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 : NULL, nades_PlayerColor(this.realowner, false), nades_PlayerColor(this.realowner, true));
- SET_NADE_EFFECT(NADE_TYPE_SPAWN, false, EFFECT_SPAWN, nades_PlayerColor(this.realowner, false), nades_PlayerColor(this.realowner, true));
- SET_NADE_EFFECT(NADE_TYPE_HEAL, false, EFFECT_SPAWN, '1 0 0', '1 0 0');
- SET_NADE_EFFECT(NADE_TYPE_ENTRAP, false, EFFECT_SPAWN, '1 1 0', '1 1 0');
- SET_NADE_EFFECT(NADE_TYPE_VEIL, false, EFFECT_SPAWN, '0 0 0', '0 0 0');
- SET_NADE_EFFECT(NADE_TYPE_AMMO, false, EFFECT_SPAWN, '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, nades_PlayerColor(this.realowner, false), nades_PlayerColor(this.realowner, true));
+ 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, NULL, nades_PlayerColor(this.realowner, false), nades_PlayerColor(this.realowner, true));
+ SET_NADE_EFFECT(NADE_TYPE_SPAWN, false, EFFECT_SPAWN, nades_PlayerColor(this.realowner, false), nades_PlayerColor(this.realowner, true));
+ SET_NADE_EFFECT(NADE_TYPE_HEAL, false, EFFECT_SPAWN, '1 0 0', '1 0 0');
+ SET_NADE_EFFECT(NADE_TYPE_ENTRAP, false, EFFECT_SPAWN, '1 1 0', '1 1 0');
+ SET_NADE_EFFECT(NADE_TYPE_VEIL, false, EFFECT_SPAWN, '0 0 0', '0 0 0');
+ SET_NADE_EFFECT(NADE_TYPE_AMMO, false, EFFECT_SPAWN, '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, nades_PlayerColor(this.realowner, false), nades_PlayerColor(this.realowner, true));
default: expef = EFFECT_NADE_EXPLODE; expcol_min = nades_PlayerColor(this.realowner, false); expcol_max = nades_PlayerColor(this.realowner, true); break;
}
#undef SET_NADE_EFFECT
NADE_TYPE_CHECK(NADE_TYPE_TRANSLOCATE, autocvar_g_nades_translocate);
NADE_TYPE_CHECK(NADE_TYPE_SPAWN, autocvar_g_nades_spawn);
NADE_TYPE_CHECK(NADE_TYPE_HEAL, autocvar_g_nades_heal);
- NADE_TYPE_CHECK(NADE_TYPE_MONSTER, autocvar_g_nades_pokenade);
+ NADE_TYPE_CHECK(NADE_TYPE_MONSTER, autocvar_g_nades_pokenade && autocvar_g_monsters); // if monsters disabled, this nade can't do anything, use instead normal nade
NADE_TYPE_CHECK(NADE_TYPE_ENTRAP, autocvar_g_nades_entrap);
NADE_TYPE_CHECK(NADE_TYPE_VEIL, autocvar_g_nades_veil);
NADE_TYPE_CHECK(NADE_TYPE_AMMO, autocvar_g_nades_ammo);