From: k9er <k9wolf@pm.me>
Date: Mon, 13 Jan 2025 22:23:07 +0000 (+0000)
Subject: Split up nades & buffs into individual files
X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=34e6c26b9fa5b94d01ae825951be009ed38801dd;p=xonotic%2Fxonotic-data.pk3dir.git

Split up nades & buffs into individual files
---

diff --git a/qcsrc/client/hud/panel/ammo.qc b/qcsrc/client/hud/panel/ammo.qc
index 891123bf1e..8835adc4ae 100644
--- a/qcsrc/client/hud/panel/ammo.qc
+++ b/qcsrc/client/hud/panel/ammo.qc
@@ -3,7 +3,7 @@
 #include <client/draw.qh>
 #include <client/items/items.qh>
 #include <client/view.qh>
-#include <common/mutators/mutator/nades/nades.qh>
+#include <common/mutators/mutator/nades/_mod.qh>
 #include <common/resources/resources.qh>
 #include <common/wepent.qh>
 
diff --git a/qcsrc/client/weapons/projectile.qc b/qcsrc/client/weapons/projectile.qc
index cf2e86e646..dfd9c35f51 100644
--- a/qcsrc/client/weapons/projectile.qc
+++ b/qcsrc/client/weapons/projectile.qc
@@ -4,7 +4,7 @@
 #include <common/constants.qh>
 #include <common/effects/all.qh>
 #include <common/effects/effect.qh>
-#include <common/mutators/mutator/nades/nades.qh>
+#include <common/mutators/mutator/nades/_mod.qh>
 #include <common/net_linked.qh>
 #include <common/physics/movetypes/movetypes.qh>
 #include <lib/csqcmodel/interpolate.qh>
diff --git a/qcsrc/common/monsters/sv_monsters.qc b/qcsrc/common/monsters/sv_monsters.qc
index 233f3ef406..cae2085d81 100644
--- a/qcsrc/common/monsters/sv_monsters.qc
+++ b/qcsrc/common/monsters/sv_monsters.qc
@@ -6,7 +6,7 @@
 #include <common/mapobjects/teleporters.qh>
 #include <common/mapobjects/triggers.qh>
 #include <common/monsters/all.qh>
-#include <common/mutators/mutator/nades/nades.qh>
+#include <common/mutators/mutator/nades/_mod.qh>
 #include <common/mutators/mutator/status_effects/_mod.qh>
 #include <common/physics/movelib.qh>
 #include <common/stats.qh>
diff --git a/qcsrc/common/mutators/mutator/buffs/_mod.inc b/qcsrc/common/mutators/mutator/buffs/_mod.inc
index e66d3d859e..3c8ae5b25e 100644
--- a/qcsrc/common/mutators/mutator/buffs/_mod.inc
+++ b/qcsrc/common/mutators/mutator/buffs/_mod.inc
@@ -6,3 +6,5 @@
 #ifdef SVQC
 	#include <common/mutators/mutator/buffs/sv_buffs.qc>
 #endif
+
+#include <common/mutators/mutator/buffs/buff/_mod.inc>
diff --git a/qcsrc/common/mutators/mutator/buffs/_mod.qh b/qcsrc/common/mutators/mutator/buffs/_mod.qh
index 4d1bf6ec41..6a4f211e53 100644
--- a/qcsrc/common/mutators/mutator/buffs/_mod.qh
+++ b/qcsrc/common/mutators/mutator/buffs/_mod.qh
@@ -6,3 +6,5 @@
 #ifdef SVQC
 	#include <common/mutators/mutator/buffs/sv_buffs.qh>
 #endif
+
+#include <common/mutators/mutator/buffs/buff/_mod.qh>
diff --git a/qcsrc/common/mutators/mutator/buffs/all.inc b/qcsrc/common/mutators/mutator/buffs/all.inc
deleted file mode 100644
index a5127a1539..0000000000
--- a/qcsrc/common/mutators/mutator/buffs/all.inc
+++ /dev/null
@@ -1,157 +0,0 @@
-string Buff_CompatName(string buffname)
-{
-    switch(buffname)
-    {
-        case "ammoregen": return "ammo";               // Q3TA ammoregen
-        case "doubler": return "inferno";              // Q3TA doubler
-        case "scout": return "bash";                   // Q3TA scout
-        case "guard": return "resistance";             // Q3TA guard
-        case "revival": case "regen": return "medic";  // WOP revival, Q3A regen
-        case "jumper": return "jump";                  // WOP jumper
-        case "invulnerability": return "vampire";      // Q3TA invulnerability
-        case "kamikaze": return "vengeance";           // Q3TA kamikaze
-        case "teleporter": return "swapper";           // Q3A personal teleporter
-        default: return buffname;
-    }
-}
-
-CLASS(AmmoBuff, Buff)
-    ATTRIB(AmmoBuff, m_name, string, _("Ammo"));
-    ATTRIB(AmmoBuff, netname, string, "ammo");
-    ATTRIB(AmmoBuff, m_icon, string, "buff_ammo");
-    ATTRIB(AmmoBuff, m_skin, int, 3);
-    ATTRIB(AmmoBuff, m_color, vector, '0.76 1 0.1');
-ENDCLASS(AmmoBuff)
-REGISTER_BUFF(AMMO, NEW(AmmoBuff));
-BUFF_SPAWNFUNCS(ammo, BUFF_AMMO)
-BUFF_SPAWNFUNC_Q3COMPAT(item_ammoregen, BUFF_AMMO)
-
-CLASS(ResistanceBuff, Buff)
-    ATTRIB(ResistanceBuff, m_name, string, _("Resistance"));
-    ATTRIB(ResistanceBuff, netname, string, "resistance");
-    ATTRIB(ResistanceBuff, m_icon, string, "buff_resistance");
-    ATTRIB(ResistanceBuff, m_skin, int, 0);
-    ATTRIB(ResistanceBuff, m_color, vector, '0.36 1 0.07');
-ENDCLASS(ResistanceBuff)
-REGISTER_BUFF(RESISTANCE, NEW(ResistanceBuff));
-BUFF_SPAWNFUNCS(resistance, BUFF_RESISTANCE)
-BUFF_SPAWNFUNC_Q3COMPAT(item_guard, BUFF_RESISTANCE)
-
-CLASS(MedicBuff, Buff)
-    ATTRIB(MedicBuff, m_name, string, _("Medic"));
-    ATTRIB(MedicBuff, netname, string, "medic");
-    ATTRIB(MedicBuff, m_icon, string, "buff_medic");
-    ATTRIB(MedicBuff, m_skin, int, 1);
-    ATTRIB(MedicBuff, m_color, vector, '1 0.12 0');
-ENDCLASS(MedicBuff)
-REGISTER_BUFF(MEDIC, NEW(MedicBuff));
-BUFF_SPAWNFUNCS(medic, BUFF_MEDIC)
-BUFF_SPAWNFUNC_Q3COMPAT(item_regen, BUFF_MEDIC)
-BUFF_SPAWNFUNC_Q3COMPAT(item_revival, BUFF_MEDIC)
-
-CLASS(BashBuff, Buff)
-    ATTRIB(BashBuff, m_name, string, _("Bash"));
-    ATTRIB(BashBuff, netname, string, "bash");
-    ATTRIB(BashBuff, m_icon, string, "buff_bash");
-    ATTRIB(BashBuff, m_skin, int, 5);
-    ATTRIB(BashBuff, m_color, vector, '1 0.39 0');
-ENDCLASS(BashBuff)
-REGISTER_BUFF(BASH, NEW(BashBuff));
-BUFF_SPAWNFUNCS(bash, BUFF_BASH)
-BUFF_SPAWNFUNC_Q3COMPAT(item_scout, BUFF_BASH)
-
-CLASS(VampireBuff, Buff)
-    ATTRIB(VampireBuff, m_name, string, _("Vampire"));
-    ATTRIB(VampireBuff, netname, string, "vampire");
-    ATTRIB(VampireBuff, m_icon, string, "buff_vampire");
-    ATTRIB(VampireBuff, m_skin, int, 2);
-    ATTRIB(VampireBuff, m_color, vector, '1 0 0.24');
-ENDCLASS(VampireBuff)
-REGISTER_BUFF(VAMPIRE, NEW(VampireBuff));
-BUFF_SPAWNFUNCS(vampire, BUFF_VAMPIRE)
-BUFF_SPAWNFUNC_Q3COMPAT(holdable_invulnerability, BUFF_VAMPIRE)
-
-CLASS(DisabilityBuff, Buff)
-    ATTRIB(DisabilityBuff, m_name, string, _("Disability"));
-    ATTRIB(DisabilityBuff, netname, string, "disability");
-    ATTRIB(DisabilityBuff, m_icon, string, "buff_disability");
-    ATTRIB(DisabilityBuff, m_skin, int, 7);
-    ATTRIB(DisabilityBuff, m_color, vector, '0.94 0.3 1');
-ENDCLASS(DisabilityBuff)
-REGISTER_BUFF(DISABILITY, NEW(DisabilityBuff));
-BUFF_SPAWNFUNCS(disability, BUFF_DISABILITY)
-
-CLASS(VengeanceBuff, Buff)
-    ATTRIB(VengeanceBuff, m_name, string, _("Vengeance"));
-    ATTRIB(VengeanceBuff, netname, string, "vengeance");
-    ATTRIB(VengeanceBuff, m_icon, string, "buff_vengeance");
-    ATTRIB(VengeanceBuff, m_skin, int, 15);
-    ATTRIB(VengeanceBuff, m_color, vector, '1 0.23 0.61');
-ENDCLASS(VengeanceBuff)
-REGISTER_BUFF(VENGEANCE, NEW(VengeanceBuff));
-BUFF_SPAWNFUNCS(vengeance, BUFF_VENGEANCE)
-BUFF_SPAWNFUNC_Q3COMPAT(holdable_kamikaze, BUFF_VENGEANCE)
-
-CLASS(JumpBuff, Buff)
-    ATTRIB(JumpBuff, m_name, string, _("Jump"));
-    ATTRIB(JumpBuff, netname, string, "jump");
-    ATTRIB(JumpBuff, m_icon, string, "buff_jump");
-    ATTRIB(JumpBuff, m_skin, int, 10);
-    ATTRIB(JumpBuff, m_color, vector, '0.24 0.78 1');
-ENDCLASS(JumpBuff)
-REGISTER_BUFF(JUMP, NEW(JumpBuff));
-BUFF_SPAWNFUNCS(jump, BUFF_JUMP)
-BUFF_SPAWNFUNC_Q3COMPAT(item_jumper, BUFF_JUMP)
-
-CLASS(InfernoBuff, Buff)
-    ATTRIB(InfernoBuff, m_name, string, _("Inferno"));
-    ATTRIB(InfernoBuff, netname, string, "inferno");
-    ATTRIB(InfernoBuff, m_icon, string, "buff_inferno");
-    ATTRIB(InfernoBuff, m_skin, int, 16);
-    ATTRIB(InfernoBuff, m_color, vector, '1 0.62 0');
-ENDCLASS(InfernoBuff)
-REGISTER_BUFF(INFERNO, NEW(InfernoBuff));
-BUFF_SPAWNFUNCS(inferno, BUFF_INFERNO)
-BUFF_SPAWNFUNC_Q3COMPAT(item_doubler, BUFF_INFERNO)
-
-CLASS(SwapperBuff, Buff)
-    ATTRIB(SwapperBuff, m_name, string, _("Swapper"));
-    ATTRIB(SwapperBuff, netname, string, "swapper");
-    ATTRIB(SwapperBuff, m_icon, string, "buff_swapper");
-    ATTRIB(SwapperBuff, m_skin, int, 17);
-    ATTRIB(SwapperBuff, m_color, vector, '0.63 0.36 1');
-ENDCLASS(SwapperBuff)
-REGISTER_BUFF(SWAPPER, NEW(SwapperBuff));
-BUFF_SPAWNFUNCS(swapper, BUFF_SWAPPER)
-BUFF_SPAWNFUNC_Q3COMPAT(holdable_teleporter, BUFF_SWAPPER)
-
-CLASS(MagnetBuff, Buff)
-    ATTRIB(MagnetBuff, m_name, string, _("Magnet"));
-    ATTRIB(MagnetBuff, netname, string, "magnet");
-    ATTRIB(MagnetBuff, m_icon, string, "buff_magnet");
-    ATTRIB(MagnetBuff, m_skin, int, 18);
-    ATTRIB(MagnetBuff, m_color, vector, '1 0.95 0.18');
-ENDCLASS(MagnetBuff)
-REGISTER_BUFF(MAGNET, NEW(MagnetBuff));
-BUFF_SPAWNFUNCS(magnet, BUFF_MAGNET)
-
-CLASS(LuckBuff, Buff)
-    ATTRIB(LuckBuff, m_name, string, _("Luck"));
-    ATTRIB(LuckBuff, netname, string, "luck");
-    ATTRIB(LuckBuff, m_icon, string, "buff_luck");
-    ATTRIB(LuckBuff, m_skin, int, 19);
-    ATTRIB(LuckBuff, m_color, vector, '1 0.23 0.44');
-ENDCLASS(LuckBuff)
-REGISTER_BUFF(LUCK, NEW(LuckBuff));
-BUFF_SPAWNFUNCS(luck, BUFF_LUCK)
-
-CLASS(FlightBuff, Buff)
-    ATTRIB(FlightBuff, m_name, string, _("Flight"));
-    ATTRIB(FlightBuff, netname, string, "flight");
-    ATTRIB(FlightBuff, m_icon, string, "buff_flight");
-    ATTRIB(FlightBuff, m_skin, int, 11);
-    ATTRIB(FlightBuff, m_color, vector, '0.23 0.44 1');
-ENDCLASS(FlightBuff)
-REGISTER_BUFF(FLIGHT, NEW(FlightBuff));
-BUFF_SPAWNFUNCS(flight, BUFF_FLIGHT)
-BUFF_SPAWNFUNC_Q3COMPAT(item_flight, BUFF_FLIGHT)
diff --git a/qcsrc/common/mutators/mutator/buffs/buff/_mod.inc b/qcsrc/common/mutators/mutator/buffs/buff/_mod.inc
new file mode 100644
index 0000000000..4e54149d02
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/buffs/buff/_mod.inc
@@ -0,0 +1,14 @@
+// genmod.sh autogenerated file; do not modify
+#include <common/mutators/mutator/buffs/buff/ammo.qc>
+#include <common/mutators/mutator/buffs/buff/bash.qc>
+#include <common/mutators/mutator/buffs/buff/disability.qc>
+#include <common/mutators/mutator/buffs/buff/flight.qc>
+#include <common/mutators/mutator/buffs/buff/inferno.qc>
+#include <common/mutators/mutator/buffs/buff/jump.qc>
+#include <common/mutators/mutator/buffs/buff/luck.qc>
+#include <common/mutators/mutator/buffs/buff/magnet.qc>
+#include <common/mutators/mutator/buffs/buff/medic.qc>
+#include <common/mutators/mutator/buffs/buff/resistance.qc>
+#include <common/mutators/mutator/buffs/buff/swapper.qc>
+#include <common/mutators/mutator/buffs/buff/vampire.qc>
+#include <common/mutators/mutator/buffs/buff/vengeance.qc>
diff --git a/qcsrc/common/mutators/mutator/buffs/buff/_mod.qh b/qcsrc/common/mutators/mutator/buffs/buff/_mod.qh
new file mode 100644
index 0000000000..d62f49bfc9
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/buffs/buff/_mod.qh
@@ -0,0 +1,14 @@
+// genmod.sh autogenerated file; do not modify
+#include <common/mutators/mutator/buffs/buff/ammo.qh>
+#include <common/mutators/mutator/buffs/buff/bash.qh>
+#include <common/mutators/mutator/buffs/buff/disability.qh>
+#include <common/mutators/mutator/buffs/buff/flight.qh>
+#include <common/mutators/mutator/buffs/buff/inferno.qh>
+#include <common/mutators/mutator/buffs/buff/jump.qh>
+#include <common/mutators/mutator/buffs/buff/luck.qh>
+#include <common/mutators/mutator/buffs/buff/magnet.qh>
+#include <common/mutators/mutator/buffs/buff/medic.qh>
+#include <common/mutators/mutator/buffs/buff/resistance.qh>
+#include <common/mutators/mutator/buffs/buff/swapper.qh>
+#include <common/mutators/mutator/buffs/buff/vampire.qh>
+#include <common/mutators/mutator/buffs/buff/vengeance.qh>
diff --git a/qcsrc/common/mutators/mutator/buffs/buff/ammo.qc b/qcsrc/common/mutators/mutator/buffs/buff/ammo.qc
new file mode 100644
index 0000000000..441034a2b0
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/buffs/buff/ammo.qc
@@ -0,0 +1,59 @@
+#include "ammo.qh"
+
+#ifdef SVQC
+METHOD(AmmoBuff, m_apply, void(StatusEffect this, entity actor, float eff_time, float eff_flags))
+{
+	bool wasactive = (actor.statuseffects && (actor.statuseffects.statuseffect_flags[this.m_id] & STATUSEFFECT_FLAG_ACTIVE));
+	if(!wasactive)
+	{
+		actor.buff_ammo_prev_infitems = (actor.items & IT_UNLIMITED_AMMO);
+		actor.items |= IT_UNLIMITED_AMMO;
+		for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+		{
+			.entity weaponentity = weaponentities[slot];
+			if(!actor.(weaponentity))
+				continue;
+			if(actor.(weaponentity).clip_load)
+				actor.(weaponentity).buff_ammo_prev_clipload = actor.(weaponentity).clip_load;
+			if(actor.(weaponentity).clip_size)
+				actor.(weaponentity).clip_load = actor.(weaponentity).(weapon_load[actor.(weaponentity).m_switchweapon.m_id]) = actor.(weaponentity).clip_size;
+		}
+	}
+	SUPER(AmmoBuff).m_apply(this, actor, eff_time, eff_flags);
+}
+METHOD(AmmoBuff, m_remove, void(StatusEffect this, entity actor, int removal_type))
+{
+	bool wasactive = (actor.statuseffects && (actor.statuseffects.statuseffect_flags[this.m_id] & STATUSEFFECT_FLAG_ACTIVE));
+	if(wasactive)
+	{
+		actor.items = BITSET(actor.items, IT_UNLIMITED_AMMO, actor.buff_ammo_prev_infitems);
+		for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+		{
+			.entity weaponentity = weaponentities[slot];
+			if(!actor.(weaponentity))
+				continue;
+			if(actor.(weaponentity).buff_ammo_prev_clipload)
+			{
+				actor.(weaponentity).clip_load = actor.(weaponentity).buff_ammo_prev_clipload;
+				actor.(weaponentity).buff_ammo_prev_clipload = 0;
+			}
+		}
+	}
+	actor.buff_ammo_prev_infitems = 0;
+	SUPER(AmmoBuff).m_remove(this, actor, removal_type);
+}
+METHOD(AmmoBuff, m_tick, void(StatusEffect this, entity actor))
+{
+	if(IS_PLAYER(actor))
+	{
+		for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+		{
+			.entity weaponentity = weaponentities[slot];
+			if(actor.(weaponentity).clip_size)
+				actor.(weaponentity).clip_load = actor.(weaponentity).(weapon_load[actor.(weaponentity).m_switchweapon.m_id]) = actor.(weaponentity).clip_size;
+		}
+	}
+
+	SUPER(AmmoBuff).m_tick(this, actor);
+}
+#endif // SVQC
diff --git a/qcsrc/common/mutators/mutator/buffs/buff/ammo.qh b/qcsrc/common/mutators/mutator/buffs/buff/ammo.qh
new file mode 100644
index 0000000000..ee654c8ad9
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/buffs/buff/ammo.qh
@@ -0,0 +1,20 @@
+#pragma once
+
+#include <common/mutators/mutator/buffs/buffs.qh>
+
+#ifdef SVQC
+.int buff_ammo_prev_infitems;
+.int buff_ammo_prev_clipload;
+#endif // SVQC
+
+CLASS(AmmoBuff, Buff)
+	ATTRIB(AmmoBuff, m_name, string, _("Ammo"));
+	ATTRIB(AmmoBuff, netname, string, "ammo");
+	ATTRIB(AmmoBuff, m_icon, string, "buff_ammo");
+	ATTRIB(AmmoBuff, m_skin, int, 3);
+	ATTRIB(AmmoBuff, m_color, vector, '0.76 1 0.1');
+ENDCLASS(AmmoBuff)
+
+REGISTER_BUFF(AMMO, NEW(AmmoBuff));
+BUFF_SPAWNFUNCS(ammo, BUFF_AMMO)
+BUFF_SPAWNFUNC_Q3COMPAT(item_ammoregen, BUFF_AMMO)
diff --git a/qcsrc/common/mutators/mutator/buffs/buff/bash.qc b/qcsrc/common/mutators/mutator/buffs/buff/bash.qc
new file mode 100644
index 0000000000..a14d6755eb
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/buffs/buff/bash.qc
@@ -0,0 +1,21 @@
+#include "bash.qh"
+
+#ifdef SVQC
+vector buff_Bash_TargetCalculateForce(vector frag_force, entity frag_target, entity frag_attacker)
+{
+	if(frag_attacker != frag_target)
+		frag_force = '0 0 0';
+	return frag_force;
+}
+vector buff_Bash_AttackerCalculateForce(vector frag_force, entity frag_target, entity frag_attacker)
+{
+	if(frag_force)
+	{
+		if(frag_attacker == frag_target)
+			frag_force *= autocvar_g_buffs_bash_force_self;
+		else
+			frag_force *= autocvar_g_buffs_bash_force;
+	}
+	return frag_force;
+}
+#endif // SVQC
diff --git a/qcsrc/common/mutators/mutator/buffs/buff/bash.qh b/qcsrc/common/mutators/mutator/buffs/buff/bash.qh
new file mode 100644
index 0000000000..ba306eec59
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/buffs/buff/bash.qh
@@ -0,0 +1,23 @@
+#pragma once
+
+#include <common/mutators/mutator/buffs/buffs.qh>
+
+#ifdef SVQC
+float autocvar_g_buffs_bash_force;
+float autocvar_g_buffs_bash_force_self;
+
+vector buff_Bash_TargetCalculateForce(vector frag_force, entity frag_target, entity frag_attacker);
+vector buff_Bash_AttackerCalculateForce(vector frag_force, entity frag_target, entity frag_attacker);
+#endif // SVQC
+
+CLASS(BashBuff, Buff)
+	ATTRIB(BashBuff, m_name, string, _("Bash"));
+	ATTRIB(BashBuff, netname, string, "bash");
+	ATTRIB(BashBuff, m_icon, string, "buff_bash");
+	ATTRIB(BashBuff, m_skin, int, 5);
+	ATTRIB(BashBuff, m_color, vector, '1 0.39 0');
+ENDCLASS(BashBuff)
+
+REGISTER_BUFF(BASH, NEW(BashBuff));
+BUFF_SPAWNFUNCS(bash, BUFF_BASH)
+BUFF_SPAWNFUNC_Q3COMPAT(item_scout, BUFF_BASH)
diff --git a/qcsrc/common/mutators/mutator/buffs/buff/disability.qc b/qcsrc/common/mutators/mutator/buffs/buff/disability.qc
new file mode 100644
index 0000000000..967a0d1988
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/buffs/buff/disability.qc
@@ -0,0 +1,44 @@
+#include "disability.qh"
+
+#ifdef SVQC
+void buff_Disability_ApplyStunned(entity frag_target, entity frag_attacker)
+{
+	if(frag_target != frag_attacker)
+		StatusEffects_apply(STATUSEFFECT_Stunned, frag_target, time + autocvar_g_buffs_disability_slowtime, 0);
+}
+
+MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics_UpdateStats)
+{
+	entity player = M_ARGV(0, entity);
+	// these automatically reset, no need to worry
+
+	if(StatusEffects_active(STATUSEFFECT_Stunned, player))
+		STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_buffs_disability_speed;
+}
+
+MUTATOR_HOOKFUNCTION(buffs, MonsterMove)
+{
+	entity mon = M_ARGV(0, entity);
+
+	if(StatusEffects_active(STATUSEFFECT_Stunned, mon))
+	{
+		M_ARGV(1, float) *= autocvar_g_buffs_disability_speed; // run speed
+		M_ARGV(2, float) *= autocvar_g_buffs_disability_speed; // walk speed
+	}
+}
+
+MUTATOR_HOOKFUNCTION(buffs, WeaponRateFactor)
+{
+	entity player = M_ARGV(1, entity);
+
+	if(StatusEffects_active(STATUSEFFECT_Stunned, player))
+		M_ARGV(0, float) *= autocvar_g_buffs_disability_rate;
+}
+MUTATOR_HOOKFUNCTION(buffs, WeaponSpeedFactor)
+{
+	entity player = M_ARGV(1, entity);
+
+	if(StatusEffects_active(STATUSEFFECT_Stunned, player))
+		M_ARGV(0, float) *= autocvar_g_buffs_disability_weaponspeed;
+}
+#endif // SVQC
diff --git a/qcsrc/common/mutators/mutator/buffs/buff/disability.qh b/qcsrc/common/mutators/mutator/buffs/buff/disability.qh
new file mode 100644
index 0000000000..26d3c446b8
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/buffs/buff/disability.qh
@@ -0,0 +1,23 @@
+#pragma once
+
+#include <common/mutators/mutator/buffs/buffs.qh>
+
+#ifdef SVQC
+float autocvar_g_buffs_disability_slowtime;
+float autocvar_g_buffs_disability_speed;
+float autocvar_g_buffs_disability_rate;
+float autocvar_g_buffs_disability_weaponspeed;
+
+void buff_Disability_ApplyStunned(entity frag_target, entity frag_attacker);
+#endif // SVQC
+
+CLASS(DisabilityBuff, Buff)
+	ATTRIB(DisabilityBuff, m_name, string, _("Disability"));
+	ATTRIB(DisabilityBuff, netname, string, "disability");
+	ATTRIB(DisabilityBuff, m_icon, string, "buff_disability");
+	ATTRIB(DisabilityBuff, m_skin, int, 7);
+	ATTRIB(DisabilityBuff, m_color, vector, '0.94 0.3 1');
+ENDCLASS(DisabilityBuff)
+
+REGISTER_BUFF(DISABILITY, NEW(DisabilityBuff));
+BUFF_SPAWNFUNCS(disability, BUFF_DISABILITY)
diff --git a/qcsrc/common/mutators/mutator/buffs/buff/flight.qc b/qcsrc/common/mutators/mutator/buffs/buff/flight.qc
new file mode 100644
index 0000000000..2c1a3b23e9
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/buffs/buff/flight.qc
@@ -0,0 +1,25 @@
+#include "flight.qh"
+
+#ifdef SVQC
+METHOD(FlightBuff, m_apply, void(StatusEffect this, entity actor, float eff_time, float eff_flags))
+{
+	bool wasactive = (actor.statuseffects && (actor.statuseffects.statuseffect_flags[this.m_id] & STATUSEFFECT_FLAG_ACTIVE));
+	if(!wasactive)
+	{
+		actor.buff_flight_oldgravity = actor.gravity;
+		if(!actor.gravity)
+			actor.gravity = 1;
+	}
+	SUPER(FlightBuff).m_apply(this, actor, eff_time, eff_flags);
+}
+METHOD(FlightBuff, m_remove, void(StatusEffect this, entity actor, int removal_type))
+{
+	bool wasactive = (actor.statuseffects && (actor.statuseffects.statuseffect_flags[this.m_id] & STATUSEFFECT_FLAG_ACTIVE));
+	if(wasactive)
+	{
+		actor.gravity = ((actor.trigger_gravity_check) ? actor.trigger_gravity_check.enemy.gravity : actor.buff_flight_oldgravity);
+	}
+	actor.buff_flight_oldgravity = 0;
+	SUPER(FlightBuff).m_remove(this, actor, removal_type);
+}
+#endif // SVQC
diff --git a/qcsrc/common/mutators/mutator/buffs/buff/flight.qh b/qcsrc/common/mutators/mutator/buffs/buff/flight.qh
new file mode 100644
index 0000000000..90903a8227
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/buffs/buff/flight.qh
@@ -0,0 +1,20 @@
+#pragma once
+
+#include <common/mutators/mutator/buffs/buffs.qh>
+
+#ifdef SVQC
+.float buff_flight_oldgravity;
+.bool buff_flight_crouchheld;
+#endif // SVQC
+
+CLASS(FlightBuff, Buff)
+	ATTRIB(FlightBuff, m_name, string, _("Flight"));
+	ATTRIB(FlightBuff, netname, string, "flight");
+	ATTRIB(FlightBuff, m_icon, string, "buff_flight");
+	ATTRIB(FlightBuff, m_skin, int, 11);
+	ATTRIB(FlightBuff, m_color, vector, '0.23 0.44 1');
+ENDCLASS(FlightBuff)
+
+REGISTER_BUFF(FLIGHT, NEW(FlightBuff));
+BUFF_SPAWNFUNCS(flight, BUFF_FLIGHT)
+BUFF_SPAWNFUNC_Q3COMPAT(item_flight, BUFF_FLIGHT)
diff --git a/qcsrc/common/mutators/mutator/buffs/buff/inferno.qc b/qcsrc/common/mutators/mutator/buffs/buff/inferno.qc
new file mode 100644
index 0000000000..0521de9161
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/buffs/buff/inferno.qc
@@ -0,0 +1,17 @@
+#include "inferno.qh"
+
+#ifdef SVQC
+float buff_Inferno_CalculateTime(float dmg)
+{
+	float offset_x    = 0;
+	float offset_y    = autocvar_g_buffs_inferno_burntime_min_time;
+	float intersect_x = autocvar_g_buffs_inferno_burntime_target_damage;
+	float intersect_y = autocvar_g_buffs_inferno_burntime_target_time;
+	float base        = autocvar_g_buffs_inferno_burntime_factor;
+	return offset_y + (intersect_y - offset_y) * logn(((dmg - offset_x) * ((base - 1) / intersect_x)) + 1, base);
+}
+float buff_Inferno_CalculateDamage(float frag_damage)
+{
+	return frag_damage * autocvar_g_buffs_inferno_damagemultiplier;
+}
+#endif // SVQC
diff --git a/qcsrc/common/mutators/mutator/buffs/buff/inferno.qh b/qcsrc/common/mutators/mutator/buffs/buff/inferno.qh
new file mode 100644
index 0000000000..57148e01ed
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/buffs/buff/inferno.qh
@@ -0,0 +1,26 @@
+#pragma once
+
+#include <common/mutators/mutator/buffs/buffs.qh>
+
+#ifdef SVQC
+float autocvar_g_buffs_inferno_burntime_factor;
+float autocvar_g_buffs_inferno_burntime_min_time;
+float autocvar_g_buffs_inferno_burntime_target_damage;
+float autocvar_g_buffs_inferno_burntime_target_time;
+float autocvar_g_buffs_inferno_damagemultiplier;
+
+float buff_Inferno_CalculateTime(float dmg);
+float buff_Inferno_CalculateDamage(float frag_damage);
+#endif // SVQC
+
+CLASS(InfernoBuff, Buff)
+	ATTRIB(InfernoBuff, m_name, string, _("Inferno"));
+	ATTRIB(InfernoBuff, netname, string, "inferno");
+	ATTRIB(InfernoBuff, m_icon, string, "buff_inferno");
+	ATTRIB(InfernoBuff, m_skin, int, 16);
+	ATTRIB(InfernoBuff, m_color, vector, '1 0.62 0');
+ENDCLASS(InfernoBuff)
+
+REGISTER_BUFF(INFERNO, NEW(InfernoBuff));
+BUFF_SPAWNFUNCS(inferno, BUFF_INFERNO)
+BUFF_SPAWNFUNC_Q3COMPAT(item_doubler, BUFF_INFERNO)
diff --git a/qcsrc/common/mutators/mutator/buffs/buff/jump.qc b/qcsrc/common/mutators/mutator/buffs/buff/jump.qc
new file mode 100644
index 0000000000..820a5f4a8f
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/buffs/buff/jump.qc
@@ -0,0 +1,19 @@
+#include "jump.qh"
+
+#ifdef SVQC
+float buff_Jump_ChangeDamage(float frag_damage, float frag_deathtype)
+{
+	if(frag_deathtype == DEATH_FALL.m_id)
+		frag_damage = 0;
+	return frag_damage;
+}
+
+MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics)
+{
+	entity player = M_ARGV(0, entity);
+	// these automatically reset, no need to worry
+
+	if(StatusEffects_active(BUFF_JUMP, player))
+		STAT(MOVEVARS_JUMPVELOCITY, player) = autocvar_g_buffs_jump_height;
+}
+#endif // SVQC
diff --git a/qcsrc/common/mutators/mutator/buffs/buff/jump.qh b/qcsrc/common/mutators/mutator/buffs/buff/jump.qh
new file mode 100644
index 0000000000..7163f542ce
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/buffs/buff/jump.qh
@@ -0,0 +1,21 @@
+#pragma once
+
+#include <common/mutators/mutator/buffs/buffs.qh>
+
+#ifdef SVQC
+float autocvar_g_buffs_jump_height;
+
+float buff_Jump_ChangeDamage(float frag_damage, float frag_deathtype);
+#endif // SVQC
+
+CLASS(JumpBuff, Buff)
+	ATTRIB(JumpBuff, m_name, string, _("Jump"));
+	ATTRIB(JumpBuff, netname, string, "jump");
+	ATTRIB(JumpBuff, m_icon, string, "buff_jump");
+	ATTRIB(JumpBuff, m_skin, int, 10);
+	ATTRIB(JumpBuff, m_color, vector, '0.24 0.78 1');
+ENDCLASS(JumpBuff)
+
+REGISTER_BUFF(JUMP, NEW(JumpBuff));
+BUFF_SPAWNFUNCS(jump, BUFF_JUMP)
+BUFF_SPAWNFUNC_Q3COMPAT(item_jumper, BUFF_JUMP)
diff --git a/qcsrc/common/mutators/mutator/buffs/buff/luck.qc b/qcsrc/common/mutators/mutator/buffs/buff/luck.qc
new file mode 100644
index 0000000000..395da3439f
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/buffs/buff/luck.qc
@@ -0,0 +1,11 @@
+#include "luck.qh"
+
+#ifdef SVQC
+float buff_Luck_CalculateDamage(float frag_damage)
+{
+	if(autocvar_g_buffs_luck_damagemultiplier > 0)
+	if(random() <= autocvar_g_buffs_luck_chance)
+		frag_damage *= autocvar_g_buffs_luck_damagemultiplier;
+	return frag_damage;
+}
+#endif // SVQC
diff --git a/qcsrc/common/mutators/mutator/buffs/buff/luck.qh b/qcsrc/common/mutators/mutator/buffs/buff/luck.qh
new file mode 100644
index 0000000000..1fd1226d19
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/buffs/buff/luck.qh
@@ -0,0 +1,21 @@
+#pragma once
+
+#include <common/mutators/mutator/buffs/buffs.qh>
+
+#ifdef SVQC
+float autocvar_g_buffs_luck_chance = 0.15;
+float autocvar_g_buffs_luck_damagemultiplier = 3;
+
+float buff_Luck_CalculateDamage(float frag_damage);
+#endif // SVQC
+
+CLASS(LuckBuff, Buff)
+	ATTRIB(LuckBuff, m_name, string, _("Luck"));
+	ATTRIB(LuckBuff, netname, string, "luck");
+	ATTRIB(LuckBuff, m_icon, string, "buff_luck");
+	ATTRIB(LuckBuff, m_skin, int, 19);
+	ATTRIB(LuckBuff, m_color, vector, '1 0.23 0.44');
+ENDCLASS(LuckBuff)
+
+REGISTER_BUFF(LUCK, NEW(LuckBuff));
+BUFF_SPAWNFUNCS(luck, BUFF_LUCK)
diff --git a/qcsrc/common/mutators/mutator/buffs/buff/magnet.qc b/qcsrc/common/mutators/mutator/buffs/buff/magnet.qc
new file mode 100644
index 0000000000..15aa097f1a
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/buffs/buff/magnet.qc
@@ -0,0 +1,26 @@
+#include "magnet.qh"
+
+#ifdef SVQC
+METHOD(MagnetBuff, m_tick, void(StatusEffect this, entity actor))
+{
+	if(IS_PLAYER(actor))
+	{
+		vector pickup_size;
+		IL_EACH(g_items, it.itemdef,
+		{
+			if(it.buffdef)
+				pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_buff;
+			else
+				pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_item;
+
+			if(boxesoverlap(actor.absmin - pickup_size, actor.absmax + pickup_size, it.absmin, it.absmax))
+			{
+				if(gettouch(it))
+					gettouch(it)(it, actor);
+			}
+		});
+	}
+
+	SUPER(MagnetBuff).m_tick(this, actor);
+}
+#endif // SVQC
diff --git a/qcsrc/common/mutators/mutator/buffs/buff/magnet.qh b/qcsrc/common/mutators/mutator/buffs/buff/magnet.qh
new file mode 100644
index 0000000000..1b04615c0b
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/buffs/buff/magnet.qh
@@ -0,0 +1,19 @@
+#pragma once
+
+#include <common/mutators/mutator/buffs/buffs.qh>
+
+#ifdef SVQC
+float autocvar_g_buffs_magnet_range_item;
+float autocvar_g_buffs_magnet_range_buff = 200;
+#endif // SVQC
+
+CLASS(MagnetBuff, Buff)
+	ATTRIB(MagnetBuff, m_name, string, _("Magnet"));
+	ATTRIB(MagnetBuff, netname, string, "magnet");
+	ATTRIB(MagnetBuff, m_icon, string, "buff_magnet");
+	ATTRIB(MagnetBuff, m_skin, int, 18);
+	ATTRIB(MagnetBuff, m_color, vector, '1 0.95 0.18');
+ENDCLASS(MagnetBuff)
+
+REGISTER_BUFF(MAGNET, NEW(MagnetBuff));
+BUFF_SPAWNFUNCS(magnet, BUFF_MAGNET)
diff --git a/qcsrc/common/mutators/mutator/buffs/buff/medic.qc b/qcsrc/common/mutators/mutator/buffs/buff/medic.qc
new file mode 100644
index 0000000000..ef1c34537b
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/buffs/buff/medic.qc
@@ -0,0 +1,22 @@
+#include "medic.qh"
+
+#ifdef SVQC
+MUTATOR_HOOKFUNCTION(buffs, PlayerRegen)
+{
+	entity player = M_ARGV(0, entity);
+
+	if(StatusEffects_active(BUFF_MEDIC, player))
+	{
+		M_ARGV(3, float) = autocvar_g_buffs_medic_rot; // rot_mod
+		M_ARGV(4, float) = M_ARGV(1, float) = autocvar_g_buffs_medic_max; // limit_mod = max_mod
+		M_ARGV(2, float) = autocvar_g_buffs_medic_regen; // regen_mod
+	}
+}
+
+float buff_Medic_CalculateSurviveDamage(float frag_damage, float health)
+{
+	if(random() <= autocvar_g_buffs_medic_survive_chance)
+		frag_damage = max(5, health - autocvar_g_buffs_medic_survive_health);
+	return frag_damage;
+}
+#endif // SVQC
diff --git a/qcsrc/common/mutators/mutator/buffs/buff/medic.qh b/qcsrc/common/mutators/mutator/buffs/buff/medic.qh
new file mode 100644
index 0000000000..c3021c1189
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/buffs/buff/medic.qh
@@ -0,0 +1,26 @@
+#pragma once
+
+#include <common/mutators/mutator/buffs/buffs.qh>
+
+#ifdef SVQC
+float autocvar_g_buffs_medic_survive_chance;
+float autocvar_g_buffs_medic_survive_health;
+float autocvar_g_buffs_medic_rot;
+float autocvar_g_buffs_medic_max;
+float autocvar_g_buffs_medic_regen;
+
+float buff_Medic_CalculateSurviveDamage(float frag_damage, float health);
+#endif // SVQC
+
+CLASS(MedicBuff, Buff)
+	ATTRIB(MedicBuff, m_name, string, _("Medic"));
+	ATTRIB(MedicBuff, netname, string, "medic");
+	ATTRIB(MedicBuff, m_icon, string, "buff_medic");
+	ATTRIB(MedicBuff, m_skin, int, 1);
+	ATTRIB(MedicBuff, m_color, vector, '1 0.12 0');
+ENDCLASS(MedicBuff)
+
+REGISTER_BUFF(MEDIC, NEW(MedicBuff));
+BUFF_SPAWNFUNCS(medic, BUFF_MEDIC)
+BUFF_SPAWNFUNC_Q3COMPAT(item_regen, BUFF_MEDIC)
+BUFF_SPAWNFUNC_Q3COMPAT(item_revival, BUFF_MEDIC)
diff --git a/qcsrc/common/mutators/mutator/buffs/buff/resistance.qc b/qcsrc/common/mutators/mutator/buffs/buff/resistance.qc
new file mode 100644
index 0000000000..0bb9f424db
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/buffs/buff/resistance.qc
@@ -0,0 +1,8 @@
+#include "resistance.qh"
+
+#ifdef SVQC
+float buff_Resistance_CalculateDamage(float frag_damage)
+{
+	return bound(0, frag_damage * (1 - autocvar_g_buffs_resistance_blockpercent), frag_damage);
+}
+#endif // SVQC
diff --git a/qcsrc/common/mutators/mutator/buffs/buff/resistance.qh b/qcsrc/common/mutators/mutator/buffs/buff/resistance.qh
new file mode 100644
index 0000000000..d351a9453f
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/buffs/buff/resistance.qh
@@ -0,0 +1,21 @@
+#pragma once
+
+#include <common/mutators/mutator/buffs/buffs.qh>
+
+#ifdef SVQC
+float autocvar_g_buffs_resistance_blockpercent;
+
+float buff_Resistance_CalculateDamage(float frag_damage);
+#endif // SVQC
+
+CLASS(ResistanceBuff, Buff)
+	ATTRIB(ResistanceBuff, m_name, string, _("Resistance"));
+	ATTRIB(ResistanceBuff, netname, string, "resistance");
+	ATTRIB(ResistanceBuff, m_icon, string, "buff_resistance");
+	ATTRIB(ResistanceBuff, m_skin, int, 0);
+	ATTRIB(ResistanceBuff, m_color, vector, '0.36 1 0.07');
+ENDCLASS(ResistanceBuff)
+
+REGISTER_BUFF(RESISTANCE, NEW(ResistanceBuff));
+BUFF_SPAWNFUNCS(resistance, BUFF_RESISTANCE)
+BUFF_SPAWNFUNC_Q3COMPAT(item_guard, BUFF_RESISTANCE)
diff --git a/qcsrc/common/mutators/mutator/buffs/buff/swapper.qc b/qcsrc/common/mutators/mutator/buffs/buff/swapper.qc
new file mode 100644
index 0000000000..7c17cb1104
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/buffs/buff/swapper.qc
@@ -0,0 +1,82 @@
+#include "swapper.qh"
+
+#ifdef SVQC
+MUTATOR_HOOKFUNCTION(buffs, ForbidThrowCurrentWeapon)
+{
+	if(MUTATOR_RETURNVALUE || game_stopped) return;
+	entity player = M_ARGV(0, entity);
+
+	if(StatusEffects_active(BUFF_SWAPPER, player))
+	{
+		float best_distance = autocvar_g_buffs_swapper_range;
+		entity closest = NULL;
+		FOREACH_CLIENT(IS_PLAYER(it), {
+			if(!IS_DEAD(it) && !STAT(FROZEN, it) && !it.vehicle)
+			if(DIFF_TEAM(it, player))
+			{
+				float test = vlen2(player.origin - it.origin);
+				if(test <= best_distance * best_distance)
+				{
+					best_distance = sqrt(test);
+					closest = it;
+				}
+			}
+		});
+
+		if(closest)
+		{
+			vector my_org, my_vel, my_ang, their_org, their_vel, their_ang;
+
+			my_org = player.origin;
+			my_vel = player.velocity;
+			my_ang = player.angles;
+			their_org = closest.origin;
+			their_vel = closest.velocity;
+			their_ang = closest.angles;
+
+			Drop_Special_Items(closest);
+
+			MUTATOR_CALLHOOK(PortalTeleport, player); // initiate flag dropper
+
+			setorigin(player, their_org);
+			setorigin(closest, my_org);
+
+			closest.velocity = my_vel;
+			closest.angles = my_ang;
+			if (IS_BOT_CLIENT(closest))
+			{
+				closest.v_angle = closest.angles;
+				bot_aim_reset(closest);
+			}
+			closest.fixangle = true;
+			closest.oldorigin = my_org;
+			closest.oldvelocity = my_vel;
+			player.velocity = their_vel;
+			player.angles = their_ang;
+			if (IS_BOT_CLIENT(player))
+			{
+				player.v_angle = player.angles;
+				bot_aim_reset(player);
+			}
+			player.fixangle = true;
+			player.oldorigin = their_org;
+			player.oldvelocity = their_vel;
+
+			// set pusher so player gets the kill if they fall into void
+			closest.pusher = player;
+			closest.pushltime = time + autocvar_g_maxpushtime;
+			closest.istypefrag = PHYS_INPUT_BUTTON_CHAT(closest);
+
+			Send_Effect(EFFECT_ELECTRO_COMBO, their_org, '0 0 0', 1);
+			Send_Effect(EFFECT_ELECTRO_COMBO, my_org, '0 0 0', 1);
+
+			sound(player, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
+			sound(closest, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
+
+			// TODO: add a counter to handle how many times one can teleport, and a delay to prevent spam
+			buff_RemoveAll(player, STATUSEFFECT_REMOVE_NORMAL);
+			return true;
+		}
+	}
+}
+#endif // SVQC
diff --git a/qcsrc/common/mutators/mutator/buffs/buff/swapper.qh b/qcsrc/common/mutators/mutator/buffs/buff/swapper.qh
new file mode 100644
index 0000000000..6b795ac84e
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/buffs/buff/swapper.qh
@@ -0,0 +1,19 @@
+#pragma once
+
+#include <common/mutators/mutator/buffs/buffs.qh>
+
+#ifdef SVQC
+float autocvar_g_buffs_swapper_range;
+#endif // SVQC
+
+CLASS(SwapperBuff, Buff)
+	ATTRIB(SwapperBuff, m_name, string, _("Swapper"));
+	ATTRIB(SwapperBuff, netname, string, "swapper");
+	ATTRIB(SwapperBuff, m_icon, string, "buff_swapper");
+	ATTRIB(SwapperBuff, m_skin, int, 17);
+	ATTRIB(SwapperBuff, m_color, vector, '0.63 0.36 1');
+ENDCLASS(SwapperBuff)
+
+REGISTER_BUFF(SWAPPER, NEW(SwapperBuff));
+BUFF_SPAWNFUNCS(swapper, BUFF_SWAPPER)
+BUFF_SPAWNFUNC_Q3COMPAT(holdable_teleporter, BUFF_SWAPPER)
diff --git a/qcsrc/common/mutators/mutator/buffs/buff/vampire.qc b/qcsrc/common/mutators/mutator/buffs/buff/vampire.qc
new file mode 100644
index 0000000000..7145bbe080
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/buffs/buff/vampire.qc
@@ -0,0 +1,19 @@
+#include "vampire.qh"
+
+#ifdef SVQC
+MUTATOR_HOOKFUNCTION(buffs, PlayerDamage_SplitHealthArmor)
+{
+	// NOTE: vampire PlayerDamage_SplitHealthArmor code is similar
+	entity frag_attacker = M_ARGV(1, entity);
+	entity frag_target = M_ARGV(2, entity);
+	if(!StatusEffects_active(BUFF_VAMPIRE, frag_attacker))
+		return;
+	float health_take = bound(0, M_ARGV(4, float), GetResource(frag_target, RES_HEALTH));
+
+	if (!StatusEffects_active(STATUSEFFECT_SpawnShield, frag_target) && frag_target != frag_attacker
+		&& IS_PLAYER(frag_attacker) && !IS_DEAD(frag_target) && !STAT(FROZEN, frag_target))
+	{
+		GiveResource(frag_attacker, RES_HEALTH, autocvar_g_buffs_vampire_damage_steal * health_take);
+	}
+}
+#endif // SVQC
diff --git a/qcsrc/common/mutators/mutator/buffs/buff/vampire.qh b/qcsrc/common/mutators/mutator/buffs/buff/vampire.qh
new file mode 100644
index 0000000000..1311733379
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/buffs/buff/vampire.qh
@@ -0,0 +1,19 @@
+#pragma once
+
+#include <common/mutators/mutator/buffs/buffs.qh>
+
+#ifdef SVQC
+float autocvar_g_buffs_vampire_damage_steal;
+#endif // SVQC
+
+CLASS(VampireBuff, Buff)
+	ATTRIB(VampireBuff, m_name, string, _("Vampire"));
+	ATTRIB(VampireBuff, netname, string, "vampire");
+	ATTRIB(VampireBuff, m_icon, string, "buff_vampire");
+	ATTRIB(VampireBuff, m_skin, int, 2);
+	ATTRIB(VampireBuff, m_color, vector, '1 0 0.24');
+ENDCLASS(VampireBuff)
+
+REGISTER_BUFF(VAMPIRE, NEW(VampireBuff));
+BUFF_SPAWNFUNCS(vampire, BUFF_VAMPIRE)
+BUFF_SPAWNFUNC_Q3COMPAT(holdable_invulnerability, BUFF_VAMPIRE)
diff --git a/qcsrc/common/mutators/mutator/buffs/buff/vengeance.qc b/qcsrc/common/mutators/mutator/buffs/buff/vengeance.qc
new file mode 100644
index 0000000000..049dba3cf1
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/buffs/buff/vengeance.qc
@@ -0,0 +1,16 @@
+#include "vengeance.qh"
+
+#ifdef SVQC
+void buff_Vengeance_DelayedDamage(entity this)
+{
+	if(this.enemy)
+		Damage(this.enemy, this.owner, this.owner, this.dmg, DEATH_BUFF.m_id, DMG_NOWEP, this.enemy.origin, '0 0 0');
+
+	delete(this);
+	return;
+}
+float buff_Vengeance_CalculateDamage(float frag_damage)
+{
+	return frag_damage * autocvar_g_buffs_vengeance_damage_multiplier;
+}
+#endif // SVQC
diff --git a/qcsrc/common/mutators/mutator/buffs/buff/vengeance.qh b/qcsrc/common/mutators/mutator/buffs/buff/vengeance.qh
new file mode 100644
index 0000000000..5391821068
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/buffs/buff/vengeance.qh
@@ -0,0 +1,22 @@
+#pragma once
+
+#include <common/mutators/mutator/buffs/buffs.qh>
+
+#ifdef SVQC
+float autocvar_g_buffs_vengeance_damage_multiplier;
+
+void buff_Vengeance_DelayedDamage(entity this);
+float buff_Vengeance_CalculateDamage(float frag_damage);
+#endif // SVQC
+
+CLASS(VengeanceBuff, Buff)
+	ATTRIB(VengeanceBuff, m_name, string, _("Vengeance"));
+	ATTRIB(VengeanceBuff, netname, string, "vengeance");
+	ATTRIB(VengeanceBuff, m_icon, string, "buff_vengeance");
+	ATTRIB(VengeanceBuff, m_skin, int, 15);
+	ATTRIB(VengeanceBuff, m_color, vector, '1 0.23 0.61');
+ENDCLASS(VengeanceBuff)
+
+REGISTER_BUFF(VENGEANCE, NEW(VengeanceBuff));
+BUFF_SPAWNFUNCS(vengeance, BUFF_VENGEANCE)
+BUFF_SPAWNFUNC_Q3COMPAT(holdable_kamikaze, BUFF_VENGEANCE)
diff --git a/qcsrc/common/mutators/mutator/buffs/buffs.qc b/qcsrc/common/mutators/mutator/buffs/buffs.qc
index baf813e8ee..2db2b48d1c 100644
--- a/qcsrc/common/mutators/mutator/buffs/buffs.qc
+++ b/qcsrc/common/mutators/mutator/buffs/buffs.qc
@@ -2,8 +2,25 @@
 
 string BUFF_NAME(int i)
 {
-    Buff b = REGISTRY_GET(StatusEffects, i);
-    return strcat(rgb_to_hexcolor(b.m_color), b.m_name);
+	Buff b = REGISTRY_GET(StatusEffects, i);
+	return strcat(rgb_to_hexcolor(b.m_color), b.m_name);
+}
+
+string Buff_CompatName(string buffname)
+{
+	switch (buffname)
+	{
+		case "ammoregen": return "ammo";               // Q3TA ammoregen
+		case "doubler": return "inferno";              // Q3TA doubler
+		case "scout": return "bash";                   // Q3TA scout
+		case "guard": return "resistance";             // Q3TA guard
+		case "revival": case "regen": return "medic";  // WOP revival, Q3A regen
+		case "jumper": return "jump";                  // WOP jumper
+		case "invulnerability": return "vampire";      // Q3TA invulnerability
+		case "kamikaze": return "vengeance";           // Q3TA kamikaze
+		case "teleporter": return "swapper";           // Q3A personal teleporter
+		default: return buffname;
+	}
 }
 
 #ifdef GAMEQC
diff --git a/qcsrc/common/mutators/mutator/buffs/buffs.qh b/qcsrc/common/mutators/mutator/buffs/buffs.qh
index 6c214b3dff..c4580212e6 100644
--- a/qcsrc/common/mutators/mutator/buffs/buffs.qh
+++ b/qcsrc/common/mutators/mutator/buffs/buffs.qh
@@ -65,8 +65,6 @@ string Buff_CompatName(string buffname);
 
 BUFF_SPAWNFUNCS(random, NULL)
 
-#include "all.inc"
-
 #ifdef GAMEQC
 REPLICATE_INIT(bool, cvar_cl_buffs_autoreplace);
 #endif
diff --git a/qcsrc/common/mutators/mutator/buffs/sv_buffs.qc b/qcsrc/common/mutators/mutator/buffs/sv_buffs.qc
index 39010127af..cf4d890c11 100644
--- a/qcsrc/common/mutators/mutator/buffs/sv_buffs.qc
+++ b/qcsrc/common/mutators/mutator/buffs/sv_buffs.qc
@@ -1,10 +1,12 @@
 #include "sv_buffs.qh"
 
 #include <common/mapobjects/target/music.qh>
-#include <common/mutators/mutator/powerups/_mod.qh>
+#include <common/mutators/mutator/status_effects/_mod.qh>
 #include <common/gamemodes/_mod.qh>
 #include <server/items/items.qh>
 
+#include "buff/_mod.qh"
+
 bool buffs_BuffModel_Customize(entity this, entity client)
 {
 	entity player = WaypointSprite_getviewentity(client);
@@ -505,25 +507,11 @@ void buff_SpawnReplacement(entity ent, entity old)
 	buff_Init(ent);
 }
 
-void buff_Vengeance_DelayedDamage(entity this)
-{
-	if(this.enemy)
-		Damage(this.enemy, this.owner, this.owner, this.dmg, DEATH_BUFF.m_id, DMG_NOWEP, this.enemy.origin, '0 0 0');
-
-	delete(this);
-	return;
-}
-
-float buff_Inferno_CalculateTime(float damg, float offset_x, float offset_y, float intersect_x, float intersect_y, float base)
-{
-	return offset_y + (intersect_y - offset_y) * logn(((damg - offset_x) * ((base - 1) / intersect_x)) + 1, base);
-}
-
 METHOD(Buff, m_apply, void(StatusEffect this, entity actor, float eff_time, float eff_flags))
 {
-    if(IS_PLAYER(actor))
-    	actor.effects |= EF_NOSHADOW; // does not play well with buff icon
-    SUPER(Buff).m_apply(this, actor, eff_time, eff_flags);
+	if(IS_PLAYER(actor))
+		actor.effects |= EF_NOSHADOW; // does not play well with buff icon
+	SUPER(Buff).m_apply(this, actor, eff_time, eff_flags);
 }
 METHOD(Buff, m_remove, void(StatusEffect this, entity actor, int removal_type))
 {
@@ -545,107 +533,6 @@ METHOD(Buff, m_remove, void(StatusEffect this, entity actor, int removal_type))
 	SUPER(Buff).m_remove(this, actor, removal_type);
 }
 
-METHOD(AmmoBuff, m_apply, void(StatusEffect this, entity actor, float eff_time, float eff_flags))
-{
-    bool wasactive = (actor.statuseffects && (actor.statuseffects.statuseffect_flags[this.m_id] & STATUSEFFECT_FLAG_ACTIVE));
-    if(!wasactive)
-    {
-        actor.buff_ammo_prev_infitems = (actor.items & IT_UNLIMITED_AMMO);
-        actor.items |= IT_UNLIMITED_AMMO;
-        for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
-		{
-			.entity weaponentity = weaponentities[slot];
-			if(!actor.(weaponentity))
-				continue;
-			if(actor.(weaponentity).clip_load)
-				actor.(weaponentity).buff_ammo_prev_clipload = actor.(weaponentity).clip_load;
-			if(actor.(weaponentity).clip_size)
-				actor.(weaponentity).clip_load = actor.(weaponentity).(weapon_load[actor.(weaponentity).m_switchweapon.m_id]) = actor.(weaponentity).clip_size;
-		}
-    }
-    SUPER(AmmoBuff).m_apply(this, actor, eff_time, eff_flags);
-}
-METHOD(AmmoBuff, m_remove, void(StatusEffect this, entity actor, int removal_type))
-{
-	bool wasactive = (actor.statuseffects && (actor.statuseffects.statuseffect_flags[this.m_id] & STATUSEFFECT_FLAG_ACTIVE));
-	if(wasactive)
-	{
-		actor.items = BITSET(actor.items, IT_UNLIMITED_AMMO, actor.buff_ammo_prev_infitems);
-		for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
-		{
-			.entity weaponentity = weaponentities[slot];
-			if(!actor.(weaponentity))
-				continue;
-			if(actor.(weaponentity).buff_ammo_prev_clipload)
-			{
-				actor.(weaponentity).clip_load = actor.(weaponentity).buff_ammo_prev_clipload;
-				actor.(weaponentity).buff_ammo_prev_clipload = 0;
-			}
-		}
-	}
-	actor.buff_ammo_prev_infitems = 0;
-	SUPER(AmmoBuff).m_remove(this, actor, removal_type);
-}
-METHOD(AmmoBuff, m_tick, void(StatusEffect this, entity actor))
-{
-	if(IS_PLAYER(actor))
-	{
-		for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
-		{
-			.entity weaponentity = weaponentities[slot];
-			if(actor.(weaponentity).clip_size)
-				actor.(weaponentity).clip_load = actor.(weaponentity).(weapon_load[actor.(weaponentity).m_switchweapon.m_id]) = actor.(weaponentity).clip_size;
-		}
-	}
-
-	SUPER(AmmoBuff).m_tick(this, actor);
-}
-
-
-METHOD(FlightBuff, m_apply, void(StatusEffect this, entity actor, float eff_time, float eff_flags))
-{
-    bool wasactive = (actor.statuseffects && (actor.statuseffects.statuseffect_flags[this.m_id] & STATUSEFFECT_FLAG_ACTIVE));
-    if(!wasactive)
-    {
-        actor.buff_flight_oldgravity = actor.gravity;
-		if(!actor.gravity)
-			actor.gravity = 1;
-    }
-    SUPER(FlightBuff).m_apply(this, actor, eff_time, eff_flags);
-}
-METHOD(FlightBuff, m_remove, void(StatusEffect this, entity actor, int removal_type))
-{
-	bool wasactive = (actor.statuseffects && (actor.statuseffects.statuseffect_flags[this.m_id] & STATUSEFFECT_FLAG_ACTIVE));
-	if(wasactive)
-	{
-		actor.gravity = ((actor.trigger_gravity_check) ? actor.trigger_gravity_check.enemy.gravity : actor.buff_flight_oldgravity);
-	}
-	actor.buff_flight_oldgravity = 0;
-	SUPER(FlightBuff).m_remove(this, actor, removal_type);
-}
-
-METHOD(MagnetBuff, m_tick, void(StatusEffect this, entity actor))
-{
-	if(IS_PLAYER(actor))
-	{
-		vector pickup_size;
-		IL_EACH(g_items, it.itemdef,
-		{
-			if(it.buffdef)
-				pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_buff;
-			else
-				pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_item;
-
-			if(boxesoverlap(actor.absmin - pickup_size, actor.absmax + pickup_size, it.absmin, it.absmax))
-			{
-				if(gettouch(it))
-					gettouch(it)(it, actor);
-			}
-		});
-	}
-
-	SUPER(MagnetBuff).m_tick(this, actor);
-}
 
 // mutator hooks
 MUTATOR_HOOKFUNCTION(buffs, Damage_Calculate)
@@ -659,21 +546,16 @@ MUTATOR_HOOKFUNCTION(buffs, Damage_Calculate)
 	if(frag_deathtype == DEATH_BUFF.m_id) { return; }
 
 	if(StatusEffects_active(BUFF_RESISTANCE, frag_target))
-	{
-		float reduced = frag_damage * autocvar_g_buffs_resistance_blockpercent;
-		frag_damage = bound(0, frag_damage - reduced, frag_damage);
-	}
+		frag_damage = buff_Resistance_CalculateDamage(frag_damage);
 
 	if(StatusEffects_active(BUFF_MEDIC, frag_target))
 	if((GetResource(frag_target, RES_HEALTH) - frag_damage) <= 0)
 	if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
 	if(frag_attacker)
-	if(random() <= autocvar_g_buffs_medic_survive_chance)
-		frag_damage = max(5, GetResource(frag_target, RES_HEALTH) - autocvar_g_buffs_medic_survive_health);
+		frag_damage = buff_Medic_CalculateSurviveDamage(frag_damage, GetResource(frag_target, RES_HEALTH));
 
 	if(StatusEffects_active(BUFF_JUMP, frag_target))
-	if(frag_deathtype == DEATH_FALL.m_id)
-		frag_damage = 0;
+		frag_damage = buff_Jump_ChangeDamage(frag_damage, frag_deathtype);
 
 	if(StatusEffects_active(BUFF_VENGEANCE, frag_target))
 	if(frag_attacker)
@@ -682,7 +564,7 @@ MUTATOR_HOOKFUNCTION(buffs, Damage_Calculate)
 	{
 		entity dmgent = new_pure(dmgent);
 
-		dmgent.dmg = frag_damage * autocvar_g_buffs_vengeance_damage_multiplier;
+		dmgent.dmg = buff_Vengeance_CalculateDamage(frag_damage);
 		dmgent.enemy = frag_attacker;
 		dmgent.owner = frag_target;
 		setthink(dmgent, buff_Vengeance_DelayedDamage);
@@ -690,21 +572,13 @@ MUTATOR_HOOKFUNCTION(buffs, Damage_Calculate)
 	}
 
 	if(StatusEffects_active(BUFF_BASH, frag_target))
-	if(frag_attacker != frag_target)
-		frag_force = '0 0 0';
+		frag_force = buff_Bash_TargetCalculateForce(frag_force, frag_target, frag_attacker);
 
 	if(StatusEffects_active(BUFF_BASH, frag_attacker))
-	if(frag_force)
-	{
-		if(frag_attacker == frag_target)
-			frag_force *= autocvar_g_buffs_bash_force_self;
-		else
-			frag_force *= autocvar_g_buffs_bash_force;
-	}
+		frag_force = buff_Bash_AttackerCalculateForce(frag_force, frag_target, frag_attacker);
 
 	if(StatusEffects_active(BUFF_DISABILITY, frag_attacker))
-	if(frag_target != frag_attacker)
-		StatusEffects_apply(STATUSEFFECT_Stunned, frag_target, time + autocvar_g_buffs_disability_slowtime, 0);
+		buff_Disability_ApplyStunned(frag_target, frag_attacker);
 
 	if(StatusEffects_active(BUFF_INFERNO, frag_target))
 	{
@@ -716,72 +590,18 @@ MUTATOR_HOOKFUNCTION(buffs, Damage_Calculate)
 
 	if(StatusEffects_active(BUFF_LUCK, frag_attacker))
 	if(frag_attacker != frag_target)
-	if(autocvar_g_buffs_luck_damagemultiplier > 0)
-	if(random() <= autocvar_g_buffs_luck_chance)
-		frag_damage *= autocvar_g_buffs_luck_damagemultiplier;
+		frag_damage = buff_Luck_CalculateDamage(frag_damage);
 
 	if(StatusEffects_active(BUFF_INFERNO, frag_attacker))
 	if(frag_target != frag_attacker) {
-		float btime = buff_Inferno_CalculateTime(
-			frag_damage,
-			0,
-			autocvar_g_buffs_inferno_burntime_min_time,
-			autocvar_g_buffs_inferno_burntime_target_damage,
-			autocvar_g_buffs_inferno_burntime_target_time,
-			autocvar_g_buffs_inferno_burntime_factor
-		);
-		Fire_AddDamage(frag_target, frag_attacker, (frag_damage * autocvar_g_buffs_inferno_damagemultiplier), btime, DEATH_BUFF.m_id);
+		float btime = buff_Inferno_CalculateTime(frag_damage);
+		Fire_AddDamage(frag_target, frag_attacker, buff_Inferno_CalculateDamage(frag_damage), btime, DEATH_BUFF.m_id);
 	}
 
 	M_ARGV(4, float) = frag_damage;
 	M_ARGV(6, vector) = frag_force;
 }
 
-MUTATOR_HOOKFUNCTION(buffs, PlayerDamage_SplitHealthArmor)
-{
-	// NOTE: vampire PlayerDamage_SplitHealthArmor code is similar
-	entity frag_attacker = M_ARGV(1, entity);
-	entity frag_target = M_ARGV(2, entity);
-	if(!StatusEffects_active(BUFF_VAMPIRE, frag_attacker))
-		return;
-	float health_take = bound(0, M_ARGV(4, float), GetResource(frag_target, RES_HEALTH));
-
-	if (!StatusEffects_active(STATUSEFFECT_SpawnShield, frag_target) && frag_target != frag_attacker
-		&& IS_PLAYER(frag_attacker) && !IS_DEAD(frag_target) && !STAT(FROZEN, frag_target))
-	{
-		GiveResource(frag_attacker, RES_HEALTH, autocvar_g_buffs_vampire_damage_steal * health_take);
-	}
-}
-
-MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics_UpdateStats)
-{
-	entity player = M_ARGV(0, entity);
-	// these automatically reset, no need to worry
-
-	if(StatusEffects_active(STATUSEFFECT_Stunned, player))
-		STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_buffs_disability_speed;
-}
-
-MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics)
-{
-	entity player = M_ARGV(0, entity);
-	// these automatically reset, no need to worry
-
-	if(StatusEffects_active(BUFF_JUMP, player))
-		STAT(MOVEVARS_JUMPVELOCITY, player) = autocvar_g_buffs_jump_height;
-}
-
-MUTATOR_HOOKFUNCTION(buffs, MonsterMove)
-{
-	entity mon = M_ARGV(0, entity);
-
-	if(StatusEffects_active(STATUSEFFECT_Stunned, mon))
-	{
-		M_ARGV(1, float) *= autocvar_g_buffs_disability_speed; // run speed
-		M_ARGV(2, float) *= autocvar_g_buffs_disability_speed; // walk speed
-	}
-}
-
 MUTATOR_HOOKFUNCTION(buffs, PlayerUseKey, CBC_ORDER_FIRST)
 {
 	if(MUTATOR_RETURNVALUE || game_stopped || !autocvar_g_buffs_drop) return;
@@ -803,85 +623,6 @@ MUTATOR_HOOKFUNCTION(buffs, PlayerUseKey, CBC_ORDER_FIRST)
 	}
 }
 
-MUTATOR_HOOKFUNCTION(buffs, ForbidThrowCurrentWeapon)
-{
-	if(MUTATOR_RETURNVALUE || game_stopped) return;
-	entity player = M_ARGV(0, entity);
-
-	if(StatusEffects_active(BUFF_SWAPPER, player))
-	{
-		float best_distance = autocvar_g_buffs_swapper_range;
-		entity closest = NULL;
-		FOREACH_CLIENT(IS_PLAYER(it), {
-			if(!IS_DEAD(it) && !STAT(FROZEN, it) && !it.vehicle)
-			if(DIFF_TEAM(it, player))
-			{
-				float test = vlen2(player.origin - it.origin);
-				if(test <= best_distance * best_distance)
-				{
-					best_distance = sqrt(test);
-					closest = it;
-				}
-			}
-		});
-
-		if(closest)
-		{
-			vector my_org, my_vel, my_ang, their_org, their_vel, their_ang;
-
-			my_org = player.origin;
-			my_vel = player.velocity;
-			my_ang = player.angles;
-			their_org = closest.origin;
-			their_vel = closest.velocity;
-			their_ang = closest.angles;
-
-			Drop_Special_Items(closest);
-
-			MUTATOR_CALLHOOK(PortalTeleport, player); // initiate flag dropper
-
-			setorigin(player, their_org);
-			setorigin(closest, my_org);
-
-			closest.velocity = my_vel;
-			closest.angles = my_ang;
-			if (IS_BOT_CLIENT(closest))
-			{
-				closest.v_angle = closest.angles;
-				bot_aim_reset(closest);
-			}
-			closest.fixangle = true;
-			closest.oldorigin = my_org;
-			closest.oldvelocity = my_vel;
-			player.velocity = their_vel;
-			player.angles = their_ang;
-			if (IS_BOT_CLIENT(player))
-			{
-				player.v_angle = player.angles;
-				bot_aim_reset(player);
-			}
-			player.fixangle = true;
-			player.oldorigin = their_org;
-			player.oldvelocity = their_vel;
-
-			// set pusher so player gets the kill if they fall into void
-			closest.pusher = player;
-			closest.pushltime = time + autocvar_g_maxpushtime;
-			closest.istypefrag = PHYS_INPUT_BUTTON_CHAT(closest);
-
-			Send_Effect(EFFECT_ELECTRO_COMBO, their_org, '0 0 0', 1);
-			Send_Effect(EFFECT_ELECTRO_COMBO, my_org, '0 0 0', 1);
-
-			sound(player, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
-			sound(closest, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
-
-			// TODO: add a counter to handle how many times one can teleport, and a delay to prevent spam
-			buff_RemoveAll(player, STATUSEFFECT_REMOVE_NORMAL);
-			return true;
-		}
-	}
-}
-
 bool buffs_RemovePlayer(entity player)
 {
 	buffs_BuffModel_Remove(player);
@@ -908,22 +649,6 @@ MUTATOR_HOOKFUNCTION(buffs, FilterItem)
 	return false;
 }
 
-MUTATOR_HOOKFUNCTION(buffs, WeaponRateFactor)
-{
-	entity player = M_ARGV(1, entity);
-
-	if(StatusEffects_active(STATUSEFFECT_Stunned, player))
-		M_ARGV(0, float) *= autocvar_g_buffs_disability_rate;
-}
-
-MUTATOR_HOOKFUNCTION(buffs, WeaponSpeedFactor)
-{
-	entity player = M_ARGV(1, entity);
-
-	if(StatusEffects_active(STATUSEFFECT_Stunned, player))
-		M_ARGV(0, float) *= autocvar_g_buffs_disability_weaponspeed;
-}
-
 MUTATOR_HOOKFUNCTION(buffs, Freeze)
 {
 	entity targ = M_ARGV(0, entity);
@@ -952,18 +677,6 @@ MUTATOR_HOOKFUNCTION(buffs, PlayerPreThink)
 		buffs_BuffModel_Update(player);
 }
 
-MUTATOR_HOOKFUNCTION(buffs, PlayerRegen)
-{
-	entity player = M_ARGV(0, entity);
-
-	if(StatusEffects_active(BUFF_MEDIC, player))
-	{
-		M_ARGV(3, float) = autocvar_g_buffs_medic_rot; // rot_mod
-		M_ARGV(4, float) = M_ARGV(1, float) = autocvar_g_buffs_medic_max; // limit_mod = max_mod
-		M_ARGV(2, float) = autocvar_g_buffs_medic_regen; // regen_mod
-	}
-}
-
 MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsString)
 {
 	if(autocvar_g_buffs > 0) // only report as a mutator if they're enabled
diff --git a/qcsrc/common/mutators/mutator/buffs/sv_buffs.qh b/qcsrc/common/mutators/mutator/buffs/sv_buffs.qh
index 783cdbea0e..6c6d6bb2e7 100644
--- a/qcsrc/common/mutators/mutator/buffs/sv_buffs.qh
+++ b/qcsrc/common/mutators/mutator/buffs/sv_buffs.qh
@@ -16,7 +16,7 @@ REGISTER_MUTATOR(buffs, autocvar_g_buffs)
 	}
 }
 
-bool  autocvar_g_buffs_effects;
+bool autocvar_g_buffs_effects;
 float autocvar_g_buffs_waypoint_distance;
 bool autocvar_g_buffs_pickup_anyway = false;
 float autocvar_g_buffs_pickup_delay = 0.7;
@@ -31,38 +31,7 @@ bool autocvar_g_buffs_replace_available = true;
 bool autocvar_g_buffs_drop = false;
 float autocvar_g_buffs_cooldown_activate;
 float autocvar_g_buffs_cooldown_respawn;
-float autocvar_g_buffs_resistance_blockpercent;
-float autocvar_g_buffs_medic_survive_chance;
-float autocvar_g_buffs_medic_survive_health;
-float autocvar_g_buffs_medic_rot;
-float autocvar_g_buffs_medic_max;
-float autocvar_g_buffs_medic_regen;
-float autocvar_g_buffs_vengeance_damage_multiplier;
-float autocvar_g_buffs_bash_force;
-float autocvar_g_buffs_bash_force_self;
-float autocvar_g_buffs_disability_slowtime;
-float autocvar_g_buffs_disability_speed;
-float autocvar_g_buffs_disability_rate;
-float autocvar_g_buffs_disability_weaponspeed;
-float autocvar_g_buffs_vampire_damage_steal;
-float autocvar_g_buffs_jump_height;
-float autocvar_g_buffs_inferno_burntime_factor;
-float autocvar_g_buffs_inferno_burntime_min_time;
-float autocvar_g_buffs_inferno_burntime_target_damage;
-float autocvar_g_buffs_inferno_burntime_target_time;
-float autocvar_g_buffs_inferno_damagemultiplier;
-float autocvar_g_buffs_swapper_range;
-float autocvar_g_buffs_magnet_range_item;
-float autocvar_g_buffs_magnet_range_buff = 200;
-float autocvar_g_buffs_luck_chance = 0.15;
-float autocvar_g_buffs_luck_damagemultiplier = 3;
 
-// ammo
-.int buff_ammo_prev_infitems;
-.int buff_ammo_prev_clipload;
-// flight
-.float buff_flight_oldgravity;
-.bool buff_flight_crouchheld;
 // common buff variables
 .float buff_effect_delay;
 
diff --git a/qcsrc/common/mutators/mutator/nades/_mod.inc b/qcsrc/common/mutators/mutator/nades/_mod.inc
index 0ba83c4396..1862f3ab75 100644
--- a/qcsrc/common/mutators/mutator/nades/_mod.inc
+++ b/qcsrc/common/mutators/mutator/nades/_mod.inc
@@ -1,3 +1,11 @@
 // genmod.sh autogenerated file; do not modify
 #include <common/mutators/mutator/nades/nades.qc>
+#ifdef CSQC
+	#include <common/mutators/mutator/nades/cl_nades.qc>
+#endif
+#ifdef SVQC
+	#include <common/mutators/mutator/nades/sv_nades.qc>
+#endif
 #include <common/mutators/mutator/nades/net.qc>
+
+#include <common/mutators/mutator/nades/nade/_mod.inc>
diff --git a/qcsrc/common/mutators/mutator/nades/_mod.qh b/qcsrc/common/mutators/mutator/nades/_mod.qh
index 5c7aa9a1ca..12980408af 100644
--- a/qcsrc/common/mutators/mutator/nades/_mod.qh
+++ b/qcsrc/common/mutators/mutator/nades/_mod.qh
@@ -1,3 +1,11 @@
 // genmod.sh autogenerated file; do not modify
 #include <common/mutators/mutator/nades/nades.qh>
+#ifdef CSQC
+	#include <common/mutators/mutator/nades/cl_nades.qh>
+#endif
+#ifdef SVQC
+	#include <common/mutators/mutator/nades/sv_nades.qh>
+#endif
 #include <common/mutators/mutator/nades/net.qh>
+
+#include <common/mutators/mutator/nades/nade/_mod.qh>
diff --git a/qcsrc/common/mutators/mutator/nades/all.inc b/qcsrc/common/mutators/mutator/nades/all.inc
index 821491930a..a439aded71 100644
--- a/qcsrc/common/mutators/mutator/nades/all.inc
+++ b/qcsrc/common/mutators/mutator/nades/all.inc
@@ -1,15 +1,5 @@
-#ifdef GAMEQC
-#define NADE_PROJECTILE(i, projectile, trail) MACRO_BEGIN \
-    this.m_projectile[i] = projectile; \
-    this.m_trail[i] = trail; \
-MACRO_END
-#endif
+#include "nade/_mod.qh"
 
-CLASS(NormalNade, Nade)
-    ATTRIB(NormalNade, m_color, vector, '1 1 1');
-    ATTRIB(NormalNade, m_name, string, _("Grenade"));
-    ATTRIB(NormalNade, m_icon, string, "nade_normal");
-ENDCLASS(NormalNade)
 REGISTER_NADE(NORMAL, NEW(NormalNade)) {
 #ifdef GAMEQC
     NADE_PROJECTILE(0, PROJECTILE_NADE, EFFECT_Null);
@@ -17,11 +7,6 @@ REGISTER_NADE(NORMAL, NEW(NormalNade)) {
 #endif
 }
 
-CLASS(NapalmNade, Nade)
-    ATTRIB(NapalmNade, m_color, vector, '2 0.5 0');
-    ATTRIB(NapalmNade, m_name, string, _("Napalm grenade"));
-    ATTRIB(NapalmNade, m_icon, string, "nade_napalm");
-ENDCLASS(NapalmNade)
 REGISTER_NADE(NAPALM, NEW(NapalmNade)) {
 #ifdef GAMEQC
     NADE_PROJECTILE(0, PROJECTILE_NADE_NAPALM, EFFECT_TR_ROCKET);
@@ -29,11 +14,6 @@ REGISTER_NADE(NAPALM, NEW(NapalmNade)) {
 #endif
 }
 
-CLASS(IceNade, Nade)
-    ATTRIB(IceNade, m_color, vector, '0 0.5 2');
-    ATTRIB(IceNade, m_name, string, _("Ice grenade"));
-    ATTRIB(IceNade, m_icon, string, "nade_ice");
-ENDCLASS(IceNade)
 REGISTER_NADE(ICE, NEW(IceNade)) {
 #ifdef GAMEQC
     NADE_PROJECTILE(0, PROJECTILE_NADE_ICE, EFFECT_TR_NEXUIZPLASMA);
@@ -41,11 +21,6 @@ REGISTER_NADE(ICE, NEW(IceNade)) {
 #endif
 }
 
-CLASS(TranslocateNade, Nade)
-    ATTRIB(TranslocateNade, m_color, vector, '1 0 1');
-    ATTRIB(TranslocateNade, m_name, string, _("Translocate grenade"));
-    ATTRIB(TranslocateNade, m_icon, string, "nade_translocate");
-ENDCLASS(TranslocateNade)
 REGISTER_NADE(TRANSLOCATE, NEW(TranslocateNade)) {
 #ifdef GAMEQC
     NADE_PROJECTILE(0, PROJECTILE_NADE_TRANSLOCATE, EFFECT_TR_CRYLINKPLASMA);
@@ -53,11 +28,6 @@ REGISTER_NADE(TRANSLOCATE, NEW(TranslocateNade)) {
 #endif
 }
 
-CLASS(SpawnNade, Nade)
-    ATTRIB(SpawnNade, m_color, vector, '1 0.9 0');
-    ATTRIB(SpawnNade, m_name, string, _("Spawn grenade"));
-    ATTRIB(SpawnNade, m_icon, string, "nade_spawn");
-ENDCLASS(SpawnNade)
 REGISTER_NADE(SPAWN, NEW(SpawnNade)) {
 #ifdef GAMEQC
     NADE_PROJECTILE(0, PROJECTILE_NADE_SPAWN, EFFECT_NADE_TRAIL_YELLOW);
@@ -65,11 +35,6 @@ REGISTER_NADE(SPAWN, NEW(SpawnNade)) {
 #endif
 }
 
-CLASS(HealNade, Nade)
-    ATTRIB(HealNade, m_color, vector, '1 0 0');
-    ATTRIB(HealNade, m_name, string, _("Heal grenade"));
-    ATTRIB(HealNade, m_icon, string, "nade_heal");
-ENDCLASS(HealNade)
 REGISTER_NADE(HEAL, NEW(HealNade)) {
 #ifdef GAMEQC
     NADE_PROJECTILE(0, PROJECTILE_NADE_HEAL, EFFECT_NADE_TRAIL_RED);
@@ -77,11 +42,6 @@ REGISTER_NADE(HEAL, NEW(HealNade)) {
 #endif
 }
 
-CLASS(MonsterNade, Nade)
-    ATTRIB(MonsterNade, m_color, vector, '0.25 0.75 0');
-    ATTRIB(MonsterNade, m_name, string, _("Monster grenade"));
-    ATTRIB(MonsterNade, m_icon, string, "nade_monster");
-ENDCLASS(MonsterNade)
 REGISTER_NADE(MONSTER, NEW(MonsterNade)) {
 #ifdef GAMEQC
     NADE_PROJECTILE(0, PROJECTILE_NADE_MONSTER, EFFECT_NADE_TRAIL_RED);
@@ -89,11 +49,6 @@ REGISTER_NADE(MONSTER, NEW(MonsterNade)) {
 #endif
 }
 
-CLASS(EntrapNade, Nade)
-    ATTRIB(EntrapNade, m_color, vector, '0.15 0.85 0');
-    ATTRIB(EntrapNade, m_name, string, _("Entrap grenade"));
-    ATTRIB(EntrapNade, m_icon, string, "nade_entrap");
-ENDCLASS(EntrapNade)
 REGISTER_NADE(ENTRAP, NEW(EntrapNade)) {
 #ifdef GAMEQC
     NADE_PROJECTILE(0, PROJECTILE_NADE_ENTRAP, EFFECT_NADE_TRAIL_YELLOW);
@@ -101,12 +56,6 @@ REGISTER_NADE(ENTRAP, NEW(EntrapNade)) {
 #endif
 }
 
-CLASS(VeilNade, Nade)
-    ATTRIB(VeilNade, m_color, vector, '0.65 0.85 0.65');
-    ATTRIB(VeilNade, m_name, string, _("Veil grenade"));
-    ATTRIB(VeilNade, m_icon, string, "nade_veil");
-    ATTRIB(VeilNade, m_alpha, float, 0.45);
-ENDCLASS(VeilNade)
 REGISTER_NADE(VEIL, NEW(VeilNade)) {
 #ifdef GAMEQC
     NADE_PROJECTILE(0, PROJECTILE_NADE_VEIL, EFFECT_NADE_TRAIL_NEUTRAL);
@@ -114,11 +63,6 @@ REGISTER_NADE(VEIL, NEW(VeilNade)) {
 #endif
 }
 
-CLASS(AmmoNade, Nade)
-    ATTRIB(AmmoNade, m_color, vector, '0.66 0.33 0');
-    ATTRIB(AmmoNade, m_name, string, _("Ammo grenade"));
-    ATTRIB(AmmoNade, m_icon, string, "nade_ammo");
-ENDCLASS(AmmoNade)
 REGISTER_NADE(AMMO, NEW(AmmoNade)) {
 #ifdef GAMEQC
     NADE_PROJECTILE(0, PROJECTILE_NADE_AMMO, EFFECT_NADE_TRAIL_BROWN);
@@ -126,11 +70,6 @@ REGISTER_NADE(AMMO, NEW(AmmoNade)) {
 #endif
 }
 
-CLASS(DarknessNade, Nade)
-    ATTRIB(DarknessNade, m_color, vector, '0.23 0 0.23');
-    ATTRIB(DarknessNade, m_name, string, _("Darkness grenade"));
-    ATTRIB(DarknessNade, m_icon, string, "nade_darkness");
-ENDCLASS(DarknessNade)
 REGISTER_NADE(DARKNESS, NEW(DarknessNade)) {
 #ifdef GAMEQC
     NADE_PROJECTILE(0, PROJECTILE_NADE_DARKNESS, EFFECT_NADE_TRAIL_PURPLE);
diff --git a/qcsrc/common/mutators/mutator/nades/cl_nades.qc b/qcsrc/common/mutators/mutator/nades/cl_nades.qc
new file mode 100644
index 0000000000..7cfabe9a89
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/nades/cl_nades.qc
@@ -0,0 +1,122 @@
+#include "cl_nades.qh"
+
+#include <client/draw.qh>
+#include <client/hud/hud.qh>
+
+REGISTER_MUTATOR(cl_nades, true);
+
+MUTATOR_HOOKFUNCTION(cl_nades, Ent_Projectile)
+{
+	entity proj = M_ARGV(0, entity);
+
+	if (proj.cnt == PROJECTILE_NAPALM_FOUNTAIN)
+	{
+		proj.modelindex = 0;
+		proj.traileffect = EFFECT_FIREBALL.m_id;
+		return true;
+	}
+	if (Nade_FromProjectile(proj.cnt) != NADE_TYPE_Null)
+	{
+		setmodel(proj, MDL_PROJECTILE_NADE);
+		entity trail = Nade_TrailEffect(proj.cnt, proj.team);
+		if (trail.eent_eff_name) proj.traileffect = trail.m_id;
+		return true;
+	}
+}
+MUTATOR_HOOKFUNCTION(cl_nades, EditProjectile)
+{
+	if (!mut_is_active(MUT_NADES)) return;
+
+	entity proj = M_ARGV(0, entity);
+
+	if (proj.cnt == PROJECTILE_NAPALM_FOUNTAIN)
+	{
+		loopsound(proj, CH_SHOTS_SINGLE, SND_FIREBALL_FLY2, VOL_BASE, ATTEN_NORM);
+		proj.mins = '-16 -16 -16';
+		proj.maxs = '16 16 16';
+	}
+
+	entity nade_type = Nade_FromProjectile(proj.cnt);
+	if (nade_type == NADE_TYPE_Null) return;
+
+	if(STAT(NADES_SMALL))
+	{
+		proj.mins = '-8 -8 -8';
+		proj.maxs = '8 8 8';
+	}
+	else
+	{
+		proj.mins = '-16 -16 -16';
+		proj.maxs = '16 16 16';
+	}
+	proj.colormod = nade_type.m_color;
+	set_movetype(proj, MOVETYPE_BOUNCE);
+	settouch(proj, func_null);
+	proj.scale = 1.5;
+	proj.avelocity = randomvec() * 720;
+	proj.alphamod = nade_type.m_alpha;
+
+	if (nade_type == NADE_TYPE_TRANSLOCATE || nade_type == NADE_TYPE_SPAWN)
+		proj.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
+	else
+		proj.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
+}
+
+MUTATOR_HOOKFUNCTION(cl_nades, BuildGameplayTipsString)
+{
+	if (mut_is_active(MUT_NADES))
+	{
+		string key = getcommandkey(_("drop weapon / throw nade"), "dropweapon");
+		M_ARGV(0, string) = strcat(M_ARGV(0, string),
+			"\n", sprintf(_("^3nades^8 are enabled, press ^3%s^8 to use them"), key), "\n");
+	}
+}
+
+bool Projectile_isnade(int p)
+{
+	return Nade_FromProjectile(p) != NADE_TYPE_Null;
+}
+void DrawAmmoNades(vector myPos, vector mySize, bool draw_expanding, float expand_time)
+{
+	float bonusNades    = STAT(NADE_BONUS);
+	float bonusProgress = STAT(NADE_BONUS_SCORE);
+	float bonusType     = STAT(NADE_BONUS_TYPE);
+	Nade def = REGISTRY_GET(Nades, max(1, bonusType));
+	string nadeIcon = def.m_icon; // use the Normal Nade icon for the random nade, and draw it as rainbow
+	vector nadeColor;
+	if(bonusType)
+		nadeColor = def.m_color;
+	else
+	{
+		nadeColor.x = time % (M_PI * 2);
+		nadeColor.y = 1;
+		nadeColor.z = 1;
+		nadeColor = hsv_to_rgb(nadeColor);
+	}
+
+	vector iconPos, textPos;
+
+	if(autocvar_hud_panel_ammo_iconalign)
+	{
+		iconPos = myPos + eX * 2 * mySize.y;
+		textPos = myPos;
+	}
+	else
+	{
+		iconPos = myPos;
+		textPos = myPos + eX * mySize.y;
+	}
+
+	if(bonusNades > 0 || bonusProgress > 0)
+	{
+		DrawNadeProgressBar(myPos, mySize, bonusProgress, nadeColor);
+
+		if(autocvar_hud_panel_ammo_text)
+			drawstring_aspect(textPos, ftos(bonusNades), vec2((2/3) * mySize.x, mySize.y), '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+
+		if(draw_expanding)
+			drawpic_aspect_skin_expanding(iconPos, nadeIcon, '1 1 0' * mySize.y, (bonusType ? '1 1 1' : nadeColor), panel_fg_alpha, DRAWFLAG_NORMAL, expand_time);
+
+		drawpic_aspect_skin(iconPos, nadeIcon, '1 1 0' * mySize.y, (bonusType ? '1 1 1' : nadeColor), panel_fg_alpha, DRAWFLAG_NORMAL);
+	}
+}
diff --git a/qcsrc/common/mutators/mutator/nades/cl_nades.qh b/qcsrc/common/mutators/mutator/nades/cl_nades.qh
new file mode 100644
index 0000000000..5759aea9af
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/nades/cl_nades.qh
@@ -0,0 +1,6 @@
+#pragma once
+
+#include "nades.qh"
+
+bool Projectile_isnade(int proj); // TODO: remove
+void DrawAmmoNades(vector myPos, vector mySize, bool draw_expanding, float expand_time); // TODO: mutator
diff --git a/qcsrc/common/mutators/mutator/nades/nade/_mod.inc b/qcsrc/common/mutators/mutator/nades/nade/_mod.inc
new file mode 100644
index 0000000000..2d63abbd48
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/nades/nade/_mod.inc
@@ -0,0 +1,12 @@
+// genmod.sh autogenerated file; do not modify
+#include <common/mutators/mutator/nades/nade/ammo.qc>
+#include <common/mutators/mutator/nades/nade/darkness.qc>
+#include <common/mutators/mutator/nades/nade/entrap.qc>
+#include <common/mutators/mutator/nades/nade/heal.qc>
+#include <common/mutators/mutator/nades/nade/ice.qc>
+#include <common/mutators/mutator/nades/nade/monster.qc>
+#include <common/mutators/mutator/nades/nade/napalm.qc>
+#include <common/mutators/mutator/nades/nade/normal.qc>
+#include <common/mutators/mutator/nades/nade/spawn.qc>
+#include <common/mutators/mutator/nades/nade/translocate.qc>
+#include <common/mutators/mutator/nades/nade/veil.qc>
diff --git a/qcsrc/common/mutators/mutator/nades/nade/_mod.qh b/qcsrc/common/mutators/mutator/nades/nade/_mod.qh
new file mode 100644
index 0000000000..a4e4aa18a4
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/nades/nade/_mod.qh
@@ -0,0 +1,12 @@
+// genmod.sh autogenerated file; do not modify
+#include <common/mutators/mutator/nades/nade/ammo.qh>
+#include <common/mutators/mutator/nades/nade/darkness.qh>
+#include <common/mutators/mutator/nades/nade/entrap.qh>
+#include <common/mutators/mutator/nades/nade/heal.qh>
+#include <common/mutators/mutator/nades/nade/ice.qh>
+#include <common/mutators/mutator/nades/nade/monster.qh>
+#include <common/mutators/mutator/nades/nade/napalm.qh>
+#include <common/mutators/mutator/nades/nade/normal.qh>
+#include <common/mutators/mutator/nades/nade/spawn.qh>
+#include <common/mutators/mutator/nades/nade/translocate.qh>
+#include <common/mutators/mutator/nades/nade/veil.qh>
diff --git a/qcsrc/common/mutators/mutator/nades/nade/ammo.qc b/qcsrc/common/mutators/mutator/nades/nade/ammo.qc
new file mode 100644
index 0000000000..25338029fc
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/nades/nade/ammo.qc
@@ -0,0 +1,66 @@
+#include "ammo.qh"
+
+#ifdef SVQC
+void nade_ammo_touch(entity this, entity toucher)
+{
+	float maxammo = 999;
+	float ammo_factor;
+	float amshells = GetResource(toucher, RES_SHELLS);
+	float ambullets = GetResource(toucher, RES_BULLETS);
+	float amrockets = GetResource(toucher, RES_ROCKETS);
+	float amcells = GetResource(toucher, RES_CELLS);
+	if(IS_PLAYER(toucher) || IS_MONSTER(toucher))
+	if(!IS_DEAD(toucher))
+	if(!STAT(FROZEN, toucher))
+	{
+		ammo_factor = autocvar_g_nades_ammo_rate*frametime/2;
+		if ( toucher != this.realowner )
+			ammo_factor *= (SAME_TEAM(toucher, this)) ? autocvar_g_nades_ammo_friend : autocvar_g_nades_ammo_foe;
+
+#define CHECK_AMMO_RESOURCE_LIMIT(amresource, res_resource) \
+	if (amresource < maxammo) \
+		GiveResourceWithLimit(toucher, res_resource, ammo_factor, maxammo);
+
+#define DROP_AMMO_RESOURCE(amresource, res_resource) \
+	if (amresource > 0) \
+		SetResource(toucher, res_resource, amresource + ammo_factor);
+		
+		if ( ammo_factor > 0 )
+		{
+			CHECK_AMMO_RESOURCE_LIMIT(amshells,  RES_SHELLS);
+			CHECK_AMMO_RESOURCE_LIMIT(ambullets, RES_BULLETS);
+			CHECK_AMMO_RESOURCE_LIMIT(amrockets, RES_ROCKETS);
+			CHECK_AMMO_RESOURCE_LIMIT(amcells,   RES_CELLS);
+
+			if (this.nade_show_particles)
+				Send_Effect(EFFECT_HEALING, toucher.origin, '0 0 0', 1);
+		}
+		else if ( ammo_factor < 0 )
+		{
+			//Foe drops ammo points
+			DROP_AMMO_RESOURCE(amshells,  RES_SHELLS);
+			DROP_AMMO_RESOURCE(ambullets, RES_BULLETS);
+			DROP_AMMO_RESOURCE(amrockets, RES_ROCKETS);
+			DROP_AMMO_RESOURCE(amcells,   RES_CELLS);
+
+			return;
+		}
+	}
+#undef CHECK_AMMO_RESOURCE_LIMIT
+#undef DROP_AMMO_RESOURCE
+
+	if ( IS_REAL_CLIENT(toucher) || (IS_VEHICLE(toucher) && toucher.owner) )
+	{
+		entity show_tint = (IS_VEHICLE(toucher) && toucher.owner) ? toucher.owner : toucher;
+		show_tint.nade_ammo_time = time + 0.1;
+	}
+}
+
+void nade_ammo_boom(entity this)
+{
+	entity orb = nades_spawn_orb(this.owner, this.realowner, this.origin, autocvar_g_nades_ammo_time, autocvar_g_nades_nade_radius);
+
+	settouch(orb, nade_ammo_touch);
+	orb.colormod = '0.66 0.33 0';
+}
+#endif // SVQC
diff --git a/qcsrc/common/mutators/mutator/nades/nade/ammo.qh b/qcsrc/common/mutators/mutator/nades/nade/ammo.qh
new file mode 100644
index 0000000000..6797826f8b
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/nades/nade/ammo.qh
@@ -0,0 +1,24 @@
+#pragma once
+
+#include <common/mutators/mutator/nades/nades.qh>
+
+#ifdef SVQC
+bool autocvar_g_nades_ammo;
+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 nade_ammo_time;
+
+void nade_ammo_boom(entity this);
+#endif // SVQC
+
+const int PROJECTILE_NADE_AMMO = 88;
+const int PROJECTILE_NADE_AMMO_BURN = 89;
+
+CLASS(AmmoNade, Nade)
+	ATTRIB(AmmoNade, m_color, vector, '0.66 0.33 0');
+	ATTRIB(AmmoNade, m_name, string, _("Ammo grenade"));
+	ATTRIB(AmmoNade, m_icon, string, "nade_ammo");
+ENDCLASS(AmmoNade)
diff --git a/qcsrc/common/mutators/mutator/nades/nade/darkness.qc b/qcsrc/common/mutators/mutator/nades/nade/darkness.qc
new file mode 100644
index 0000000000..af399741b3
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/nades/nade/darkness.qc
@@ -0,0 +1,138 @@
+#include "darkness.qh"
+
+#ifdef SVQC
+
+void nade_darkness_think(entity this)
+{
+	if(round_handler_IsActive())
+	if(!round_handler_IsRoundStarted())
+	{
+		delete(this);
+		return;
+	}
+
+	if(time >= this.ltime)
+	{
+		if ( autocvar_g_nades_darkness_explode )
+		{
+			vector expcol_min = nades_PlayerColor(this.realowner, false);
+			vector expcol_max = nades_PlayerColor(this.realowner, true);
+			entity expef = EFFECT_NADE_EXPLODE_NEUTRAL;
+			Send_Effect_Except(expef, this.origin + '0 0 1', '0 0 0', 1, expcol_min, expcol_max, NULL);
+			sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
+
+			normal_nade_boom(this);
+		}
+		else
+			Send_Effect(EFFECT_SPAWN_PURPLE, this.origin + '0 0 1', '0 0 0', 1);
+
+		delete(this);
+		return;
+	}
+
+	this.nextthink = time + 0.1;
+
+	// gaussian
+	float randomr;
+	randomr = random();
+	randomr = exp(-5 * randomr * randomr) * autocvar_g_nades_nade_radius;
+	float randomw;
+	randomw = random() * (2 * M_PI);
+	vector randomp;
+	randomp.x = randomr * cos(randomw);
+	randomp.y = randomr * sin(randomw);
+	randomp.z = 1;
+	Send_Effect(EFFECT_DARKFIELD, this.origin + randomp, '0 0 0', 1);
+
+	if(time >= this.nade_special_time)
+	{
+		this.nade_special_time = time + 0.7;
+		Send_Effect(EFFECT_DARKFIELD, this.origin, '0 0 0', 1);
+	}
+
+
+	float current_dark_time = this.ltime - time - 0.1;
+
+	FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_nades_nade_radius, it != this && it.takedamage
+		&& !IS_DEAD(it) && GetResource(it, RES_HEALTH) > 0 && current_dark_time > 0 && IS_REAL_CLIENT(it),
+	{
+		switch (autocvar_g_nades_darkness_teamcheck)
+		{
+			case 0:  break; // affect everyone
+			default:
+			case 2:  if(SAME_TEAM(it, this.realowner)) continue; // don't affect teammates
+			         // fall through (check case 1 condition too)
+			case 1:  if(it == this.realowner) continue; // don't affect the player who threw the nade
+		}
+		STAT(NADE_DARKNESS_TIME, it) = time + 0.1;
+	});
+}
+
+void nade_darkness_boom(entity this)
+{
+	entity fountain = new(nade_darkness_fountain);
+	fountain.owner = this.owner;
+	fountain.realowner = this.realowner;
+	fountain.origin = this.origin;
+	setorigin(fountain, fountain.origin);
+	setthink(fountain, nade_darkness_think);
+	fountain.nextthink = time;
+	fountain.ltime = time + autocvar_g_nades_darkness_time;
+	fountain.pushltime = fountain.wait = fountain.ltime;
+	fountain.team = this.team;
+	set_movetype(fountain, MOVETYPE_TOSS);
+	fountain.projectiledeathtype = DEATH_NADE.m_id;
+	fountain.bot_dodge = false;
+	setsize(fountain, '-16 -16 -16', '16 16 16');
+	fountain.nade_special_time = time + 0.3;
+	fountain.angles = this.angles;
+
+	if ( autocvar_g_nades_darkness_explode )
+	{
+		setmodel(fountain, MDL_PROJECTILE_GRENADE);
+		entity timer = new(nade_timer);
+		setmodel(timer, MDL_NADE_TIMER);
+		setattachment(timer, fountain, "");
+		timer.colormap = this.colormap;
+		timer.glowmod = this.glowmod;
+		setthink(timer, nade_timer_think);
+		timer.nextthink = time;
+		timer.wait = fountain.ltime;
+		timer.owner = fountain;
+		timer.skin = 10;
+	}
+	else
+		setmodel(fountain, MDL_Null);
+}
+
+#endif // SVQC
+#ifdef CSQC
+
+bool darkness_fadealpha;
+
+void HUD_DarkBlinking()
+{
+	vector bottomright = vec2(vid_conwidth, vid_conheight);
+	drawfill('0 0 0', bottomright, NADE_TYPE_DARKNESS.m_color, darkness_fadealpha, DRAWFLAG_NORMAL);
+}
+
+MUTATOR_HOOKFUNCTION(cl_nades, HUD_Draw_overlay)
+{
+	if (STAT(NADE_DARKNESS_TIME) > time)
+	{
+		if (!darkness_fadealpha)
+			sound(csqcplayer, CH_PAIN, SND_BLIND, VOL_BASE, ATTEN_NORM);
+		darkness_fadealpha = min(0.986, darkness_fadealpha + frametime * 7);
+	}
+	else if (darkness_fadealpha > 0)
+		darkness_fadealpha = max(0, darkness_fadealpha - frametime * 7);
+
+	if (darkness_fadealpha > 0)
+	{
+		HUD_DarkBlinking();
+		M_ARGV(1, float) = 0; // alpha_multipl 0, don't draw normal overlay
+		return true;
+	}
+	return false;
+}
+#endif // CSQC
diff --git a/qcsrc/common/mutators/mutator/nades/nade/darkness.qh b/qcsrc/common/mutators/mutator/nades/nade/darkness.qh
new file mode 100644
index 0000000000..e638aa1754
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/nades/nade/darkness.qh
@@ -0,0 +1,21 @@
+#pragma once
+
+#include <common/mutators/mutator/nades/nades.qh>
+
+#ifdef SVQC
+bool autocvar_g_nades_darkness;
+bool autocvar_g_nades_darkness_explode;
+bool autocvar_g_nades_darkness_teamcheck;
+float autocvar_g_nades_darkness_time;
+
+void nade_darkness_boom(entity this);
+#endif // SVQC
+
+const int PROJECTILE_NADE_DARKNESS = 90;
+const int PROJECTILE_NADE_DARKNESS_BURN = 91;
+
+CLASS(DarknessNade, Nade)
+	ATTRIB(DarknessNade, m_color, vector, '0.23 0 0.23');
+	ATTRIB(DarknessNade, m_name, string, _("Darkness grenade"));
+	ATTRIB(DarknessNade, m_icon, string, "nade_darkness");
+ENDCLASS(DarknessNade)
diff --git a/qcsrc/common/mutators/mutator/nades/nade/entrap.qc b/qcsrc/common/mutators/mutator/nades/nade/entrap.qc
new file mode 100644
index 0000000000..c0a348f4ba
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/nades/nade/entrap.qc
@@ -0,0 +1,66 @@
+#include "entrap.qh"
+
+#ifdef SVQC
+#include "veil.qh"
+
+void nade_entrap_touch(entity this, entity toucher)
+{
+	if(DIFF_TEAM(toucher, this.realowner)) // TODO: what if realowner changes team or disconnects?
+	{
+		if (!isPushable(toucher))
+			return;
+
+		float pushdeltatime = time - toucher.lastpushtime;
+		if (pushdeltatime > 0.15) pushdeltatime = 0;
+		toucher.lastpushtime = time;
+		if(!pushdeltatime) return;
+
+		// div0: ticrate independent, 1 = identity (not 20)
+		toucher.velocity = toucher.velocity * (autocvar_g_nades_entrap_strength ** pushdeltatime);
+
+	#ifdef SVQC
+		UpdateCSQCProjectile(toucher);
+	#endif
+	}
+
+	if ( IS_REAL_CLIENT(toucher) || (IS_VEHICLE(toucher) && toucher.owner) )
+	{
+		entity show_tint = (IS_VEHICLE(toucher) && toucher.owner) ? toucher.owner : toucher;
+		show_tint.nade_entrap_time = time + 0.1;
+	}
+}
+
+void nade_entrap_boom(entity this)
+{
+	entity orb = nades_spawn_orb(this.owner, this.realowner, this.origin, autocvar_g_nades_entrap_time, autocvar_g_nades_entrap_radius);
+
+	settouch(orb, nade_entrap_touch);
+	orb.colormod = NADE_TYPE_ENTRAP.m_color;
+}
+
+MUTATOR_HOOKFUNCTION(nades, PlayerPhysics_UpdateStats)
+{
+	entity player = M_ARGV(0, entity);
+	// these automatically reset, no need to worry
+
+	if(player.nade_entrap_time > time)
+		STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_nades_entrap_speed;
+}
+
+MUTATOR_HOOKFUNCTION(nades, MonsterMove)
+{
+	entity mon = M_ARGV(0, entity);
+
+	if (mon.nade_entrap_time > time)
+	{
+		M_ARGV(1, float) *= autocvar_g_nades_entrap_speed; // run speed
+		M_ARGV(2, float) *= autocvar_g_nades_entrap_speed; // walk speed
+	}
+
+	if (mon.nade_veil_time && mon.nade_veil_time <= time)
+	{
+		mon.alpha = mon.nade_veil_prevalpha;
+		mon.nade_veil_time = 0;
+	}
+}
+#endif // SVQC
diff --git a/qcsrc/common/mutators/mutator/nades/nade/entrap.qh b/qcsrc/common/mutators/mutator/nades/nade/entrap.qh
new file mode 100644
index 0000000000..e89c64fbac
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/nades/nade/entrap.qh
@@ -0,0 +1,24 @@
+#pragma once
+
+#include <common/mutators/mutator/nades/nades.qh>
+
+#ifdef SVQC
+bool autocvar_g_nades_entrap;
+float autocvar_g_nades_entrap_strength = 0.01;
+float autocvar_g_nades_entrap_speed = 0.5;
+float autocvar_g_nades_entrap_radius = 500;
+float autocvar_g_nades_entrap_time = 10;
+
+.float nade_entrap_time;
+
+void nade_entrap_boom(entity this);
+#endif // SVQC
+
+const int PROJECTILE_NADE_ENTRAP = 84;
+const int PROJECTILE_NADE_ENTRAP_BURN = 85;
+
+CLASS(EntrapNade, Nade)
+	ATTRIB(EntrapNade, m_color, vector, '0.15 0.85 0');
+	ATTRIB(EntrapNade, m_name, string, _("Entrap grenade"));
+	ATTRIB(EntrapNade, m_icon, string, "nade_entrap");
+ENDCLASS(EntrapNade)
diff --git a/qcsrc/common/mutators/mutator/nades/nade/heal.qc b/qcsrc/common/mutators/mutator/nades/nade/heal.qc
new file mode 100644
index 0000000000..9d376762a3
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/nades/nade/heal.qc
@@ -0,0 +1,41 @@
+#include "heal.qh"
+
+#ifdef SVQC
+void nade_heal_touch(entity this, entity toucher)
+{
+	float maxhealth;
+	float health_factor;
+
+	if(IS_PLAYER(toucher) || IS_MONSTER(toucher) || IS_VEHICLE(toucher))
+	if(!IS_DEAD(toucher))
+	if(!STAT(FROZEN, toucher))
+	{
+		health_factor = autocvar_g_nades_heal_rate*frametime/2;
+		if ( toucher != this.realowner )
+			health_factor *= (SAME_TEAM(toucher,this)) ? autocvar_g_nades_heal_friend : autocvar_g_nades_heal_foe;
+
+		if ( health_factor > 0 )
+		{
+			maxhealth = (IS_MONSTER(toucher)) ? toucher.max_health : g_pickup_healthmega_max;
+			float hp = GetResource(toucher, RES_HEALTH);
+			if (hp < maxhealth)
+			{
+				if (this.nade_show_particles)
+					Send_Effect(EFFECT_HEALING, toucher.origin, '0 0 0', 1);
+				
+				GiveResourceWithLimit(toucher, RES_HEALTH, health_factor, maxhealth);
+			}
+		}
+		else if ( health_factor < 0 )
+			Damage(toucher,this,this.realowner,-health_factor,DEATH_NADE_HEAL.m_id,DMG_NOWEP,toucher.origin,'0 0 0');
+	}
+}
+
+void nade_heal_boom(entity this)
+{
+	entity orb = nades_spawn_orb(this.owner, this.realowner, this.origin, autocvar_g_nades_heal_time, autocvar_g_nades_nade_radius);
+
+	settouch(orb, nade_heal_touch);
+	orb.colormod = '1 0 0';
+}
+#endif // SVQC
diff --git a/qcsrc/common/mutators/mutator/nades/nade/heal.qh b/qcsrc/common/mutators/mutator/nades/nade/heal.qh
new file mode 100644
index 0000000000..49b6f9edb5
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/nades/nade/heal.qh
@@ -0,0 +1,22 @@
+#pragma once
+
+#include <common/mutators/mutator/nades/nades.qh>
+
+#ifdef SVQC
+bool autocvar_g_nades_heal = true;
+float autocvar_g_nades_heal_time;
+float autocvar_g_nades_heal_rate;
+float autocvar_g_nades_heal_friend;
+float autocvar_g_nades_heal_foe;
+
+void nade_heal_boom(entity this);
+#endif // SVQC
+
+const int PROJECTILE_NADE_HEAL = 80;
+const int PROJECTILE_NADE_HEAL_BURN = 81;
+
+CLASS(HealNade, Nade)
+	ATTRIB(HealNade, m_color, vector, '1 0 0');
+	ATTRIB(HealNade, m_name, string, _("Heal grenade"));
+	ATTRIB(HealNade, m_icon, string, "nade_heal");
+ENDCLASS(HealNade)
diff --git a/qcsrc/common/mutators/mutator/nades/nade/ice.qc b/qcsrc/common/mutators/mutator/nades/nade/ice.qc
new file mode 100644
index 0000000000..63abfdc066
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/nades/nade/ice.qc
@@ -0,0 +1,116 @@
+#include "ice.qh"
+
+#ifdef SVQC
+void nade_ice_freeze(entity freezefield, entity frost_target, float freezetime)
+{
+	frost_target.frozen_by = freezefield.realowner;
+	Send_Effect(EFFECT_ELECTRO_IMPACT, frost_target.origin, '0 0 0', 1);
+	Freeze(frost_target, 1 / freezetime, FROZEN_TEMP_DYING, false);
+
+	Drop_Special_Items(frost_target);
+}
+
+void nade_ice_think(entity this)
+{
+	if(round_handler_IsActive())
+	if(!round_handler_IsRoundStarted())
+	{
+		delete(this);
+		return;
+	}
+
+	if(time >= this.ltime)
+	{
+		if ( autocvar_g_nades_ice_explode )
+		{
+			vector expcol_min = nades_PlayerColor(this.realowner, false);
+			vector expcol_max = nades_PlayerColor(this.realowner, true);
+			entity expef = EFFECT_NADE_EXPLODE_NEUTRAL;
+			Send_Effect_Except(expef, this.origin + '0 0 1', '0 0 0', 1, expcol_min, expcol_max, NULL);
+			sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
+
+			normal_nade_boom(this);
+		}
+		delete(this);
+		return;
+	}
+
+
+	this.nextthink = time + 0.1;
+
+	// gaussian
+	float randomr;
+	randomr = random();
+	randomr = exp(-5 * randomr * randomr) * autocvar_g_nades_nade_radius;
+	float randomw;
+	randomw = random() * (2 * M_PI);
+	vector randomp;
+	randomp.x = randomr * cos(randomw);
+	randomp.y = randomr * sin(randomw);
+	randomp.z = 1;
+	Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, this.origin + randomp, '0 0 0', 1);
+
+	if(time >= this.nade_special_time)
+	{
+		this.nade_special_time = time + 0.7;
+
+		Send_Effect(EFFECT_ELECTRO_IMPACT, this.origin, '0 0 0', 1);
+		Send_Effect(EFFECT_ICEFIELD, this.origin, '0 0 0', 1);
+	}
+
+
+	float current_freeze_time = this.ltime - time - 0.1;
+
+	FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_nades_nade_radius, it != this && it.takedamage
+		&& !IS_DEAD(it) && GetResource(it, RES_HEALTH) > 0 && current_freeze_time > 0
+		&& (!it.revival_time || ((time - it.revival_time) >= 1.5)) && !STAT(FROZEN, it),
+	{
+		switch (autocvar_g_nades_ice_teamcheck)
+		{
+			case 0:  break; // affect everyone
+			default: 
+			case 2:  if(SAME_TEAM(it, this.realowner)) continue; // don't affect teammates
+			         // fall through (check case 1 condition too)
+			case 1:  if(it == this.realowner) continue; // don't affect the player who threw the nade
+		}
+		nade_ice_freeze(this, it, current_freeze_time);
+	});
+}
+
+void nade_ice_boom(entity this)
+{
+	entity fountain = new(nade_ice_fountain);
+	fountain.owner = this.owner;
+	fountain.realowner = this.realowner;
+	fountain.origin = this.origin;
+	setorigin(fountain, fountain.origin);
+	setthink(fountain, nade_ice_think);
+	fountain.nextthink = time;
+	fountain.ltime = time + autocvar_g_nades_ice_freeze_time;
+	fountain.pushltime = fountain.wait = fountain.ltime;
+	fountain.team = this.team;
+	set_movetype(fountain, MOVETYPE_TOSS);
+	fountain.projectiledeathtype = DEATH_NADE_ICE.m_id;
+	fountain.bot_dodge = false;
+	setsize(fountain, '-16 -16 -16', '16 16 16');
+	fountain.nade_special_time = time + 0.3;
+	fountain.angles = this.angles;
+
+	if ( autocvar_g_nades_ice_explode )
+	{
+		setmodel(fountain, MDL_PROJECTILE_GRENADE);
+		entity timer = new(nade_timer);
+		setmodel(timer, MDL_NADE_TIMER);
+		setattachment(timer, fountain, "");
+		timer.colormap = this.colormap;
+		timer.glowmod = this.glowmod;
+		setthink(timer, nade_timer_think);
+		timer.nextthink = time;
+		timer.wait = fountain.ltime;
+		timer.owner = fountain;
+		timer.skin = 10;
+	}
+	else
+		setmodel(fountain, MDL_Null);
+}
+#endif // SVQC
diff --git a/qcsrc/common/mutators/mutator/nades/nade/ice.qh b/qcsrc/common/mutators/mutator/nades/nade/ice.qh
new file mode 100644
index 0000000000..2ac7dd2b1e
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/nades/nade/ice.qh
@@ -0,0 +1,22 @@
+#pragma once
+
+#include <common/mutators/mutator/nades/nades.qh>
+
+#ifdef SVQC
+bool autocvar_g_nades_ice = true;
+float autocvar_g_nades_ice_freeze_time;
+float autocvar_g_nades_ice_health;
+bool autocvar_g_nades_ice_explode;
+bool autocvar_g_nades_ice_teamcheck;
+
+void nade_ice_boom(entity this);
+#endif // SVQC
+
+const int PROJECTILE_NADE_ICE = 76;
+const int PROJECTILE_NADE_ICE_BURN = 77;
+
+CLASS(IceNade, Nade)
+	ATTRIB(IceNade, m_color, vector, '0 0.5 2');
+	ATTRIB(IceNade, m_name, string, _("Ice grenade"));
+	ATTRIB(IceNade, m_icon, string, "nade_ice");
+ENDCLASS(IceNade)
diff --git a/qcsrc/common/mutators/mutator/nades/nade/monster.qc b/qcsrc/common/mutators/mutator/nades/nade/monster.qc
new file mode 100644
index 0000000000..4c5c7d1654
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/nades/nade/monster.qc
@@ -0,0 +1,21 @@
+#include "monster.qh"
+
+#ifdef SVQC
+#include <common/monsters/sv_spawn.qh>
+#include <common/monsters/sv_monsters.qh>
+
+void nade_monster_boom(entity this)
+{
+	if(!autocvar_g_monsters)
+		return;
+	entity e = spawn();
+	e.noalign = true; // don't drop to floor
+	e = spawnmonster(e, this.pokenade_type, MON_Null, this.realowner, this.realowner, this.origin, false, false, 1);
+	if(!e)
+		return; // monster failed to be spawned
+
+	if(autocvar_g_nades_pokenade_monster_lifetime > 0)
+		e.monster_lifetime = time + autocvar_g_nades_pokenade_monster_lifetime;
+	e.monster_skill = MONSTER_SKILL_INSANE;
+}
+#endif // SVQC
diff --git a/qcsrc/common/mutators/mutator/nades/nade/monster.qh b/qcsrc/common/mutators/mutator/nades/nade/monster.qh
new file mode 100644
index 0000000000..464b34b552
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/nades/nade/monster.qh
@@ -0,0 +1,21 @@
+#pragma once
+
+#include <common/mutators/mutator/nades/nades.qh>
+
+#ifdef SVQC
+// TODO: rename these to `monster`
+bool autocvar_g_nades_pokenade;
+string autocvar_g_nades_pokenade_monster_type;
+float autocvar_g_nades_pokenade_monster_lifetime;
+
+void nade_monster_boom(entity this);
+#endif // SVQC
+
+const int PROJECTILE_NADE_MONSTER = 82;
+const int PROJECTILE_NADE_MONSTER_BURN = 83;
+
+CLASS(MonsterNade, Nade)
+	ATTRIB(MonsterNade, m_color, vector, '0.25 0.75 0');
+	ATTRIB(MonsterNade, m_name, string, _("Monster grenade"));
+	ATTRIB(MonsterNade, m_icon, string, "nade_monster");
+ENDCLASS(MonsterNade)
diff --git a/qcsrc/common/mutators/mutator/nades/nade/napalm.qc b/qcsrc/common/mutators/mutator/nades/nade/napalm.qc
new file mode 100644
index 0000000000..9a299ed761
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/nades/nade/napalm.qc
@@ -0,0 +1,178 @@
+#include "napalm.qh"
+
+#ifdef SVQC
+void napalm_damage(entity this, float dist, float damage, float edgedamage, float burntime)
+{
+	entity e;
+	float d;
+	vector p;
+
+	if ( damage < 0 )
+		return;
+
+	RandomSelection_Init();
+	for(e = WarpZone_FindRadius(this.origin, dist, true); e; e = e.chain)
+		if(e.takedamage == DAMAGE_AIM)
+		if(this.realowner != e || autocvar_g_nades_napalm_selfdamage)
+		if(!IS_PLAYER(e) || !this.realowner || DIFF_TEAM(e, this))
+		if(!STAT(FROZEN, e))
+		{
+			p = e.origin;
+			p.x += e.mins.x + random() * (e.maxs.x - e.mins.x);
+			p.y += e.mins.y + random() * (e.maxs.y - e.mins.y);
+			p.z += e.mins.z + random() * (e.maxs.z - e.mins.z);
+			d = vlen(WarpZone_UnTransformOrigin(e, this.origin) - p);
+			if(d < dist)
+			{
+				e.fireball_impactvec = p;
+				RandomSelection_AddEnt(e, 1 / (1 + d), !StatusEffects_active(STATUSEFFECT_Burning, e));
+			}
+		}
+	if(RandomSelection_chosen_ent)
+	{
+		d = vlen(WarpZone_UnTransformOrigin(RandomSelection_chosen_ent, this.origin) - RandomSelection_chosen_ent.fireball_impactvec);
+		d = damage + (edgedamage - damage) * (d / dist);
+		Fire_AddDamage(RandomSelection_chosen_ent, this.realowner, d * burntime, burntime, this.projectiledeathtype);
+		//trailparticles(this, particleeffectnum(EFFECT_FIREBALL_LASER), this.origin, RandomSelection_chosen_ent.fireball_impactvec);
+		Send_Effect(EFFECT_FIREBALL_LASER, this.origin, RandomSelection_chosen_ent.fireball_impactvec - this.origin, 1);
+	}
+}
+
+void napalm_ball_think(entity this)
+{
+	if(round_handler_IsActive())
+	if(!round_handler_IsRoundStarted())
+	{
+		delete(this);
+		return;
+	}
+
+	if(time > this.pushltime)
+	{
+		delete(this);
+		return;
+	}
+
+	vector midpoint = ((this.absmin + this.absmax) * 0.5);
+	if(pointcontents(midpoint) == CONTENT_WATER)
+	{
+		this.velocity = this.velocity * 0.5;
+
+		if(pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
+			{ this.velocity_z = 200; }
+	}
+
+	this.angles = vectoangles(this.velocity);
+
+	napalm_damage(this, autocvar_g_nades_napalm_ball_radius,autocvar_g_nades_napalm_ball_damage,
+				  autocvar_g_nades_napalm_ball_damage,autocvar_g_nades_napalm_burntime);
+
+	this.nextthink = time + 0.1;
+}
+
+void nade_napalm_ball(entity this)
+{
+	entity proj;
+	vector kick;
+
+	spamsound(this, CH_SHOTS, SND_FIREBALL_FIRE, VOL_BASE, ATTEN_NORM);
+
+	proj = new(grenade);
+	proj.owner = this.owner;
+	proj.realowner = this.realowner;
+	proj.team = this.owner.team;
+	proj.bot_dodge = true;
+	proj.bot_dodgerating = autocvar_g_nades_napalm_ball_damage;
+	set_movetype(proj, MOVETYPE_BOUNCE);
+	proj.projectiledeathtype = DEATH_NADE_NAPALM.m_id;
+	PROJECTILE_MAKETRIGGER(proj);
+	setmodel(proj, MDL_Null);
+	proj.scale = 1;//0.5;
+	setsize(proj, '-4 -4 -4', '4 4 4');
+	setorigin(proj, this.origin);
+	setthink(proj, napalm_ball_think);
+	proj.nextthink = time;
+	proj.damageforcescale = autocvar_g_nades_napalm_ball_damageforcescale;
+	proj.effects = EF_LOWPRECISION | EF_FLAME;
+
+	kick.x =(random() - 0.5) * 2 * autocvar_g_nades_napalm_ball_spread;
+	kick.y = (random() - 0.5) * 2 * autocvar_g_nades_napalm_ball_spread;
+	kick.z = (random()/2+0.5) * autocvar_g_nades_napalm_ball_spread;
+	proj.velocity = kick;
+
+	proj.pushltime = time + autocvar_g_nades_napalm_ball_lifetime;
+
+	proj.angles = vectoangles(proj.velocity);
+	proj.flags = FL_PROJECTILE;
+	IL_PUSH(g_projectiles, proj);
+	IL_PUSH(g_bot_dodge, proj);
+	proj.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_ARC;
+
+	//CSQCProjectile(proj, true, PROJECTILE_NAPALM_FIRE, true);
+}
+
+void napalm_fountain_think(entity this)
+{
+
+	if(round_handler_IsActive())
+	if(!round_handler_IsRoundStarted())
+	{
+		delete(this);
+		return;
+	}
+
+	if(time >= this.ltime)
+	{
+		delete(this);
+		return;
+	}
+
+	vector midpoint = ((this.absmin + this.absmax) * 0.5);
+	if(pointcontents(midpoint) == CONTENT_WATER)
+	{
+		this.velocity = this.velocity * 0.5;
+
+		if(pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
+			{ this.velocity_z = 200; }
+
+		UpdateCSQCProjectile(this);
+	}
+
+	napalm_damage(this, autocvar_g_nades_napalm_fountain_radius, autocvar_g_nades_napalm_fountain_damage,
+		autocvar_g_nades_napalm_fountain_edgedamage, autocvar_g_nades_napalm_burntime);
+
+	this.nextthink = time + 0.1;
+	if(time >= this.nade_special_time)
+	{
+		this.nade_special_time = time + autocvar_g_nades_napalm_fountain_delay;
+		nade_napalm_ball(this);
+	}
+}
+
+void nade_napalm_boom(entity this)
+{
+	for (int c = 0; c < autocvar_g_nades_napalm_ball_count; ++c)
+		nade_napalm_ball(this);
+
+	entity fountain = new(nade_napalm_fountain);
+	fountain.owner = this.owner;
+	fountain.realowner = this.realowner;
+	fountain.origin = this.origin;
+	fountain.flags = FL_PROJECTILE;
+	IL_PUSH(g_projectiles, fountain);
+	IL_PUSH(g_bot_dodge, fountain);
+	setorigin(fountain, fountain.origin);
+	setthink(fountain, napalm_fountain_think);
+	fountain.nextthink = time;
+	fountain.ltime = time + autocvar_g_nades_napalm_fountain_lifetime;
+	fountain.pushltime = fountain.ltime;
+	fountain.team = this.team;
+	set_movetype(fountain, MOVETYPE_TOSS);
+	fountain.projectiledeathtype = DEATH_NADE_NAPALM.m_id;
+	fountain.bot_dodge = true;
+	fountain.bot_dodgerating = autocvar_g_nades_napalm_fountain_damage;
+	fountain.nade_special_time = time;
+	setsize(fountain, '-16 -16 -16', '16 16 16');
+	CSQCProjectile(fountain, true, PROJECTILE_NAPALM_FOUNTAIN, true);
+}
+#endif // SVQC
diff --git a/qcsrc/common/mutators/mutator/nades/nade/napalm.qh b/qcsrc/common/mutators/mutator/nades/nade/napalm.qh
new file mode 100644
index 0000000000..26f6cc8176
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/nades/nade/napalm.qh
@@ -0,0 +1,33 @@
+#pragma once
+
+#include <common/mutators/mutator/nades/nades.qh>
+
+#ifdef SVQC
+bool autocvar_g_nades_napalm;
+int autocvar_g_nades_napalm_ball_count;
+float autocvar_g_nades_napalm_ball_spread;
+float autocvar_g_nades_napalm_ball_damage;
+float autocvar_g_nades_napalm_ball_damageforcescale;
+float autocvar_g_nades_napalm_ball_lifetime;
+float autocvar_g_nades_napalm_ball_radius;
+bool autocvar_g_nades_napalm_blast;
+float autocvar_g_nades_napalm_fountain_lifetime;
+float autocvar_g_nades_napalm_fountain_delay;
+float autocvar_g_nades_napalm_fountain_radius;
+float autocvar_g_nades_napalm_fountain_damage;
+float autocvar_g_nades_napalm_fountain_edgedamage;
+float autocvar_g_nades_napalm_burntime;
+bool autocvar_g_nades_napalm_selfdamage;
+
+void nade_napalm_boom(entity this);
+#endif // SVQC
+
+const int PROJECTILE_NADE_NAPALM = 73;
+const int PROJECTILE_NADE_NAPALM_BURN = 74;
+const int PROJECTILE_NAPALM_FOUNTAIN = 75;
+
+CLASS(NapalmNade, Nade)
+	ATTRIB(NapalmNade, m_color, vector, '2 0.5 0');
+	ATTRIB(NapalmNade, m_name, string, _("Napalm grenade"));
+	ATTRIB(NapalmNade, m_icon, string, "nade_napalm");
+ENDCLASS(NapalmNade)
diff --git a/qcsrc/common/mutators/mutator/nades/nade/normal.qc b/qcsrc/common/mutators/mutator/nades/nade/normal.qc
new file mode 100644
index 0000000000..4136fb59d2
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/nades/nade/normal.qc
@@ -0,0 +1,11 @@
+#include "normal.qh"
+
+#ifdef SVQC
+void normal_nade_boom(entity this)
+{
+	RadiusDamage(this, this.realowner, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
+		autocvar_g_nades_nade_radius, this, NULL, autocvar_g_nades_nade_force, this.projectiledeathtype, DMG_NOWEP, this.enemy);
+	Damage_DamageInfo(this.origin, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
+		autocvar_g_nades_nade_radius, '1 1 1' * autocvar_g_nades_nade_force, this.projectiledeathtype, 0, this);
+}
+#endif // SVQC
diff --git a/qcsrc/common/mutators/mutator/nades/nade/normal.qh b/qcsrc/common/mutators/mutator/nades/nade/normal.qh
new file mode 100644
index 0000000000..24716f0763
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/nades/nade/normal.qh
@@ -0,0 +1,13 @@
+#pragma once
+
+#include <common/mutators/mutator/nades/nades.qh>
+
+#ifdef SVQC
+void normal_nade_boom(entity this);
+#endif // SVQC
+
+CLASS(NormalNade, Nade)
+	ATTRIB(NormalNade, m_color, vector, '1 1 1');
+	ATTRIB(NormalNade, m_name, string, _("Grenade"));
+	ATTRIB(NormalNade, m_icon, string, "nade_normal");
+ENDCLASS(NormalNade)
diff --git a/qcsrc/common/mutators/mutator/nades/nade/spawn.qc b/qcsrc/common/mutators/mutator/nades/nade/spawn.qc
new file mode 100644
index 0000000000..ea09f3d75f
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/nades/nade/spawn.qc
@@ -0,0 +1,34 @@
+#include "spawn.qh"
+
+#ifdef SVQC
+void nade_spawn_boom(entity this)
+{
+	entity player = this.realowner;
+	entity spawnloc = new(nade_spawn_loc);
+	setorigin(spawnloc, this.origin);
+	setsize(spawnloc, player.mins, player.maxs);
+	set_movetype(spawnloc, MOVETYPE_NONE);
+	spawnloc.solid = SOLID_NOT;
+	spawnloc.drawonlytoclient = player;
+	spawnloc.effects = EF_STARDUST;
+	spawnloc.cnt = autocvar_g_nades_spawn_count;
+
+	if(player.nade_spawnloc)
+		delete(player.nade_spawnloc);
+
+	player.nade_spawnloc = spawnloc;
+}
+
+void nade_spawn_SetSpawnHealth(entity player)
+{
+	if(autocvar_g_nades_spawn_health_respawn > 0)
+		SetResource(player, RES_HEALTH, autocvar_g_nades_spawn_health_respawn);
+}
+
+bool nade_spawn_DestroyDamage(entity this, entity attacker)
+{
+	if(autocvar_g_nades_spawn_destroy_damage > 0 && STAT(NADE_BONUS_TYPE, this) == NADE_TYPE_SPAWN.m_id)
+		Damage(this.realowner, attacker, attacker, autocvar_g_nades_spawn_destroy_damage, DEATH_TOUCHEXPLODE.m_id, DMG_NOWEP, this.realowner.origin, '0 0 0');
+	return false;
+}
+#endif // SVQC
diff --git a/qcsrc/common/mutators/mutator/nades/nade/spawn.qh b/qcsrc/common/mutators/mutator/nades/nade/spawn.qh
new file mode 100644
index 0000000000..0b97773e3e
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/nades/nade/spawn.qh
@@ -0,0 +1,19 @@
+#pragma once
+
+#include <common/mutators/mutator/nades/nades.qh>
+
+#ifdef SVQC
+bool autocvar_g_nades_spawn = true;
+
+void nade_spawn_boom(entity this);
+void nade_spawn_SetSpawnHealth(entity player);
+bool nade_spawn_DestroyDamage(entity this, entity attacker);
+#endif // SVQC
+
+const int PROJECTILE_NADE_SPAWN = 79;
+
+CLASS(SpawnNade, Nade)
+	ATTRIB(SpawnNade, m_color, vector, '1 0.9 0');
+	ATTRIB(SpawnNade, m_name, string, _("Spawn grenade"));
+	ATTRIB(SpawnNade, m_icon, string, "nade_spawn");
+ENDCLASS(SpawnNade)
diff --git a/qcsrc/common/mutators/mutator/nades/nade/translocate.qc b/qcsrc/common/mutators/mutator/nades/nade/translocate.qc
new file mode 100644
index 0000000000..4ddf739fd3
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/nades/nade/translocate.qc
@@ -0,0 +1,39 @@
+#include "translocate.qh"
+
+#ifdef SVQC
+void nade_translocate_boom(entity this)
+{
+	if(this.realowner.vehicle)
+		return;
+
+	setsize(this, PL_MIN_CONST-'16 16 16', PL_MAX_CONST+'16 16 16');
+
+	if(!move_out_of_solid(this))
+	{
+		sprint(this.realowner, "^1Couldn't move the translocator out of solid! origin: ", vtos(this.origin), "\n");
+		return;
+	}
+
+	vector locout = this.origin + '0 0 1' * (1 - this.realowner.mins.z - 24);
+	tracebox(locout, this.realowner.mins, this.realowner.maxs, locout, MOVE_NOMONSTERS, this.realowner);
+	locout = trace_endpos;
+
+	makevectors(this.realowner.angles);
+
+	MUTATOR_CALLHOOK(PortalTeleport, this.realowner);
+
+	TeleportPlayer(this, this.realowner, locout, this.realowner.angles, v_forward * vlen(this.realowner.velocity), '0 0 0', '0 0 0', TELEPORT_FLAGS_TELEPORTER);
+}
+
+bool nade_translocate_DestroyDamage(entity this, entity attacker)
+{
+	if(autocvar_g_nades_translocate_destroy_damage > 0 && STAT(NADE_BONUS_TYPE, this) == NADE_TYPE_TRANSLOCATE.m_id)
+	{
+		Damage(this.realowner, attacker, attacker, autocvar_g_nades_translocate_destroy_damage, DEATH_TOUCHEXPLODE.m_id, DMG_NOWEP, this.realowner.origin, '0 0 0');
+		W_PrepareExplosionByDamage(this, this.realowner, nade_boom); // Don't change the owner
+
+		return true;
+	}
+	return false;
+}
+#endif // SVQC
diff --git a/qcsrc/common/mutators/mutator/nades/nade/translocate.qh b/qcsrc/common/mutators/mutator/nades/nade/translocate.qh
new file mode 100644
index 0000000000..0ad11a103a
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/nades/nade/translocate.qh
@@ -0,0 +1,19 @@
+#pragma once
+
+#include <common/mutators/mutator/nades/nades.qh>
+
+#ifdef SVQC
+bool autocvar_g_nades_translocate = true;
+float autocvar_g_nades_translocate_destroy_damage = 25;
+
+void nade_translocate_boom(entity this);
+bool nade_translocate_DestroyDamage(entity this, entity attacker);
+#endif // SVQC
+
+const int PROJECTILE_NADE_TRANSLOCATE = 78;
+
+CLASS(TranslocateNade, Nade)
+	ATTRIB(TranslocateNade, m_color, vector, '1 0 1');
+	ATTRIB(TranslocateNade, m_name, string, _("Translocate grenade"));
+	ATTRIB(TranslocateNade, m_icon, string, "nade_translocate");
+ENDCLASS(TranslocateNade)
diff --git a/qcsrc/common/mutators/mutator/nades/nade/veil.qc b/qcsrc/common/mutators/mutator/nades/nade/veil.qc
new file mode 100644
index 0000000000..dda5e5203d
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/nades/nade/veil.qc
@@ -0,0 +1,45 @@
+#include "veil.qh"
+
+#ifdef SVQC
+#include "entrap.qh"
+
+void nade_veil_touch(entity this, entity toucher)
+{
+	if ( IS_REAL_CLIENT(toucher) || (IS_VEHICLE(toucher) && toucher.owner) )
+	{
+		entity show_tint = (IS_VEHICLE(toucher) && toucher.owner) ? toucher.owner : toucher;
+
+		float tint_alpha = 0.75;
+		if(SAME_TEAM(toucher, this.realowner))
+		{
+			tint_alpha = 0.45;
+			if(!show_tint.nade_veil_time)
+			{
+				toucher.nade_veil_prevalpha = toucher.alpha;
+				toucher.alpha = -1;
+			}
+		}
+		show_tint.nade_veil_time = time + 0.1;
+	}
+}
+
+void nade_veil_boom(entity this)
+{
+	entity orb = nades_spawn_orb(this.owner, this.realowner, this.origin, autocvar_g_nades_veil_time, autocvar_g_nades_veil_radius);
+
+	settouch(orb, nade_veil_touch);
+	orb.colormod = NADE_TYPE_VEIL.m_color;
+}
+
+void nade_veil_Apply(entity player)
+{
+	if(player.nade_veil_time && player.nade_veil_time <= time)
+	{
+		player.nade_veil_time = 0;
+		if(player.vehicle)
+			player.vehicle.alpha = player.vehicle.nade_veil_prevalpha;
+		else
+			player.alpha = player.nade_veil_prevalpha;
+	}
+}
+#endif // SVQC
diff --git a/qcsrc/common/mutators/mutator/nades/nade/veil.qh b/qcsrc/common/mutators/mutator/nades/nade/veil.qh
new file mode 100644
index 0000000000..09169da513
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/nades/nade/veil.qh
@@ -0,0 +1,25 @@
+#pragma once
+
+#include <common/mutators/mutator/nades/nades.qh>
+
+#ifdef SVQC
+bool autocvar_g_nades_veil;
+float autocvar_g_nades_veil_time = 8;
+float autocvar_g_nades_veil_radius = 300;
+
+.float nade_veil_time;
+.float nade_veil_prevalpha;
+
+void nade_veil_boom(entity this);
+void nade_veil_Apply(entity player);
+#endif // SVQC
+
+const int PROJECTILE_NADE_VEIL = 86;
+const int PROJECTILE_NADE_VEIL_BURN = 87;
+
+CLASS(VeilNade, Nade)
+	ATTRIB(VeilNade, m_color, vector, '0.65 0.85 0.65');
+	ATTRIB(VeilNade, m_name, string, _("Veil grenade"));
+	ATTRIB(VeilNade, m_icon, string, "nade_veil");
+	ATTRIB(VeilNade, m_alpha, float, 0.45);
+ENDCLASS(VeilNade)
diff --git a/qcsrc/common/mutators/mutator/nades/nades.qc b/qcsrc/common/mutators/mutator/nades/nades.qc
index d65c2bd449..7a6b7f08b2 100644
--- a/qcsrc/common/mutators/mutator/nades/nades.qc
+++ b/qcsrc/common/mutators/mutator/nades/nades.qc
@@ -1,7 +1,6 @@
 #include "nades.qh"
 
-#include "../overkill/okmachinegun.qh"
-#include "../overkill/okshotgun.qh"
+#include "nade/_mod.qh"
 
 #ifdef SVQC
 bool autocvar_g_nades_nade_small;
@@ -17,1789 +16,25 @@ REPLICATE(cvar_cl_pokenade_type, string, "cl_pokenade_type");
 
 entity Nade_TrailEffect(int proj, int nade_team)
 {
-    switch (proj)
-    {
-        case PROJECTILE_NADE:       return EFFECT_NADE_TRAIL(nade_team);
-        case PROJECTILE_NADE_BURN:  return EFFECT_NADE_TRAIL_BURN(nade_team);
-    }
-
-    FOREACH(Nades, true, {
-        for (int j = 0; j < 2; ++j)
-        {
-            if (it.m_projectile[j] == proj)
-            {
-                string trail = it.m_trail[j].eent_eff_name;
-                if (trail) return it.m_trail[j];
-                break;
-            }
-        }
-    });
-
-    return EFFECT_Null;
-}
-
-#endif
-
-#ifdef CSQC
-#include <client/draw.qh>
-#include <client/hud/hud.qh>
-
-bool darkness_fadealpha;
-
-void HUD_DarkBlinking()
-{
-	vector bottomright = vec2(vid_conwidth, vid_conheight);
-	drawfill('0 0 0', bottomright, NADE_TYPE_DARKNESS.m_color, darkness_fadealpha, DRAWFLAG_NORMAL);
-}
-
-REGISTER_MUTATOR(cl_nades, true);
-MUTATOR_HOOKFUNCTION(cl_nades, HUD_Draw_overlay)
-{
-	if (STAT(NADE_DARKNESS_TIME) > time)
-	{
-		if (!darkness_fadealpha)
-			sound(csqcplayer, CH_PAIN, SND_BLIND, VOL_BASE, ATTEN_NORM);
-		darkness_fadealpha = min(0.986, darkness_fadealpha + frametime * 7);
-	}
-	else if (darkness_fadealpha > 0)
-		darkness_fadealpha = max(0, darkness_fadealpha - frametime * 7);
-
-	if (darkness_fadealpha > 0)
-	{
-		HUD_DarkBlinking();
-		M_ARGV(1, float) = 0; // alpha_multipl 0, don't draw normal overlay
-		return true;
-	}
-	return false;
-}
-
-MUTATOR_HOOKFUNCTION(cl_nades, Ent_Projectile)
-{
-	entity proj = M_ARGV(0, entity);
-
-	if (proj.cnt == PROJECTILE_NAPALM_FOUNTAIN)
-	{
-		proj.modelindex = 0;
-		proj.traileffect = EFFECT_FIREBALL.m_id;
-		return true;
-	}
-	if (Nade_FromProjectile(proj.cnt) != NADE_TYPE_Null)
-	{
-		setmodel(proj, MDL_PROJECTILE_NADE);
-		entity trail = Nade_TrailEffect(proj.cnt, proj.team);
-		if (trail.eent_eff_name) proj.traileffect = trail.m_id;
-		return true;
-	}
-}
-MUTATOR_HOOKFUNCTION(cl_nades, EditProjectile)
-{
-	if (!mut_is_active(MUT_NADES)) return;
-
-	entity proj = M_ARGV(0, entity);
-
-	if (proj.cnt == PROJECTILE_NAPALM_FOUNTAIN)
-	{
-		loopsound(proj, CH_SHOTS_SINGLE, SND_FIREBALL_FLY2, VOL_BASE, ATTEN_NORM);
-		proj.mins = '-16 -16 -16';
-		proj.maxs = '16 16 16';
-	}
-
-	entity nade_type = Nade_FromProjectile(proj.cnt);
-	if (nade_type == NADE_TYPE_Null) return;
-
-	if(STAT(NADES_SMALL))
-	{
-		proj.mins = '-8 -8 -8';
-		proj.maxs = '8 8 8';
-	}
-	else
-	{
-		proj.mins = '-16 -16 -16';
-		proj.maxs = '16 16 16';
-	}
-	proj.colormod = nade_type.m_color;
-	set_movetype(proj, MOVETYPE_BOUNCE);
-	settouch(proj, func_null);
-	proj.scale = 1.5;
-	proj.avelocity = randomvec() * 720;
-	proj.alphamod = nade_type.m_alpha;
-
-	if (nade_type == NADE_TYPE_TRANSLOCATE || nade_type == NADE_TYPE_SPAWN)
-		proj.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
-	else
-		proj.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
-}
-
-MUTATOR_HOOKFUNCTION(cl_nades, BuildGameplayTipsString)
-{
-	if (mut_is_active(MUT_NADES))
-	{
-		string key = getcommandkey(_("drop weapon / throw nade"), "dropweapon");
-		M_ARGV(0, string) = strcat(M_ARGV(0, string),
-			"\n", sprintf(_("^3nades^8 are enabled, press ^3%s^8 to use them"), key), "\n");
-	}
-}
-
-bool Projectile_isnade(int p)
-{
-	return Nade_FromProjectile(p) != NADE_TYPE_Null;
-}
-void DrawAmmoNades(vector myPos, vector mySize, bool draw_expanding, float expand_time)
-{
-	float bonusNades    = STAT(NADE_BONUS);
-	float bonusProgress = STAT(NADE_BONUS_SCORE);
-	float bonusType     = STAT(NADE_BONUS_TYPE);
-	Nade def = REGISTRY_GET(Nades, max(1, bonusType));
-	string nadeIcon = def.m_icon; // use the Normal Nade icon for the random nade, and draw it as rainbow
-	vector nadeColor;
-	if(bonusType)
-		nadeColor = def.m_color;
-	else
-	{
-		nadeColor.x = time % (M_PI * 2);
-		nadeColor.y = 1;
-		nadeColor.z = 1;
-		nadeColor = hsv_to_rgb(nadeColor);
-	}
-
-	vector iconPos, textPos;
-
-	if(autocvar_hud_panel_ammo_iconalign)
-	{
-		iconPos = myPos + eX * 2 * mySize.y;
-		textPos = myPos;
-	}
-	else
-	{
-		iconPos = myPos;
-		textPos = myPos + eX * mySize.y;
-	}
-
-	if(bonusNades > 0 || bonusProgress > 0)
-	{
-		DrawNadeProgressBar(myPos, mySize, bonusProgress, nadeColor);
-
-		if(autocvar_hud_panel_ammo_text)
-			drawstring_aspect(textPos, ftos(bonusNades), vec2((2/3) * mySize.x, mySize.y), '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
-
-		if(draw_expanding)
-			drawpic_aspect_skin_expanding(iconPos, nadeIcon, '1 1 0' * mySize.y, (bonusType ? '1 1 1' : nadeColor), panel_fg_alpha, DRAWFLAG_NORMAL, expand_time);
-
-		drawpic_aspect_skin(iconPos, nadeIcon, '1 1 0' * mySize.y, (bonusType ? '1 1 1' : nadeColor), panel_fg_alpha, DRAWFLAG_NORMAL);
-	}
-}
-#endif
-
-#ifdef SVQC
-
-#include <common/gamemodes/_mod.qh>
-#include <common/monsters/sv_spawn.qh>
-#include <common/monsters/sv_monsters.qh>
-#include <server/command/common.qh>
-
-.float nade_time_primed;
-.float nade_lifetime;
-
-.entity nade_spawnloc;
-
-vector nades_PlayerColor(entity this, bool isPants)
-{
-	if(teamplay)
-		return Team_ColorRGB(this.team);
-
-	// logic copied from Scoreboard_GetName
-	int col = (this.colormap >= 1024) ? this.colormap - 1024 : this.clientcolors;
-	return (isPants) ? colormapPaletteColor(col % 16, true) : colormapPaletteColor(floor(col / 16), false);
-}
-
-void nade_timer_think(entity this)
-{
-	this.skin = 8 - (this.owner.wait - time) / (this.owner.nade_lifetime / 10);
-	this.nextthink = time;
-	if(!this.owner || wasfreed(this.owner))
-		delete(this);
-}
-
-void nade_burn_spawn(entity _nade)
-{
-	CSQCProjectile(_nade, true, REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, _nade)).m_projectile[1], true);
-}
-
-void nade_spawn(entity _nade)
-{
-	entity timer = new(nade_timer);
-	setmodel(timer, MDL_NADE_TIMER);
-	setattachment(timer, _nade, "");
-	timer.colormap = _nade.colormap;
-	timer.glowmod = _nade.glowmod;
-	setthink(timer, nade_timer_think);
-	timer.nextthink = time;
-	timer.wait = _nade.wait;
-	timer.owner = _nade;
-	timer.skin = 10;
-
-	_nade.effects |= EF_LOWPRECISION;
-
-	CSQCProjectile(_nade, true, REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, _nade)).m_projectile[0], true);
-}
-
-void normal_nade_boom(entity this)
-{
-	RadiusDamage(this, this.realowner, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
-		autocvar_g_nades_nade_radius, this, NULL, autocvar_g_nades_nade_force, this.projectiledeathtype, DMG_NOWEP, this.enemy);
-	Damage_DamageInfo(this.origin, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
-		autocvar_g_nades_nade_radius, '1 1 1' * autocvar_g_nades_nade_force, this.projectiledeathtype, 0, this);
-}
-
-void napalm_damage(entity this, float dist, float damage, float edgedamage, float burntime)
-{
-	entity e;
-	float d;
-	vector p;
-
-	if ( damage < 0 )
-		return;
-
-	RandomSelection_Init();
-	for(e = WarpZone_FindRadius(this.origin, dist, true); e; e = e.chain)
-		if(e.takedamage == DAMAGE_AIM)
-		if(this.realowner != e || autocvar_g_nades_napalm_selfdamage)
-		if(!IS_PLAYER(e) || !this.realowner || DIFF_TEAM(e, this))
-		if(!STAT(FROZEN, e))
-		{
-			p = e.origin;
-			p.x += e.mins.x + random() * (e.maxs.x - e.mins.x);
-			p.y += e.mins.y + random() * (e.maxs.y - e.mins.y);
-			p.z += e.mins.z + random() * (e.maxs.z - e.mins.z);
-			d = vlen(WarpZone_UnTransformOrigin(e, this.origin) - p);
-			if(d < dist)
-			{
-				e.fireball_impactvec = p;
-				RandomSelection_AddEnt(e, 1 / (1 + d), !StatusEffects_active(STATUSEFFECT_Burning, e));
-			}
-		}
-	if(RandomSelection_chosen_ent)
-	{
-		d = vlen(WarpZone_UnTransformOrigin(RandomSelection_chosen_ent, this.origin) - RandomSelection_chosen_ent.fireball_impactvec);
-		d = damage + (edgedamage - damage) * (d / dist);
-		Fire_AddDamage(RandomSelection_chosen_ent, this.realowner, d * burntime, burntime, this.projectiledeathtype);
-		//trailparticles(this, particleeffectnum(EFFECT_FIREBALL_LASER), this.origin, RandomSelection_chosen_ent.fireball_impactvec);
-		Send_Effect(EFFECT_FIREBALL_LASER, this.origin, RandomSelection_chosen_ent.fireball_impactvec - this.origin, 1);
-	}
-}
-
-
-void napalm_ball_think(entity this)
-{
-	if(round_handler_IsActive())
-	if(!round_handler_IsRoundStarted())
-	{
-		delete(this);
-		return;
-	}
-
-	if(time > this.pushltime)
-	{
-		delete(this);
-		return;
-	}
-
-	vector midpoint = ((this.absmin + this.absmax) * 0.5);
-	if(pointcontents(midpoint) == CONTENT_WATER)
-	{
-		this.velocity = this.velocity * 0.5;
-
-		if(pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
-			{ this.velocity_z = 200; }
-	}
-
-	this.angles = vectoangles(this.velocity);
-
-	napalm_damage(this, autocvar_g_nades_napalm_ball_radius,autocvar_g_nades_napalm_ball_damage,
-				  autocvar_g_nades_napalm_ball_damage,autocvar_g_nades_napalm_burntime);
-
-	this.nextthink = time + 0.1;
-}
-
-
-void nade_napalm_ball(entity this)
-{
-	entity proj;
-	vector kick;
-
-	spamsound(this, CH_SHOTS, SND_FIREBALL_FIRE, VOL_BASE, ATTEN_NORM);
-
-	proj = new(grenade);
-	proj.owner = this.owner;
-	proj.realowner = this.realowner;
-	proj.team = this.owner.team;
-	proj.bot_dodge = true;
-	proj.bot_dodgerating = autocvar_g_nades_napalm_ball_damage;
-	set_movetype(proj, MOVETYPE_BOUNCE);
-	proj.projectiledeathtype = DEATH_NADE_NAPALM.m_id;
-	PROJECTILE_MAKETRIGGER(proj);
-	setmodel(proj, MDL_Null);
-	proj.scale = 1;//0.5;
-	setsize(proj, '-4 -4 -4', '4 4 4');
-	setorigin(proj, this.origin);
-	setthink(proj, napalm_ball_think);
-	proj.nextthink = time;
-	proj.damageforcescale = autocvar_g_nades_napalm_ball_damageforcescale;
-	proj.effects = EF_LOWPRECISION | EF_FLAME;
-
-	kick.x =(random() - 0.5) * 2 * autocvar_g_nades_napalm_ball_spread;
-	kick.y = (random() - 0.5) * 2 * autocvar_g_nades_napalm_ball_spread;
-	kick.z = (random()/2+0.5) * autocvar_g_nades_napalm_ball_spread;
-	proj.velocity = kick;
-
-	proj.pushltime = time + autocvar_g_nades_napalm_ball_lifetime;
-
-	proj.angles = vectoangles(proj.velocity);
-	proj.flags = FL_PROJECTILE;
-	IL_PUSH(g_projectiles, proj);
-	IL_PUSH(g_bot_dodge, proj);
-	proj.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_ARC;
-
-	//CSQCProjectile(proj, true, PROJECTILE_NAPALM_FIRE, true);
-}
-
-
-void napalm_fountain_think(entity this)
-{
-
-	if(round_handler_IsActive())
-	if(!round_handler_IsRoundStarted())
-	{
-		delete(this);
-		return;
-	}
-
-	if(time >= this.ltime)
-	{
-		delete(this);
-		return;
-	}
-
-	vector midpoint = ((this.absmin + this.absmax) * 0.5);
-	if(pointcontents(midpoint) == CONTENT_WATER)
-	{
-		this.velocity = this.velocity * 0.5;
-
-		if(pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
-			{ this.velocity_z = 200; }
-
-		UpdateCSQCProjectile(this);
-	}
-
-	napalm_damage(this, autocvar_g_nades_napalm_fountain_radius, autocvar_g_nades_napalm_fountain_damage,
-		autocvar_g_nades_napalm_fountain_edgedamage, autocvar_g_nades_napalm_burntime);
-
-	this.nextthink = time + 0.1;
-	if(time >= this.nade_special_time)
-	{
-		this.nade_special_time = time + autocvar_g_nades_napalm_fountain_delay;
-		nade_napalm_ball(this);
-	}
-}
-
-void nade_napalm_boom(entity this)
-{
-	for (int c = 0; c < autocvar_g_nades_napalm_ball_count; ++c)
-		nade_napalm_ball(this);
-
-	entity fountain = new(nade_napalm_fountain);
-	fountain.owner = this.owner;
-	fountain.realowner = this.realowner;
-	fountain.origin = this.origin;
-	fountain.flags = FL_PROJECTILE;
-	IL_PUSH(g_projectiles, fountain);
-	IL_PUSH(g_bot_dodge, fountain);
-	setorigin(fountain, fountain.origin);
-	setthink(fountain, napalm_fountain_think);
-	fountain.nextthink = time;
-	fountain.ltime = time + autocvar_g_nades_napalm_fountain_lifetime;
-	fountain.pushltime = fountain.ltime;
-	fountain.team = this.team;
-	set_movetype(fountain, MOVETYPE_TOSS);
-	fountain.projectiledeathtype = DEATH_NADE_NAPALM.m_id;
-	fountain.bot_dodge = true;
-	fountain.bot_dodgerating = autocvar_g_nades_napalm_fountain_damage;
-	fountain.nade_special_time = time;
-	setsize(fountain, '-16 -16 -16', '16 16 16');
-	CSQCProjectile(fountain, true, PROJECTILE_NAPALM_FOUNTAIN, true);
-}
-
-void nade_ice_freeze(entity freezefield, entity frost_target, float freezetime)
-{
-	frost_target.frozen_by = freezefield.realowner;
-	Send_Effect(EFFECT_ELECTRO_IMPACT, frost_target.origin, '0 0 0', 1);
-	Freeze(frost_target, 1 / freezetime, FROZEN_TEMP_DYING, false);
-
-	Drop_Special_Items(frost_target);
-}
-
-void nade_ice_think(entity this)
-{
-	if(round_handler_IsActive())
-	if(!round_handler_IsRoundStarted())
-	{
-		delete(this);
-		return;
-	}
-
-	if(time >= this.ltime)
-	{
-		if ( autocvar_g_nades_ice_explode )
-		{
-			vector expcol_min = nades_PlayerColor(this.realowner, false);
-			vector expcol_max = nades_PlayerColor(this.realowner, true);
-			entity expef = EFFECT_NADE_EXPLODE_NEUTRAL;
-			Send_Effect_Except(expef, this.origin + '0 0 1', '0 0 0', 1, expcol_min, expcol_max, NULL);
-			sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
-
-			normal_nade_boom(this);
-		}
-		delete(this);
-		return;
-	}
-
-
-	this.nextthink = time + 0.1;
-
-	// gaussian
-	float randomr;
-	randomr = random();
-	randomr = exp(-5 * randomr * randomr) * autocvar_g_nades_nade_radius;
-	float randomw;
-	randomw = random() * (2 * M_PI);
-	vector randomp;
-	randomp.x = randomr * cos(randomw);
-	randomp.y = randomr * sin(randomw);
-	randomp.z = 1;
-	Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, this.origin + randomp, '0 0 0', 1);
-
-	if(time >= this.nade_special_time)
-	{
-		this.nade_special_time = time + 0.7;
-
-		Send_Effect(EFFECT_ELECTRO_IMPACT, this.origin, '0 0 0', 1);
-		Send_Effect(EFFECT_ICEFIELD, this.origin, '0 0 0', 1);
-	}
-
-
-	float current_freeze_time = this.ltime - time - 0.1;
-
-	FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_nades_nade_radius, it != this && it.takedamage
-		&& !IS_DEAD(it) && GetResource(it, RES_HEALTH) > 0 && current_freeze_time > 0
-		&& (!it.revival_time || ((time - it.revival_time) >= 1.5)) && !STAT(FROZEN, it),
-	{
-		switch (autocvar_g_nades_ice_teamcheck)
-		{
-			case 0:  break; // affect everyone
-			default: 
-			case 2:  if(SAME_TEAM(it, this.realowner)) continue; // don't affect teammates
-			         // fall through (check case 1 condition too)
-			case 1:  if(it == this.realowner) continue; // don't affect the player who threw the nade
-		}
-		nade_ice_freeze(this, it, current_freeze_time);
-	});
-}
-
-void nade_ice_boom(entity this)
-{
-	entity fountain = new(nade_ice_fountain);
-	fountain.owner = this.owner;
-	fountain.realowner = this.realowner;
-	fountain.origin = this.origin;
-	setorigin(fountain, fountain.origin);
-	setthink(fountain, nade_ice_think);
-	fountain.nextthink = time;
-	fountain.ltime = time + autocvar_g_nades_ice_freeze_time;
-	fountain.pushltime = fountain.wait = fountain.ltime;
-	fountain.team = this.team;
-	set_movetype(fountain, MOVETYPE_TOSS);
-	fountain.projectiledeathtype = DEATH_NADE_ICE.m_id;
-	fountain.bot_dodge = false;
-	setsize(fountain, '-16 -16 -16', '16 16 16');
-	fountain.nade_special_time = time + 0.3;
-	fountain.angles = this.angles;
-
-	if ( autocvar_g_nades_ice_explode )
-	{
-		setmodel(fountain, MDL_PROJECTILE_GRENADE);
-		entity timer = new(nade_timer);
-		setmodel(timer, MDL_NADE_TIMER);
-		setattachment(timer, fountain, "");
-		timer.colormap = this.colormap;
-		timer.glowmod = this.glowmod;
-		setthink(timer, nade_timer_think);
-		timer.nextthink = time;
-		timer.wait = fountain.ltime;
-		timer.owner = fountain;
-		timer.skin = 10;
-	}
-	else
-		setmodel(fountain, MDL_Null);
-}
-
-void nade_translocate_boom(entity this)
-{
-	if(this.realowner.vehicle)
-		return;
-
-	setsize(this, PL_MIN_CONST-'16 16 16', PL_MAX_CONST+'16 16 16');
-
-	if(!move_out_of_solid(this))
-	{
-		sprint(this.realowner, "^1Couldn't move the translocator out of solid! origin: ", vtos(this.origin), "\n");
-		return;
-	}
-
-	vector locout = this.origin + '0 0 1' * (1 - this.realowner.mins.z - 24);
-	tracebox(locout, this.realowner.mins, this.realowner.maxs, locout, MOVE_NOMONSTERS, this.realowner);
-	locout = trace_endpos;
-
-	makevectors(this.realowner.angles);
-
-	MUTATOR_CALLHOOK(PortalTeleport, this.realowner);
-
-	TeleportPlayer(this, this.realowner, locout, this.realowner.angles, v_forward * vlen(this.realowner.velocity), '0 0 0', '0 0 0', TELEPORT_FLAGS_TELEPORTER);
-}
-
-void nade_spawn_boom(entity this)
-{
-	entity player = this.realowner;
-	entity spawnloc = new(nade_spawn_loc);
-	setorigin(spawnloc, this.origin);
-	setsize(spawnloc, player.mins, player.maxs);
-	set_movetype(spawnloc, MOVETYPE_NONE);
-	spawnloc.solid = SOLID_NOT;
-	spawnloc.drawonlytoclient = player;
-	spawnloc.effects = EF_STARDUST;
-	spawnloc.cnt = autocvar_g_nades_spawn_count;
-
-	if(player.nade_spawnloc)
-		delete(player.nade_spawnloc);
-
-	player.nade_spawnloc = spawnloc;
-}
-
-void nades_orb_think(entity this)
-{
-	if(time >= this.ltime)
-	{
-		delete(this);
-		return;
-	}
-
-	this.nextthink = time;
-
-	if(time >= this.nade_special_time)
-	{
-		this.nade_special_time = time+0.25;
-		this.nade_show_particles = 1;
-	}
-	else
-		this.nade_show_particles = 0;
-}
-
-entity nades_spawn_orb(entity own, entity realown, vector org, float orb_ltime, float orb_rad)
-{
-	// NOTE: this function merely places an orb
-	// you must add a custom touch function to the returned entity if desired
-	// also set .colormod if you wish to have it colorized
-	entity orb = new(nades_spawn_orb);
-	orb.owner = own;
-	orb.realowner = realown;
-	setorigin(orb, org);
-
-	orb.orb_lifetime = orb_ltime; // required for timers
-	orb.ltime = time + orb.orb_lifetime;
-	orb.bot_dodge = false;
-	orb.team = realown.team;
-	orb.solid = SOLID_TRIGGER;
-
-	setmodel(orb, MDL_NADE_ORB);
-	orb.skin = 1;
-	orb.orb_radius = orb_rad; // required for fading
-	vector size = '1 1 1' * orb.orb_radius / 2;
-	setsize(orb, -size, size);
-
-	Net_LinkEntity(orb, true, 0, orb_send);
-	orb.SendFlags |= 1;
-
-	setthink(orb, nades_orb_think);
-	orb.nextthink = time;
-
-	return orb;
-}
-
-void nade_entrap_touch(entity this, entity toucher)
-{
-	if(DIFF_TEAM(toucher, this.realowner)) // TODO: what if realowner changes team or disconnects?
-	{
-		if (!isPushable(toucher))
-			return;
-
-		float pushdeltatime = time - toucher.lastpushtime;
-		if (pushdeltatime > 0.15) pushdeltatime = 0;
-		toucher.lastpushtime = time;
-		if(!pushdeltatime) return;
-
-		// div0: ticrate independent, 1 = identity (not 20)
-		toucher.velocity = toucher.velocity * (autocvar_g_nades_entrap_strength ** pushdeltatime);
-
-	#ifdef SVQC
-		UpdateCSQCProjectile(toucher);
-	#endif
-	}
-
-	if ( IS_REAL_CLIENT(toucher) || (IS_VEHICLE(toucher) && toucher.owner) )
-	{
-		entity show_tint = (IS_VEHICLE(toucher) && toucher.owner) ? toucher.owner : toucher;
-		show_tint.nade_entrap_time = time + 0.1;
-	}
-}
-
-void nade_entrap_boom(entity this)
-{
-	entity orb = nades_spawn_orb(this.owner, this.realowner, this.origin, autocvar_g_nades_entrap_time, autocvar_g_nades_entrap_radius);
-
-	settouch(orb, nade_entrap_touch);
-	orb.colormod = NADE_TYPE_ENTRAP.m_color;
-}
-
-void nade_heal_touch(entity this, entity toucher)
-{
-	float maxhealth;
-	float health_factor;
-
-	if(IS_PLAYER(toucher) || IS_MONSTER(toucher) || IS_VEHICLE(toucher))
-	if(!IS_DEAD(toucher))
-	if(!STAT(FROZEN, toucher))
-	{
-		health_factor = autocvar_g_nades_heal_rate*frametime/2;
-		if ( toucher != this.realowner )
-			health_factor *= (SAME_TEAM(toucher,this)) ? autocvar_g_nades_heal_friend : autocvar_g_nades_heal_foe;
-
-		if ( health_factor > 0 )
-		{
-			maxhealth = (IS_MONSTER(toucher)) ? toucher.max_health : g_pickup_healthmega_max;
-			float hp = GetResource(toucher, RES_HEALTH);
-			if (hp < maxhealth)
-			{
-				if (this.nade_show_particles)
-					Send_Effect(EFFECT_HEALING, toucher.origin, '0 0 0', 1);
-				
-				GiveResourceWithLimit(toucher, RES_HEALTH, health_factor, maxhealth);
-			}
-		}
-		else if ( health_factor < 0 )
-			Damage(toucher,this,this.realowner,-health_factor,DEATH_NADE_HEAL.m_id,DMG_NOWEP,toucher.origin,'0 0 0');
-	}
-}
-
-void nade_heal_boom(entity this)
-{
-	entity orb = nades_spawn_orb(this.owner, this.realowner, this.origin, autocvar_g_nades_heal_time, autocvar_g_nades_nade_radius);
-
-	settouch(orb, nade_heal_touch);
-	orb.colormod = '1 0 0';
-}
-
-void nade_monster_boom(entity this)
-{
-	if(!autocvar_g_monsters)
-		return;
-	entity e = spawn();
-	e.noalign = true; // don't drop to floor
-	e = spawnmonster(e, this.pokenade_type, MON_Null, this.realowner, this.realowner, this.origin, false, false, 1);
-	if(!e)
-		return; // monster failed to be spawned
-
-	if(autocvar_g_nades_pokenade_monster_lifetime > 0)
-		e.monster_lifetime = time + autocvar_g_nades_pokenade_monster_lifetime;
-	e.monster_skill = MONSTER_SKILL_INSANE;
-}
-
-void nade_veil_touch(entity this, entity toucher)
-{
-	if ( IS_REAL_CLIENT(toucher) || (IS_VEHICLE(toucher) && toucher.owner) )
-	{
-		entity show_tint = (IS_VEHICLE(toucher) && toucher.owner) ? toucher.owner : toucher;
-
-		float tint_alpha = 0.75;
-		if(SAME_TEAM(toucher, this.realowner))
-		{
-			tint_alpha = 0.45;
-			if(!show_tint.nade_veil_time)
-			{
-				toucher.nade_veil_prevalpha = toucher.alpha;
-				toucher.alpha = -1;
-			}
-		}
-		show_tint.nade_veil_time = time + 0.1;
-	}
-}
-
-void nade_veil_boom(entity this)
-{
-	entity orb = nades_spawn_orb(this.owner, this.realowner, this.origin, autocvar_g_nades_veil_time, autocvar_g_nades_veil_radius);
-
-	settouch(orb, nade_veil_touch);
-	orb.colormod = NADE_TYPE_VEIL.m_color;
-}
-
-void nade_ammo_touch(entity this, entity toucher)
-{
-	float maxammo = 999;
-	float ammo_factor;
-	float amshells = GetResource(toucher, RES_SHELLS);
-	float ambullets = GetResource(toucher, RES_BULLETS);
-	float amrockets = GetResource(toucher, RES_ROCKETS);
-	float amcells = GetResource(toucher, RES_CELLS);
-	if(IS_PLAYER(toucher) || IS_MONSTER(toucher))
-	if(!IS_DEAD(toucher))
-	if(!STAT(FROZEN, toucher))
-	{
-		ammo_factor = autocvar_g_nades_ammo_rate*frametime/2;
-		if ( toucher != this.realowner )
-			ammo_factor *= (SAME_TEAM(toucher, this)) ? autocvar_g_nades_ammo_friend : autocvar_g_nades_ammo_foe;
-
-#define CHECK_AMMO_RESOURCE_LIMIT(amresource, res_resource) \
-	if (amresource < maxammo) \
-		GiveResourceWithLimit(toucher, res_resource, ammo_factor, maxammo);
-
-#define DROP_AMMO_RESOURCE(amresource, res_resource) \
-	if (amresource > 0) \
-		SetResource(toucher, res_resource, amresource + ammo_factor);
-		
-		if ( ammo_factor > 0 )
-		{
-			CHECK_AMMO_RESOURCE_LIMIT(amshells,  RES_SHELLS);
-			CHECK_AMMO_RESOURCE_LIMIT(ambullets, RES_BULLETS);
-			CHECK_AMMO_RESOURCE_LIMIT(amrockets, RES_ROCKETS);
-			CHECK_AMMO_RESOURCE_LIMIT(amcells,   RES_CELLS);
-
-			if (this.nade_show_particles)
-				Send_Effect(EFFECT_HEALING, toucher.origin, '0 0 0', 1);
-		}
-		else if ( ammo_factor < 0 )
-		{
-			//Foe drops ammo points
-			DROP_AMMO_RESOURCE(amshells,  RES_SHELLS);
-			DROP_AMMO_RESOURCE(ambullets, RES_BULLETS);
-			DROP_AMMO_RESOURCE(amrockets, RES_ROCKETS);
-			DROP_AMMO_RESOURCE(amcells,   RES_CELLS);
-
-			return;
-		}
-	}
-#undef CHECK_AMMO_RESOURCE_LIMIT
-#undef DROP_AMMO_RESOURCE
-
-	if ( IS_REAL_CLIENT(toucher) || (IS_VEHICLE(toucher) && toucher.owner) )
-	{
-		entity show_tint = (IS_VEHICLE(toucher) && toucher.owner) ? toucher.owner : toucher;
-		show_tint.nade_ammo_time = time + 0.1;
-	}
-}
-
-void nade_ammo_boom(entity this)
-{
-	entity orb = nades_spawn_orb(this.owner, this.realowner, this.origin, autocvar_g_nades_ammo_time, autocvar_g_nades_nade_radius);
-
-	settouch(orb, nade_ammo_touch);
-	orb.colormod = '0.66 0.33 0';
-}
-
-void nade_darkness_think(entity this)
-{
-	if(round_handler_IsActive())
-	if(!round_handler_IsRoundStarted())
-	{
-		delete(this);
-		return;
-	}
-
-	if(time >= this.ltime)
-	{
-		if ( autocvar_g_nades_darkness_explode )
-		{
-			vector expcol_min = nades_PlayerColor(this.realowner, false);
-			vector expcol_max = nades_PlayerColor(this.realowner, true);
-			entity expef = EFFECT_NADE_EXPLODE_NEUTRAL;
-			Send_Effect_Except(expef, this.origin + '0 0 1', '0 0 0', 1, expcol_min, expcol_max, NULL);
-			sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
-
-			normal_nade_boom(this);
-		}
-		else
-			Send_Effect(EFFECT_SPAWN_PURPLE, this.origin + '0 0 1', '0 0 0', 1);
-
-		delete(this);
-		return;
-	}
-
-	this.nextthink = time + 0.1;
-
-	// gaussian
-	float randomr;
-	randomr = random();
-	randomr = exp(-5 * randomr * randomr) * autocvar_g_nades_nade_radius;
-	float randomw;
-	randomw = random() * (2 * M_PI);
-	vector randomp;
-	randomp.x = randomr * cos(randomw);
-	randomp.y = randomr * sin(randomw);
-	randomp.z = 1;
-	Send_Effect(EFFECT_DARKFIELD, this.origin + randomp, '0 0 0', 1);
-
-	if(time >= this.nade_special_time)
-	{
-		this.nade_special_time = time + 0.7;
-		Send_Effect(EFFECT_DARKFIELD, this.origin, '0 0 0', 1);
-	}
-
-
-	float current_dark_time = this.ltime - time - 0.1;
-
-	FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_nades_nade_radius, it != this && it.takedamage
-		&& !IS_DEAD(it) && GetResource(it, RES_HEALTH) > 0 && current_dark_time > 0 && IS_REAL_CLIENT(it),
-	{
-		switch (autocvar_g_nades_darkness_teamcheck)
-		{
-			case 0:  break; // affect everyone
-			default:
-			case 2:  if(SAME_TEAM(it, this.realowner)) continue; // don't affect teammates
-			         // fall through (check case 1 condition too)
-			case 1:  if(it == this.realowner) continue; // don't affect the player who threw the nade
-		}
-		STAT(NADE_DARKNESS_TIME, it) = time + 0.1;
-	});
-}
-
-void nade_darkness_boom(entity this)
-{
-	entity fountain = new(nade_darkness_fountain);
-	fountain.owner = this.owner;
-	fountain.realowner = this.realowner;
-	fountain.origin = this.origin;
-	setorigin(fountain, fountain.origin);
-	setthink(fountain, nade_darkness_think);
-	fountain.nextthink = time;
-	fountain.ltime = time + autocvar_g_nades_darkness_time;
-	fountain.pushltime = fountain.wait = fountain.ltime;
-	fountain.team = this.team;
-	set_movetype(fountain, MOVETYPE_TOSS);
-	fountain.projectiledeathtype = DEATH_NADE.m_id;
-	fountain.bot_dodge = false;
-	setsize(fountain, '-16 -16 -16', '16 16 16');
-	fountain.nade_special_time = time + 0.3;
-	fountain.angles = this.angles;
-
-	if ( autocvar_g_nades_darkness_explode )
-	{
-		setmodel(fountain, MDL_PROJECTILE_GRENADE);
-		entity timer = new(nade_timer);
-		setmodel(timer, MDL_NADE_TIMER);
-		setattachment(timer, fountain, "");
-		timer.colormap = this.colormap;
-		timer.glowmod = this.glowmod;
-		setthink(timer, nade_timer_think);
-		timer.nextthink = time;
-		timer.wait = fountain.ltime;
-		timer.owner = fountain;
-		timer.skin = 10;
-	}
-	else
-		setmodel(fountain, MDL_Null);
-}
-
-void nade_boom(entity this)
-{
-	entity expef = NULL;
-	bool nade_blast = true;
-	vector expcol_min = '0 0 0', expcol_max = '0 0 0';
-
-#define SET_NADE_EFFECT(nade_type, blast, exp_effect, exp_color_min, exp_color_max) \
-	case nade_type: \
-		nade_blast = blast; \
-		expef = exp_effect; \
-		expcol_min = exp_color_min; \
-		expcol_max = exp_color_max; \
-		break
-
-	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_NEUTRAL : NULL, 	nades_PlayerColor(this.realowner, false), nades_PlayerColor(this.realowner, true));
-		SET_NADE_EFFECT(NADE_TYPE_SPAWN,       false,                         EFFECT_SPAWN_NEUTRAL, 										nades_PlayerColor(this.realowner, false), nades_PlayerColor(this.realowner, true));
-		SET_NADE_EFFECT(NADE_TYPE_HEAL,        false,                         EFFECT_SPAWN_NEUTRAL, 										'1 0 0', '1 0 0');
-		SET_NADE_EFFECT(NADE_TYPE_ENTRAP,      false,                         EFFECT_SPAWN_NEUTRAL, 										'1 1 0', '1 1 0');
-		SET_NADE_EFFECT(NADE_TYPE_VEIL,        false,                         EFFECT_SPAWN_NEUTRAL, 										'0 0 0', '0 0 0');
-		SET_NADE_EFFECT(NADE_TYPE_AMMO,        false,                         EFFECT_SPAWN_NEUTRAL, 										'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_NEUTRAL, 									nades_PlayerColor(this.realowner, false), nades_PlayerColor(this.realowner, true));
-		default: expef = EFFECT_NADE_EXPLODE_NEUTRAL; expcol_min = nades_PlayerColor(this.realowner, false); expcol_max = nades_PlayerColor(this.realowner, true); break;
-	}
-#undef SET_NADE_EFFECT
-
-	if(expef)
-		Send_Effect_Except(expef, findbetterlocation(this.origin, 8), '0 0 0', 1, expcol_min, expcol_max, NULL);
-
-	sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
-	sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
-
-	this.event_damage = func_null; // prevent somehow calling damage in the next call
-
-	if(nade_blast)
-		normal_nade_boom(this);
-
-	if(this.takedamage)
-	switch ( REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, this)) )
-	{
-		case NADE_TYPE_NAPALM:      nade_napalm_boom(this);      break;
-		case NADE_TYPE_ICE:         nade_ice_boom(this);         break;
-		case NADE_TYPE_TRANSLOCATE: nade_translocate_boom(this); break;
-		case NADE_TYPE_SPAWN:       nade_spawn_boom(this);       break;
-		case NADE_TYPE_HEAL:        nade_heal_boom(this);        break;
-		case NADE_TYPE_MONSTER:     nade_monster_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;
-		case NADE_TYPE_DARKNESS:    nade_darkness_boom(this);    break;
-	}
-
-	IL_EACH(g_projectiles, it.classname == "grapplinghook" && it.aiment == this,
-	{
-		RemoveHook(it);
-	});
-
-	delete(this);
-}
-
-void spawn_held_nade(entity player, entity nowner, float ntime, int ntype, string pntype);
-void nade_pickup(entity this, entity thenade)
-{
-	spawn_held_nade(this, thenade.realowner, autocvar_g_nades_pickup_time, STAT(NADE_BONUS_TYPE, thenade), thenade.pokenade_type);
-
-	// set refire so player can't even
-	this.nade_refire = time + autocvar_g_nades_nade_refire;
-	STAT(NADE_TIMER, this) = 0;
-
-	if(this.nade)
-		this.nade.nade_time_primed = thenade.nade_time_primed;
-}
-
-bool CanThrowNade(entity this);
-void nade_touch(entity this, entity toucher)
-{
-	if(toucher)
-		UpdateCSQCProjectile(this);
-
-	if(toucher == this.realowner)
-		return; // no this impacts
-
-	if(autocvar_g_nades_pickup)
-	if(time >= this.spawnshieldtime)
-	if(!toucher.nade && GetResource(this, RES_HEALTH) == this.max_health) // no boosted shot pickups, thank you very much
-	if(CanThrowNade(toucher)) // prevent some obvious things, like dead players
-	if(IS_REAL_CLIENT(toucher)) // above checks for IS_PLAYER, don't need to do it here
-	{
-		nade_pickup(toucher, this);
-		sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, 0.5 *(ATTEN_LARGE + ATTEN_MAX));
-		delete(this);
-		return;
-	}
-	/*float is_weapclip = 0;
-	if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
-	if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
-	if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
-		is_weapclip = 1;*/
-	if(ITEM_TOUCH_NEEDKILL()) // || is_weapclip)
-	{
-		IL_EACH(g_projectiles, it.classname == "grapplinghook" && it.aiment == this,
-		{
-			RemoveHook(it);
-		});
-		delete(this);
-		return;
-	}
-
-	PROJECTILE_TOUCH(this, toucher);
-
-	//setsize(this, '-2 -2 -2', '2 2 2');
-	//UpdateCSQCProjectile(this);
-	if(GetResource(this, RES_HEALTH) == this.max_health)
-	{
-		spamsound(this, CH_SHOTS, SND_GRENADE_BOUNCE_RANDOM(), VOL_BASE, ATTEN_NORM);
-		return;
-	}
-
-	this.enemy = toucher;
-	nade_boom(this);
-}
-
-void nade_beep(entity this)
-{
-	sound(this, CH_SHOTS_SINGLE, SND_NADE_BEEP, VOL_BASE, 0.5 *(ATTEN_LARGE + ATTEN_MAX));
-	setthink(this, nade_boom);
-	this.nextthink = max(this.wait, time);
-}
-
-void nade_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
-{
-	if(ITEM_DAMAGE_NEEDKILL(deathtype))
-	{
-		this.takedamage = DAMAGE_NO;
-		nade_boom(this);
-		return;
-	}
-
-	if(STAT(NADE_BONUS_TYPE, this) == NADE_TYPE_TRANSLOCATE.m_id || STAT(NADE_BONUS_TYPE, this) == NADE_TYPE_SPAWN.m_id)
-		return;
-
-	if (MUTATOR_CALLHOOK(Nade_Damage, this, DEATH_WEAPONOF(deathtype), force, damage)) {}
-	else if(DEATH_ISWEAPON(deathtype, WEP_BLASTER))
-	{
-		force *= 1.5;
-		damage = 0;
-	}
-	else if(DEATH_ISWEAPON(deathtype, WEP_VORTEX) || DEATH_ISWEAPON(deathtype, WEP_VAPORIZER) || DEATH_ISWEAPON(deathtype, WEP_OVERKILL_NEX))
-	{
-		force *= 6;
-		damage = this.max_health * 0.55;
-	}
-	else if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN) || DEATH_ISWEAPON(deathtype, WEP_OVERKILL_MACHINEGUN))
-		damage = this.max_health * 0.1;
-	else if(DEATH_ISWEAPON(deathtype, WEP_SHOCKWAVE) || DEATH_ISWEAPON(deathtype, WEP_SHOTGUN) || DEATH_ISWEAPON(deathtype, WEP_OVERKILL_SHOTGUN)) // WEAPONTODO
-	{
-		if(!(deathtype & HITTYPE_SECONDARY))
-			damage = this.max_health * 1.15;
-	}
-
-	// melee slaps
-	entity death_weapon = DEATH_WEAPONOF(deathtype);
-	if(((deathtype & HITTYPE_SECONDARY) ? (death_weapon.spawnflags & WEP_TYPE_MELEE_SEC) : (death_weapon.spawnflags & WEP_TYPE_MELEE_PRI)))
-	{
-		damage = this.max_health * 0.1;
-		force *= 10;
-	}
-
-	this.velocity += force;
-	UpdateCSQCProjectile(this);
-
-	if(damage <= 0 || ((IS_ONGROUND(this)) && IS_PLAYER(attacker)))
-		return;
-
-	float hp = GetResource(this, RES_HEALTH);
-	if(hp == this.max_health)
-	{
-		sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, 0.5 *(ATTEN_LARGE + ATTEN_MAX));
-		this.nextthink = max(time + this.nade_lifetime, time);
-		setthink(this, nade_beep);
-	}
-
-	hp -= damage;
-	SetResource(this, RES_HEALTH, hp);
-
-	if(STAT(NADE_BONUS_TYPE, this) != NADE_TYPE_TRANSLOCATE.m_id && STAT(NADE_BONUS_TYPE, this) != NADE_TYPE_SPAWN.m_id)
-	if(STAT(NADE_BONUS_TYPE, this) != NADE_TYPE_HEAL.m_id || IS_PLAYER(attacker))
-		this.realowner = attacker;
-
-	if(hp <= 0)
-	{
-		if(autocvar_g_nades_spawn_destroy_damage > 0 && STAT(NADE_BONUS_TYPE, this) == NADE_TYPE_SPAWN.m_id)
-			Damage(this.realowner, attacker, attacker, autocvar_g_nades_spawn_destroy_damage, DEATH_TOUCHEXPLODE.m_id, DMG_NOWEP, this.realowner.origin, '0 0 0');
-
-		if(autocvar_g_nades_translocate_destroy_damage > 0 && STAT(NADE_BONUS_TYPE, this) == NADE_TYPE_TRANSLOCATE.m_id)
-		{
-			Damage(this.realowner, attacker, attacker, autocvar_g_nades_translocate_destroy_damage, DEATH_TOUCHEXPLODE.m_id, DMG_NOWEP, this.realowner.origin, '0 0 0');
-			W_PrepareExplosionByDamage(this, this.realowner, nade_boom); // Don't change the owner
-
-			return;
-		}
-
-		W_PrepareExplosionByDamage(this, attacker, nade_boom);
-	}
-	else
-		nade_burn_spawn(this);
-}
-
-void toss_nade(entity e, bool set_owner, vector _velocity, float _time)
-{
-	if(e.nade == NULL)
-		return;
-
-	entity _nade = e.nade;
-	e.nade = NULL;
-
-	if(e.fake_nade)
-		delete(e.fake_nade);
-	e.fake_nade = NULL;
-
-	Kill_Notification(NOTIF_ONE_ONLY, e, MSG_CENTER, CPID_NADES);
-
-	makevectors(e.v_angle);
-
-	// NOTE: always throw from first weapon entity?
-	W_SetupShot(e, _nade.weaponentity_fld, false, false, SND_Null, CH_WEAPON_A, 0, DEATH_NADE.m_id);
-
-	vector offset = (v_forward * autocvar_g_nades_throw_offset.x)
-	              + (v_right * autocvar_g_nades_throw_offset.y)
-	              + (v_up * autocvar_g_nades_throw_offset.z);
-
-	setorigin(_nade, w_shotorg + offset);
-	//setmodel(_nade, MDL_PROJECTILE_NADE);
-	//setattachment(_nade, NULL, "");
-	PROJECTILE_MAKETRIGGER(_nade);
-	if(STAT(NADES_SMALL, e))
-		setsize(_nade, '-8 -8 -8', '8 8 8');
-	else
-		setsize(_nade, '-16 -16 -16', '16 16 16');
-	set_movetype(_nade, MOVETYPE_BOUNCE);
-
-	tracebox(_nade.origin, _nade.mins, _nade.maxs, _nade.origin, MOVE_NOMONSTERS, _nade);
-	if (trace_startsolid)
-		setorigin(_nade, e.origin);
-
-	if(e.v_angle.x >= 70 && e.v_angle.x <= 110 && PHYS_INPUT_BUTTON_CROUCH(e))
-		_nade.velocity = '0 0 100';
-	else if(autocvar_g_nades_nade_newton_style == 1)
-		_nade.velocity = e.velocity + _velocity;
-	else if(autocvar_g_nades_nade_newton_style == 2)
-		_nade.velocity = _velocity;
-	else
-		_nade.velocity = W_CalculateProjectileVelocity(e, e.velocity, _velocity, true);
-
-	if(set_owner)
-		_nade.realowner = e;
-
-	settouch(_nade, nade_touch);
-	_nade.spawnshieldtime = time + 0.1; // prevent instantly picking up again
-	SetResource(_nade, RES_HEALTH, autocvar_g_nades_nade_health);
-	_nade.max_health = GetResource(_nade, RES_HEALTH);
-	_nade.takedamage = DAMAGE_AIM;
-	_nade.event_damage = nade_damage;
-	setcefc(_nade, func_null);
-	_nade.exteriormodeltoclient = NULL;
-	_nade.traileffectnum = 0;
-	_nade.teleportable = true;
-	_nade.pushable = true;
-	_nade.gravity = 1;
-	_nade.missile_flags = MIF_SPLASH | MIF_ARC;
-	_nade.damagedbycontents = true;
-	IL_PUSH(g_damagedbycontents, _nade);
-	_nade.angles = vectoangles(_nade.velocity);
-	_nade.flags = FL_PROJECTILE;
-	IL_PUSH(g_projectiles, _nade);
-	IL_PUSH(g_bot_dodge, _nade);
-	_nade.projectiledeathtype = DEATH_NADE.m_id;
-	_nade.toss_time = time;
-	_nade.solid = SOLID_CORPSE; //((STAT(NADE_BONUS_TYPE, _nade) == NADE_TYPE_TRANSLOCATE) ? SOLID_CORPSE : SOLID_BBOX);
-
-	if(STAT(NADE_BONUS_TYPE, _nade) == NADE_TYPE_TRANSLOCATE.m_id || STAT(NADE_BONUS_TYPE, _nade) == NADE_TYPE_SPAWN.m_id)
-		_nade.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
-	else
-		_nade.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
-
-	nade_spawn(_nade);
-
-	if(_time)
-	{
-		setthink(_nade, nade_boom);
-		_nade.nextthink = _time;
-	}
-
-	e.nade_refire = time + autocvar_g_nades_nade_refire;
-	STAT(NADE_TIMER, e) = 0;
-}
-
-void nades_GiveBonus(entity player, float score)
-{
-	if (autocvar_g_nades)
-	if (autocvar_g_nades_bonus)
-	if (IS_REAL_CLIENT(player))
-	if (IS_PLAYER(player) && STAT(NADE_BONUS, player) < autocvar_g_nades_bonus_max)
-	if (!STAT(FROZEN, player))
-	if (!IS_DEAD(player))
-	{
-		if ( STAT(NADE_BONUS_SCORE, player) < 1 )
-			STAT(NADE_BONUS_SCORE, player) += score/autocvar_g_nades_bonus_score_max;
-
-		if ( STAT(NADE_BONUS_SCORE, player) >= 1 )
-		{
-			Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_NADE_BONUS);
-			play2(player, SND(NADE_BONUS));
-			STAT(NADE_BONUS, player)++;
-			STAT(NADE_BONUS_SCORE, player) -= 1;
-		}
-	}
-}
-
-/** Remove all bonus nades from a player */
-void nades_RemoveBonus(entity player)
-{
-	STAT(NADE_BONUS, player) = STAT(NADE_BONUS_SCORE, player) = 0;
-}
-
-MUTATOR_HOOKFUNCTION(nades, PutClientInServer)
-{
-    entity player = M_ARGV(0, entity);
-
-	nades_RemoveBonus(player);
-}
-
-bool nade_customize(entity this, entity client)
-{
-	//if(IS_SPEC(client)) { return false; }
-	if(client == this.exteriormodeltoclient || (IS_SPEC(client) && client.enemy == this.exteriormodeltoclient))
-	{
-		// somewhat hide the model, but keep the glow
-		//this.effects = 0;
-		if(this.traileffectnum)
-			this.traileffectnum = 0;
-		this.alpha = -1;
-	}
-	else
-	{
-		//this.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
-		if(!this.traileffectnum)
-		{
-			entity nade = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, this));
-			this.traileffectnum = _particleeffectnum(Nade_TrailEffect(nade.m_projectile[0], this.team).eent_eff_name);
-		}
-		this.alpha = 1;
-	}
-
-	return true;
-}
-
-void spawn_held_nade(entity player, entity nowner, float ntime, int ntype, string pntype)
-{
-	entity n = new(nade), fn = new(fake_nade);
-
-	n.pokenade_type = pntype;
-
-	if(ntype == 0) // random nade
-		ntype = floor(random() * (REGISTRY_COUNT(Nades) - 1)) + 1;
-	Nade def = REGISTRY_GET(Nades, ntype);
-	if(def == NADE_TYPE_Null)
-		def = NADE_TYPE_NORMAL;
-
-	STAT(NADE_BONUS_TYPE, n) = def.m_id;
-
-	.entity weaponentity = weaponentities[0]; // TODO: unhardcode
-
-	setmodel(n, MDL_PROJECTILE_NADE);
-	//setattachment(n, player, "bip01 l hand");
-	n.exteriormodeltoclient = player;
-	setcefc(n, nade_customize);
-	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.wait = time + max(0, ntime);
-	n.nade_time_primed = time;
-	setthink(n, nade_beep);
-	n.nextthink = max(n.wait - 3, time);
-	n.projectiledeathtype = DEATH_NADE.m_id;
-	n.weaponentity_fld = weaponentity;
-	n.nade_lifetime = ntime;
-	n.alpha = def.m_alpha;
-
-	setmodel(fn, MDL_NADE_VIEW);
-	//setattachment(fn, player.(weaponentity), "");
-	fn.viewmodelforclient = player;
-	fn.realowner = fn.owner = player;
-	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 = def.m_alpha;
-
-	player.nade = n;
-	player.fake_nade = fn;
-}
-
-void nade_prime(entity this)
-{
-	if(autocvar_g_nades_bonus_only && !STAT(NADE_BONUS, this))
-		return; // only allow bonus nades
-
-	// TODO: handle old nade if it exists?
-	if(this.nade)
-		delete(this.nade);
-	this.nade = NULL;
-
-	if(this.fake_nade)
-		delete(this.fake_nade);
-	this.fake_nade = NULL;
-
-	int ntype;
-	string pntype = this.pokenade_type;
-
-	if(StatusEffects_active(STATUSEFFECT_Strength, this) && autocvar_g_nades_bonus_onstrength)
-		ntype = STAT(NADE_BONUS_TYPE, this);
-	else if (STAT(NADE_BONUS, this) >= 1)
-	{
-		ntype = STAT(NADE_BONUS_TYPE, this);
-		pntype = this.pokenade_type;
-		STAT(NADE_BONUS, this) -= 1;
-	}
-	else
-	{
-		ntype 	= ((autocvar_g_nades_client_select) ? CS_CVAR(this).cvar_cl_nade_type : autocvar_g_nades_nade_type);
-		pntype 	= ((autocvar_g_nades_client_select) ? CS_CVAR(this).cvar_cl_pokenade_type : autocvar_g_nades_pokenade_monster_type);
-	}
-
-	spawn_held_nade(this, this, autocvar_g_nades_nade_lifetime, ntype, pntype);
-}
-
-bool CanThrowNade(entity this)
-{
-	return !(this.vehicle || !autocvar_g_nades || IS_DEAD(this) || !IS_PLAYER(this) || weaponLocked(this));
-}
-
-.bool nade_altbutton;
-
-void nades_CheckThrow(entity this)
-{
-	if(!CanThrowNade(this))
-		return;
-
-	entity held_nade = this.nade;
-	if (!held_nade)
-	{
-		this.nade_altbutton = true;
-		if(time > this.nade_refire)
-		{
-			nade_prime(this);
-			this.nade_refire = time + autocvar_g_nades_nade_refire;
-		}
-	}
-	else
-	{
-		this.nade_altbutton = false;
-		if (time >= held_nade.nade_time_primed + 1) {
-			makevectors(this.v_angle);
-			float _force = time - held_nade.nade_time_primed;
-			_force /= autocvar_g_nades_nade_lifetime;
-			_force = autocvar_g_nades_nade_minforce + (_force * (autocvar_g_nades_nade_maxforce - autocvar_g_nades_nade_minforce));
-			vector dir = (v_forward * 0.75 + v_up * 0.2 + v_right * 0.05);
-			dir = W_CalculateSpread(dir, autocvar_g_nades_spread, autocvar_g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
-			toss_nade(this, true, dir * _force, 0);
-		}
-	}
-}
-
-void nades_Clear(entity player)
-{
-	if(player.nade)
-		delete(player.nade);
-	if(player.fake_nade)
-		delete(player.fake_nade);
-
-	player.nade = player.fake_nade = NULL;
-	STAT(NADE_TIMER, player) = 0;
-}
-
-int nades_CheckTypes(entity player, int cl_ntype)
-{
-	// TODO check what happens without this patch
-#define CL_NADE_TYPE_CHECK(nade_ent, nade_cvar) \
-	case nade_ent.m_id: if (nade_cvar) return cl_ntype
-
-	switch (cl_ntype)
-	{
-		case 0: return 0; // random nade
-		CL_NADE_TYPE_CHECK(NADE_TYPE_NAPALM,      autocvar_g_nades_napalm);
-		CL_NADE_TYPE_CHECK(NADE_TYPE_ICE,         autocvar_g_nades_ice);
-		CL_NADE_TYPE_CHECK(NADE_TYPE_TRANSLOCATE, autocvar_g_nades_translocate);
-		CL_NADE_TYPE_CHECK(NADE_TYPE_SPAWN,       autocvar_g_nades_spawn);
-		CL_NADE_TYPE_CHECK(NADE_TYPE_HEAL,        autocvar_g_nades_heal);
-		CL_NADE_TYPE_CHECK(NADE_TYPE_MONSTER,     autocvar_g_nades_pokenade);
-		CL_NADE_TYPE_CHECK(NADE_TYPE_ENTRAP,      autocvar_g_nades_entrap);
-		CL_NADE_TYPE_CHECK(NADE_TYPE_VEIL,        autocvar_g_nades_veil);
-		CL_NADE_TYPE_CHECK(NADE_TYPE_AMMO,        autocvar_g_nades_ammo);
-		CL_NADE_TYPE_CHECK(NADE_TYPE_DARKNESS,    autocvar_g_nades_darkness);
-	}
-	return NADE_TYPE_NORMAL.m_id; // default to NADE_TYPE_NORMAL for unknown nade types
-#undef CL_NADE_TYPE_CHECK
-}
-
-MUTATOR_HOOKFUNCTION(nades, VehicleEnter)
-{
-	entity player = M_ARGV(0, entity);
-
-	if(player.nade)
-		toss_nade(player, true, '0 0 100', max(player.nade.wait, time + 0.05));
-}
-
-CLASS(NadeOffhand, OffhandWeapon)
-    METHOD(NadeOffhand, offhand_think, void(NadeOffhand this, entity player, bool key_pressed))
-    {
-    	entity held_nade = player.nade;
-
-        if (!CanThrowNade(player)) return;
-        if (!(time > player.nade_refire)) return;
-		if (key_pressed) {
-			if (!held_nade) {
-				nade_prime(player);
-				held_nade = player.nade;
-			}
-		} else if (time >= held_nade.nade_time_primed + 1) {
-			if (held_nade) {
-				makevectors(player.v_angle);
-				float _force = time - held_nade.nade_time_primed;
-				_force /= autocvar_g_nades_nade_lifetime;
-				_force = autocvar_g_nades_nade_minforce + (_force * (autocvar_g_nades_nade_maxforce - autocvar_g_nades_nade_minforce));
-				vector dir = (v_forward * 0.7 + v_up * 0.2 + v_right * 0.1);
-				dir = W_CalculateSpread(dir, autocvar_g_nades_spread, autocvar_g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
-				toss_nade(player, false, dir * _force, 0);
-			}
-		}
-    }
-ENDCLASS(NadeOffhand)
-NadeOffhand OFFHAND_NADE;
-REGISTER_MUTATOR(nades, autocvar_g_nades)
-{
-	MUTATOR_ONADD
-	{
-		OFFHAND_NADE = NEW(NadeOffhand);
-	}
-	return 0;
-}
-
-MUTATOR_HOOKFUNCTION(nades, ForbidThrowCurrentWeapon, CBC_ORDER_LAST)
-{
-    entity player = M_ARGV(0, entity);
-
-	if (player.offhand != OFFHAND_NADE || (STAT(WEAPONS, player) & WEPSET(HOOK)) || autocvar_g_nades_override_dropweapon) {
-		nades_CheckThrow(player);
-		return true;
-	}
-}
-
-#ifdef IN_REVIVING_RANGE
-	#undef IN_REVIVING_RANGE
-#endif
-
-// returns true if player is reviving it
-#define IN_REVIVING_RANGE(player, it, revive_extra_size) \
-	(it != player && !IS_DEAD(it) && SAME_TEAM(it, player) \
-	&& boxesoverlap(player.absmin - revive_extra_size, player.absmax + revive_extra_size, it.absmin, it.absmax))
-
-MUTATOR_HOOKFUNCTION(nades, PlayerPreThink)
-{
-	entity player = M_ARGV(0, entity);
-
-	if (!IS_PLAYER(player)) { return; }
-
-	if (player.nade && (player.offhand != OFFHAND_NADE || (STAT(WEAPONS, player) & WEPSET(HOOK))))
-		OFFHAND_NADE.offhand_think(OFFHAND_NADE, player, player.nade_altbutton);
-
-	entity held_nade = player.nade;
-	if (held_nade)
-	{
-		STAT(NADE_TIMER, player) = bound(0, (time - held_nade.nade_time_primed) / held_nade.nade_lifetime, 1);
-		// LOG_TRACEF("%d %d", STAT(NADE_TIMER, player), time - held_nade.nade_time_primed);
-		makevectors(player.angles);
-		held_nade.velocity = player.velocity;
-		setorigin(held_nade, player.origin + player.view_ofs + v_forward * 8 + v_right * -8 + v_up * 0);
-		held_nade.angles_y = player.angles.y;
-
-		if (time + 0.1 >= held_nade.wait)
-		{
-			toss_nade(player, false, '0 0 0', time + 0.05);
-			Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_NADE_THROW);
-		}
-	}
-
-	if(IS_PLAYER(player))
-	{
-		if ( autocvar_g_nades_bonus && autocvar_g_nades )
-		{
-			entity key;
-			float key_count = 0;
-			FOR_EACH_KH_KEY(key) if(key.owner == player) { ++key_count; }
-
-			float time_score;
-			if(GameRules_scoring_is_vip(player))
-				time_score = autocvar_g_nades_bonus_score_time_flagcarrier;
-			else
-				time_score = autocvar_g_nades_bonus_score_time;
-
-			if(key_count)
-				time_score = autocvar_g_nades_bonus_score_time_flagcarrier * key_count; // multiply by the number of keys the player is holding
-
-			if(autocvar_g_nades_bonus_client_select)
-			{
-				STAT(NADE_BONUS_TYPE, player) = nades_CheckTypes(player, CS_CVAR(player).cvar_cl_nade_type);
-				player.pokenade_type = CS_CVAR(player).cvar_cl_pokenade_type;
-			}
-			else
-			{
-				STAT(NADE_BONUS_TYPE, player) = autocvar_g_nades_bonus_type;
-				player.pokenade_type = autocvar_g_nades_pokenade_monster_type;
-			}
-
-			STAT(NADE_BONUS_TYPE, player) = bound(0, STAT(NADE_BONUS_TYPE, player), REGISTRY_COUNT(Nades));
-
-			if(STAT(NADE_BONUS_SCORE, player) >= 0 && autocvar_g_nades_bonus_score_max)
-				nades_GiveBonus(player, time_score / autocvar_g_nades_bonus_score_max);
-		}
-		else
-		{
-			STAT(NADE_BONUS, player) = STAT(NADE_BONUS_SCORE, player) = 0;
-		}
-
-		if(player.nade_veil_time && player.nade_veil_time <= time)
-		{
-			player.nade_veil_time = 0;
-			if(player.vehicle)
-				player.vehicle.alpha = player.vehicle.nade_veil_prevalpha;
-			else
-				player.alpha = player.nade_veil_prevalpha;
-		}
-	}
-
-	if (!(frametime && IS_PLAYER(player)))
-		return true;
-
-	entity revivers_last = NULL;
-	entity revivers_first = NULL;
-
-	bool player_is_reviving = false;
-	int n = 0;
-	vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
-	FOREACH_CLIENT(IS_PLAYER(it) && IN_REVIVING_RANGE(player, it, revive_extra_size), {
-		// check if player is reviving anyone
-		if (STAT(FROZEN, it) == FROZEN_TEMP_DYING)
-		{
-			if ((STAT(FROZEN, player) == FROZEN_TEMP_DYING))
-				continue;
-			if (!IN_REVIVING_RANGE(player, it, revive_extra_size))
-				continue;
-			player_is_reviving = true;
-			break;
-		}
-
-		if (!(STAT(FROZEN, player) == FROZEN_TEMP_DYING))
-			continue; // both player and it are NOT frozen
-		if (revivers_last)
-			revivers_last.chain = it;
-		revivers_last = it;
-		if (!revivers_first)
-			revivers_first = it;
-		++n;
-	});
-	if (revivers_last)
-		revivers_last.chain = NULL;
-
-	if (!n) // no teammate nearby
-	{
-		// freezetag already resets revive progress
-		if (!g_freezetag && !STAT(FROZEN, player) && !player_is_reviving)
-			STAT(REVIVE_PROGRESS, player) = 0; // thawing nobody
-	}
-	else if (n > 0 && STAT(FROZEN, player) == FROZEN_TEMP_DYING) // OK, there is at least one teammate reviving us
-	{
-		STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
-		// undo what PlayerPreThink did
-		STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) + frametime * player.revive_speed, 1);
-		SetResource(player, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, player) * start_health));
-
-		if(STAT(REVIVE_PROGRESS, player) >= 1)
-		{
-			Unfreeze(player, false);
-
-			Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_REVIVED, revivers_first.netname);
-			Send_Notification(NOTIF_ONE, revivers_first, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
-		}
-
-		for(entity it = revivers_first; it; it = it.chain)
-			STAT(REVIVE_PROGRESS, it) = STAT(REVIVE_PROGRESS, player);
-	}
-}
-
-MUTATOR_HOOKFUNCTION(nades, PlayerPhysics_UpdateStats)
-{
-	entity player = M_ARGV(0, entity);
-	// these automatically reset, no need to worry
-
-	if(player.nade_entrap_time > time)
-		STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_nades_entrap_speed;
-}
-
-MUTATOR_HOOKFUNCTION(nades, MonsterMove)
-{
-    entity mon = M_ARGV(0, entity);
-
-	if (mon.nade_entrap_time > time)
-	{
-		M_ARGV(1, float) *= autocvar_g_nades_entrap_speed; // run speed
-		M_ARGV(2, float) *= autocvar_g_nades_entrap_speed; // walk speed
-	}
-
-	if (mon.nade_veil_time && mon.nade_veil_time <= time)
-	{
-		mon.alpha = mon.nade_veil_prevalpha;
-		mon.nade_veil_time = 0;
-	}
-}
-
-MUTATOR_HOOKFUNCTION(nades, PlayerSpawn)
-{
-	entity player = M_ARGV(0, entity);
-
-	if (StatusEffects_active(STATUSEFFECT_SpawnShield, player))
-		player.nade_refire = StatusEffects_gettime(STATUSEFFECT_SpawnShield, player);
-	else
-		player.nade_refire = time;
-
-	if (!autocvar_g_nades_onspawn)
-		player.nade_refire += autocvar_g_nades_nade_refire;
-
-	if(autocvar_g_nades_bonus_client_select)
-		STAT(NADE_BONUS_TYPE, player) = CS_CVAR(player).cvar_cl_nade_type;
-
-	STAT(NADE_TIMER, player) = 0;
-
-	if (!player.offhand) player.offhand = OFFHAND_NADE;
-
-	if(player.nade_spawnloc)
+	switch (proj)
 	{
-		setorigin(player, player.nade_spawnloc.origin);
-		player.nade_spawnloc.cnt -= 1;
-
-		if(player.nade_spawnloc.cnt <= 0)
-		{
-			delete(player.nade_spawnloc);
-			player.nade_spawnloc = NULL;
-		}
-
-		if(autocvar_g_nades_spawn_health_respawn > 0)
-			SetResource(player, RES_HEALTH, autocvar_g_nades_spawn_health_respawn);
+		case PROJECTILE_NADE:       return EFFECT_NADE_TRAIL(nade_team);
+		case PROJECTILE_NADE_BURN:  return EFFECT_NADE_TRAIL_BURN(nade_team);
 	}
-}
-
-MUTATOR_HOOKFUNCTION(nades, PlayerDies, CBC_ORDER_LAST)
-{
-	entity frag_attacker = M_ARGV(1, entity);
-	entity frag_target = M_ARGV(2, entity);
-
-	if(frag_target.nade)
-	if(!STAT(FROZEN, frag_target) || !autocvar_g_freezetag_revive_nade)
-		toss_nade(frag_target, true, '0 0 100', max(frag_target.nade.wait, time + 0.05));
 
-	if(IS_PLAYER(frag_attacker))
-	{
-		float killcount_bonus = ((CS(frag_attacker).killcount >= 1) ? bound(0, autocvar_g_nades_bonus_score_minor * CS(frag_attacker).killcount, autocvar_g_nades_bonus_score_medium) 
-																	: autocvar_g_nades_bonus_score_minor);
-		if (SAME_TEAM(frag_attacker, frag_target) || frag_attacker == frag_target)
-			nades_RemoveBonus(frag_attacker);
-		else if(GameRules_scoring_is_vip(frag_target))
-			nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_medium);
-		else if(autocvar_g_nades_bonus_score_spree && CS(frag_attacker).killcount > 1)
+	FOREACH(Nades, true, {
+		for (int j = 0; j < 2; ++j)
 		{
-			#define SPREE_ITEM(counta,countb,center,normal,gentle) \
-				case counta: { nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_spree); break; }
-			switch(CS(frag_attacker).killcount)
+			if (it.m_projectile[j] == proj)
 			{
-				KILL_SPREE_LIST
-				default: nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_minor); break;
+				string trail = it.m_trail[j].eent_eff_name;
+				if (trail) return it.m_trail[j];
+				break;
 			}
-			#undef SPREE_ITEM
 		}
-		else
-			nades_GiveBonus(frag_attacker, killcount_bonus);
-	}
-
-	nades_RemoveBonus(frag_target);
-}
-
-MUTATOR_HOOKFUNCTION(nades, Damage_Calculate)
-{
-	entity frag_inflictor = M_ARGV(0, entity);
-	entity frag_attacker = M_ARGV(1, entity);
-	entity frag_target = M_ARGV(2, entity);
-	float frag_deathtype = M_ARGV(3, float);
-
-	if(autocvar_g_freezetag_revive_nade && STAT(FROZEN, frag_target) && frag_attacker == frag_target && frag_deathtype == DEATH_NADE.m_id)
-	if(time - frag_inflictor.toss_time <= 0.1)
-	{
-		Unfreeze(frag_target, false);
-		SetResource(frag_target, RES_HEALTH, autocvar_g_freezetag_revive_nade_health);
-		Send_Effect(EFFECT_ICEORGLASS, frag_target.origin, '0 0 0', 3);
-		M_ARGV(4, float) = 0;
-		M_ARGV(6, vector) = '0 0 0';
-		Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED_NADE, frag_target.netname);
-		Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_REVIVE_SELF);
-	}
-}
-
-MUTATOR_HOOKFUNCTION(nades, MonsterDies)
-{
-	entity frag_target = M_ARGV(0, entity);
-	entity frag_attacker = M_ARGV(1, entity);
-
-	if(IS_PLAYER(frag_attacker))
-	if(DIFF_TEAM(frag_attacker, frag_target))
-	if(!(frag_target.spawnflags & MONSTERFLAG_SPAWNED))
-		nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_minor);
-}
-
-MUTATOR_HOOKFUNCTION(nades, DropSpecialItems)
-{
-	entity frag_target = M_ARGV(0, entity);
-
-	if(frag_target.nade)
-		toss_nade(frag_target, true, '0 0 0', time + 0.05);
-}
-
-void nades_RemovePlayer(entity this)
-{
-	nades_Clear(this);
-	nades_RemoveBonus(this);
-}
-
-MUTATOR_HOOKFUNCTION(nades, MakePlayerObserver) { entity player = M_ARGV(0, entity); nades_RemovePlayer(player); }
-MUTATOR_HOOKFUNCTION(nades, ClientDisconnect) { entity player = M_ARGV(0, entity); nades_RemovePlayer(player); }
-MUTATOR_HOOKFUNCTION(nades, reset_map_global)
-{
-	FOREACH_CLIENT(IS_PLAYER(it),
-	{
-		nades_RemovePlayer(it);
 	});
-}
-
-MUTATOR_HOOKFUNCTION(nades, SpectateCopy)
-{
-	entity spectatee = M_ARGV(0, entity);
-	entity client = M_ARGV(1, entity);
-
-	STAT(NADE_TIMER, client) = STAT(NADE_TIMER, spectatee);
-	STAT(NADE_BONUS_TYPE, client) = STAT(NADE_BONUS_TYPE, spectatee);
-	client.pokenade_type = spectatee.pokenade_type;
-	STAT(NADE_BONUS, client) = STAT(NADE_BONUS, spectatee);
-	STAT(NADE_BONUS_SCORE, client) = STAT(NADE_BONUS_SCORE, spectatee);
-}
-
-MUTATOR_HOOKFUNCTION(nades, BuildMutatorsPrettyString)
-{
-	M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Nades");
-}
 
-MUTATOR_HOOKFUNCTION(nades, BuildMutatorsString)
-{
-	M_ARGV(0, string) = strcat(M_ARGV(0, string), ":Nades");
+	return EFFECT_Null;
 }
 
-#endif
+#endif // GAMEQC
diff --git a/qcsrc/common/mutators/mutator/nades/nades.qh b/qcsrc/common/mutators/mutator/nades/nades.qh
index bf21b759a4..b328d2ed79 100644
--- a/qcsrc/common/mutators/mutator/nades/nades.qh
+++ b/qcsrc/common/mutators/mutator/nades/nades.qh
@@ -2,115 +2,6 @@
 
 #include <common/teams.qh>
 
-#ifdef SVQC
-bool autocvar_g_nades;
-bool autocvar_g_nades_override_dropweapon = true;
-vector autocvar_g_nades_throw_offset;
-bool autocvar_g_nades_onspawn;
-int autocvar_g_nades_spawn_count;
-float autocvar_g_nades_spawn_health_respawn;
-float autocvar_g_nades_spawn_destroy_damage = 25;
-bool autocvar_g_nades_client_select;
-bool autocvar_g_nades_pickup = true;
-float autocvar_g_nades_pickup_time = 2;
-float autocvar_g_nades_nade_lifetime;
-float autocvar_g_nades_nade_minforce;
-float autocvar_g_nades_nade_maxforce;
-float autocvar_g_nades_nade_health;
-float autocvar_g_nades_nade_refire;
-float autocvar_g_nades_nade_damage;
-float autocvar_g_nades_nade_edgedamage;
-float autocvar_g_nades_nade_radius;
-float autocvar_g_nades_nade_force;
-int autocvar_g_nades_nade_newton_style;
-bool autocvar_g_nades_napalm;
-int autocvar_g_nades_napalm_ball_count;
-float autocvar_g_nades_napalm_ball_spread;
-float autocvar_g_nades_napalm_ball_damage;
-float autocvar_g_nades_napalm_ball_damageforcescale;
-float autocvar_g_nades_napalm_ball_lifetime;
-float autocvar_g_nades_napalm_ball_radius;
-bool autocvar_g_nades_napalm_blast;
-float autocvar_g_nades_napalm_fountain_lifetime;
-float autocvar_g_nades_napalm_fountain_delay;
-float autocvar_g_nades_napalm_fountain_radius;
-float autocvar_g_nades_napalm_fountain_damage;
-float autocvar_g_nades_napalm_fountain_edgedamage;
-float autocvar_g_nades_napalm_burntime;
-bool autocvar_g_nades_napalm_selfdamage;
-int autocvar_g_nades_nade_type;
-int autocvar_g_nades_bonus_type;
-bool autocvar_g_nades_bonus;
-bool autocvar_g_nades_bonus_onstrength;
-bool autocvar_g_nades_bonus_client_select;
-bool autocvar_g_nades_bonus_only;
-int autocvar_g_nades_bonus_max;
-int autocvar_g_nades_bonus_score_max;
-int autocvar_g_nades_bonus_score_time;
-int autocvar_g_nades_bonus_score_time_flagcarrier;
-int autocvar_g_nades_bonus_score_minor;
-int autocvar_g_nades_bonus_score_low;
-int autocvar_g_nades_bonus_score_high;
-int autocvar_g_nades_bonus_score_medium;
-int autocvar_g_nades_bonus_score_spree;
-bool autocvar_g_nades_ice = true;
-float autocvar_g_nades_ice_freeze_time;
-float autocvar_g_nades_ice_health;
-bool autocvar_g_nades_ice_explode;
-bool autocvar_g_nades_ice_teamcheck;
-bool autocvar_g_nades_translocate = true;
-float autocvar_g_nades_translocate_destroy_damage = 25;
-bool autocvar_g_nades_spawn = true;
-bool autocvar_g_nades_heal = true;
-float autocvar_g_nades_heal_time;
-float autocvar_g_nades_heal_rate;
-float autocvar_g_nades_heal_friend;
-float autocvar_g_nades_heal_foe;
-bool autocvar_g_nades_entrap;
-float autocvar_g_nades_entrap_strength = 0.01;
-float autocvar_g_nades_entrap_speed = 0.5;
-float autocvar_g_nades_entrap_radius = 500;
-float autocvar_g_nades_entrap_time = 10;
-bool autocvar_g_nades_veil;
-float autocvar_g_nades_veil_time = 8;
-float autocvar_g_nades_veil_radius = 300;
-bool autocvar_g_nades_ammo;
-float autocvar_g_nades_ammo_time;
-float autocvar_g_nades_ammo_rate;
-float autocvar_g_nades_ammo_friend;
-float autocvar_g_nades_ammo_foe;
-bool autocvar_g_nades_darkness;
-bool autocvar_g_nades_darkness_explode;
-bool autocvar_g_nades_darkness_teamcheck;
-float autocvar_g_nades_darkness_time;
-bool autocvar_g_nades_pokenade;
-string autocvar_g_nades_pokenade_monster_type;
-float autocvar_g_nades_pokenade_monster_lifetime;
-#endif
-
-// use slots 70-100
-const int PROJECTILE_NADE = 71;
-const int PROJECTILE_NADE_BURN = 72;
-const int PROJECTILE_NADE_NAPALM = 73;
-const int PROJECTILE_NADE_NAPALM_BURN = 74;
-const int PROJECTILE_NAPALM_FOUNTAIN = 75;
-const int PROJECTILE_NADE_ICE = 76;
-const int PROJECTILE_NADE_ICE_BURN = 77;
-const int PROJECTILE_NADE_TRANSLOCATE = 78;
-const int PROJECTILE_NADE_SPAWN = 79;
-const int PROJECTILE_NADE_HEAL = 80;
-const int PROJECTILE_NADE_HEAL_BURN = 81;
-const int PROJECTILE_NADE_MONSTER = 82;
-const int PROJECTILE_NADE_MONSTER_BURN = 83;
-const int PROJECTILE_NADE_ENTRAP = 84;
-const int PROJECTILE_NADE_ENTRAP_BURN = 85;
-const int PROJECTILE_NADE_VEIL = 86;
-const int PROJECTILE_NADE_VEIL_BURN = 87;
-const int PROJECTILE_NADE_AMMO = 88;
-const int PROJECTILE_NADE_AMMO_BURN = 89;
-const int PROJECTILE_NADE_DARKNESS = 90;
-const int PROJECTILE_NADE_DARKNESS_BURN = 91;
-
 REGISTRY(Nades, BITS(4))
 REGISTER_REGISTRY(Nades)
 REGISTRY_CHECK(Nades)
@@ -133,6 +24,20 @@ ENDCLASS(Nade)
 REGISTER_NADE(Null, NEW(Nade));
 REGISTRY_DEFINE_GET(Nades, NADE_TYPE_Null)
 
+// use slots 70-100
+const int PROJECTILE_NADE = 71;
+const int PROJECTILE_NADE_BURN = 72;
+// the rest of these are defined in their individual files like nade/napalm.qh
+
+#ifdef GAMEQC
+#include "effects.inc"
+
+#define NADE_PROJECTILE(i, projectile, trail) MACRO_BEGIN \
+    this.m_projectile[i] = projectile; \
+    this.m_trail[i] = trail; \
+MACRO_END
+#endif // GAMEQC
+
 Nade Nade_FromProjectile(int proj)
 {
     FOREACH(Nades, true, {
@@ -141,10 +46,6 @@ Nade Nade_FromProjectile(int proj)
     return NADE_TYPE_Null;
 }
 
-#ifdef GAMEQC
-#include "effects.inc"
-#endif
-
 #include "all.inc"
 
 .float orb_lifetime;
@@ -154,50 +55,3 @@ Nade Nade_FromProjectile(int proj)
 REPLICATE_INIT(int, cvar_cl_nade_type);
 REPLICATE_INIT(string, cvar_cl_pokenade_type);
 #endif
-
-#ifdef SVQC
-
-.entity nade;
-.entity fake_nade;
-.float nade_refire;
-.float nade_special_time;
-.string pokenade_type;
-.entity nade_damage_target;
-.int cvar_cl_nade_type;
-.string cvar_cl_pokenade_type;
-.float toss_time;
-.float nade_show_particles;
-.float nade_veil_time;
-.float nade_veil_prevalpha;
-.float nade_entrap_time;
-.float nade_ammo_time;
-.float nade_darkness_time;
-
-bool orb_send(entity this, entity to, int sf);
-
-// Remove nades that are being thrown
-void nades_Clear(entity player);
-
-// Give a bonus grenade to a player
-void nades_GiveBonus(entity player, float score);
-
-/**
- * called to adjust nade damage and force on hit
- */
-#define EV_Nade_Damage(i, o) \
-    /** nade */   i(entity, MUTATOR_ARGV_0_entity) \
- 	/** weapon */ i(entity, MUTATOR_ARGV_1_entity) \
-    /** force */  i(vector, MUTATOR_ARGV_2_vector) \
-    /**/          o(vector, MUTATOR_ARGV_2_vector) \
- 	/** damage */ i(float,  MUTATOR_ARGV_3_float) \
-    /**/          o(float,  MUTATOR_ARGV_3_float) \
-    /**/
-MUTATOR_HOOKABLE(Nade_Damage, EV_Nade_Damage);
-
-#endif
-
-#ifdef CSQC
-bool Projectile_isnade(int proj); // TODO: remove
-
-void DrawAmmoNades(vector myPos, vector mySize, bool draw_expanding, float expand_time); // TODO: mutator
-#endif
diff --git a/qcsrc/common/mutators/mutator/nades/sv_nades.qc b/qcsrc/common/mutators/mutator/nades/sv_nades.qc
new file mode 100644
index 0000000000..618f502d77
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/nades/sv_nades.qc
@@ -0,0 +1,951 @@
+#include "sv_nades.qh"
+
+#include <common/gamemodes/_mod.qh>
+#include <common/weapons/all.qh>
+#include <common/mutators/mutator/overkill/okmachinegun.qh>
+#include <common/mutators/mutator/overkill/okshotgun.qh>
+#include <server/command/common.qh>
+
+.float nade_time_primed;
+.float nade_lifetime;
+
+.entity nade_spawnloc;
+
+vector nades_PlayerColor(entity this, bool isPants)
+{
+	if(teamplay)
+		return Team_ColorRGB(this.team);
+
+	// logic copied from Scoreboard_GetName
+	int col = (this.colormap >= 1024) ? this.colormap - 1024 : this.clientcolors;
+	return (isPants) ? colormapPaletteColor(col % 16, true) : colormapPaletteColor(floor(col / 16), false);
+}
+
+void nade_timer_think(entity this)
+{
+	this.skin = 8 - (this.owner.wait - time) / (this.owner.nade_lifetime / 10);
+	this.nextthink = time;
+	if(!this.owner || wasfreed(this.owner))
+		delete(this);
+}
+
+void nade_burn_spawn(entity _nade)
+{
+	CSQCProjectile(_nade, true, REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, _nade)).m_projectile[1], true);
+}
+
+void nade_spawn(entity _nade)
+{
+	entity timer = new(nade_timer);
+	setmodel(timer, MDL_NADE_TIMER);
+	setattachment(timer, _nade, "");
+	timer.colormap = _nade.colormap;
+	timer.glowmod = _nade.glowmod;
+	setthink(timer, nade_timer_think);
+	timer.nextthink = time;
+	timer.wait = _nade.wait;
+	timer.owner = _nade;
+	timer.skin = 10;
+
+	_nade.effects |= EF_LOWPRECISION;
+
+	CSQCProjectile(_nade, true, REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, _nade)).m_projectile[0], true);
+}
+
+
+void nades_orb_think(entity this)
+{
+	if(time >= this.ltime)
+	{
+		delete(this);
+		return;
+	}
+
+	this.nextthink = time;
+
+	if(time >= this.nade_special_time)
+	{
+		this.nade_special_time = time+0.25;
+		this.nade_show_particles = 1;
+	}
+	else
+		this.nade_show_particles = 0;
+}
+
+entity nades_spawn_orb(entity own, entity realown, vector org, float orb_ltime, float orb_rad)
+{
+	// NOTE: this function merely places an orb
+	// you must add a custom touch function to the returned entity if desired
+	// also set .colormod if you wish to have it colorized
+	entity orb = new(nades_spawn_orb);
+	orb.owner = own;
+	orb.realowner = realown;
+	setorigin(orb, org);
+
+	orb.orb_lifetime = orb_ltime; // required for timers
+	orb.ltime = time + orb.orb_lifetime;
+	orb.bot_dodge = false;
+	orb.team = realown.team;
+	orb.solid = SOLID_TRIGGER;
+
+	setmodel(orb, MDL_NADE_ORB);
+	orb.skin = 1;
+	orb.orb_radius = orb_rad; // required for fading
+	vector size = '1 1 1' * orb.orb_radius / 2;
+	setsize(orb, -size, size);
+
+	Net_LinkEntity(orb, true, 0, orb_send);
+	orb.SendFlags |= 1;
+
+	setthink(orb, nades_orb_think);
+	orb.nextthink = time;
+
+	return orb;
+}
+
+
+void nade_boom(entity this)
+{
+	entity expef = NULL;
+	bool nade_blast = true;
+	vector expcol_min = '0 0 0', expcol_max = '0 0 0';
+
+#define SET_NADE_EFFECT(nade_type, blast, exp_effect, exp_color_min, exp_color_max) \
+	case nade_type: \
+		nade_blast = blast; \
+		expef = exp_effect; \
+		expcol_min = exp_color_min; \
+		expcol_max = exp_color_max; \
+		break
+
+	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_NEUTRAL : NULL, 	nades_PlayerColor(this.realowner, false), nades_PlayerColor(this.realowner, true));
+		SET_NADE_EFFECT(NADE_TYPE_SPAWN,       false,                         EFFECT_SPAWN_NEUTRAL, 										nades_PlayerColor(this.realowner, false), nades_PlayerColor(this.realowner, true));
+		SET_NADE_EFFECT(NADE_TYPE_HEAL,        false,                         EFFECT_SPAWN_NEUTRAL, 										'1 0 0', '1 0 0');
+		SET_NADE_EFFECT(NADE_TYPE_ENTRAP,      false,                         EFFECT_SPAWN_NEUTRAL, 										'1 1 0', '1 1 0');
+		SET_NADE_EFFECT(NADE_TYPE_VEIL,        false,                         EFFECT_SPAWN_NEUTRAL, 										'0 0 0', '0 0 0');
+		SET_NADE_EFFECT(NADE_TYPE_AMMO,        false,                         EFFECT_SPAWN_NEUTRAL, 										'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_NEUTRAL, 									nades_PlayerColor(this.realowner, false), nades_PlayerColor(this.realowner, true));
+		default: expef = EFFECT_NADE_EXPLODE_NEUTRAL; expcol_min = nades_PlayerColor(this.realowner, false); expcol_max = nades_PlayerColor(this.realowner, true); break;
+	}
+#undef SET_NADE_EFFECT
+
+	if(expef)
+		Send_Effect_Except(expef, findbetterlocation(this.origin, 8), '0 0 0', 1, expcol_min, expcol_max, NULL);
+
+	sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
+	sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
+
+	this.event_damage = func_null; // prevent somehow calling damage in the next call
+
+	if(nade_blast)
+		normal_nade_boom(this);
+
+	if(this.takedamage)
+	switch ( REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, this)) )
+	{
+		case NADE_TYPE_NAPALM:      nade_napalm_boom(this);      break;
+		case NADE_TYPE_ICE:         nade_ice_boom(this);         break;
+		case NADE_TYPE_TRANSLOCATE: nade_translocate_boom(this); break;
+		case NADE_TYPE_SPAWN:       nade_spawn_boom(this);       break;
+		case NADE_TYPE_HEAL:        nade_heal_boom(this);        break;
+		case NADE_TYPE_MONSTER:     nade_monster_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;
+		case NADE_TYPE_DARKNESS:    nade_darkness_boom(this);    break;
+	}
+
+	IL_EACH(g_projectiles, it.classname == "grapplinghook" && it.aiment == this,
+	{
+		RemoveHook(it);
+	});
+
+	delete(this);
+}
+
+void spawn_held_nade(entity player, entity nowner, float ntime, int ntype, string pntype);
+void nade_pickup(entity this, entity thenade)
+{
+	spawn_held_nade(this, thenade.realowner, autocvar_g_nades_pickup_time, STAT(NADE_BONUS_TYPE, thenade), thenade.pokenade_type);
+
+	// set refire so player can't even
+	this.nade_refire = time + autocvar_g_nades_nade_refire;
+	STAT(NADE_TIMER, this) = 0;
+
+	if(this.nade)
+		this.nade.nade_time_primed = thenade.nade_time_primed;
+}
+
+bool CanThrowNade(entity this);
+void nade_touch(entity this, entity toucher)
+{
+	if(toucher)
+		UpdateCSQCProjectile(this);
+
+	if(toucher == this.realowner)
+		return; // no this impacts
+
+	if(autocvar_g_nades_pickup)
+	if(time >= this.spawnshieldtime)
+	if(!toucher.nade && GetResource(this, RES_HEALTH) == this.max_health) // no boosted shot pickups, thank you very much
+	if(CanThrowNade(toucher)) // prevent some obvious things, like dead players
+	if(IS_REAL_CLIENT(toucher)) // above checks for IS_PLAYER, don't need to do it here
+	{
+		nade_pickup(toucher, this);
+		sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, 0.5 *(ATTEN_LARGE + ATTEN_MAX));
+		delete(this);
+		return;
+	}
+	/*float is_weapclip = 0;
+	if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
+	if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
+	if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
+		is_weapclip = 1;*/
+	if(ITEM_TOUCH_NEEDKILL()) // || is_weapclip)
+	{
+		IL_EACH(g_projectiles, it.classname == "grapplinghook" && it.aiment == this,
+		{
+			RemoveHook(it);
+		});
+		delete(this);
+		return;
+	}
+
+	PROJECTILE_TOUCH(this, toucher);
+
+	//setsize(this, '-2 -2 -2', '2 2 2');
+	//UpdateCSQCProjectile(this);
+	if(GetResource(this, RES_HEALTH) == this.max_health)
+	{
+		spamsound(this, CH_SHOTS, SND_GRENADE_BOUNCE_RANDOM(), VOL_BASE, ATTEN_NORM);
+		return;
+	}
+
+	this.enemy = toucher;
+	nade_boom(this);
+}
+
+void nade_beep(entity this)
+{
+	sound(this, CH_SHOTS_SINGLE, SND_NADE_BEEP, VOL_BASE, 0.5 *(ATTEN_LARGE + ATTEN_MAX));
+	setthink(this, nade_boom);
+	this.nextthink = max(this.wait, time);
+}
+
+void nade_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
+{
+	if(ITEM_DAMAGE_NEEDKILL(deathtype))
+	{
+		this.takedamage = DAMAGE_NO;
+		nade_boom(this);
+		return;
+	}
+
+	if(STAT(NADE_BONUS_TYPE, this) == NADE_TYPE_TRANSLOCATE.m_id || STAT(NADE_BONUS_TYPE, this) == NADE_TYPE_SPAWN.m_id)
+		return;
+
+	if (MUTATOR_CALLHOOK(Nade_Damage, this, DEATH_WEAPONOF(deathtype), force, damage)) {}
+	else if(DEATH_ISWEAPON(deathtype, WEP_BLASTER))
+	{
+		force *= 1.5;
+		damage = 0;
+	}
+	else if(DEATH_ISWEAPON(deathtype, WEP_VORTEX) || DEATH_ISWEAPON(deathtype, WEP_VAPORIZER) || DEATH_ISWEAPON(deathtype, WEP_OVERKILL_NEX))
+	{
+		force *= 6;
+		damage = this.max_health * 0.55;
+	}
+	else if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN) || DEATH_ISWEAPON(deathtype, WEP_OVERKILL_MACHINEGUN))
+		damage = this.max_health * 0.1;
+	else if(DEATH_ISWEAPON(deathtype, WEP_SHOCKWAVE) || DEATH_ISWEAPON(deathtype, WEP_SHOTGUN) || DEATH_ISWEAPON(deathtype, WEP_OVERKILL_SHOTGUN)) // WEAPONTODO
+	{
+		if(!(deathtype & HITTYPE_SECONDARY))
+			damage = this.max_health * 1.15;
+	}
+
+	// melee slaps
+	entity death_weapon = DEATH_WEAPONOF(deathtype);
+	if(((deathtype & HITTYPE_SECONDARY) ? (death_weapon.spawnflags & WEP_TYPE_MELEE_SEC) : (death_weapon.spawnflags & WEP_TYPE_MELEE_PRI)))
+	{
+		damage = this.max_health * 0.1;
+		force *= 10;
+	}
+
+	this.velocity += force;
+	UpdateCSQCProjectile(this);
+
+	if(damage <= 0 || ((IS_ONGROUND(this)) && IS_PLAYER(attacker)))
+		return;
+
+	float hp = GetResource(this, RES_HEALTH);
+	if(hp == this.max_health)
+	{
+		sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, 0.5 *(ATTEN_LARGE + ATTEN_MAX));
+		this.nextthink = max(time + this.nade_lifetime, time);
+		setthink(this, nade_beep);
+	}
+
+	hp -= damage;
+	SetResource(this, RES_HEALTH, hp);
+
+	if(STAT(NADE_BONUS_TYPE, this) != NADE_TYPE_TRANSLOCATE.m_id && STAT(NADE_BONUS_TYPE, this) != NADE_TYPE_SPAWN.m_id)
+	if(STAT(NADE_BONUS_TYPE, this) != NADE_TYPE_HEAL.m_id || IS_PLAYER(attacker))
+		this.realowner = attacker;
+
+	if(hp <= 0)
+	{
+		if(nade_spawn_DestroyDamage(this, attacker))
+			return;
+		if(nade_translocate_DestroyDamage(this, attacker))
+			return;
+
+		W_PrepareExplosionByDamage(this, attacker, nade_boom);
+	}
+	else
+		nade_burn_spawn(this);
+}
+
+void toss_nade(entity e, bool set_owner, vector _velocity, float _time)
+{
+	if(e.nade == NULL)
+		return;
+
+	entity _nade = e.nade;
+	e.nade = NULL;
+
+	if(e.fake_nade)
+		delete(e.fake_nade);
+	e.fake_nade = NULL;
+
+	Kill_Notification(NOTIF_ONE_ONLY, e, MSG_CENTER, CPID_NADES);
+
+	makevectors(e.v_angle);
+
+	// NOTE: always throw from first weapon entity?
+	W_SetupShot(e, _nade.weaponentity_fld, false, false, SND_Null, CH_WEAPON_A, 0, DEATH_NADE.m_id);
+
+	vector offset = (v_forward * autocvar_g_nades_throw_offset.x)
+	              + (v_right * autocvar_g_nades_throw_offset.y)
+	              + (v_up * autocvar_g_nades_throw_offset.z);
+
+	setorigin(_nade, w_shotorg + offset);
+	//setmodel(_nade, MDL_PROJECTILE_NADE);
+	//setattachment(_nade, NULL, "");
+	PROJECTILE_MAKETRIGGER(_nade);
+	if(STAT(NADES_SMALL, e))
+		setsize(_nade, '-8 -8 -8', '8 8 8');
+	else
+		setsize(_nade, '-16 -16 -16', '16 16 16');
+	set_movetype(_nade, MOVETYPE_BOUNCE);
+
+	tracebox(_nade.origin, _nade.mins, _nade.maxs, _nade.origin, MOVE_NOMONSTERS, _nade);
+	if (trace_startsolid)
+		setorigin(_nade, e.origin);
+
+	if(e.v_angle.x >= 70 && e.v_angle.x <= 110 && PHYS_INPUT_BUTTON_CROUCH(e))
+		_nade.velocity = '0 0 100';
+	else if(autocvar_g_nades_nade_newton_style == 1)
+		_nade.velocity = e.velocity + _velocity;
+	else if(autocvar_g_nades_nade_newton_style == 2)
+		_nade.velocity = _velocity;
+	else
+		_nade.velocity = W_CalculateProjectileVelocity(e, e.velocity, _velocity, true);
+
+	if(set_owner)
+		_nade.realowner = e;
+
+	settouch(_nade, nade_touch);
+	_nade.spawnshieldtime = time + 0.1; // prevent instantly picking up again
+	SetResource(_nade, RES_HEALTH, autocvar_g_nades_nade_health);
+	_nade.max_health = GetResource(_nade, RES_HEALTH);
+	_nade.takedamage = DAMAGE_AIM;
+	_nade.event_damage = nade_damage;
+	setcefc(_nade, func_null);
+	_nade.exteriormodeltoclient = NULL;
+	_nade.traileffectnum = 0;
+	_nade.teleportable = true;
+	_nade.pushable = true;
+	_nade.gravity = 1;
+	_nade.missile_flags = MIF_SPLASH | MIF_ARC;
+	_nade.damagedbycontents = true;
+	IL_PUSH(g_damagedbycontents, _nade);
+	_nade.angles = vectoangles(_nade.velocity);
+	_nade.flags = FL_PROJECTILE;
+	IL_PUSH(g_projectiles, _nade);
+	IL_PUSH(g_bot_dodge, _nade);
+	_nade.projectiledeathtype = DEATH_NADE.m_id;
+	_nade.toss_time = time;
+	_nade.solid = SOLID_CORPSE; //((STAT(NADE_BONUS_TYPE, _nade) == NADE_TYPE_TRANSLOCATE) ? SOLID_CORPSE : SOLID_BBOX);
+
+	if(STAT(NADE_BONUS_TYPE, _nade) == NADE_TYPE_TRANSLOCATE.m_id || STAT(NADE_BONUS_TYPE, _nade) == NADE_TYPE_SPAWN.m_id)
+		_nade.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
+	else
+		_nade.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
+
+	nade_spawn(_nade);
+
+	if(_time)
+	{
+		setthink(_nade, nade_boom);
+		_nade.nextthink = _time;
+	}
+
+	e.nade_refire = time + autocvar_g_nades_nade_refire;
+	STAT(NADE_TIMER, e) = 0;
+}
+
+void nades_GiveBonus(entity player, float score)
+{
+	if (autocvar_g_nades)
+	if (autocvar_g_nades_bonus)
+	if (IS_REAL_CLIENT(player))
+	if (IS_PLAYER(player) && STAT(NADE_BONUS, player) < autocvar_g_nades_bonus_max)
+	if (!STAT(FROZEN, player))
+	if (!IS_DEAD(player))
+	{
+		if ( STAT(NADE_BONUS_SCORE, player) < 1 )
+			STAT(NADE_BONUS_SCORE, player) += score/autocvar_g_nades_bonus_score_max;
+
+		if ( STAT(NADE_BONUS_SCORE, player) >= 1 )
+		{
+			Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_NADE_BONUS);
+			play2(player, SND(NADE_BONUS));
+			STAT(NADE_BONUS, player)++;
+			STAT(NADE_BONUS_SCORE, player) -= 1;
+		}
+	}
+}
+
+/** Remove all bonus nades from a player */
+void nades_RemoveBonus(entity player)
+{
+	STAT(NADE_BONUS, player) = STAT(NADE_BONUS_SCORE, player) = 0;
+}
+
+MUTATOR_HOOKFUNCTION(nades, PutClientInServer)
+{
+	entity player = M_ARGV(0, entity);
+
+	nades_RemoveBonus(player);
+}
+
+bool nade_customize(entity this, entity client)
+{
+	//if(IS_SPEC(client)) { return false; }
+	if(client == this.exteriormodeltoclient || (IS_SPEC(client) && client.enemy == this.exteriormodeltoclient))
+	{
+		// somewhat hide the model, but keep the glow
+		//this.effects = 0;
+		if(this.traileffectnum)
+			this.traileffectnum = 0;
+		this.alpha = -1;
+	}
+	else
+	{
+		//this.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
+		if(!this.traileffectnum)
+		{
+			entity nade = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, this));
+			this.traileffectnum = _particleeffectnum(Nade_TrailEffect(nade.m_projectile[0], this.team).eent_eff_name);
+		}
+		this.alpha = 1;
+	}
+
+	return true;
+}
+
+void spawn_held_nade(entity player, entity nowner, float ntime, int ntype, string pntype)
+{
+	entity n = new(nade), fn = new(fake_nade);
+
+	n.pokenade_type = pntype;
+
+	if(ntype == 0) // random nade
+		ntype = floor(random() * (REGISTRY_COUNT(Nades) - 1)) + 1;
+	Nade def = REGISTRY_GET(Nades, ntype);
+	if(def == NADE_TYPE_Null)
+		def = NADE_TYPE_NORMAL;
+
+	STAT(NADE_BONUS_TYPE, n) = def.m_id;
+
+	.entity weaponentity = weaponentities[0]; // TODO: unhardcode
+
+	setmodel(n, MDL_PROJECTILE_NADE);
+	//setattachment(n, player, "bip01 l hand");
+	n.exteriormodeltoclient = player;
+	setcefc(n, nade_customize);
+	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.wait = time + max(0, ntime);
+	n.nade_time_primed = time;
+	setthink(n, nade_beep);
+	n.nextthink = max(n.wait - 3, time);
+	n.projectiledeathtype = DEATH_NADE.m_id;
+	n.weaponentity_fld = weaponentity;
+	n.nade_lifetime = ntime;
+	n.alpha = def.m_alpha;
+
+	setmodel(fn, MDL_NADE_VIEW);
+	//setattachment(fn, player.(weaponentity), "");
+	fn.viewmodelforclient = player;
+	fn.realowner = fn.owner = player;
+	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 = def.m_alpha;
+
+	player.nade = n;
+	player.fake_nade = fn;
+}
+
+void nade_prime(entity this)
+{
+	if(autocvar_g_nades_bonus_only && !STAT(NADE_BONUS, this))
+		return; // only allow bonus nades
+
+	// TODO: handle old nade if it exists?
+	if(this.nade)
+		delete(this.nade);
+	this.nade = NULL;
+
+	if(this.fake_nade)
+		delete(this.fake_nade);
+	this.fake_nade = NULL;
+
+	int ntype;
+	string pntype = this.pokenade_type;
+
+	if(StatusEffects_active(STATUSEFFECT_Strength, this) && autocvar_g_nades_bonus_onstrength)
+		ntype = STAT(NADE_BONUS_TYPE, this);
+	else if (STAT(NADE_BONUS, this) >= 1)
+	{
+		ntype = STAT(NADE_BONUS_TYPE, this);
+		pntype = this.pokenade_type;
+		STAT(NADE_BONUS, this) -= 1;
+	}
+	else
+	{
+		ntype 	= ((autocvar_g_nades_client_select) ? CS_CVAR(this).cvar_cl_nade_type : autocvar_g_nades_nade_type);
+		pntype 	= ((autocvar_g_nades_client_select) ? CS_CVAR(this).cvar_cl_pokenade_type : autocvar_g_nades_pokenade_monster_type);
+	}
+
+	spawn_held_nade(this, this, autocvar_g_nades_nade_lifetime, ntype, pntype);
+}
+
+bool CanThrowNade(entity this)
+{
+	return !(this.vehicle || !autocvar_g_nades || IS_DEAD(this) || !IS_PLAYER(this) || weaponLocked(this));
+}
+
+.bool nade_altbutton;
+
+void nades_CheckThrow(entity this)
+{
+	if(!CanThrowNade(this))
+		return;
+
+	entity held_nade = this.nade;
+	if (!held_nade)
+	{
+		this.nade_altbutton = true;
+		if(time > this.nade_refire)
+		{
+			nade_prime(this);
+			this.nade_refire = time + autocvar_g_nades_nade_refire;
+		}
+	}
+	else
+	{
+		this.nade_altbutton = false;
+		if (time >= held_nade.nade_time_primed + 1) {
+			makevectors(this.v_angle);
+			float _force = time - held_nade.nade_time_primed;
+			_force /= autocvar_g_nades_nade_lifetime;
+			_force = autocvar_g_nades_nade_minforce + (_force * (autocvar_g_nades_nade_maxforce - autocvar_g_nades_nade_minforce));
+			vector dir = (v_forward * 0.75 + v_up * 0.2 + v_right * 0.05);
+			dir = W_CalculateSpread(dir, autocvar_g_nades_spread, autocvar_g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
+			toss_nade(this, true, dir * _force, 0);
+		}
+	}
+}
+
+void nades_Clear(entity player)
+{
+	if(player.nade)
+		delete(player.nade);
+	if(player.fake_nade)
+		delete(player.fake_nade);
+
+	player.nade = player.fake_nade = NULL;
+	STAT(NADE_TIMER, player) = 0;
+}
+
+int nades_CheckTypes(entity player, int cl_ntype)
+{
+	// TODO check what happens without this patch
+#define CL_NADE_TYPE_CHECK(nade_ent, nade_cvar) \
+	case nade_ent.m_id: if (nade_cvar) return cl_ntype
+
+	switch (cl_ntype)
+	{
+		case 0: return 0; // random nade
+		CL_NADE_TYPE_CHECK(NADE_TYPE_NAPALM,      autocvar_g_nades_napalm);
+		CL_NADE_TYPE_CHECK(NADE_TYPE_ICE,         autocvar_g_nades_ice);
+		CL_NADE_TYPE_CHECK(NADE_TYPE_TRANSLOCATE, autocvar_g_nades_translocate);
+		CL_NADE_TYPE_CHECK(NADE_TYPE_SPAWN,       autocvar_g_nades_spawn);
+		CL_NADE_TYPE_CHECK(NADE_TYPE_HEAL,        autocvar_g_nades_heal);
+		CL_NADE_TYPE_CHECK(NADE_TYPE_MONSTER,     autocvar_g_nades_pokenade);
+		CL_NADE_TYPE_CHECK(NADE_TYPE_ENTRAP,      autocvar_g_nades_entrap);
+		CL_NADE_TYPE_CHECK(NADE_TYPE_VEIL,        autocvar_g_nades_veil);
+		CL_NADE_TYPE_CHECK(NADE_TYPE_AMMO,        autocvar_g_nades_ammo);
+		CL_NADE_TYPE_CHECK(NADE_TYPE_DARKNESS,    autocvar_g_nades_darkness);
+	}
+	return NADE_TYPE_NORMAL.m_id; // default to NADE_TYPE_NORMAL for unknown nade types
+#undef CL_NADE_TYPE_CHECK
+}
+
+MUTATOR_HOOKFUNCTION(nades, VehicleEnter)
+{
+	entity player = M_ARGV(0, entity);
+
+	if(player.nade)
+		toss_nade(player, true, '0 0 100', max(player.nade.wait, time + 0.05));
+}
+
+CLASS(NadeOffhand, OffhandWeapon)
+	METHOD(NadeOffhand, offhand_think, void(NadeOffhand this, entity player, bool key_pressed))
+	{
+		entity held_nade = player.nade;
+
+		if (!CanThrowNade(player)) return;
+		if (!(time > player.nade_refire)) return;
+		if (key_pressed) {
+			if (!held_nade) {
+				nade_prime(player);
+				held_nade = player.nade;
+			}
+		} else if (time >= held_nade.nade_time_primed + 1) {
+			if (held_nade) {
+				makevectors(player.v_angle);
+				float _force = time - held_nade.nade_time_primed;
+				_force /= autocvar_g_nades_nade_lifetime;
+				_force = autocvar_g_nades_nade_minforce + (_force * (autocvar_g_nades_nade_maxforce - autocvar_g_nades_nade_minforce));
+				vector dir = (v_forward * 0.7 + v_up * 0.2 + v_right * 0.1);
+				dir = W_CalculateSpread(dir, autocvar_g_nades_spread, autocvar_g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
+				toss_nade(player, false, dir * _force, 0);
+			}
+		}
+	}
+ENDCLASS(NadeOffhand)
+NadeOffhand OFFHAND_NADE;
+REGISTER_MUTATOR(nades, autocvar_g_nades)
+{
+	MUTATOR_ONADD
+	{
+		OFFHAND_NADE = NEW(NadeOffhand);
+	}
+	return 0;
+}
+
+MUTATOR_HOOKFUNCTION(nades, ForbidThrowCurrentWeapon, CBC_ORDER_LAST)
+{
+	entity player = M_ARGV(0, entity);
+
+	if (player.offhand != OFFHAND_NADE || (STAT(WEAPONS, player) & WEPSET(HOOK)) || autocvar_g_nades_override_dropweapon) {
+		nades_CheckThrow(player);
+		return true;
+	}
+}
+
+#ifdef IN_REVIVING_RANGE
+	#undef IN_REVIVING_RANGE
+#endif
+
+// returns true if player is reviving it
+#define IN_REVIVING_RANGE(player, it, revive_extra_size) \
+	(it != player && !IS_DEAD(it) && SAME_TEAM(it, player) \
+	&& boxesoverlap(player.absmin - revive_extra_size, player.absmax + revive_extra_size, it.absmin, it.absmax))
+
+MUTATOR_HOOKFUNCTION(nades, PlayerPreThink)
+{
+	entity player = M_ARGV(0, entity);
+
+	if (!IS_PLAYER(player)) { return; }
+
+	if (player.nade && (player.offhand != OFFHAND_NADE || (STAT(WEAPONS, player) & WEPSET(HOOK))))
+		OFFHAND_NADE.offhand_think(OFFHAND_NADE, player, player.nade_altbutton);
+
+	entity held_nade = player.nade;
+	if (held_nade)
+	{
+		STAT(NADE_TIMER, player) = bound(0, (time - held_nade.nade_time_primed) / held_nade.nade_lifetime, 1);
+		// LOG_TRACEF("%d %d", STAT(NADE_TIMER, player), time - held_nade.nade_time_primed);
+		makevectors(player.angles);
+		held_nade.velocity = player.velocity;
+		setorigin(held_nade, player.origin + player.view_ofs + v_forward * 8 + v_right * -8 + v_up * 0);
+		held_nade.angles_y = player.angles.y;
+
+		if (time + 0.1 >= held_nade.wait)
+		{
+			toss_nade(player, false, '0 0 0', time + 0.05);
+			Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_NADE_THROW);
+		}
+	}
+
+	if(IS_PLAYER(player))
+	{
+		if ( autocvar_g_nades_bonus && autocvar_g_nades )
+		{
+			entity key;
+			float key_count = 0;
+			FOR_EACH_KH_KEY(key) if(key.owner == player) { ++key_count; }
+
+			float time_score;
+			if(GameRules_scoring_is_vip(player))
+				time_score = autocvar_g_nades_bonus_score_time_flagcarrier;
+			else
+				time_score = autocvar_g_nades_bonus_score_time;
+
+			if(key_count)
+				time_score = autocvar_g_nades_bonus_score_time_flagcarrier * key_count; // multiply by the number of keys the player is holding
+
+			if(autocvar_g_nades_bonus_client_select)
+			{
+				STAT(NADE_BONUS_TYPE, player) = nades_CheckTypes(player, CS_CVAR(player).cvar_cl_nade_type);
+				player.pokenade_type = CS_CVAR(player).cvar_cl_pokenade_type;
+			}
+			else
+			{
+				STAT(NADE_BONUS_TYPE, player) = autocvar_g_nades_bonus_type;
+				player.pokenade_type = autocvar_g_nades_pokenade_monster_type;
+			}
+
+			STAT(NADE_BONUS_TYPE, player) = bound(0, STAT(NADE_BONUS_TYPE, player), REGISTRY_COUNT(Nades));
+
+			if(STAT(NADE_BONUS_SCORE, player) >= 0 && autocvar_g_nades_bonus_score_max)
+				nades_GiveBonus(player, time_score / autocvar_g_nades_bonus_score_max);
+		}
+		else
+		{
+			STAT(NADE_BONUS, player) = STAT(NADE_BONUS_SCORE, player) = 0;
+		}
+
+		nade_veil_Apply(player);
+	}
+
+	if (!(frametime && IS_PLAYER(player)))
+		return true;
+
+	entity revivers_last = NULL;
+	entity revivers_first = NULL;
+
+	bool player_is_reviving = false;
+	int n = 0;
+	vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
+	FOREACH_CLIENT(IS_PLAYER(it) && IN_REVIVING_RANGE(player, it, revive_extra_size), {
+		// check if player is reviving anyone
+		if (STAT(FROZEN, it) == FROZEN_TEMP_DYING)
+		{
+			if ((STAT(FROZEN, player) == FROZEN_TEMP_DYING))
+				continue;
+			if (!IN_REVIVING_RANGE(player, it, revive_extra_size))
+				continue;
+			player_is_reviving = true;
+			break;
+		}
+
+		if (!(STAT(FROZEN, player) == FROZEN_TEMP_DYING))
+			continue; // both player and it are NOT frozen
+		if (revivers_last)
+			revivers_last.chain = it;
+		revivers_last = it;
+		if (!revivers_first)
+			revivers_first = it;
+		++n;
+	});
+	if (revivers_last)
+		revivers_last.chain = NULL;
+
+	if (!n) // no teammate nearby
+	{
+		// freezetag already resets revive progress
+		if (!g_freezetag && !STAT(FROZEN, player) && !player_is_reviving)
+			STAT(REVIVE_PROGRESS, player) = 0; // thawing nobody
+	}
+	else if (n > 0 && STAT(FROZEN, player) == FROZEN_TEMP_DYING) // OK, there is at least one teammate reviving us
+	{
+		STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
+		// undo what PlayerPreThink did
+		STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) + frametime * player.revive_speed, 1);
+		SetResource(player, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, player) * start_health));
+
+		if(STAT(REVIVE_PROGRESS, player) >= 1)
+		{
+			Unfreeze(player, false);
+
+			Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_REVIVED, revivers_first.netname);
+			Send_Notification(NOTIF_ONE, revivers_first, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
+		}
+
+		for(entity it = revivers_first; it; it = it.chain)
+			STAT(REVIVE_PROGRESS, it) = STAT(REVIVE_PROGRESS, player);
+	}
+}
+
+MUTATOR_HOOKFUNCTION(nades, PlayerSpawn)
+{
+	entity player = M_ARGV(0, entity);
+
+	if (StatusEffects_active(STATUSEFFECT_SpawnShield, player))
+		player.nade_refire = StatusEffects_gettime(STATUSEFFECT_SpawnShield, player);
+	else
+		player.nade_refire = time;
+
+	if (!autocvar_g_nades_onspawn)
+		player.nade_refire += autocvar_g_nades_nade_refire;
+
+	if(autocvar_g_nades_bonus_client_select)
+		STAT(NADE_BONUS_TYPE, player) = CS_CVAR(player).cvar_cl_nade_type;
+
+	STAT(NADE_TIMER, player) = 0;
+
+	if (!player.offhand) player.offhand = OFFHAND_NADE;
+
+	if(player.nade_spawnloc)
+	{
+		setorigin(player, player.nade_spawnloc.origin);
+		player.nade_spawnloc.cnt -= 1;
+
+		if(player.nade_spawnloc.cnt <= 0)
+		{
+			delete(player.nade_spawnloc);
+			player.nade_spawnloc = NULL;
+		}
+
+		nade_spawn_SetSpawnHealth(player);
+	}
+}
+
+MUTATOR_HOOKFUNCTION(nades, PlayerDies, CBC_ORDER_LAST)
+{
+	entity frag_attacker = M_ARGV(1, entity);
+	entity frag_target = M_ARGV(2, entity);
+
+	if(frag_target.nade)
+	if(!STAT(FROZEN, frag_target) || !autocvar_g_freezetag_revive_nade)
+		toss_nade(frag_target, true, '0 0 100', max(frag_target.nade.wait, time + 0.05));
+
+	if(IS_PLAYER(frag_attacker))
+	{
+		float killcount_bonus = ((CS(frag_attacker).killcount >= 1) ? bound(0, autocvar_g_nades_bonus_score_minor * CS(frag_attacker).killcount, autocvar_g_nades_bonus_score_medium) 
+																	: autocvar_g_nades_bonus_score_minor);
+		if (SAME_TEAM(frag_attacker, frag_target) || frag_attacker == frag_target)
+			nades_RemoveBonus(frag_attacker);
+		else if(GameRules_scoring_is_vip(frag_target))
+			nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_medium);
+		else if(autocvar_g_nades_bonus_score_spree && CS(frag_attacker).killcount > 1)
+		{
+			#define SPREE_ITEM(counta,countb,center,normal,gentle) \
+				case counta: { nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_spree); break; }
+			switch(CS(frag_attacker).killcount)
+			{
+				KILL_SPREE_LIST
+				default: nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_minor); break;
+			}
+			#undef SPREE_ITEM
+		}
+		else
+			nades_GiveBonus(frag_attacker, killcount_bonus);
+	}
+
+	nades_RemoveBonus(frag_target);
+}
+
+MUTATOR_HOOKFUNCTION(nades, Damage_Calculate)
+{
+	entity frag_inflictor = M_ARGV(0, entity);
+	entity frag_attacker = M_ARGV(1, entity);
+	entity frag_target = M_ARGV(2, entity);
+	float frag_deathtype = M_ARGV(3, float);
+
+	if(autocvar_g_freezetag_revive_nade && STAT(FROZEN, frag_target) && frag_attacker == frag_target && frag_deathtype == DEATH_NADE.m_id)
+	if(time - frag_inflictor.toss_time <= 0.1)
+	{
+		Unfreeze(frag_target, false);
+		SetResource(frag_target, RES_HEALTH, autocvar_g_freezetag_revive_nade_health);
+		Send_Effect(EFFECT_ICEORGLASS, frag_target.origin, '0 0 0', 3);
+		M_ARGV(4, float) = 0;
+		M_ARGV(6, vector) = '0 0 0';
+		Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED_NADE, frag_target.netname);
+		Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_REVIVE_SELF);
+	}
+}
+
+MUTATOR_HOOKFUNCTION(nades, MonsterDies)
+{
+	entity frag_target = M_ARGV(0, entity);
+	entity frag_attacker = M_ARGV(1, entity);
+
+	if(IS_PLAYER(frag_attacker))
+	if(DIFF_TEAM(frag_attacker, frag_target))
+	if(!(frag_target.spawnflags & MONSTERFLAG_SPAWNED))
+		nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_minor);
+}
+
+MUTATOR_HOOKFUNCTION(nades, DropSpecialItems)
+{
+	entity frag_target = M_ARGV(0, entity);
+
+	if(frag_target.nade)
+		toss_nade(frag_target, true, '0 0 0', time + 0.05);
+}
+
+void nades_RemovePlayer(entity this)
+{
+	nades_Clear(this);
+	nades_RemoveBonus(this);
+}
+
+MUTATOR_HOOKFUNCTION(nades, MakePlayerObserver) { entity player = M_ARGV(0, entity); nades_RemovePlayer(player); }
+MUTATOR_HOOKFUNCTION(nades, ClientDisconnect) { entity player = M_ARGV(0, entity); nades_RemovePlayer(player); }
+MUTATOR_HOOKFUNCTION(nades, reset_map_global)
+{
+	FOREACH_CLIENT(IS_PLAYER(it),
+	{
+		nades_RemovePlayer(it);
+	});
+}
+
+MUTATOR_HOOKFUNCTION(nades, SpectateCopy)
+{
+	entity spectatee = M_ARGV(0, entity);
+	entity client = M_ARGV(1, entity);
+
+	STAT(NADE_TIMER, client) = STAT(NADE_TIMER, spectatee);
+	STAT(NADE_BONUS_TYPE, client) = STAT(NADE_BONUS_TYPE, spectatee);
+	client.pokenade_type = spectatee.pokenade_type;
+	STAT(NADE_BONUS, client) = STAT(NADE_BONUS, spectatee);
+	STAT(NADE_BONUS_SCORE, client) = STAT(NADE_BONUS_SCORE, spectatee);
+}
+
+MUTATOR_HOOKFUNCTION(nades, BuildMutatorsPrettyString)
+{
+	M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Nades");
+}
+
+MUTATOR_HOOKFUNCTION(nades, BuildMutatorsString)
+{
+	M_ARGV(0, string) = strcat(M_ARGV(0, string), ":Nades");
+}
diff --git a/qcsrc/common/mutators/mutator/nades/sv_nades.qh b/qcsrc/common/mutators/mutator/nades/sv_nades.qh
new file mode 100644
index 0000000000..0dd01dcbfe
--- /dev/null
+++ b/qcsrc/common/mutators/mutator/nades/sv_nades.qh
@@ -0,0 +1,73 @@
+#pragma once
+
+#include "nades.qh"
+
+bool autocvar_g_nades;
+bool autocvar_g_nades_override_dropweapon = true;
+vector autocvar_g_nades_throw_offset;
+bool autocvar_g_nades_onspawn;
+int autocvar_g_nades_spawn_count;
+float autocvar_g_nades_spawn_health_respawn;
+float autocvar_g_nades_spawn_destroy_damage = 25;
+bool autocvar_g_nades_pickup = true;
+float autocvar_g_nades_pickup_time = 2;
+float autocvar_g_nades_nade_lifetime;
+float autocvar_g_nades_nade_minforce;
+float autocvar_g_nades_nade_maxforce;
+float autocvar_g_nades_nade_health;
+float autocvar_g_nades_nade_refire;
+float autocvar_g_nades_nade_damage;
+float autocvar_g_nades_nade_edgedamage;
+float autocvar_g_nades_nade_radius;
+float autocvar_g_nades_nade_force;
+int autocvar_g_nades_nade_newton_style;
+int autocvar_g_nades_nade_type;
+bool autocvar_g_nades_client_select;
+
+bool autocvar_g_nades_bonus;
+int autocvar_g_nades_bonus_type;
+bool autocvar_g_nades_bonus_client_select;
+bool autocvar_g_nades_bonus_onstrength;
+bool autocvar_g_nades_bonus_only;
+int autocvar_g_nades_bonus_max;
+int autocvar_g_nades_bonus_score_max;
+int autocvar_g_nades_bonus_score_time;
+int autocvar_g_nades_bonus_score_time_flagcarrier;
+int autocvar_g_nades_bonus_score_minor;
+int autocvar_g_nades_bonus_score_low;
+int autocvar_g_nades_bonus_score_high;
+int autocvar_g_nades_bonus_score_medium;
+int autocvar_g_nades_bonus_score_spree;
+
+
+.entity nade;
+.entity fake_nade;
+.float nade_refire;
+.float nade_special_time;
+.string pokenade_type;
+.entity nade_damage_target;
+.int cvar_cl_nade_type;
+.string cvar_cl_pokenade_type;
+.float toss_time;
+.float nade_show_particles;
+
+bool orb_send(entity this, entity to, int sf);
+
+// Remove nades that are being thrown
+void nades_Clear(entity player);
+
+// Give a bonus grenade to a player
+void nades_GiveBonus(entity player, float score);
+
+/**
+ * called to adjust nade damage and force on hit
+ */
+#define EV_Nade_Damage(i, o) \
+    /** nade */   i(entity, MUTATOR_ARGV_0_entity) \
+ 	/** weapon */ i(entity, MUTATOR_ARGV_1_entity) \
+    /** force */  i(vector, MUTATOR_ARGV_2_vector) \
+    /**/          o(vector, MUTATOR_ARGV_2_vector) \
+ 	/** damage */ i(float,  MUTATOR_ARGV_3_float) \
+    /**/          o(float,  MUTATOR_ARGV_3_float) \
+    /**/
+MUTATOR_HOOKABLE(Nade_Damage, EV_Nade_Damage);
diff --git a/qcsrc/server/client.qc b/qcsrc/server/client.qc
index afcbaf27eb..c55a102554 100644
--- a/qcsrc/server/client.qc
+++ b/qcsrc/server/client.qc
@@ -22,7 +22,7 @@
 #include <common/minigames/sv_minigames.qh>
 #include <common/monsters/sv_monsters.qh>
 #include <common/mutators/mutator/instagib/sv_instagib.qh>
-#include <common/mutators/mutator/nades/nades.qh>
+#include <common/mutators/mutator/nades/_mod.qh>
 #include <common/mutators/mutator/overkill/oknex.qh>
 #include <common/mutators/mutator/status_effects/_mod.qh>
 #include <common/mutators/mutator/waypoints/all.qh>
diff --git a/qcsrc/server/compat/quake3.qc b/qcsrc/server/compat/quake3.qc
index 6e40357df9..9565c5b7e7 100644
--- a/qcsrc/server/compat/quake3.qc
+++ b/qcsrc/server/compat/quake3.qc
@@ -4,8 +4,7 @@
 #include <common/gamemodes/gamemode/ctf/sv_ctf.qh>
 #include <common/mapobjects/trigger/counter.qh>
 #include <common/mapobjects/triggers.qh>
-#include <common/mutators/mutator/buffs/buffs.qh>
-#include <common/mutators/mutator/buffs/sv_buffs.qh>
+#include <common/mutators/mutator/buffs/_mod.qh>
 #include <common/mutators/mutator/powerups/_mod.qh>
 #include <common/mutators/mutator/status_effects/_mod.qh>
 #include <common/notifications/all.qh>
diff --git a/qcsrc/server/damage.qc b/qcsrc/server/damage.qc
index 9e00293d39..b67afb712d 100644
--- a/qcsrc/server/damage.qc
+++ b/qcsrc/server/damage.qc
@@ -8,8 +8,7 @@
 #include <common/items/_mod.qh>
 #include <common/mapobjects/defs.qh>
 #include <common/mapobjects/triggers.qh>
-#include <common/mutators/mutator/buffs/buffs.qh>
-#include <common/mutators/mutator/buffs/sv_buffs.qh>
+#include <common/mutators/mutator/buffs/_mod.qh>
 #include <common/mutators/mutator/instagib/sv_instagib.qh>
 #include <common/mutators/mutator/status_effects/_mod.qh>
 #include <common/mutators/mutator/waypoints/waypointsprites.qh>
diff --git a/qcsrc/server/items/items.qc b/qcsrc/server/items/items.qc
index 593d238a0a..8e42d88650 100644
--- a/qcsrc/server/items/items.qc
+++ b/qcsrc/server/items/items.qc
@@ -7,8 +7,7 @@
 #include <common/mapobjects/subs.qh>
 #include <common/mapobjects/triggers.qh>
 #include <common/monsters/_mod.qh>
-#include <common/mutators/mutator/buffs/buffs.qh>
-#include <common/mutators/mutator/buffs/sv_buffs.qh>
+#include <common/mutators/mutator/buffs/_mod.qh>
 #include <common/mutators/mutator/powerups/_mod.qh>
 #include <common/mutators/mutator/status_effects/_mod.qh>
 #include <common/net_linked.qh>