard adds random weapon item spawn function for tandem nade 25-05-2021
-
-//LegendGuard adds vehicle spawn option for tandem nade 20-06-2021
-
-//LegendGuard adds turret spawn option for tandem nade 22-06-2021
-
-//LegendGuard develops ammo nade 13-02-2021
void nade_ammo_touch(entity this, entity toucher)
{
float maxammo = 999;
expef = EFFECT_SPAWN_NEUTRAL;
break;
- case NADE_TYPE_AMMO: //LegendGuard adds nade case 13-02-2021
+ case NADE_TYPE_AMMO:
nade_blast = false;
expef = EFFECT_SPAWN_BROWN;
break;
- case NADE_TYPE_DARK: //LegendGuard adds nade case 08-02-2021
+ case NADE_TYPE_DARK:
nade_blast = false;
expef = EFFECT_EXPLOSION_MEDIUM;
break;
case NADE_TYPE_TANDEM: nade_tandem_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; //LegendGuard adds the register of new nade 13-02-2021
- case NADE_TYPE_DARK: nade_dark_boom(this); break; //LegendGuard adds the register of new nade 08-02-2021
+ case NADE_TYPE_AMMO: nade_ammo_boom(this); break;
+ case NADE_TYPE_DARK: nade_dark_boom(this); break;
}
IL_EACH(g_projectiles, it.classname == "grapplinghook" && it.aiment == this,
STAT(VEIL_ORB, client) = STAT(VEIL_ORB, spectatee);
STAT(VEIL_ORB_ALPHA, client) = STAT(VEIL_ORB_ALPHA, spectatee);
// TODO: remove STATs after merging Mario/nade_orb_overlay into master branch:
- STAT(AMMUNITIONING_ORB, client) = STAT(AMMUNITIONING_ORB, spectatee); //LegendGuard adds nade STAT client 13-02-2021
+ STAT(AMMUNITIONING_ORB, client) = STAT(AMMUNITIONING_ORB, spectatee);
STAT(AMMUNITIONING_ORB_ALPHA, client) = STAT(AMMUNITIONING_ORB_ALPHA, spectatee);
- STAT(DARK_ORB, client) = STAT(DARK_ORB, spectatee); //LegendGuard adds nade STAT client 08-02-2021
+ STAT(DARK_ORB, client) = STAT(DARK_ORB, spectatee);
STAT(DARK_ORB_ALPHA, client) = STAT(DARK_ORB_ALPHA, spectatee);
}
float autocvar_g_nades_entrap_time = 10;
float autocvar_g_nades_veil_time = 8;
float autocvar_g_nades_veil_radius = 300;
-float autocvar_g_nades_tandem_item_lifetime; //LegendGuard adds new nade cvars 28-02-2021
+float autocvar_g_nades_tandem_item_lifetime;
bool autocvar_g_nades_tandem_randomweapon_includespecial = false;
bool autocvar_g_nades_tandem_item_includespecial;
float autocvar_g_nades_tandem_ball_item_spawncount = 1;
float autocvar_g_nades_tandem_ball_spread;
-float autocvar_g_nades_tandem_ball_lifetime = 1; //if much time, ball will stay longer
+float autocvar_g_nades_tandem_ball_lifetime = 1;
float autocvar_g_nades_tandem_fountain_delay = 5;
float autocvar_g_nades_tandem_fountain_lifetime;
-float autocvar_g_nades_ammo_time; //LegendGuard adds new nade cvars 13-02-2021
+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 autocvar_g_nades_dark_damage; //LegendGuard adds new nade cvars 08-02-2021
+float autocvar_g_nades_dark_damage;
float autocvar_g_nades_dark_time;
float autocvar_g_nades_dark_radius;
string autocvar_g_nades_pokenade_type;
-int autocvar_g_nades_tandemnade_type; //LegendGuard adds new nade cvar for emerald nade options 01-07-2021
+int autocvar_g_nades_tandemnade_type;
float autocvar_g_nades_pokenade_monster_lifetime;
float autocvar_g_nades_pokenade_turret_lifetime;
float autocvar_g_nades_pokenade_vehicle_lifetime;
const int PROJECTILE_NADE_ENTRAP_BURN = 85;
const int PROJECTILE_NADE_VEIL = 86;
const int PROJECTILE_NADE_VEIL_BURN = 87;
-const int PROJECTILE_NADE_EMERALD = 88; //LegendGuard adds new nade MACROS 11-02-2021
+const int PROJECTILE_NADE_EMERALD = 88;
const int PROJECTILE_NADE_EMERALD_BURN = 89;
-const int PROJECTILE_NADE_AMMO = 90; //LegendGuard adds new nade MACROS 13-02-2021
+const int PROJECTILE_NADE_AMMO = 90;
const int PROJECTILE_NADE_AMMO_BURN = 91;
-const int PROJECTILE_NADE_DARK = 92; //LegendGuard adds new nade MACROS 08-02-2021
+const int PROJECTILE_NADE_DARK = 92;
const int PROJECTILE_NADE_DARK_BURN = 93;
REGISTRY(Nades, BITS(4))
#ifdef GAMEQC
REPLICATE_INIT(int, cvar_cl_nade_type);
REPLICATE_INIT(string, cvar_cl_pokenade_type);
-REPLICATE_INIT(int, cvar_cl_tandemnade_type); //LegendGuard adds new cl variable for emerald nade 01-07-2021
+REPLICATE_INIT(int, cvar_cl_tandemnade_type);
#endif
#ifdef SVQC
.float nade_refire;
.float nade_special_time;
.string pokenade_type;
-.int tandemnade_type; //LegendGuard adds new cvar nade .variable 01-07-2021
+.int tandemnade_type;
.entity nade_damage_target;
.float cvar_cl_nade_type;
.string cvar_cl_pokenade_type;
-.int cvar_cl_tandemnade_type; //LegendGuard adds new cvar nade .variable 01-07-2021
+.int cvar_cl_tandemnade_type;
.float toss_time;
.int nade_item_spawncount;
.float nade_show_particles;
// TODO: use these .variables after merging Mario/nade_orb_overlay into master branch
.float nade_ammo_time;
.float nade_dark_time;
-.float nade_dark_prevalpha; //LegendGuard adds new nade .variable 08-02-2021
+.float nade_dark_prevalpha;
bool orb_send(entity this, entity to, int sf);
#endif
-REGISTER_NET_TEMP(TE_CSQC_DARKBLINKING); //LegendGuard registers dark blinking nade feature 09-02-2021
+REGISTER_NET_TEMP(TE_CSQC_DARKBLINKING);
#ifdef CSQC
#include <client/draw.qh>
#include <client/hud/hud.qh>
-//LegendGuard sets variables for dark nade 09-02-2021
float dark_appeartime;
float dark_fadetime;
-/***************************************************************/
+
void HUD_DarkBlinking()
{
- // vectors for top right, bottom right, bottom and bottom left corners
- //vector topright = vec2(vid_conwidth, 0);
- //vector bottom = vec2(vid_conwidth / 2, vid_conheight);
vector bottomright = vec2(vid_conwidth, vid_conheight);
- //vector bottomleft = vec2(0, vid_conheight);
- /*
- drawfill function parameters (qcsrc/dpdefs/menudefs.qc):
- float drawfill(vector position, vector size, vector rgb, float alpha, float flag)
- */
drawfill('0 0 0', bottomright, '0.23 0 0.23', 0.986, DRAWFLAG_NORMAL);
}
dark_fadetime = time + 7;
}
#endif
-/***************************************************************/
+
#ifdef CSQC
bool Projectile_isnade(int proj); // TODO: remove