3 #include "../overkill/okmachinegun.qh"
6 bool autocvar_g_nades_nade_small;
7 float autocvar_g_nades_spread = 0.04;
10 REGISTER_STAT(NADES_SMALL, int, autocvar_g_nades_nade_small)
13 entity Nade_TrailEffect(int proj, int nade_team)
17 case PROJECTILE_NADE: return EFFECT_NADE_TRAIL(nade_team);
18 case PROJECTILE_NADE_BURN: return EFFECT_NADE_TRAIL_BURN(nade_team);
21 FOREACH(Nades, true, {
22 for (int j = 0; j < 2; j++)
24 if (it.m_projectile[j] == proj)
26 string trail = it.m_trail[j].eent_eff_name;
27 if (trail) return it.m_trail[j];
38 REGISTER_MUTATOR(cl_nades, true);
39 MUTATOR_HOOKFUNCTION(cl_nades, HUD_Draw_overlay)
41 if (STAT(HEALING_ORB) > time)
43 M_ARGV(0, vector) = NADE_TYPE_HEAL.m_color;
44 M_ARGV(1, float) = STAT(HEALING_ORB_ALPHA);
47 if (STAT(ENTRAP_ORB) > time)
49 M_ARGV(0, vector) = NADE_TYPE_ENTRAP.m_color;
50 M_ARGV(1, float) = STAT(ENTRAP_ORB_ALPHA);
55 MUTATOR_HOOKFUNCTION(cl_nades, Ent_Projectile)
57 entity proj = M_ARGV(0, entity);
59 if (proj.cnt == PROJECTILE_NAPALM_FOUNTAIN)
62 proj.traileffect = EFFECT_FIREBALL.m_id;
65 if (Nade_FromProjectile(proj.cnt) != NADE_TYPE_Null)
67 setmodel(proj, MDL_PROJECTILE_NADE);
68 entity trail = Nade_TrailEffect(proj.cnt, proj.team);
69 if (trail.eent_eff_name) proj.traileffect = trail.m_id;
73 MUTATOR_HOOKFUNCTION(cl_nades, EditProjectile)
75 entity proj = M_ARGV(0, entity);
77 if (proj.cnt == PROJECTILE_NAPALM_FOUNTAIN)
79 loopsound(proj, CH_SHOTS_SINGLE, SND_FIREBALL_FLY2, VOL_BASE, ATTEN_NORM);
80 proj.mins = '-16 -16 -16';
81 proj.maxs = '16 16 16';
84 entity nade_type = Nade_FromProjectile(proj.cnt);
85 if (nade_type == NADE_TYPE_Null) return;
88 proj.mins = '-8 -8 -8';
93 proj.mins = '-16 -16 -16';
94 proj.maxs = '16 16 16';
96 proj.colormod = nade_type.m_color;
97 set_movetype(proj, MOVETYPE_BOUNCE);
98 settouch(proj, func_null);
100 proj.avelocity = randomvec() * 720;
102 if (nade_type == NADE_TYPE_TRANSLOCATE || nade_type == NADE_TYPE_SPAWN)
103 proj.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
105 proj.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
107 bool Projectile_isnade(int p)
109 return Nade_FromProjectile(p) != NADE_TYPE_Null;
111 void DrawAmmoNades(vector myPos, vector mySize, bool draw_expanding, float expand_time)
113 float bonusNades = STAT(NADE_BONUS);
114 float bonusProgress = STAT(NADE_BONUS_SCORE);
115 float bonusType = STAT(NADE_BONUS_TYPE);
116 Nade def = Nades_from(bonusType);
117 vector nadeColor = def.m_color;
118 string nadeIcon = def.m_icon;
120 vector iconPos, textPos;
122 if(autocvar_hud_panel_ammo_iconalign)
124 iconPos = myPos + eX * 2 * mySize.y;
130 textPos = myPos + eX * mySize.y;
133 if(bonusNades > 0 || bonusProgress > 0)
135 DrawNadeProgressBar(myPos, mySize, bonusProgress, nadeColor);
137 if(autocvar_hud_panel_ammo_text)
138 drawstring_aspect(textPos, ftos(bonusNades), vec2((2/3) * mySize.x, mySize.y), '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
141 drawpic_aspect_skin_expanding(iconPos, nadeIcon, '1 1 0' * mySize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL, expand_time);
143 drawpic_aspect_skin(iconPos, nadeIcon, '1 1 0' * mySize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
150 #include <common/gamemodes/_mod.qh>
151 #include <common/monsters/sv_spawn.qh>
152 #include <common/monsters/sv_monsters.qh>
153 #include <server/g_subs.qh>
155 REGISTER_MUTATOR(nades, autocvar_g_nades);
157 .float nade_time_primed;
158 .float nade_lifetime;
160 .entity nade_spawnloc;
163 void nade_timer_think(entity this)
165 this.skin = 8 - (this.owner.wait - time) / (this.owner.nade_lifetime / 10);
166 this.nextthink = time;
167 if(!this.owner || wasfreed(this.owner))
171 void nade_burn_spawn(entity _nade)
173 CSQCProjectile(_nade, true, Nades_from(_nade.nade_type).m_projectile[true], true);
176 void nade_spawn(entity _nade)
178 entity timer = new(nade_timer);
179 setmodel(timer, MDL_NADE_TIMER);
180 setattachment(timer, _nade, "");
181 timer.colormap = _nade.colormap;
182 timer.glowmod = _nade.glowmod;
183 setthink(timer, nade_timer_think);
184 timer.nextthink = time;
185 timer.wait = _nade.wait;
189 _nade.effects |= EF_LOWPRECISION;
191 CSQCProjectile(_nade, true, Nades_from(_nade.nade_type).m_projectile[false], true);
194 void napalm_damage(entity this, float dist, float damage, float edgedamage, float burntime)
203 RandomSelection_Init();
204 for(e = WarpZone_FindRadius(this.origin, dist, true); e; e = e.chain)
205 if(e.takedamage == DAMAGE_AIM)
206 if(this.realowner != e || autocvar_g_nades_napalm_selfdamage)
207 if(!IS_PLAYER(e) || !this.realowner || DIFF_TEAM(e, this))
211 p.x += e.mins.x + random() * (e.maxs.x - e.mins.x);
212 p.y += e.mins.y + random() * (e.maxs.y - e.mins.y);
213 p.z += e.mins.z + random() * (e.maxs.z - e.mins.z);
214 d = vlen(WarpZone_UnTransformOrigin(e, this.origin) - p);
217 e.fireball_impactvec = p;
218 RandomSelection_AddEnt(e, 1 / (1 + d), !Fire_IsBurning(e));
221 if(RandomSelection_chosen_ent)
223 d = vlen(WarpZone_UnTransformOrigin(RandomSelection_chosen_ent, this.origin) - RandomSelection_chosen_ent.fireball_impactvec);
224 d = damage + (edgedamage - damage) * (d / dist);
225 Fire_AddDamage(RandomSelection_chosen_ent, this.realowner, d * burntime, burntime, this.projectiledeathtype);
226 //trailparticles(this, particleeffectnum(EFFECT_FIREBALL_LASER), this.origin, RandomSelection_chosen_ent.fireball_impactvec);
227 Send_Effect(EFFECT_FIREBALL_LASER, this.origin, RandomSelection_chosen_ent.fireball_impactvec - this.origin, 1);
232 void napalm_ball_think(entity this)
234 if(round_handler_IsActive())
235 if(!round_handler_IsRoundStarted())
241 if(time > this.pushltime)
247 vector midpoint = ((this.absmin + this.absmax) * 0.5);
248 if(pointcontents(midpoint) == CONTENT_WATER)
250 this.velocity = this.velocity * 0.5;
252 if(pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
253 { this.velocity_z = 200; }
256 this.angles = vectoangles(this.velocity);
258 napalm_damage(this, autocvar_g_nades_napalm_ball_radius,autocvar_g_nades_napalm_ball_damage,
259 autocvar_g_nades_napalm_ball_damage,autocvar_g_nades_napalm_burntime);
261 this.nextthink = time + 0.1;
265 void nade_napalm_ball(entity this)
270 spamsound(this, CH_SHOTS, SND_FIREBALL_FIRE, VOL_BASE, ATTEN_NORM);
273 proj.owner = this.owner;
274 proj.realowner = this.realowner;
275 proj.team = this.owner.team;
276 proj.bot_dodge = true;
277 proj.bot_dodgerating = autocvar_g_nades_napalm_ball_damage;
278 set_movetype(proj, MOVETYPE_BOUNCE);
279 proj.projectiledeathtype = DEATH_NADE_NAPALM.m_id;
280 PROJECTILE_MAKETRIGGER(proj);
281 setmodel(proj, MDL_Null);
282 proj.scale = 1;//0.5;
283 setsize(proj, '-4 -4 -4', '4 4 4');
284 setorigin(proj, this.origin);
285 setthink(proj, napalm_ball_think);
286 proj.nextthink = time;
287 proj.damageforcescale = autocvar_g_nades_napalm_ball_damageforcescale;
288 proj.effects = EF_LOWPRECISION | EF_FLAME;
290 kick.x =(random() - 0.5) * 2 * autocvar_g_nades_napalm_ball_spread;
291 kick.y = (random() - 0.5) * 2 * autocvar_g_nades_napalm_ball_spread;
292 kick.z = (random()/2+0.5) * autocvar_g_nades_napalm_ball_spread;
293 proj.velocity = kick;
295 proj.pushltime = time + autocvar_g_nades_napalm_ball_lifetime;
297 proj.angles = vectoangles(proj.velocity);
298 proj.flags = FL_PROJECTILE;
299 IL_PUSH(g_projectiles, proj);
300 IL_PUSH(g_bot_dodge, proj);
301 proj.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_ARC;
303 //CSQCProjectile(proj, true, PROJECTILE_NAPALM_FIRE, true);
307 void napalm_fountain_think(entity this)
310 if(round_handler_IsActive())
311 if(!round_handler_IsRoundStarted())
317 if(time >= this.ltime)
323 vector midpoint = ((this.absmin + this.absmax) * 0.5);
324 if(pointcontents(midpoint) == CONTENT_WATER)
326 this.velocity = this.velocity * 0.5;
328 if(pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
329 { this.velocity_z = 200; }
331 UpdateCSQCProjectile(this);
334 napalm_damage(this, autocvar_g_nades_napalm_fountain_radius, autocvar_g_nades_napalm_fountain_damage,
335 autocvar_g_nades_napalm_fountain_edgedamage, autocvar_g_nades_napalm_burntime);
337 this.nextthink = time + 0.1;
338 if(time >= this.nade_special_time)
340 this.nade_special_time = time + autocvar_g_nades_napalm_fountain_delay;
341 nade_napalm_ball(this);
345 void nade_napalm_boom(entity this)
349 for (c = 0; c < autocvar_g_nades_napalm_ball_count; c++)
350 nade_napalm_ball(this);
354 fountain.owner = this.owner;
355 fountain.realowner = this.realowner;
356 fountain.origin = this.origin;
357 fountain.flags = FL_PROJECTILE;
358 IL_PUSH(g_projectiles, fountain);
359 IL_PUSH(g_bot_dodge, fountain);
360 setorigin(fountain, fountain.origin);
361 setthink(fountain, napalm_fountain_think);
362 fountain.nextthink = time;
363 fountain.ltime = time + autocvar_g_nades_napalm_fountain_lifetime;
364 fountain.pushltime = fountain.ltime;
365 fountain.team = this.team;
366 set_movetype(fountain, MOVETYPE_TOSS);
367 fountain.projectiledeathtype = DEATH_NADE_NAPALM.m_id;
368 fountain.bot_dodge = true;
369 fountain.bot_dodgerating = autocvar_g_nades_napalm_fountain_damage;
370 fountain.nade_special_time = time;
371 setsize(fountain, '-16 -16 -16', '16 16 16');
372 CSQCProjectile(fountain, true, PROJECTILE_NAPALM_FOUNTAIN, true);
375 void nade_ice_freeze(entity freezefield, entity frost_target, float freeze_time)
377 frost_target.frozen_by = freezefield.realowner;
378 Send_Effect(EFFECT_ELECTRO_IMPACT, frost_target.origin, '0 0 0', 1);
379 Freeze(frost_target, 1/freeze_time, 3, false);
381 Drop_Special_Items(frost_target);
384 void nade_ice_think(entity this)
386 if(round_handler_IsActive())
387 if(!round_handler_IsRoundStarted())
393 if(time >= this.ltime)
395 if ( autocvar_g_nades_ice_explode )
397 entity expef = EFFECT_NADE_EXPLODE(this.realowner.team);
398 Send_Effect(expef, this.origin + '0 0 1', '0 0 0', 1);
399 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
401 RadiusDamage(this, this.realowner, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
402 autocvar_g_nades_nade_radius, this, NULL, autocvar_g_nades_nade_force, this.projectiledeathtype, this.enemy);
403 Damage_DamageInfo(this.origin, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
404 autocvar_g_nades_nade_radius, '1 1 1' * autocvar_g_nades_nade_force, this.projectiledeathtype, 0, this);
411 this.nextthink = time+0.1;
416 randomr = exp(-5*randomr*randomr)*autocvar_g_nades_nade_radius;
418 randomw = random()*M_PI*2;
420 randomp.x = randomr*cos(randomw);
421 randomp.y = randomr*sin(randomw);
423 Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, this.origin + randomp, '0 0 0', 1);
425 if(time >= this.nade_special_time)
427 this.nade_special_time = time+0.7;
429 Send_Effect(EFFECT_ELECTRO_IMPACT, this.origin, '0 0 0', 1);
430 Send_Effect(EFFECT_ICEFIELD, this.origin, '0 0 0', 1);
434 float current_freeze_time = this.ltime - time - 0.1;
436 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_nades_nade_radius, it != this && it.takedamage && !IS_DEAD(it) && GetResourceAmount(it, RESOURCE_HEALTH) > 0 && current_freeze_time > 0,
438 if(!autocvar_g_nades_ice_teamcheck || (DIFF_TEAM(it, this.realowner) || it == this.realowner))
439 if(!it.revival_time || ((time - it.revival_time) >= 1.5))
440 if(!STAT(FROZEN, it))
441 nade_ice_freeze(this, it, current_freeze_time);
445 void nade_ice_boom(entity this)
449 fountain.owner = this.owner;
450 fountain.realowner = this.realowner;
451 fountain.origin = this.origin;
452 setorigin(fountain, fountain.origin);
453 setthink(fountain, nade_ice_think);
454 fountain.nextthink = time;
455 fountain.ltime = time + autocvar_g_nades_ice_freeze_time;
456 fountain.pushltime = fountain.wait = fountain.ltime;
457 fountain.team = this.team;
458 set_movetype(fountain, MOVETYPE_TOSS);
459 fountain.projectiledeathtype = DEATH_NADE_ICE.m_id;
460 fountain.bot_dodge = false;
461 setsize(fountain, '-16 -16 -16', '16 16 16');
462 fountain.nade_special_time = time+0.3;
463 fountain.angles = this.angles;
465 if ( autocvar_g_nades_ice_explode )
467 setmodel(fountain, MDL_PROJECTILE_GRENADE);
468 entity timer = new(nade_timer);
469 setmodel(timer, MDL_NADE_TIMER);
470 setattachment(timer, fountain, "");
471 timer.colormap = this.colormap;
472 timer.glowmod = this.glowmod;
473 setthink(timer, nade_timer_think);
474 timer.nextthink = time;
475 timer.wait = fountain.ltime;
476 timer.owner = fountain;
480 setmodel(fountain, MDL_Null);
483 void nade_translocate_boom(entity this)
485 if(this.realowner.vehicle)
488 vector locout = this.origin + '0 0 1' * (1 - this.realowner.mins.z - 24);
489 tracebox(locout, this.realowner.mins, this.realowner.maxs, locout, MOVE_NOMONSTERS, this.realowner);
490 locout = trace_endpos;
492 makevectors(this.realowner.angles);
494 MUTATOR_CALLHOOK(PortalTeleport, this.realowner);
496 TeleportPlayer(this, this.realowner, locout, this.realowner.angles, v_forward * vlen(this.realowner.velocity), '0 0 0', '0 0 0', TELEPORT_FLAGS_TELEPORTER);
499 void nade_spawn_boom(entity this)
501 entity spawnloc = spawn();
502 setorigin(spawnloc, this.origin);
503 setsize(spawnloc, this.realowner.mins, this.realowner.maxs);
504 set_movetype(spawnloc, MOVETYPE_NONE);
505 spawnloc.solid = SOLID_NOT;
506 spawnloc.drawonlytoclient = this.realowner;
507 spawnloc.effects = EF_STARDUST;
508 spawnloc.cnt = autocvar_g_nades_spawn_count;
510 if(this.realowner.nade_spawnloc)
512 delete(this.realowner.nade_spawnloc);
513 this.realowner.nade_spawnloc = NULL;
516 this.realowner.nade_spawnloc = spawnloc;
519 void nades_orb_think(entity this)
521 if(time >= this.ltime)
527 this.nextthink = time;
529 if(time >= this.nade_special_time)
531 this.nade_special_time = time+0.25;
532 this.nade_show_particles = 1;
535 this.nade_show_particles = 0;
538 entity nades_spawn_orb(entity own, entity realown, vector org, float orb_ltime, float orb_rad)
540 // NOTE: this function merely places an orb
541 // you must add a custom touch function to the returned entity if desired
542 // also set .colormod if you wish to have it colorized
543 entity orb = spawn(); // Net_LinkEntity sets the classname (TODO)
545 orb.realowner = realown;
548 orb.orb_lifetime = orb_ltime; // required for timers
549 orb.ltime = time + orb.orb_lifetime;
550 orb.bot_dodge = false;
551 orb.team = realown.team;
552 orb.solid = SOLID_TRIGGER;
554 setmodel(orb, MDL_NADE_ORB);
556 orb.orb_radius = orb_rad; // required for fading
557 vector size = '1 1 1' * orb.orb_radius / 2;
558 setsize(orb, -size, size);
560 Net_LinkEntity(orb, true, 0, orb_send);
563 setthink(orb, nades_orb_think);
564 orb.nextthink = time;
569 void nade_entrap_touch(entity this, entity toucher)
571 if(DIFF_TEAM(toucher, this.realowner)) // TODO: what if realowner changes team or disconnects?
573 if (!isPushable(toucher))
576 float pushdeltatime = time - toucher.lastpushtime;
577 if (pushdeltatime > 0.15) pushdeltatime = 0;
578 toucher.lastpushtime = time;
579 if(!pushdeltatime) return;
581 // div0: ticrate independent, 1 = identity (not 20)
582 toucher.velocity = toucher.velocity * (autocvar_g_nades_entrap_strength ** pushdeltatime);
585 UpdateCSQCProjectile(toucher);
589 if ( IS_REAL_CLIENT(toucher) || IS_VEHICLE(toucher) || IS_MONSTER(toucher) )
591 entity show_tint = (IS_VEHICLE(toucher)) ? toucher.owner : toucher;
592 STAT(ENTRAP_ORB, show_tint) = time + 0.1;
594 float tint_alpha = 0.75;
595 if(SAME_TEAM(toucher, this.realowner))
597 STAT(ENTRAP_ORB_ALPHA, show_tint) = tint_alpha * (this.ltime - time) / this.orb_lifetime;
601 void nade_entrap_boom(entity this)
603 entity orb = nades_spawn_orb(this.owner, this.realowner, this.origin, autocvar_g_nades_entrap_time, autocvar_g_nades_entrap_radius);
605 settouch(orb, nade_entrap_touch);
606 orb.colormod = NADE_TYPE_ENTRAP.m_color;
609 void nade_heal_touch(entity this, entity toucher)
613 if(IS_PLAYER(toucher) || IS_MONSTER(toucher))
614 if(!IS_DEAD(toucher))
615 if(!STAT(FROZEN, toucher))
617 health_factor = autocvar_g_nades_heal_rate*frametime/2;
618 if ( toucher != this.realowner )
620 if ( SAME_TEAM(toucher,this) )
621 health_factor *= autocvar_g_nades_heal_friend;
623 health_factor *= autocvar_g_nades_heal_foe;
625 if ( health_factor > 0 )
627 maxhealth = (IS_MONSTER(toucher)) ? toucher.max_health : g_pickup_healthmega_max;
628 float hp = GetResourceAmount(toucher, RESOURCE_HEALTH);
631 if (this.nade_show_particles)
633 Send_Effect(EFFECT_HEALING, toucher.origin, '0 0 0', 1);
635 GiveResourceWithLimit(toucher, RESOURCE_HEALTH, health_factor, maxhealth);
638 else if ( health_factor < 0 )
640 Damage(toucher,this,this.realowner,-health_factor,DEATH_NADE_HEAL.m_id,toucher.origin,'0 0 0');
645 if ( IS_REAL_CLIENT(toucher) || IS_VEHICLE(toucher) )
647 entity show_red = (IS_VEHICLE(toucher)) ? toucher.owner : toucher;
648 show_red.stat_healing_orb = time+0.1;
649 show_red.stat_healing_orb_alpha = 0.75 * (this.ltime - time) / this.orb_lifetime;
653 void nade_heal_boom(entity this)
655 entity orb = nades_spawn_orb(this.owner, this.realowner, this.origin, autocvar_g_nades_heal_time, autocvar_g_nades_nade_radius);
657 settouch(orb, nade_heal_touch);
658 orb.colormod = '1 0 0';
661 void nade_monster_boom(entity this)
663 entity e = spawnmonster(spawn(), this.pokenade_type, 0, this.realowner, this.realowner, this.origin, false, false, 1);
665 if(autocvar_g_nades_pokenade_monster_lifetime > 0)
666 e.monster_lifetime = time + autocvar_g_nades_pokenade_monster_lifetime;
667 e.monster_skill = MONSTER_SKILL_INSANE;
670 void nade_boom(entity this)
673 bool nade_blast = true;
675 switch ( Nades_from(this.nade_type) )
677 case NADE_TYPE_NAPALM:
678 nade_blast = autocvar_g_nades_napalm_blast;
679 expef = EFFECT_EXPLOSION_MEDIUM;
683 expef = EFFECT_ELECTRO_COMBO; // hookbomb_explode electro_combo bigplasma_impact
685 case NADE_TYPE_TRANSLOCATE:
688 case NADE_TYPE_MONSTER:
689 case NADE_TYPE_SPAWN:
691 switch(this.realowner.team)
693 case NUM_TEAM_1: expef = EFFECT_SPAWN_RED; break;
694 case NUM_TEAM_2: expef = EFFECT_SPAWN_BLUE; break;
695 case NUM_TEAM_3: expef = EFFECT_SPAWN_YELLOW; break;
696 case NUM_TEAM_4: expef = EFFECT_SPAWN_PINK; break;
697 default: expef = EFFECT_SPAWN_NEUTRAL; break;
702 expef = EFFECT_SPAWN_RED;
705 case NADE_TYPE_ENTRAP:
707 expef = EFFECT_SPAWN_YELLOW;
711 case NADE_TYPE_NORMAL:
712 expef = EFFECT_NADE_EXPLODE(this.realowner.team);
717 Send_Effect(expef, findbetterlocation(this.origin, 8), '0 0 0', 1);
719 sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
720 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
722 this.event_damage = func_null; // prevent somehow calling damage in the next call
726 RadiusDamage(this, this.realowner, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
727 autocvar_g_nades_nade_radius, this, NULL, autocvar_g_nades_nade_force, this.projectiledeathtype, this.enemy);
728 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);
732 switch ( Nades_from(this.nade_type) )
734 case NADE_TYPE_NAPALM: nade_napalm_boom(this); break;
735 case NADE_TYPE_ICE: nade_ice_boom(this); break;
736 case NADE_TYPE_TRANSLOCATE: nade_translocate_boom(this); break;
737 case NADE_TYPE_SPAWN: nade_spawn_boom(this); break;
738 case NADE_TYPE_HEAL: nade_heal_boom(this); break;
739 case NADE_TYPE_MONSTER: nade_monster_boom(this); break;
740 case NADE_TYPE_ENTRAP: nade_entrap_boom(this); break;
743 IL_EACH(g_projectiles, it.classname == "grapplinghook" && it.aiment == this,
751 void spawn_held_nade(entity player, entity nowner, float ntime, int ntype, string pntype);
752 void nade_pickup(entity this, entity thenade)
754 spawn_held_nade(this, thenade.realowner, autocvar_g_nades_pickup_time, thenade.nade_type, thenade.pokenade_type);
756 // set refire so player can't even
757 this.nade_refire = time + autocvar_g_nades_nade_refire;
761 this.nade.nade_time_primed = thenade.nade_time_primed;
764 bool CanThrowNade(entity this);
765 void nade_touch(entity this, entity toucher)
768 UpdateCSQCProjectile(this);
770 if(toucher == this.realowner)
771 return; // no this impacts
773 if(autocvar_g_nades_pickup)
774 if(time >= this.spawnshieldtime)
775 if(!toucher.nade && GetResourceAmount(this, RESOURCE_HEALTH) == this.max_health) // no boosted shot pickups, thank you very much
776 if(CanThrowNade(toucher)) // prevent some obvious things, like dead players
777 if(IS_REAL_CLIENT(toucher)) // above checks for IS_PLAYER, don't need to do it here
779 nade_pickup(toucher, this);
780 sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, 0.5 *(ATTEN_LARGE + ATTEN_MAX));
784 /*float is_weapclip = 0;
785 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
786 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
787 if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
789 if(ITEM_TOUCH_NEEDKILL()) // || is_weapclip)
791 IL_EACH(g_projectiles, it.classname == "grapplinghook" && it.aiment == this,
799 PROJECTILE_TOUCH(this, toucher);
801 //setsize(this, '-2 -2 -2', '2 2 2');
802 //UpdateCSQCProjectile(this);
803 if(GetResourceAmount(this, RESOURCE_HEALTH) == this.max_health)
805 spamsound(this, CH_SHOTS, SND_GRENADE_BOUNCE_RANDOM(), VOL_BASE, ATTEN_NORM);
809 this.enemy = toucher;
813 void nade_beep(entity this)
815 sound(this, CH_SHOTS_SINGLE, SND_NADE_BEEP, VOL_BASE, 0.5 *(ATTEN_LARGE + ATTEN_MAX));
816 setthink(this, nade_boom);
817 this.nextthink = max(this.wait, time);
820 void nade_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
822 if(ITEM_DAMAGE_NEEDKILL(deathtype))
824 this.takedamage = DAMAGE_NO;
829 if(this.nade_type == NADE_TYPE_TRANSLOCATE.m_id || this.nade_type == NADE_TYPE_SPAWN.m_id)
832 if (MUTATOR_CALLHOOK(Nade_Damage, this, DEATH_WEAPONOF(deathtype), force, damage)) {}
833 else if(DEATH_ISWEAPON(deathtype, WEP_BLASTER))
838 else if(DEATH_ISWEAPON(deathtype, WEP_VAPORIZER) && (deathtype & HITTYPE_SECONDARY))
840 force *= 0.5; // too much
843 else if(DEATH_ISWEAPON(deathtype, WEP_VORTEX) || DEATH_ISWEAPON(deathtype, WEP_VAPORIZER) || DEATH_ISWEAPON(deathtype, WEP_OVERKILL_NEX))
846 damage = this.max_health * 0.55;
848 else if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN) || DEATH_ISWEAPON(deathtype, WEP_OVERKILL_MACHINEGUN))
849 damage = this.max_health * 0.1;
850 else if(DEATH_ISWEAPON(deathtype, WEP_SHOCKWAVE) || DEATH_ISWEAPON(deathtype, WEP_SHOTGUN)) // WEAPONTODO
852 if(deathtype & HITTYPE_SECONDARY)
854 damage = this.max_health * 0.1;
858 damage = this.max_health * 1.15;
861 this.velocity += force;
862 UpdateCSQCProjectile(this);
864 if(damage <= 0 || ((IS_ONGROUND(this)) && IS_PLAYER(attacker)))
867 float hp = GetResourceAmount(this, RESOURCE_HEALTH);
868 if(hp == this.max_health)
870 sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, 0.5 *(ATTEN_LARGE + ATTEN_MAX));
871 this.nextthink = max(time + this.nade_lifetime, time);
872 setthink(this, nade_beep);
876 SetResourceAmount(this, RESOURCE_HEALTH, hp);
879 if ( this.nade_type != NADE_TYPE_HEAL.m_id || IS_PLAYER(attacker) )
880 this.realowner = attacker;
883 W_PrepareExplosionByDamage(this, attacker, nade_boom);
885 nade_burn_spawn(this);
888 void toss_nade(entity e, bool set_owner, vector _velocity, float _time)
893 entity _nade = e.nade;
899 Kill_Notification(NOTIF_ONE_ONLY, e, MSG_CENTER, CPID_NADES);
901 makevectors(e.v_angle);
903 // NOTE: always throw from first weapon entity?
904 W_SetupShot(e, _nade.weaponentity_fld, false, false, SND_Null, CH_WEAPON_A, 0);
906 vector offset = (v_forward * autocvar_g_nades_throw_offset.x)
907 + (v_right * autocvar_g_nades_throw_offset.y)
908 + (v_up * autocvar_g_nades_throw_offset.z);
910 setorigin(_nade, w_shotorg + offset);
911 //setmodel(_nade, MDL_PROJECTILE_NADE);
912 //setattachment(_nade, NULL, "");
913 PROJECTILE_MAKETRIGGER(_nade);
914 if(STAT(NADES_SMALL, e))
915 setsize(_nade, '-8 -8 -8', '8 8 8');
917 setsize(_nade, '-16 -16 -16', '16 16 16');
918 set_movetype(_nade, MOVETYPE_BOUNCE);
920 tracebox(_nade.origin, _nade.mins, _nade.maxs, _nade.origin, MOVE_NOMONSTERS, _nade);
921 if (trace_startsolid)
922 setorigin(_nade, e.origin);
924 if(e.v_angle.x >= 70 && e.v_angle.x <= 110 && PHYS_INPUT_BUTTON_CROUCH(e))
925 _nade.velocity = '0 0 100';
926 else if(autocvar_g_nades_nade_newton_style == 1)
927 _nade.velocity = e.velocity + _velocity;
928 else if(autocvar_g_nades_nade_newton_style == 2)
929 _nade.velocity = _velocity;
931 _nade.velocity = W_CalculateProjectileVelocity(e, e.velocity, _velocity, true);
936 settouch(_nade, nade_touch);
937 _nade.spawnshieldtime = time + 0.1; // prevent instantly picking up again
938 SetResourceAmount(_nade, RESOURCE_HEALTH, autocvar_g_nades_nade_health);
939 _nade.max_health = _nade.health;
940 _nade.takedamage = DAMAGE_AIM;
941 _nade.event_damage = nade_damage;
942 setcefc(_nade, func_null);
943 _nade.exteriormodeltoclient = NULL;
944 _nade.traileffectnum = 0;
945 _nade.teleportable = true;
946 _nade.pushable = true;
948 _nade.missile_flags = MIF_SPLASH | MIF_ARC;
949 _nade.damagedbycontents = true;
950 IL_PUSH(g_damagedbycontents, _nade);
951 _nade.angles = vectoangles(_nade.velocity);
952 _nade.flags = FL_PROJECTILE;
953 IL_PUSH(g_projectiles, _nade);
954 IL_PUSH(g_bot_dodge, _nade);
955 _nade.projectiledeathtype = DEATH_NADE.m_id;
956 _nade.toss_time = time;
957 _nade.solid = SOLID_CORPSE; //((_nade.nade_type == NADE_TYPE_TRANSLOCATE) ? SOLID_CORPSE : SOLID_BBOX);
959 if(_nade.nade_type == NADE_TYPE_TRANSLOCATE.m_id || _nade.nade_type == NADE_TYPE_SPAWN.m_id)
960 _nade.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
962 _nade.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
968 setthink(_nade, nade_boom);
969 _nade.nextthink = _time;
972 e.nade_refire = time + autocvar_g_nades_nade_refire;
976 void nades_GiveBonus(entity player, float score)
978 if (autocvar_g_nades)
979 if (autocvar_g_nades_bonus)
980 if (IS_REAL_CLIENT(player))
981 if (IS_PLAYER(player) && player.bonus_nades < autocvar_g_nades_bonus_max)
982 if (STAT(FROZEN, player) == 0)
983 if (!IS_DEAD(player))
985 if ( player.bonus_nade_score < 1 )
986 player.bonus_nade_score += score/autocvar_g_nades_bonus_score_max;
988 if ( player.bonus_nade_score >= 1 )
990 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_NADE_BONUS);
991 play2(player, SND(KH_ALARM));
992 player.bonus_nades++;
993 player.bonus_nade_score -= 1;
998 /** Remove all bonus nades from a player */
999 void nades_RemoveBonus(entity player)
1001 player.bonus_nades = player.bonus_nade_score = 0;
1004 MUTATOR_HOOKFUNCTION(nades, PutClientInServer)
1006 entity player = M_ARGV(0, entity);
1008 nades_RemoveBonus(player);
1011 bool nade_customize(entity this, entity client)
1013 //if(IS_SPEC(client)) { return false; }
1014 if(client == this.exteriormodeltoclient || (IS_SPEC(client) && client.enemy == this.exteriormodeltoclient))
1016 // somewhat hide the model, but keep the glow
1018 if(this.traileffectnum)
1019 this.traileffectnum = 0;
1024 //this.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
1025 if(!this.traileffectnum)
1026 this.traileffectnum = _particleeffectnum(Nade_TrailEffect(Nades_from(this.nade_type).m_projectile[false], this.team).eent_eff_name);
1033 void spawn_held_nade(entity player, entity nowner, float ntime, int ntype, string pntype)
1035 entity n = new(nade), fn = new(fake_nade);
1037 n.nade_type = max(1, ntype);
1038 n.pokenade_type = pntype;
1040 if(Nades_from(n.nade_type) == NADE_TYPE_Null)
1041 n.nade_type = NADE_TYPE_NORMAL.m_id;
1043 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
1045 setmodel(n, MDL_PROJECTILE_NADE);
1046 //setattachment(n, player, "bip01 l hand");
1047 n.exteriormodeltoclient = player;
1048 setcefc(n, nade_customize);
1049 n.traileffectnum = _particleeffectnum(Nade_TrailEffect(Nades_from(n.nade_type).m_projectile[false], player.team).eent_eff_name);
1050 n.colormod = Nades_from(n.nade_type).m_color;
1051 n.realowner = nowner;
1052 n.colormap = player.colormap;
1053 n.glowmod = player.glowmod;
1054 n.wait = time + max(0, ntime);
1055 n.nade_time_primed = time;
1056 setthink(n, nade_beep);
1057 n.nextthink = max(n.wait - 3, time);
1058 n.projectiledeathtype = DEATH_NADE.m_id;
1059 n.weaponentity_fld = weaponentity;
1060 n.nade_lifetime = ntime;
1062 setmodel(fn, MDL_NADE_VIEW);
1063 setattachment(fn, player.(weaponentity), "");
1064 fn.realowner = fn.owner = player;
1065 fn.colormod = Nades_from(n.nade_type).m_color;
1066 fn.colormap = player.colormap;
1067 fn.glowmod = player.glowmod;
1068 setthink(fn, SUB_Remove);
1069 fn.nextthink = n.wait;
1070 fn.weaponentity_fld = weaponentity;
1073 player.fake_nade = fn;
1076 void nade_prime(entity this)
1078 if(autocvar_g_nades_bonus_only)
1079 if(!this.bonus_nades)
1080 return; // only allow bonus nades
1086 delete(this.fake_nade);
1089 string pntype = this.pokenade_type;
1091 if(this.items & ITEM_Strength.m_itemid && autocvar_g_nades_bonus_onstrength)
1092 ntype = this.nade_type;
1093 else if (this.bonus_nades >= 1)
1095 ntype = this.nade_type;
1096 pntype = this.pokenade_type;
1097 this.bonus_nades -= 1;
1101 ntype = ((autocvar_g_nades_client_select) ? CS(this).cvar_cl_nade_type : autocvar_g_nades_nade_type);
1102 pntype = ((autocvar_g_nades_client_select) ? CS(this).cvar_cl_pokenade_type : autocvar_g_nades_pokenade_monster_type);
1105 spawn_held_nade(this, this, autocvar_g_nades_nade_lifetime, ntype, pntype);
1108 bool CanThrowNade(entity this)
1116 if (!autocvar_g_nades)
1117 return false; // allow turning them off mid match
1119 if(forbidWeaponUse(this))
1122 if (!IS_PLAYER(this))
1128 .bool nade_altbutton;
1130 void nades_CheckThrow(entity this)
1132 if(!CanThrowNade(this))
1135 entity held_nade = this.nade;
1138 this.nade_altbutton = true;
1139 if(time > this.nade_refire)
1141 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_NADE_THROW);
1143 this.nade_refire = time + autocvar_g_nades_nade_refire;
1148 this.nade_altbutton = false;
1149 if (time >= held_nade.nade_time_primed + 1) {
1150 makevectors(this.v_angle);
1151 float _force = time - held_nade.nade_time_primed;
1152 _force /= autocvar_g_nades_nade_lifetime;
1153 _force = autocvar_g_nades_nade_minforce + (_force * (autocvar_g_nades_nade_maxforce - autocvar_g_nades_nade_minforce));
1154 vector dir = (v_forward * 0.75 + v_up * 0.2 + v_right * 0.05);
1155 dir = W_CalculateSpread(dir, autocvar_g_nades_spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
1156 toss_nade(this, true, dir * _force, 0);
1161 void nades_Clear(entity player)
1164 delete(player.nade);
1165 if(player.fake_nade)
1166 delete(player.fake_nade);
1168 player.nade = player.fake_nade = NULL;
1169 player.nade_timer = 0;
1172 MUTATOR_HOOKFUNCTION(nades, VehicleEnter)
1174 entity player = M_ARGV(0, entity);
1177 toss_nade(player, true, '0 0 100', max(player.nade.wait, time + 0.05));
1180 CLASS(NadeOffhand, OffhandWeapon)
1181 METHOD(NadeOffhand, offhand_think, void(NadeOffhand this, entity player, bool key_pressed))
1183 entity held_nade = player.nade;
1185 if (!CanThrowNade(player)) return;
1186 if (!(time > player.nade_refire)) return;
1190 held_nade = player.nade;
1192 } else if (time >= held_nade.nade_time_primed + 1) {
1194 makevectors(player.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 * 0.7 + v_up * 0.2 + v_right * 0.1);
1199 dir = W_CalculateSpread(dir, autocvar_g_nades_spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
1200 toss_nade(player, false, dir * _force, 0);
1204 ENDCLASS(NadeOffhand)
1205 NadeOffhand OFFHAND_NADE; STATIC_INIT(OFFHAND_NADE) { OFFHAND_NADE = NEW(NadeOffhand); }
1207 MUTATOR_HOOKFUNCTION(nades, ForbidThrowCurrentWeapon, CBC_ORDER_LAST)
1209 entity player = M_ARGV(0, entity);
1211 if (player.offhand != OFFHAND_NADE || (player.weapons & WEPSET(HOOK)) || autocvar_g_nades_override_dropweapon) {
1212 nades_CheckThrow(player);
1217 MUTATOR_HOOKFUNCTION(nades, PlayerPreThink)
1219 entity player = M_ARGV(0, entity);
1221 if (!IS_PLAYER(player)) { return; }
1223 if (player.nade && (player.offhand != OFFHAND_NADE || (player.weapons & WEPSET(HOOK)))) OFFHAND_NADE.offhand_think(OFFHAND_NADE, player, player.nade_altbutton);
1225 entity held_nade = player.nade;
1228 player.nade_timer = bound(0, (time - held_nade.nade_time_primed) / held_nade.nade_lifetime, 1);
1229 // LOG_TRACEF("%d %d", player.nade_timer, time - held_nade.nade_time_primed);
1230 makevectors(player.angles);
1231 held_nade.velocity = player.velocity;
1232 setorigin(held_nade, player.origin + player.view_ofs + v_forward * 8 + v_right * -8 + v_up * 0);
1233 held_nade.angles_y = player.angles.y;
1235 if (time + 0.1 >= held_nade.wait)
1236 toss_nade(player, false, '0 0 0', time + 0.05);
1239 if(IS_PLAYER(player))
1241 if ( autocvar_g_nades_bonus && autocvar_g_nades )
1244 float key_count = 0;
1245 FOR_EACH_KH_KEY(key) if(key.owner == player) { ++key_count; }
1248 if(GameRules_scoring_is_vip(player))
1249 time_score = autocvar_g_nades_bonus_score_time_flagcarrier;
1251 time_score = autocvar_g_nades_bonus_score_time;
1254 time_score = autocvar_g_nades_bonus_score_time_flagcarrier * key_count; // multiply by the number of keys the player is holding
1256 if(autocvar_g_nades_bonus_client_select)
1258 player.nade_type = CS(player).cvar_cl_nade_type;
1259 player.pokenade_type = CS(player).cvar_cl_pokenade_type;
1263 player.nade_type = autocvar_g_nades_bonus_type;
1264 player.pokenade_type = autocvar_g_nades_pokenade_monster_type;
1267 player.nade_type = bound(1, player.nade_type, Nades_COUNT);
1269 if(player.bonus_nade_score >= 0 && autocvar_g_nades_bonus_score_max)
1270 nades_GiveBonus(player, time_score / autocvar_g_nades_bonus_score_max);
1274 player.bonus_nades = player.bonus_nade_score = 0;
1280 if(player.freezetag_frozen_timeout > 0 && time >= player.freezetag_frozen_timeout)
1282 else if(STAT(FROZEN, player) == 3)
1284 vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
1286 FOREACH_CLIENT(IS_PLAYER(it) && it != player, {
1287 if(!IS_DEAD(it) && STAT(FROZEN, it) == 0 && SAME_TEAM(it, player))
1288 if(boxesoverlap(player.absmin - revive_extra_size, player.absmax + revive_extra_size, it.absmin, it.absmax))
1298 if(n > 0 && STAT(FROZEN, player) == 3) // OK, there is at least one teammate reviving us
1300 player.revive_progress = bound(0, player.revive_progress + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
1301 SetResourceAmount(player, RESOURCE_HEALTH, max(1, player.revive_progress * start_health));
1303 if(player.revive_progress >= 1)
1307 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_REVIVED, o.netname);
1308 Send_Notification(NOTIF_ONE, o, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
1311 FOREACH_CLIENT(IS_PLAYER(it) && it.reviving, {
1312 it.revive_progress = player.revive_progress;
1313 it.reviving = false;
1318 MUTATOR_HOOKFUNCTION(nades, PlayerPhysics)
1320 entity player = M_ARGV(0, entity);
1322 if (STAT(ENTRAP_ORB, player) > time)
1324 player.stat_sv_maxspeed *= autocvar_g_nades_entrap_speed;
1325 player.stat_sv_airspeedlimit_nonqw *= autocvar_g_nades_entrap_speed;
1329 MUTATOR_HOOKFUNCTION(nades, MonsterMove)
1331 entity mon = M_ARGV(0, entity);
1333 if (STAT(ENTRAP_ORB, mon) > time)
1335 M_ARGV(1, float) *= autocvar_g_nades_entrap_speed; // run speed
1336 M_ARGV(2, float) *= autocvar_g_nades_entrap_speed; // walk speed
1340 MUTATOR_HOOKFUNCTION(nades, PlayerSpawn)
1342 entity player = M_ARGV(0, entity);
1344 if(autocvar_g_nades_spawn)
1345 player.nade_refire = time + autocvar_g_spawnshieldtime;
1347 player.nade_refire = time + autocvar_g_nades_nade_refire;
1349 if(autocvar_g_nades_bonus_client_select)
1350 player.nade_type = CS(player).cvar_cl_nade_type;
1352 player.nade_timer = 0;
1354 if (!player.offhand) player.offhand = OFFHAND_NADE;
1356 if(player.nade_spawnloc)
1358 setorigin(player, player.nade_spawnloc.origin);
1359 player.nade_spawnloc.cnt -= 1;
1361 if(player.nade_spawnloc.cnt <= 0)
1363 delete(player.nade_spawnloc);
1364 player.nade_spawnloc = NULL;
1369 MUTATOR_HOOKFUNCTION(nades, PlayerDies, CBC_ORDER_LAST)
1371 entity frag_attacker = M_ARGV(1, entity);
1372 entity frag_target = M_ARGV(2, entity);
1374 if(frag_target.nade)
1375 if(!STAT(FROZEN, frag_target) || !autocvar_g_freezetag_revive_nade)
1376 toss_nade(frag_target, true, '0 0 100', max(frag_target.nade.wait, time + 0.05));
1378 if(IS_PLAYER(frag_attacker))
1380 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);
1382 if (SAME_TEAM(frag_attacker, frag_target) || frag_attacker == frag_target)
1383 nades_RemoveBonus(frag_attacker);
1384 else if(GameRules_scoring_is_vip(frag_target))
1385 nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_medium);
1386 else if(autocvar_g_nades_bonus_score_spree && CS(frag_attacker).killcount > 1)
1388 #define SPREE_ITEM(counta,countb,center,normal,gentle) \
1389 case counta: { nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_spree); break; }
1390 switch(CS(frag_attacker).killcount)
1393 default: nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_minor); break;
1398 nades_GiveBonus(frag_attacker, killcount_bonus);
1401 nades_RemoveBonus(frag_target);
1404 MUTATOR_HOOKFUNCTION(nades, Damage_Calculate)
1406 entity frag_inflictor = M_ARGV(0, entity);
1407 entity frag_attacker = M_ARGV(1, entity);
1408 entity frag_target = M_ARGV(2, entity);
1409 float frag_deathtype = M_ARGV(3, float);
1411 if(STAT(FROZEN, frag_target))
1412 if(autocvar_g_freezetag_revive_nade)
1413 if(frag_attacker == frag_target)
1414 if(frag_deathtype == DEATH_NADE.m_id)
1415 if(time - frag_inflictor.toss_time <= 0.1)
1417 Unfreeze(frag_target);
1418 SetResourceAmount(frag_target, RESOURCE_HEALTH, autocvar_g_freezetag_revive_nade_health);
1419 Send_Effect(EFFECT_ICEORGLASS, frag_target.origin, '0 0 0', 3);
1420 M_ARGV(4, float) = 0;
1421 M_ARGV(6, vector) = '0 0 0';
1422 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED_NADE, frag_target.netname);
1423 Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_REVIVE_SELF);
1427 MUTATOR_HOOKFUNCTION(nades, MonsterDies)
1429 entity frag_target = M_ARGV(0, entity);
1430 entity frag_attacker = M_ARGV(1, entity);
1432 if(IS_PLAYER(frag_attacker))
1433 if(DIFF_TEAM(frag_attacker, frag_target))
1434 if(!(frag_target.spawnflags & MONSTERFLAG_SPAWNED))
1435 nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_minor);
1438 MUTATOR_HOOKFUNCTION(nades, DropSpecialItems)
1440 entity frag_target = M_ARGV(0, entity);
1442 if(frag_target.nade)
1443 toss_nade(frag_target, true, '0 0 0', time + 0.05);
1446 void nades_RemovePlayer(entity this)
1449 nades_RemoveBonus(this);
1452 MUTATOR_HOOKFUNCTION(nades, MakePlayerObserver) { entity player = M_ARGV(0, entity); nades_RemovePlayer(player); }
1453 MUTATOR_HOOKFUNCTION(nades, ClientDisconnect) { entity player = M_ARGV(0, entity); nades_RemovePlayer(player); }
1454 MUTATOR_HOOKFUNCTION(nades, reset_map_global)
1456 FOREACH_CLIENT(IS_PLAYER(it),
1458 nades_RemovePlayer(it);
1462 MUTATOR_HOOKFUNCTION(nades, SpectateCopy)
1464 entity spectatee = M_ARGV(0, entity);
1465 entity client = M_ARGV(1, entity);
1467 client.nade_timer = spectatee.nade_timer;
1468 client.nade_type = spectatee.nade_type;
1469 client.pokenade_type = spectatee.pokenade_type;
1470 client.bonus_nades = spectatee.bonus_nades;
1471 client.bonus_nade_score = spectatee.bonus_nade_score;
1472 client.stat_healing_orb = spectatee.stat_healing_orb;
1473 client.stat_healing_orb_alpha = spectatee.stat_healing_orb_alpha;
1474 STAT(ENTRAP_ORB, client) = STAT(ENTRAP_ORB, spectatee);
1475 STAT(ENTRAP_ORB_ALPHA, client) = STAT(ENTRAP_ORB_ALPHA, spectatee);
1478 REPLICATE(cvar_cl_nade_type, int, "cl_nade_type");
1479 REPLICATE(cvar_cl_pokenade_type, string, "cl_pokenade_type");
1481 MUTATOR_HOOKFUNCTION(nades, BuildMutatorsString)
1483 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":Nades");
1486 MUTATOR_HOOKFUNCTION(nades, BuildGameplayTipsString)
1488 M_ARGV(0, string) = strcat(M_ARGV(0, string), "\n\n^3nades^8 are enabled, press 'g' to use them\n");