{
Damage(toucher,this,this.realowner,-health_factor,DEATH_NADE_HEAL.m_id,DMG_NOWEP,toucher.origin,'0 0 0');
}
-
}
-=======
->>>>>>> Mario/nade_orb_overlay
}
void nade_heal_boom(entity this)
if ( IS_REAL_CLIENT(toucher) || (IS_VEHICLE(toucher) && toucher.owner) )
{
entity show_tint = (IS_VEHICLE(toucher) && toucher.owner) ? toucher.owner : toucher;
- // TODO: remove STAT and use the following line after merging Mario/nade_orb_overlay into master branch:
- // show_tint.nade_ammo_time = time + 0.1;
- STAT(AMMUNITIONING_ORB, show_tint) = time + 0.1;
- STAT(AMMUNITIONING_ORB_ALPHA, show_tint) = 0.75 * (this.ltime - time) / this.orb_lifetime;
+ show_tint.nade_ammo_time = time + 0.1;
}
}
settouch(orb, nade_ammo_touch);
orb.colormod = '0.66 0.33 0';
}
-/***********************************************************************************/
-//remember to put an image in gfx/hud/luma and gfx/hud/default per each nade_blabla.tga
-//dark nade does damage like a normal nade but the damage is minor
-//add Dark smoke effect when exploded 28-02-2021
+
void dark_damage(entity this, float radius, float damage)
{
entity e;
}
void DarkBlinking(entity e);
-//copy of the special.qc function contents for DarkBlinking
+
void nade_dark_touch(entity this, entity toucher)
{
if ( IS_REAL_CLIENT(toucher) || (IS_VEHICLE(toucher) && toucher.owner) )
if(SAME_TEAM(toucher, this.realowner) || SAME_TEAM(toucher, this))
{
tint_alpha = 0.45;
- // TODO: remove if(!STAT... line and use the following line after merging Mario/nade_orb_overlay into master branch:
- // if(!show_tint.nade_dark_time)
- if(!STAT(DARK_ORB, show_tint))
+ if(!show_tint.nade_dark_time)
{
toucher.nade_dark_prevalpha = toucher.alpha;
toucher.alpha = 1;
else
{
tint_alpha = 0.45;
- // TODO: remove if(!STAT... line and use the following line after merging Mario/nade_orb_overlay into master branch:
- // if(!show_tint.nade_dark_time)
- if(!STAT(DARK_ORB, show_tint))
+ if(!show_tint.nade_dark_time)
{
DarkBlinking(toucher);
dark_damage(toucher, autocvar_g_nades_dark_radius, autocvar_g_nades_dark_damage);
}
}
- // TODO: remove these 2 lines and use the following line after merging Mario/nade_orb_overlay into master branch:
- // show_tint.nade_dark_time = time + 0.1;
- STAT(DARK_ORB, show_tint) = time + 0.1;
- STAT(DARK_ORB_ALPHA, show_tint) = tint_alpha * (this.ltime - time) / this.orb_lifetime;
+ show_tint.nade_dark_time = time + 0.1;
}
}
orb.colormod = NADE_TYPE_DARK.m_color;
//CSQCProjectile(fountain, true, PROJECTILE_NADE_DARK_BURN, true);
}
-/***********************************************************************************/
+
void nade_boom(entity this)
{
entity expef = NULL;
else
player.alpha = player.nade_veil_prevalpha;
}
- //LegendGuard adds nade if STAT DARK_ORB 08-02-2021
- // TODO: remove these 2 lines and use the following line after merging Mario/nade_orb_overlay into master branch:
- // if(player.nade_dark_time && player.nade_dark_time <= time)
- if(STAT(DARK_ORB, player) && STAT(DARK_ORB, player) <= time)
+
+ if(player.nade_dark_time && player.nade_dark_time <= time)
{
- // TODO: remove STAT declaration line and use the following line after merging Mario/nade_orb_overlay into master branch:
- // player.nade_dark_time = 0;
- STAT(DARK_ORB, player) = 0;
+ player.nade_dark_time = 0;
if(player.vehicle)
player.vehicle.alpha = player.vehicle.nade_dark_prevalpha;
else
mon.alpha = mon.nade_veil_prevalpha;
mon.nade_veil_time = 0;
}
- //LegendGuard adds nade if STAT ORB 08-02-2021
- // TODO: remove this line and use the following line after merging Mario/nade_orb_overlay into master branch:
- // if (mon.nade_dark_time && mon.nade_dark_time <= time)
- if (STAT(DARK_ORB, mon) && STAT(DARK_ORB, mon) <= time)
+
+ if (mon.nade_dark_time && mon.nade_dark_time <= time)
{
mon.alpha = mon.nade_dark_prevalpha;
- // TODO: remove this line and use the following line after merging Mario/nade_orb_overlay into master branch:
- // mon.nade_dark_time = 0;
- STAT(DARK_ORB, mon) = 0;
+ mon.nade_dark_time = 0;
}
}
client.tandemnade_type = spectatee.tandemnade_type;
STAT(NADE_BONUS, client) = STAT(NADE_BONUS, spectatee);
STAT(NADE_BONUS_SCORE, client) = STAT(NADE_BONUS_SCORE, spectatee);
- // TODO: remove STATs after merging Mario/nade_orb_overlay into master branch:
- 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);
- STAT(DARK_ORB_ALPHA, client) = STAT(DARK_ORB_ALPHA, spectatee);
}
MUTATOR_HOOKFUNCTION(nades, BuildMutatorsPrettyString)