void nade_burn_spawn(entity _nade)
{
- CSQCProjectile(_nade, true, REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, _nade)).m_projectile[true], true);
+ CSQCProjectile(_nade, true, REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, _nade)).m_projectile[1], true);
}
void nade_spawn(entity _nade)
_nade.effects |= EF_LOWPRECISION;
- CSQCProjectile(_nade, true, REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, _nade)).m_projectile[false], true);
+ CSQCProjectile(_nade, true, REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, _nade)).m_projectile[0], true);
}
void normal_nade_boom(entity this)
if(!this.traileffectnum)
{
entity nade = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, this));
- this.traileffectnum = _particleeffectnum(Nade_TrailEffect(nade.m_projectile[false], this.team).eent_eff_name);
+ this.traileffectnum = _particleeffectnum(Nade_TrailEffect(nade.m_projectile[0], this.team).eent_eff_name);
}
this.alpha = 1;
}
{
entity n = new(nade), fn = new(fake_nade);
- STAT(NADE_BONUS_TYPE, n) = max(1, ntype);
n.pokenade_type = pntype;
- if(REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, n)) == NADE_TYPE_Null)
- STAT(NADE_BONUS_TYPE, n) = NADE_TYPE_NORMAL.m_id;
+ Nade def = REGISTRY_GET(Nades, max(1, ntype));
+ if(def == NADE_TYPE_Null)
+ def = NADE_TYPE_NORMAL;
+
+ STAT(NADE_BONUS_TYPE, n) = def.m_id;
.entity weaponentity = weaponentities[0]; // TODO: unhardcode
//setattachment(n, player, "bip01 l hand");
n.exteriormodeltoclient = player;
setcefc(n, nade_customize);
- n.traileffectnum = _particleeffectnum(Nade_TrailEffect(REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, n)).m_projectile[false], player.team).eent_eff_name);
- n.colormod = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, n)).m_color;
+ 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.projectiledeathtype = DEATH_NADE.m_id;
n.weaponentity_fld = weaponentity;
n.nade_lifetime = ntime;
- n.alpha = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, n)).m_alpha;
+ n.alpha = def.m_alpha;
setmodel(fn, MDL_NADE_VIEW);
//setattachment(fn, player.(weaponentity), "");
fn.viewmodelforclient = player;
fn.realowner = fn.owner = player;
- fn.colormod = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, n)).m_color;
+ 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 = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, n)).m_alpha;
+ fn.alpha = def.m_alpha;
player.nade = n;
player.fake_nade = fn;