3 #include "../overkill/okmachinegun.qh"
4 #include "../overkill/okshotgun.qh"
7 bool autocvar_g_nades_nade_small;
8 float autocvar_g_nades_spread = 0.04;
11 REGISTER_STAT(NADES_SMALL, int, autocvar_g_nades_nade_small)
15 REPLICATE(cvar_cl_nade_type, int, "cl_nade_type");
16 REPLICATE(cvar_cl_pokenade_type, string, "cl_pokenade_type");
18 entity Nade_TrailEffect(int proj, int nade_team)
22 case PROJECTILE_NADE: return EFFECT_NADE_TRAIL(nade_team);
23 case PROJECTILE_NADE_BURN: return EFFECT_NADE_TRAIL_BURN(nade_team);
26 FOREACH(Nades, true, {
27 for (int j = 0; j < 2; j++)
29 if (it.m_projectile[j] == proj)
31 string trail = it.m_trail[j].eent_eff_name;
32 if (trail) return it.m_trail[j];
43 REGISTER_MUTATOR(cl_nades, true);
44 MUTATOR_HOOKFUNCTION(cl_nades, HUD_Draw_overlay)
46 // TODO: make a common orb state!
47 if (STAT(HEALING_ORB) > time)
49 M_ARGV(0, vector) = NADE_TYPE_HEAL.m_color;
50 M_ARGV(1, float) = STAT(HEALING_ORB_ALPHA);
53 if (STAT(ENTRAP_ORB) > time)
55 M_ARGV(0, vector) = NADE_TYPE_ENTRAP.m_color;
56 M_ARGV(1, float) = STAT(ENTRAP_ORB_ALPHA);
59 if (STAT(VEIL_ORB) > time)
61 M_ARGV(0, vector) = NADE_TYPE_VEIL.m_color;
62 M_ARGV(1, float) = STAT(VEIL_ORB_ALPHA);
67 MUTATOR_HOOKFUNCTION(cl_nades, Ent_Projectile)
69 entity proj = M_ARGV(0, entity);
71 if (proj.cnt == PROJECTILE_NAPALM_FOUNTAIN)
74 proj.traileffect = EFFECT_FIREBALL.m_id;
77 if (Nade_FromProjectile(proj.cnt) != NADE_TYPE_Null)
79 setmodel(proj, MDL_PROJECTILE_NADE);
80 entity trail = Nade_TrailEffect(proj.cnt, proj.team);
81 if (trail.eent_eff_name) proj.traileffect = trail.m_id;
85 MUTATOR_HOOKFUNCTION(cl_nades, EditProjectile)
87 entity proj = M_ARGV(0, entity);
89 if (proj.cnt == PROJECTILE_NAPALM_FOUNTAIN)
91 loopsound(proj, CH_SHOTS_SINGLE, SND_FIREBALL_FLY2, VOL_BASE, ATTEN_NORM);
92 proj.mins = '-16 -16 -16';
93 proj.maxs = '16 16 16';
96 entity nade_type = Nade_FromProjectile(proj.cnt);
97 if (nade_type == NADE_TYPE_Null) return;
100 proj.mins = '-8 -8 -8';
105 proj.mins = '-16 -16 -16';
106 proj.maxs = '16 16 16';
108 proj.colormod = nade_type.m_color;
109 set_movetype(proj, MOVETYPE_BOUNCE);
110 settouch(proj, func_null);
112 proj.avelocity = randomvec() * 720;
113 proj.alphamod = nade_type.m_alpha;
115 if (nade_type == NADE_TYPE_TRANSLOCATE || nade_type == NADE_TYPE_SPAWN)
116 proj.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
118 proj.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
121 MUTATOR_HOOKFUNCTION(cl_nades, BuildGameplayTipsString)
123 M_ARGV(0, string) = strcat(M_ARGV(0, string),
124 "\n\n", _("^3nades^8 are enabled, press 'g' (dropweapon) to use them"), "\n");
127 bool Projectile_isnade(int p)
129 return Nade_FromProjectile(p) != NADE_TYPE_Null;
131 void DrawAmmoNades(vector myPos, vector mySize, bool draw_expanding, float expand_time)
133 float bonusNades = STAT(NADE_BONUS);
134 float bonusProgress = STAT(NADE_BONUS_SCORE);
135 float bonusType = STAT(NADE_BONUS_TYPE);
136 Nade def = REGISTRY_GET(Nades, bonusType);
137 vector nadeColor = def.m_color;
138 string nadeIcon = def.m_icon;
140 vector iconPos, textPos;
142 if(autocvar_hud_panel_ammo_iconalign)
144 iconPos = myPos + eX * 2 * mySize.y;
150 textPos = myPos + eX * mySize.y;
153 if(bonusNades > 0 || bonusProgress > 0)
155 DrawNadeProgressBar(myPos, mySize, bonusProgress, nadeColor);
157 if(autocvar_hud_panel_ammo_text)
158 drawstring_aspect(textPos, ftos(bonusNades), vec2((2/3) * mySize.x, mySize.y), '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
161 drawpic_aspect_skin_expanding(iconPos, nadeIcon, '1 1 0' * mySize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL, expand_time);
163 drawpic_aspect_skin(iconPos, nadeIcon, '1 1 0' * mySize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
170 #include <common/gamemodes/_mod.qh>
171 #include <common/monsters/sv_spawn.qh>
172 #include <common/monsters/sv_monsters.qh>
174 .float nade_time_primed;
175 .float nade_lifetime;
177 .entity nade_spawnloc;
180 void nade_timer_think(entity this)
182 this.skin = 8 - (this.owner.wait - time) / (this.owner.nade_lifetime / 10);
183 this.nextthink = time;
184 if(!this.owner || wasfreed(this.owner))
188 void nade_burn_spawn(entity _nade)
190 CSQCProjectile(_nade, true, REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, _nade)).m_projectile[true], true);
193 void nade_spawn(entity _nade)
195 entity timer = new(nade_timer);
196 setmodel(timer, MDL_NADE_TIMER);
197 setattachment(timer, _nade, "");
198 timer.colormap = _nade.colormap;
199 timer.glowmod = _nade.glowmod;
200 setthink(timer, nade_timer_think);
201 timer.nextthink = time;
202 timer.wait = _nade.wait;
206 _nade.effects |= EF_LOWPRECISION;
208 CSQCProjectile(_nade, true, REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, _nade)).m_projectile[false], true);
211 void napalm_damage(entity this, float dist, float damage, float edgedamage, float burntime)
220 RandomSelection_Init();
221 for(e = WarpZone_FindRadius(this.origin, dist, true); e; e = e.chain)
222 if(e.takedamage == DAMAGE_AIM)
223 if(this.realowner != e || autocvar_g_nades_napalm_selfdamage)
224 if(!IS_PLAYER(e) || !this.realowner || DIFF_TEAM(e, this))
228 p.x += e.mins.x + random() * (e.maxs.x - e.mins.x);
229 p.y += e.mins.y + random() * (e.maxs.y - e.mins.y);
230 p.z += e.mins.z + random() * (e.maxs.z - e.mins.z);
231 d = vlen(WarpZone_UnTransformOrigin(e, this.origin) - p);
234 e.fireball_impactvec = p;
235 RandomSelection_AddEnt(e, 1 / (1 + d), !StatusEffects_active(STATUSEFFECT_Burning, e));
238 if(RandomSelection_chosen_ent)
240 d = vlen(WarpZone_UnTransformOrigin(RandomSelection_chosen_ent, this.origin) - RandomSelection_chosen_ent.fireball_impactvec);
241 d = damage + (edgedamage - damage) * (d / dist);
242 Fire_AddDamage(RandomSelection_chosen_ent, this.realowner, d * burntime, burntime, this.projectiledeathtype);
243 //trailparticles(this, particleeffectnum(EFFECT_FIREBALL_LASER), this.origin, RandomSelection_chosen_ent.fireball_impactvec);
244 Send_Effect(EFFECT_FIREBALL_LASER, this.origin, RandomSelection_chosen_ent.fireball_impactvec - this.origin, 1);
249 void napalm_ball_think(entity this)
251 if(round_handler_IsActive())
252 if(!round_handler_IsRoundStarted())
258 if(time > this.pushltime)
264 vector midpoint = ((this.absmin + this.absmax) * 0.5);
265 if(pointcontents(midpoint) == CONTENT_WATER)
267 this.velocity = this.velocity * 0.5;
269 if(pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
270 { this.velocity_z = 200; }
273 this.angles = vectoangles(this.velocity);
275 napalm_damage(this, autocvar_g_nades_napalm_ball_radius,autocvar_g_nades_napalm_ball_damage,
276 autocvar_g_nades_napalm_ball_damage,autocvar_g_nades_napalm_burntime);
278 this.nextthink = time + 0.1;
282 void nade_napalm_ball(entity this)
287 spamsound(this, CH_SHOTS, SND_FIREBALL_FIRE, VOL_BASE, ATTEN_NORM);
290 proj.owner = this.owner;
291 proj.realowner = this.realowner;
292 proj.team = this.owner.team;
293 proj.bot_dodge = true;
294 proj.bot_dodgerating = autocvar_g_nades_napalm_ball_damage;
295 set_movetype(proj, MOVETYPE_BOUNCE);
296 proj.projectiledeathtype = DEATH_NADE_NAPALM.m_id;
297 PROJECTILE_MAKETRIGGER(proj);
298 setmodel(proj, MDL_Null);
299 proj.scale = 1;//0.5;
300 setsize(proj, '-4 -4 -4', '4 4 4');
301 setorigin(proj, this.origin);
302 setthink(proj, napalm_ball_think);
303 proj.nextthink = time;
304 proj.damageforcescale = autocvar_g_nades_napalm_ball_damageforcescale;
305 proj.effects = EF_LOWPRECISION | EF_FLAME;
307 kick.x =(random() - 0.5) * 2 * autocvar_g_nades_napalm_ball_spread;
308 kick.y = (random() - 0.5) * 2 * autocvar_g_nades_napalm_ball_spread;
309 kick.z = (random()/2+0.5) * autocvar_g_nades_napalm_ball_spread;
310 proj.velocity = kick;
312 proj.pushltime = time + autocvar_g_nades_napalm_ball_lifetime;
314 proj.angles = vectoangles(proj.velocity);
315 proj.flags = FL_PROJECTILE;
316 IL_PUSH(g_projectiles, proj);
317 IL_PUSH(g_bot_dodge, proj);
318 proj.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_ARC;
320 //CSQCProjectile(proj, true, PROJECTILE_NAPALM_FIRE, true);
324 void napalm_fountain_think(entity this)
327 if(round_handler_IsActive())
328 if(!round_handler_IsRoundStarted())
334 if(time >= this.ltime)
340 vector midpoint = ((this.absmin + this.absmax) * 0.5);
341 if(pointcontents(midpoint) == CONTENT_WATER)
343 this.velocity = this.velocity * 0.5;
345 if(pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
346 { this.velocity_z = 200; }
348 UpdateCSQCProjectile(this);
351 napalm_damage(this, autocvar_g_nades_napalm_fountain_radius, autocvar_g_nades_napalm_fountain_damage,
352 autocvar_g_nades_napalm_fountain_edgedamage, autocvar_g_nades_napalm_burntime);
354 this.nextthink = time + 0.1;
355 if(time >= this.nade_special_time)
357 this.nade_special_time = time + autocvar_g_nades_napalm_fountain_delay;
358 nade_napalm_ball(this);
362 void nade_napalm_boom(entity this)
364 for (int c = 0; c < autocvar_g_nades_napalm_ball_count; c++)
365 nade_napalm_ball(this);
367 entity fountain = new(nade_napalm_fountain);
368 fountain.owner = this.owner;
369 fountain.realowner = this.realowner;
370 fountain.origin = this.origin;
371 fountain.flags = FL_PROJECTILE;
372 IL_PUSH(g_projectiles, fountain);
373 IL_PUSH(g_bot_dodge, fountain);
374 setorigin(fountain, fountain.origin);
375 setthink(fountain, napalm_fountain_think);
376 fountain.nextthink = time;
377 fountain.ltime = time + autocvar_g_nades_napalm_fountain_lifetime;
378 fountain.pushltime = fountain.ltime;
379 fountain.team = this.team;
380 set_movetype(fountain, MOVETYPE_TOSS);
381 fountain.projectiledeathtype = DEATH_NADE_NAPALM.m_id;
382 fountain.bot_dodge = true;
383 fountain.bot_dodgerating = autocvar_g_nades_napalm_fountain_damage;
384 fountain.nade_special_time = time;
385 setsize(fountain, '-16 -16 -16', '16 16 16');
386 CSQCProjectile(fountain, true, PROJECTILE_NAPALM_FOUNTAIN, true);
389 void nade_ice_freeze(entity freezefield, entity frost_target, float freezetime)
391 frost_target.frozen_by = freezefield.realowner;
392 Send_Effect(EFFECT_ELECTRO_IMPACT, frost_target.origin, '0 0 0', 1);
393 Freeze(frost_target, 1 / freezetime, FROZEN_TEMP_DYING, false);
395 Drop_Special_Items(frost_target);
398 void nade_ice_think(entity this)
400 if(round_handler_IsActive())
401 if(!round_handler_IsRoundStarted())
407 if(time >= this.ltime)
409 if ( autocvar_g_nades_ice_explode )
411 entity expef = EFFECT_NADE_EXPLODE(this.realowner.team);
412 Send_Effect(expef, this.origin + '0 0 1', '0 0 0', 1);
413 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
415 RadiusDamage(this, this.realowner, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
416 autocvar_g_nades_nade_radius, this, NULL, autocvar_g_nades_nade_force, this.projectiledeathtype, DMG_NOWEP, this.enemy);
417 Damage_DamageInfo(this.origin, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
418 autocvar_g_nades_nade_radius, '1 1 1' * autocvar_g_nades_nade_force, this.projectiledeathtype, 0, this);
425 this.nextthink = time+0.1;
430 randomr = exp(-5*randomr*randomr)*autocvar_g_nades_nade_radius;
432 randomw = random()*M_PI*2;
434 randomp.x = randomr*cos(randomw);
435 randomp.y = randomr*sin(randomw);
437 Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, this.origin + randomp, '0 0 0', 1);
439 if(time >= this.nade_special_time)
441 this.nade_special_time = time+0.7;
443 Send_Effect(EFFECT_ELECTRO_IMPACT, this.origin, '0 0 0', 1);
444 Send_Effect(EFFECT_ICEFIELD, this.origin, '0 0 0', 1);
448 float current_freeze_time = this.ltime - time - 0.1;
450 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,
452 if(!autocvar_g_nades_ice_teamcheck || (DIFF_TEAM(it, this.realowner) || it == this.realowner))
453 if(!it.revival_time || ((time - it.revival_time) >= 1.5))
454 if(!STAT(FROZEN, it))
455 nade_ice_freeze(this, it, current_freeze_time);
459 void nade_ice_boom(entity this)
461 entity fountain = new(nade_ice_fountain);
462 fountain.owner = this.owner;
463 fountain.realowner = this.realowner;
464 fountain.origin = this.origin;
465 setorigin(fountain, fountain.origin);
466 setthink(fountain, nade_ice_think);
467 fountain.nextthink = time;
468 fountain.ltime = time + autocvar_g_nades_ice_freeze_time;
469 fountain.pushltime = fountain.wait = fountain.ltime;
470 fountain.team = this.team;
471 set_movetype(fountain, MOVETYPE_TOSS);
472 fountain.projectiledeathtype = DEATH_NADE_ICE.m_id;
473 fountain.bot_dodge = false;
474 setsize(fountain, '-16 -16 -16', '16 16 16');
475 fountain.nade_special_time = time+0.3;
476 fountain.angles = this.angles;
478 if ( autocvar_g_nades_ice_explode )
480 setmodel(fountain, MDL_PROJECTILE_GRENADE);
481 entity timer = new(nade_timer);
482 setmodel(timer, MDL_NADE_TIMER);
483 setattachment(timer, fountain, "");
484 timer.colormap = this.colormap;
485 timer.glowmod = this.glowmod;
486 setthink(timer, nade_timer_think);
487 timer.nextthink = time;
488 timer.wait = fountain.ltime;
489 timer.owner = fountain;
493 setmodel(fountain, MDL_Null);
496 void nade_translocate_boom(entity this)
498 if(this.realowner.vehicle)
501 vector locout = this.origin + '0 0 1' * (1 - this.realowner.mins.z - 24);
502 tracebox(locout, this.realowner.mins, this.realowner.maxs, locout, MOVE_NOMONSTERS, this.realowner);
503 locout = trace_endpos;
505 makevectors(this.realowner.angles);
507 MUTATOR_CALLHOOK(PortalTeleport, this.realowner);
509 TeleportPlayer(this, this.realowner, locout, this.realowner.angles, v_forward * vlen(this.realowner.velocity), '0 0 0', '0 0 0', TELEPORT_FLAGS_TELEPORTER);
512 void nade_spawn_boom(entity this)
514 entity player = this.realowner;
515 entity spawnloc = new(nade_spawn_loc);
516 setorigin(spawnloc, this.origin);
517 setsize(spawnloc, player.mins, player.maxs);
518 set_movetype(spawnloc, MOVETYPE_NONE);
519 spawnloc.solid = SOLID_NOT;
520 spawnloc.drawonlytoclient = player;
521 spawnloc.effects = EF_STARDUST;
522 spawnloc.cnt = autocvar_g_nades_spawn_count;
524 if(player.nade_spawnloc)
525 delete(player.nade_spawnloc);
527 player.nade_spawnloc = spawnloc;
530 void nades_orb_think(entity this)
532 if(time >= this.ltime)
538 this.nextthink = time;
540 if(time >= this.nade_special_time)
542 this.nade_special_time = time+0.25;
543 this.nade_show_particles = 1;
546 this.nade_show_particles = 0;
549 entity nades_spawn_orb(entity own, entity realown, vector org, float orb_ltime, float orb_rad)
551 // NOTE: this function merely places an orb
552 // you must add a custom touch function to the returned entity if desired
553 // also set .colormod if you wish to have it colorized
554 entity orb = new(nades_spawn_orb);
556 orb.realowner = realown;
559 orb.orb_lifetime = orb_ltime; // required for timers
560 orb.ltime = time + orb.orb_lifetime;
561 orb.bot_dodge = false;
562 orb.team = realown.team;
563 orb.solid = SOLID_TRIGGER;
565 setmodel(orb, MDL_NADE_ORB);
567 orb.orb_radius = orb_rad; // required for fading
568 vector size = '1 1 1' * orb.orb_radius / 2;
569 setsize(orb, -size, size);
571 Net_LinkEntity(orb, true, 0, orb_send);
574 setthink(orb, nades_orb_think);
575 orb.nextthink = time;
580 void nade_entrap_touch(entity this, entity toucher)
582 if(DIFF_TEAM(toucher, this.realowner)) // TODO: what if realowner changes team or disconnects?
584 if (!isPushable(toucher))
587 float pushdeltatime = time - toucher.lastpushtime;
588 if (pushdeltatime > 0.15) pushdeltatime = 0;
589 toucher.lastpushtime = time;
590 if(!pushdeltatime) return;
592 // div0: ticrate independent, 1 = identity (not 20)
593 toucher.velocity = toucher.velocity * (autocvar_g_nades_entrap_strength ** pushdeltatime);
596 UpdateCSQCProjectile(toucher);
600 if ( IS_REAL_CLIENT(toucher) || (IS_VEHICLE(toucher) && toucher.owner) )
602 entity show_tint = (IS_VEHICLE(toucher) && toucher.owner) ? toucher.owner : toucher;
603 STAT(ENTRAP_ORB, show_tint) = time + 0.1;
605 float tint_alpha = 0.75;
606 if(SAME_TEAM(toucher, this.realowner))
608 STAT(ENTRAP_ORB_ALPHA, show_tint) = tint_alpha * (this.ltime - time) / this.orb_lifetime;
612 void nade_entrap_boom(entity this)
614 entity orb = nades_spawn_orb(this.owner, this.realowner, this.origin, autocvar_g_nades_entrap_time, autocvar_g_nades_entrap_radius);
616 settouch(orb, nade_entrap_touch);
617 orb.colormod = NADE_TYPE_ENTRAP.m_color;
620 void nade_heal_touch(entity this, entity toucher)
624 if(IS_PLAYER(toucher) || IS_MONSTER(toucher))
625 if(!IS_DEAD(toucher))
626 if(!STAT(FROZEN, toucher))
628 health_factor = autocvar_g_nades_heal_rate*frametime/2;
629 if ( toucher != this.realowner )
631 if ( SAME_TEAM(toucher,this) )
632 health_factor *= autocvar_g_nades_heal_friend;
634 health_factor *= autocvar_g_nades_heal_foe;
636 if ( health_factor > 0 )
638 maxhealth = (IS_MONSTER(toucher)) ? toucher.max_health : g_pickup_healthmega_max;
639 float hp = GetResource(toucher, RES_HEALTH);
642 if (this.nade_show_particles)
644 Send_Effect(EFFECT_HEALING, toucher.origin, '0 0 0', 1);
646 GiveResourceWithLimit(toucher, RES_HEALTH, health_factor, maxhealth);
649 else if ( health_factor < 0 )
651 Damage(toucher,this,this.realowner,-health_factor,DEATH_NADE_HEAL.m_id,DMG_NOWEP,toucher.origin,'0 0 0');
656 if ( IS_REAL_CLIENT(toucher) || (IS_VEHICLE(toucher) && toucher.owner) )
658 entity show_red = (IS_VEHICLE(toucher) && toucher.owner) ? toucher.owner : toucher;
659 STAT(HEALING_ORB, show_red) = time+0.1;
660 STAT(HEALING_ORB_ALPHA, show_red) = 0.75 * (this.ltime - time) / this.orb_lifetime;
664 void nade_heal_boom(entity this)
666 entity orb = nades_spawn_orb(this.owner, this.realowner, this.origin, autocvar_g_nades_heal_time, autocvar_g_nades_nade_radius);
668 settouch(orb, nade_heal_touch);
669 orb.colormod = '1 0 0';
672 void nade_monster_boom(entity this)
675 e.noalign = true; // don't drop to floor
676 e = spawnmonster(e, this.pokenade_type, MON_Null, this.realowner, this.realowner, this.origin, false, false, 1);
678 if(autocvar_g_nades_pokenade_monster_lifetime > 0)
679 e.monster_lifetime = time + autocvar_g_nades_pokenade_monster_lifetime;
680 e.monster_skill = MONSTER_SKILL_INSANE;
683 void nade_veil_touch(entity this, entity toucher)
685 if ( IS_REAL_CLIENT(toucher) || (IS_VEHICLE(toucher) && toucher.owner) )
687 entity show_tint = (IS_VEHICLE(toucher) && toucher.owner) ? toucher.owner : toucher;
689 float tint_alpha = 0.75;
690 if(SAME_TEAM(toucher, this.realowner))
693 if(!STAT(VEIL_ORB, show_tint))
695 toucher.nade_veil_prevalpha = toucher.alpha;
699 STAT(VEIL_ORB, show_tint) = time + 0.1;
700 STAT(VEIL_ORB_ALPHA, show_tint) = tint_alpha * (this.ltime - time) / this.orb_lifetime;
704 void nade_veil_boom(entity this)
706 entity orb = nades_spawn_orb(this.owner, this.realowner, this.origin, autocvar_g_nades_veil_time, autocvar_g_nades_veil_radius);
708 settouch(orb, nade_veil_touch);
709 orb.colormod = NADE_TYPE_VEIL.m_color;
712 void nade_boom(entity this)
715 bool nade_blast = true;
717 switch ( REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, this)) )
719 case NADE_TYPE_NAPALM:
720 nade_blast = autocvar_g_nades_napalm_blast;
721 expef = EFFECT_EXPLOSION_MEDIUM;
725 expef = EFFECT_ELECTRO_COMBO; // hookbomb_explode electro_combo bigplasma_impact
727 case NADE_TYPE_TRANSLOCATE:
730 case NADE_TYPE_MONSTER:
731 case NADE_TYPE_SPAWN:
733 switch(this.realowner.team)
735 case NUM_TEAM_1: expef = EFFECT_SPAWN_RED; break;
736 case NUM_TEAM_2: expef = EFFECT_SPAWN_BLUE; break;
737 case NUM_TEAM_3: expef = EFFECT_SPAWN_YELLOW; break;
738 case NUM_TEAM_4: expef = EFFECT_SPAWN_PINK; break;
739 default: expef = EFFECT_SPAWN_NEUTRAL; break;
744 expef = EFFECT_SPAWN_RED;
747 case NADE_TYPE_ENTRAP:
749 expef = EFFECT_SPAWN_YELLOW;
754 expef = EFFECT_SPAWN_NEUTRAL;
758 case NADE_TYPE_NORMAL:
759 expef = EFFECT_NADE_EXPLODE(this.realowner.team);
764 Send_Effect(expef, findbetterlocation(this.origin, 8), '0 0 0', 1);
766 sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
767 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
769 this.event_damage = func_null; // prevent somehow calling damage in the next call
773 RadiusDamage(this, this.realowner, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
774 autocvar_g_nades_nade_radius, this, NULL, autocvar_g_nades_nade_force, this.projectiledeathtype, DMG_NOWEP, this.enemy);
775 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);
779 switch ( REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, this)) )
781 case NADE_TYPE_NAPALM: nade_napalm_boom(this); break;
782 case NADE_TYPE_ICE: nade_ice_boom(this); break;
783 case NADE_TYPE_TRANSLOCATE: nade_translocate_boom(this); break;
784 case NADE_TYPE_SPAWN: nade_spawn_boom(this); break;
785 case NADE_TYPE_HEAL: nade_heal_boom(this); break;
786 case NADE_TYPE_MONSTER: nade_monster_boom(this); break;
787 case NADE_TYPE_ENTRAP: nade_entrap_boom(this); break;
788 case NADE_TYPE_VEIL: nade_veil_boom(this); break;
791 IL_EACH(g_projectiles, it.classname == "grapplinghook" && it.aiment == this,
799 void spawn_held_nade(entity player, entity nowner, float ntime, int ntype, string pntype);
800 void nade_pickup(entity this, entity thenade)
802 spawn_held_nade(this, thenade.realowner, autocvar_g_nades_pickup_time, STAT(NADE_BONUS_TYPE, thenade), thenade.pokenade_type);
804 // set refire so player can't even
805 this.nade_refire = time + autocvar_g_nades_nade_refire;
806 STAT(NADE_TIMER, this) = 0;
809 this.nade.nade_time_primed = thenade.nade_time_primed;
812 bool CanThrowNade(entity this);
813 void nade_touch(entity this, entity toucher)
816 UpdateCSQCProjectile(this);
818 if(toucher == this.realowner)
819 return; // no this impacts
821 if(autocvar_g_nades_pickup)
822 if(time >= this.spawnshieldtime)
823 if(!toucher.nade && GetResource(this, RES_HEALTH) == this.max_health) // no boosted shot pickups, thank you very much
824 if(CanThrowNade(toucher)) // prevent some obvious things, like dead players
825 if(IS_REAL_CLIENT(toucher)) // above checks for IS_PLAYER, don't need to do it here
827 nade_pickup(toucher, this);
828 sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, 0.5 *(ATTEN_LARGE + ATTEN_MAX));
832 /*float is_weapclip = 0;
833 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
834 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
835 if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
837 if(ITEM_TOUCH_NEEDKILL()) // || is_weapclip)
839 IL_EACH(g_projectiles, it.classname == "grapplinghook" && it.aiment == this,
847 PROJECTILE_TOUCH(this, toucher);
849 //setsize(this, '-2 -2 -2', '2 2 2');
850 //UpdateCSQCProjectile(this);
851 if(GetResource(this, RES_HEALTH) == this.max_health)
853 spamsound(this, CH_SHOTS, SND_GRENADE_BOUNCE_RANDOM(), VOL_BASE, ATTEN_NORM);
857 this.enemy = toucher;
861 void nade_beep(entity this)
863 sound(this, CH_SHOTS_SINGLE, SND_NADE_BEEP, VOL_BASE, 0.5 *(ATTEN_LARGE + ATTEN_MAX));
864 setthink(this, nade_boom);
865 this.nextthink = max(this.wait, time);
868 void nade_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
870 if(ITEM_DAMAGE_NEEDKILL(deathtype))
872 this.takedamage = DAMAGE_NO;
877 if(STAT(NADE_BONUS_TYPE, this) == NADE_TYPE_TRANSLOCATE.m_id || STAT(NADE_BONUS_TYPE, this) == NADE_TYPE_SPAWN.m_id)
880 if (MUTATOR_CALLHOOK(Nade_Damage, this, DEATH_WEAPONOF(deathtype), force, damage)) {}
881 else if(DEATH_ISWEAPON(deathtype, WEP_BLASTER))
886 else if(DEATH_ISWEAPON(deathtype, WEP_VAPORIZER) && (deathtype & HITTYPE_SECONDARY))
888 force *= 0.5; // too much
891 else if(DEATH_ISWEAPON(deathtype, WEP_VORTEX) || DEATH_ISWEAPON(deathtype, WEP_VAPORIZER) || DEATH_ISWEAPON(deathtype, WEP_OVERKILL_NEX))
894 damage = this.max_health * 0.55;
896 else if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN) || DEATH_ISWEAPON(deathtype, WEP_OVERKILL_MACHINEGUN))
897 damage = this.max_health * 0.1;
898 else if(DEATH_ISWEAPON(deathtype, WEP_SHOCKWAVE) || DEATH_ISWEAPON(deathtype, WEP_SHOTGUN) || DEATH_ISWEAPON(deathtype, WEP_OVERKILL_SHOTGUN)) // WEAPONTODO
900 if(!(deathtype & HITTYPE_SECONDARY))
901 damage = this.max_health * 1.15;
905 entity death_weapon = DEATH_WEAPONOF(deathtype);
906 if(((deathtype & HITTYPE_SECONDARY) ? (death_weapon.spawnflags & WEP_TYPE_MELEE_SEC) : (death_weapon.spawnflags & WEP_TYPE_MELEE_PRI)))
908 damage = this.max_health * 0.1;
912 this.velocity += force;
913 UpdateCSQCProjectile(this);
915 if(damage <= 0 || ((IS_ONGROUND(this)) && IS_PLAYER(attacker)))
918 float hp = GetResource(this, RES_HEALTH);
919 if(hp == this.max_health)
921 sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, 0.5 *(ATTEN_LARGE + ATTEN_MAX));
922 this.nextthink = max(time + this.nade_lifetime, time);
923 setthink(this, nade_beep);
927 SetResource(this, RES_HEALTH, hp);
930 if ( STAT(NADE_BONUS_TYPE, this) != NADE_TYPE_HEAL.m_id || IS_PLAYER(attacker) )
931 this.realowner = attacker;
934 W_PrepareExplosionByDamage(this, attacker, nade_boom);
936 nade_burn_spawn(this);
939 void toss_nade(entity e, bool set_owner, vector _velocity, float _time)
944 entity _nade = e.nade;
951 Kill_Notification(NOTIF_ONE_ONLY, e, MSG_CENTER, CPID_NADES);
953 makevectors(e.v_angle);
955 // NOTE: always throw from first weapon entity?
956 W_SetupShot(e, _nade.weaponentity_fld, false, false, SND_Null, CH_WEAPON_A, 0, DEATH_NADE.m_id);
958 vector offset = (v_forward * autocvar_g_nades_throw_offset.x)
959 + (v_right * autocvar_g_nades_throw_offset.y)
960 + (v_up * autocvar_g_nades_throw_offset.z);
962 setorigin(_nade, w_shotorg + offset);
963 //setmodel(_nade, MDL_PROJECTILE_NADE);
964 //setattachment(_nade, NULL, "");
965 PROJECTILE_MAKETRIGGER(_nade);
966 if(STAT(NADES_SMALL, e))
967 setsize(_nade, '-8 -8 -8', '8 8 8');
969 setsize(_nade, '-16 -16 -16', '16 16 16');
970 set_movetype(_nade, MOVETYPE_BOUNCE);
972 tracebox(_nade.origin, _nade.mins, _nade.maxs, _nade.origin, MOVE_NOMONSTERS, _nade);
973 if (trace_startsolid)
974 setorigin(_nade, e.origin);
976 if(e.v_angle.x >= 70 && e.v_angle.x <= 110 && PHYS_INPUT_BUTTON_CROUCH(e))
977 _nade.velocity = '0 0 100';
978 else if(autocvar_g_nades_nade_newton_style == 1)
979 _nade.velocity = e.velocity + _velocity;
980 else if(autocvar_g_nades_nade_newton_style == 2)
981 _nade.velocity = _velocity;
983 _nade.velocity = W_CalculateProjectileVelocity(e, e.velocity, _velocity, true);
988 settouch(_nade, nade_touch);
989 _nade.spawnshieldtime = time + 0.1; // prevent instantly picking up again
990 SetResource(_nade, RES_HEALTH, autocvar_g_nades_nade_health);
991 _nade.max_health = GetResource(_nade, RES_HEALTH);
992 _nade.takedamage = DAMAGE_AIM;
993 _nade.event_damage = nade_damage;
994 setcefc(_nade, func_null);
995 _nade.exteriormodeltoclient = NULL;
996 _nade.traileffectnum = 0;
997 _nade.teleportable = true;
998 _nade.pushable = true;
1000 _nade.missile_flags = MIF_SPLASH | MIF_ARC;
1001 _nade.damagedbycontents = true;
1002 IL_PUSH(g_damagedbycontents, _nade);
1003 _nade.angles = vectoangles(_nade.velocity);
1004 _nade.flags = FL_PROJECTILE;
1005 IL_PUSH(g_projectiles, _nade);
1006 IL_PUSH(g_bot_dodge, _nade);
1007 _nade.projectiledeathtype = DEATH_NADE.m_id;
1008 _nade.toss_time = time;
1009 _nade.solid = SOLID_CORPSE; //((STAT(NADE_BONUS_TYPE, _nade) == NADE_TYPE_TRANSLOCATE) ? SOLID_CORPSE : SOLID_BBOX);
1011 if(STAT(NADE_BONUS_TYPE, _nade) == NADE_TYPE_TRANSLOCATE.m_id || STAT(NADE_BONUS_TYPE, _nade) == NADE_TYPE_SPAWN.m_id)
1012 _nade.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
1014 _nade.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
1020 setthink(_nade, nade_boom);
1021 _nade.nextthink = _time;
1024 e.nade_refire = time + autocvar_g_nades_nade_refire;
1025 STAT(NADE_TIMER, e) = 0;
1028 void nades_GiveBonus(entity player, float score)
1030 if (autocvar_g_nades)
1031 if (autocvar_g_nades_bonus)
1032 if (IS_REAL_CLIENT(player))
1033 if (IS_PLAYER(player) && STAT(NADE_BONUS, player) < autocvar_g_nades_bonus_max)
1034 if (!STAT(FROZEN, player))
1035 if (!IS_DEAD(player))
1037 if ( STAT(NADE_BONUS_SCORE, player) < 1 )
1038 STAT(NADE_BONUS_SCORE, player) += score/autocvar_g_nades_bonus_score_max;
1040 if ( STAT(NADE_BONUS_SCORE, player) >= 1 )
1042 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_NADE_BONUS);
1043 play2(player, SND(NADE_BONUS));
1044 STAT(NADE_BONUS, player)++;
1045 STAT(NADE_BONUS_SCORE, player) -= 1;
1050 /** Remove all bonus nades from a player */
1051 void nades_RemoveBonus(entity player)
1053 STAT(NADE_BONUS, player) = STAT(NADE_BONUS_SCORE, player) = 0;
1056 MUTATOR_HOOKFUNCTION(nades, PutClientInServer)
1058 entity player = M_ARGV(0, entity);
1060 nades_RemoveBonus(player);
1063 bool nade_customize(entity this, entity client)
1065 //if(IS_SPEC(client)) { return false; }
1066 if(client == this.exteriormodeltoclient || (IS_SPEC(client) && client.enemy == this.exteriormodeltoclient))
1068 // somewhat hide the model, but keep the glow
1070 if(this.traileffectnum)
1071 this.traileffectnum = 0;
1076 //this.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
1077 if(!this.traileffectnum)
1079 entity nade = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, this));
1080 this.traileffectnum = _particleeffectnum(Nade_TrailEffect(nade.m_projectile[false], this.team).eent_eff_name);
1088 void spawn_held_nade(entity player, entity nowner, float ntime, int ntype, string pntype)
1090 entity n = new(nade), fn = new(fake_nade);
1092 STAT(NADE_BONUS_TYPE, n) = max(1, ntype);
1093 n.pokenade_type = pntype;
1095 if(REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, n)) == NADE_TYPE_Null)
1096 STAT(NADE_BONUS_TYPE, n) = NADE_TYPE_NORMAL.m_id;
1098 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
1100 setmodel(n, MDL_PROJECTILE_NADE);
1101 //setattachment(n, player, "bip01 l hand");
1102 n.exteriormodeltoclient = player;
1103 setcefc(n, nade_customize);
1104 n.traileffectnum = _particleeffectnum(Nade_TrailEffect(REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, n)).m_projectile[false], player.team).eent_eff_name);
1105 n.colormod = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, n)).m_color;
1106 n.realowner = nowner;
1107 n.colormap = player.colormap;
1108 n.glowmod = player.glowmod;
1109 n.wait = time + max(0, ntime);
1110 n.nade_time_primed = time;
1111 setthink(n, nade_beep);
1112 n.nextthink = max(n.wait - 3, time);
1113 n.projectiledeathtype = DEATH_NADE.m_id;
1114 n.weaponentity_fld = weaponentity;
1115 n.nade_lifetime = ntime;
1116 n.alpha = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, n)).m_alpha;
1118 setmodel(fn, MDL_NADE_VIEW);
1119 //setattachment(fn, player.(weaponentity), "");
1120 fn.viewmodelforclient = player;
1121 fn.realowner = fn.owner = player;
1122 fn.colormod = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, n)).m_color;
1123 fn.colormap = player.colormap;
1124 fn.glowmod = player.glowmod;
1125 setthink(fn, SUB_Remove);
1126 fn.nextthink = n.wait;
1127 fn.weaponentity_fld = weaponentity;
1128 fn.alpha = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, n)).m_alpha;
1131 player.fake_nade = fn;
1134 void nade_prime(entity this)
1136 if(autocvar_g_nades_bonus_only && !STAT(NADE_BONUS, this))
1137 return; // only allow bonus nades
1139 // TODO: handle old nade if it exists?
1145 delete(this.fake_nade);
1146 this.fake_nade = NULL;
1149 string pntype = this.pokenade_type;
1151 if(StatusEffects_active(STATUSEFFECT_Strength, this) && autocvar_g_nades_bonus_onstrength)
1152 ntype = STAT(NADE_BONUS_TYPE, this);
1153 else if (STAT(NADE_BONUS, this) >= 1)
1155 ntype = STAT(NADE_BONUS_TYPE, this);
1156 pntype = this.pokenade_type;
1157 STAT(NADE_BONUS, this) -= 1;
1161 ntype = ((autocvar_g_nades_client_select) ? CS_CVAR(this).cvar_cl_nade_type : autocvar_g_nades_nade_type);
1162 pntype = ((autocvar_g_nades_client_select) ? CS_CVAR(this).cvar_cl_pokenade_type : autocvar_g_nades_pokenade_monster_type);
1165 spawn_held_nade(this, this, autocvar_g_nades_nade_lifetime, ntype, pntype);
1168 bool CanThrowNade(entity this)
1170 return !(this.vehicle || !autocvar_g_nades || IS_DEAD(this) || !IS_PLAYER(this) || weaponLocked(this));
1173 .bool nade_altbutton;
1175 void nades_CheckThrow(entity this)
1177 if(!CanThrowNade(this))
1180 entity held_nade = this.nade;
1183 this.nade_altbutton = true;
1184 if(time > this.nade_refire)
1187 this.nade_refire = time + autocvar_g_nades_nade_refire;
1192 this.nade_altbutton = false;
1193 if (time >= held_nade.nade_time_primed + 1) {
1194 makevectors(this.v_angle);
1195 float _force = time - held_nade.nade_time_primed;
1196 _force /= autocvar_g_nades_nade_lifetime;
1197 _force = autocvar_g_nades_nade_minforce + (_force * (autocvar_g_nades_nade_maxforce - autocvar_g_nades_nade_minforce));
1198 vector dir = (v_forward * 0.75 + v_up * 0.2 + v_right * 0.05);
1199 dir = W_CalculateSpread(dir, autocvar_g_nades_spread, autocvar_g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
1200 toss_nade(this, true, dir * _force, 0);
1205 void nades_Clear(entity player)
1208 delete(player.nade);
1209 if(player.fake_nade)
1210 delete(player.fake_nade);
1212 player.nade = player.fake_nade = NULL;
1213 STAT(NADE_TIMER, player) = 0;
1216 MUTATOR_HOOKFUNCTION(nades, VehicleEnter)
1218 entity player = M_ARGV(0, entity);
1221 toss_nade(player, true, '0 0 100', max(player.nade.wait, time + 0.05));
1224 CLASS(NadeOffhand, OffhandWeapon)
1225 METHOD(NadeOffhand, offhand_think, void(NadeOffhand this, entity player, bool key_pressed))
1227 entity held_nade = player.nade;
1229 if (!CanThrowNade(player)) return;
1230 if (!(time > player.nade_refire)) return;
1234 held_nade = player.nade;
1236 } else if (time >= held_nade.nade_time_primed + 1) {
1238 makevectors(player.v_angle);
1239 float _force = time - held_nade.nade_time_primed;
1240 _force /= autocvar_g_nades_nade_lifetime;
1241 _force = autocvar_g_nades_nade_minforce + (_force * (autocvar_g_nades_nade_maxforce - autocvar_g_nades_nade_minforce));
1242 vector dir = (v_forward * 0.7 + v_up * 0.2 + v_right * 0.1);
1243 dir = W_CalculateSpread(dir, autocvar_g_nades_spread, autocvar_g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
1244 toss_nade(player, false, dir * _force, 0);
1248 ENDCLASS(NadeOffhand)
1249 NadeOffhand OFFHAND_NADE;
1250 REGISTER_MUTATOR(nades, autocvar_g_nades)
1254 OFFHAND_NADE = NEW(NadeOffhand);
1259 MUTATOR_HOOKFUNCTION(nades, ForbidThrowCurrentWeapon, CBC_ORDER_LAST)
1261 entity player = M_ARGV(0, entity);
1263 if (player.offhand != OFFHAND_NADE || (STAT(WEAPONS, player) & WEPSET(HOOK)) || autocvar_g_nades_override_dropweapon) {
1264 nades_CheckThrow(player);
1269 #ifdef IN_REVIVING_RANGE
1270 #undef IN_REVIVING_RANGE
1273 // returns true if player is reviving it
1274 #define IN_REVIVING_RANGE(player, it, revive_extra_size) \
1275 (it != player && !IS_DEAD(it) && SAME_TEAM(it, player) \
1276 && boxesoverlap(player.absmin - revive_extra_size, player.absmax + revive_extra_size, it.absmin, it.absmax))
1278 MUTATOR_HOOKFUNCTION(nades, PlayerPreThink)
1280 entity player = M_ARGV(0, entity);
1282 if (!IS_PLAYER(player)) { return; }
1284 if (player.nade && (player.offhand != OFFHAND_NADE || (STAT(WEAPONS, player) & WEPSET(HOOK))))
1285 OFFHAND_NADE.offhand_think(OFFHAND_NADE, player, player.nade_altbutton);
1287 entity held_nade = player.nade;
1290 STAT(NADE_TIMER, player) = bound(0, (time - held_nade.nade_time_primed) / held_nade.nade_lifetime, 1);
1291 // LOG_TRACEF("%d %d", STAT(NADE_TIMER, player), time - held_nade.nade_time_primed);
1292 makevectors(player.angles);
1293 held_nade.velocity = player.velocity;
1294 setorigin(held_nade, player.origin + player.view_ofs + v_forward * 8 + v_right * -8 + v_up * 0);
1295 held_nade.angles_y = player.angles.y;
1297 if (time + 0.1 >= held_nade.wait)
1299 toss_nade(player, false, '0 0 0', time + 0.05);
1300 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_NADE_THROW);
1304 if(IS_PLAYER(player))
1306 if ( autocvar_g_nades_bonus && autocvar_g_nades )
1309 float key_count = 0;
1310 FOR_EACH_KH_KEY(key) if(key.owner == player) { ++key_count; }
1313 if(GameRules_scoring_is_vip(player))
1314 time_score = autocvar_g_nades_bonus_score_time_flagcarrier;
1316 time_score = autocvar_g_nades_bonus_score_time;
1319 time_score = autocvar_g_nades_bonus_score_time_flagcarrier * key_count; // multiply by the number of keys the player is holding
1321 if(autocvar_g_nades_bonus_client_select)
1323 STAT(NADE_BONUS_TYPE, player) = CS_CVAR(player).cvar_cl_nade_type;
1324 player.pokenade_type = CS_CVAR(player).cvar_cl_pokenade_type;
1328 STAT(NADE_BONUS_TYPE, player) = autocvar_g_nades_bonus_type;
1329 player.pokenade_type = autocvar_g_nades_pokenade_monster_type;
1332 STAT(NADE_BONUS_TYPE, player) = bound(1, STAT(NADE_BONUS_TYPE, player), Nades_COUNT);
1334 if(STAT(NADE_BONUS_SCORE, player) >= 0 && autocvar_g_nades_bonus_score_max)
1335 nades_GiveBonus(player, time_score / autocvar_g_nades_bonus_score_max);
1339 STAT(NADE_BONUS, player) = STAT(NADE_BONUS_SCORE, player) = 0;
1342 if(STAT(VEIL_ORB, player) && STAT(VEIL_ORB, player) <= time)
1344 STAT(VEIL_ORB, player) = 0;
1346 player.vehicle.alpha = player.vehicle.nade_veil_prevalpha;
1348 player.alpha = player.nade_veil_prevalpha;
1352 if (!(frametime && IS_PLAYER(player)))
1355 entity revivers_last = NULL;
1356 entity revivers_first = NULL;
1358 bool player_is_reviving = false;
1360 vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
1361 FOREACH_CLIENT(IS_PLAYER(it) && IN_REVIVING_RANGE(player, it, revive_extra_size), {
1362 // check if player is reviving anyone
1363 if (STAT(FROZEN, it) == FROZEN_TEMP_DYING)
1365 if ((STAT(FROZEN, player) == FROZEN_TEMP_DYING))
1367 if (!IN_REVIVING_RANGE(player, it, revive_extra_size))
1369 player_is_reviving = true;
1373 if (!(STAT(FROZEN, player) == FROZEN_TEMP_DYING))
1374 continue; // both player and it are NOT frozen
1376 revivers_last.chain = it;
1378 if (!revivers_first)
1379 revivers_first = it;
1383 revivers_last.chain = NULL;
1385 if (!n) // no teammate nearby
1387 // freezetag already resets revive progress
1388 if (!g_freezetag && !STAT(FROZEN, player) && !player_is_reviving)
1389 STAT(REVIVE_PROGRESS, player) = 0; // thawing nobody
1391 else if (n > 0 && STAT(FROZEN, player) == FROZEN_TEMP_DYING) // OK, there is at least one teammate reviving us
1393 STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
1394 // undo what PlayerPreThink did
1395 STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) + frametime * player.revive_speed, 1);
1396 SetResource(player, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, player) * start_health));
1398 if(STAT(REVIVE_PROGRESS, player) >= 1)
1400 Unfreeze(player, false);
1402 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_REVIVED, revivers_first.netname);
1403 Send_Notification(NOTIF_ONE, revivers_first, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
1406 for(entity it = revivers_first; it; it = it.chain)
1407 STAT(REVIVE_PROGRESS, it) = STAT(REVIVE_PROGRESS, player);
1411 MUTATOR_HOOKFUNCTION(nades, PlayerPhysics_UpdateStats)
1413 entity player = M_ARGV(0, entity);
1414 // these automatically reset, no need to worry
1416 if(STAT(ENTRAP_ORB, player) > time)
1417 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_nades_entrap_speed;
1420 MUTATOR_HOOKFUNCTION(nades, MonsterMove)
1422 entity mon = M_ARGV(0, entity);
1424 if (STAT(ENTRAP_ORB, mon) > time)
1426 M_ARGV(1, float) *= autocvar_g_nades_entrap_speed; // run speed
1427 M_ARGV(2, float) *= autocvar_g_nades_entrap_speed; // walk speed
1430 if (STAT(VEIL_ORB, mon) && STAT(VEIL_ORB, mon) <= time)
1432 mon.alpha = mon.nade_veil_prevalpha;
1433 STAT(VEIL_ORB, mon) = 0;
1437 MUTATOR_HOOKFUNCTION(nades, PlayerSpawn)
1439 entity player = M_ARGV(0, entity);
1441 if(autocvar_g_nades_spawn)
1442 player.nade_refire = time + autocvar_g_spawnshieldtime;
1444 player.nade_refire = time + autocvar_g_nades_nade_refire;
1446 if(autocvar_g_nades_bonus_client_select)
1447 STAT(NADE_BONUS_TYPE, player) = CS_CVAR(player).cvar_cl_nade_type;
1449 STAT(NADE_TIMER, player) = 0;
1451 if (!player.offhand) player.offhand = OFFHAND_NADE;
1453 if(player.nade_spawnloc)
1455 setorigin(player, player.nade_spawnloc.origin);
1456 player.nade_spawnloc.cnt -= 1;
1458 if(player.nade_spawnloc.cnt <= 0)
1460 delete(player.nade_spawnloc);
1461 player.nade_spawnloc = NULL;
1466 MUTATOR_HOOKFUNCTION(nades, PlayerDies, CBC_ORDER_LAST)
1468 entity frag_attacker = M_ARGV(1, entity);
1469 entity frag_target = M_ARGV(2, entity);
1471 if(frag_target.nade)
1472 if(!STAT(FROZEN, frag_target) || !autocvar_g_freezetag_revive_nade)
1473 toss_nade(frag_target, true, '0 0 100', max(frag_target.nade.wait, time + 0.05));
1475 if(IS_PLAYER(frag_attacker))
1477 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)
1478 : autocvar_g_nades_bonus_score_minor);
1479 if (SAME_TEAM(frag_attacker, frag_target) || frag_attacker == frag_target)
1480 nades_RemoveBonus(frag_attacker);
1481 else if(GameRules_scoring_is_vip(frag_target))
1482 nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_medium);
1483 else if(autocvar_g_nades_bonus_score_spree && CS(frag_attacker).killcount > 1)
1485 #define SPREE_ITEM(counta,countb,center,normal,gentle) \
1486 case counta: { nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_spree); break; }
1487 switch(CS(frag_attacker).killcount)
1490 default: nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_minor); break;
1495 nades_GiveBonus(frag_attacker, killcount_bonus);
1498 nades_RemoveBonus(frag_target);
1501 MUTATOR_HOOKFUNCTION(nades, Damage_Calculate)
1503 entity frag_inflictor = M_ARGV(0, entity);
1504 entity frag_attacker = M_ARGV(1, entity);
1505 entity frag_target = M_ARGV(2, entity);
1506 float frag_deathtype = M_ARGV(3, float);
1508 if(autocvar_g_freezetag_revive_nade && STAT(FROZEN, frag_target) && frag_attacker == frag_target && frag_deathtype == DEATH_NADE.m_id)
1509 if(time - frag_inflictor.toss_time <= 0.1)
1511 Unfreeze(frag_target, false);
1512 SetResource(frag_target, RES_HEALTH, autocvar_g_freezetag_revive_nade_health);
1513 Send_Effect(EFFECT_ICEORGLASS, frag_target.origin, '0 0 0', 3);
1514 M_ARGV(4, float) = 0;
1515 M_ARGV(6, vector) = '0 0 0';
1516 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED_NADE, frag_target.netname);
1517 Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_REVIVE_SELF);
1521 MUTATOR_HOOKFUNCTION(nades, MonsterDies)
1523 entity frag_target = M_ARGV(0, entity);
1524 entity frag_attacker = M_ARGV(1, entity);
1526 if(IS_PLAYER(frag_attacker))
1527 if(DIFF_TEAM(frag_attacker, frag_target))
1528 if(!(frag_target.spawnflags & MONSTERFLAG_SPAWNED))
1529 nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_minor);
1532 MUTATOR_HOOKFUNCTION(nades, DropSpecialItems)
1534 entity frag_target = M_ARGV(0, entity);
1536 if(frag_target.nade)
1537 toss_nade(frag_target, true, '0 0 0', time + 0.05);
1540 void nades_RemovePlayer(entity this)
1543 nades_RemoveBonus(this);
1546 MUTATOR_HOOKFUNCTION(nades, MakePlayerObserver) { entity player = M_ARGV(0, entity); nades_RemovePlayer(player); }
1547 MUTATOR_HOOKFUNCTION(nades, ClientDisconnect) { entity player = M_ARGV(0, entity); nades_RemovePlayer(player); }
1548 MUTATOR_HOOKFUNCTION(nades, reset_map_global)
1550 FOREACH_CLIENT(IS_PLAYER(it),
1552 nades_RemovePlayer(it);
1556 MUTATOR_HOOKFUNCTION(nades, SpectateCopy)
1558 entity spectatee = M_ARGV(0, entity);
1559 entity client = M_ARGV(1, entity);
1561 STAT(NADE_TIMER, client) = STAT(NADE_TIMER, spectatee);
1562 STAT(NADE_BONUS_TYPE, client) = STAT(NADE_BONUS_TYPE, spectatee);
1563 client.pokenade_type = spectatee.pokenade_type;
1564 STAT(NADE_BONUS, client) = STAT(NADE_BONUS, spectatee);
1565 STAT(NADE_BONUS_SCORE, client) = STAT(NADE_BONUS_SCORE, spectatee);
1566 STAT(HEALING_ORB, client) = STAT(HEALING_ORB, spectatee);
1567 STAT(HEALING_ORB_ALPHA, client) = STAT(HEALING_ORB_ALPHA, spectatee);
1568 STAT(ENTRAP_ORB, client) = STAT(ENTRAP_ORB, spectatee);
1569 STAT(ENTRAP_ORB_ALPHA, client) = STAT(ENTRAP_ORB_ALPHA, spectatee);
1570 STAT(VEIL_ORB, client) = STAT(VEIL_ORB, spectatee);
1571 STAT(VEIL_ORB_ALPHA, client) = STAT(VEIL_ORB_ALPHA, spectatee);
1574 MUTATOR_HOOKFUNCTION(nades, BuildMutatorsString)
1576 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":Nades");