void nade_timer_think() { self.skin = 8 - (self.owner.wait - time) / (autocvar_g_nades_nade_lifetime / 10); self.nextthink = time; if(!self.owner || wasfreed(self.owner)) remove(self); } void nade_burn_spawn(entity _nade) { float p; switch(_nade.realowner.team) { case NUM_TEAM_1: p = PROJECTILE_NADE_RED_BURN; break; case NUM_TEAM_2: p = PROJECTILE_NADE_BLUE_BURN; break; case NUM_TEAM_3: p = PROJECTILE_NADE_YELLOW_BURN; break; case NUM_TEAM_4: p = PROJECTILE_NADE_PINK_BURN; break; default: p = PROJECTILE_NADE_BURN; break; } CSQCProjectile(_nade, TRUE, p, TRUE); } void nade_spawn(entity _nade) { float p; entity timer = spawn(); setmodel(timer, "models/ok_nade_counter/ok_nade_counter.md3"); setattachment(timer, _nade, ""); timer.classname = "nade_timer"; timer.colormap = _nade.colormap; timer.glowmod = _nade.glowmod; timer.think = nade_timer_think; timer.nextthink = time; timer.wait = _nade.wait; timer.owner = _nade; timer.skin = 10; switch(_nade.realowner.team) { case NUM_TEAM_1: p = PROJECTILE_NADE_RED; break; case NUM_TEAM_2: p = PROJECTILE_NADE_BLUE; break; case NUM_TEAM_3: p = PROJECTILE_NADE_YELLOW; break; case NUM_TEAM_4: p = PROJECTILE_NADE_PINK; break; default: p = PROJECTILE_NADE; break; } CSQCProjectile(_nade, TRUE, p, TRUE); } void nade_boom() { string expef; switch(self.realowner.team) { case NUM_TEAM_1: expef = "nade_red_explode"; break; case NUM_TEAM_2: expef = "nade_blue_explode"; break; case NUM_TEAM_3: expef = "nade_yellow_explode"; break; case NUM_TEAM_4: expef = "nade_pink_explode"; break; default: expef = "nade_explode"; break; } sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTN_NORM); sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM); pointparticles(particleeffectnum(expef), self.origin + '0 0 1', '0 0 0', 1); Damage_DamageInfo(self.origin, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage, autocvar_g_nades_nade_radius, '1 1 1' * autocvar_g_nades_nade_force, self.projectiledeathtype, 0, self); self.takedamage = DAMAGE_NO; RadiusDamage(self, self.realowner, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage, autocvar_g_nades_nade_radius, self, autocvar_g_nades_nade_force, self.projectiledeathtype, self.enemy); remove(self); } void nade_touch() { PROJECTILE_TOUCH; //setsize(self, '-2 -2 -2', '2 2 2'); //UpdateCSQCProjectile(self); if(self.health == autocvar_g_nades_nade_health) { spamsound(self, CH_SHOTS, strcat("weapons/grenade_bounce", ftos(1 + rint(random() * 5)), ".wav"), VOL_BASE, ATTN_NORM); return; } self.enemy = other; nade_boom(); } void nade_beep() { sound(self, CH_SHOTS_SINGLE, "overkill/grenadebip.ogg", VOL_BASE, 0.5 *(ATTN_LARGE + ATTN_MAX)); self.think = nade_boom; self.nextthink = max(self.wait, time); } void nade_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { if(DEATH_ISWEAPON(deathtype, WEP_LASER)) return; if(DEATH_ISWEAPON(deathtype, WEP_NEX) || DEATH_ISWEAPON(deathtype, WEP_MINSTANEX)) { force *= 6; damage = autocvar_g_nades_nade_health * 0.55; } if(DEATH_ISWEAPON(deathtype, WEP_UZI)) damage = autocvar_g_nades_nade_health * 0.1; if(DEATH_ISWEAPON(deathtype, WEP_SHOTGUN) && !(deathtype & HITTYPE_SECONDARY)) damage = autocvar_g_nades_nade_health * 1.1; if(DEATH_ISWEAPON(deathtype, WEP_SHOTGUN) && (deathtype & HITTYPE_SECONDARY)) { damage = autocvar_g_nades_nade_health * 0.1; force *= 15; } self.velocity += force; if(!damage) return; if(self.health == autocvar_g_nades_nade_health) { sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, 0.5 *(ATTN_LARGE + ATTN_MAX)); self.nextthink = max(time + autocvar_g_nades_nade_lifetime, time); self.think = nade_beep; } self.health -= damage; self.realowner = attacker; if(self.health <= 0) W_PrepareExplosionByDamage(attacker, nade_boom); else nade_burn_spawn(self); } void toss_nade(entity e, vector _velocity, float _time) { entity _nade = e.nade; e.nade = world; remove(e.fake_nade); e.fake_nade = world; makevectors(e.v_angle); W_SetupShot(e, FALSE, FALSE, "", CH_WEAPON_A, 0); Kill_Notification(NOTIF_ONE_ONLY, e, MSG_CENTER_CPID, CPID_NADES); //setorigin(_nade, CENTER_OR_VIEWOFS(e) + (v_right * 10) * -1); setorigin(_nade, w_shotorg + (v_right * 10) * -1); setmodel(_nade, "models/weapons/v_ok_grenade.md3"); setattachment(_nade, world, ""); PROJECTILE_MAKETRIGGER(_nade); setsize(_nade, '-16 -16 -16', '16 16 16'); _nade.movetype = MOVETYPE_BOUNCE; tracebox(_nade.origin, _nade.mins, _nade.maxs, _nade.origin, FALSE, _nade); if (trace_startsolid) setorigin(_nade, e.origin); if(e.crouch) _nade.velocity = '0 0 -10'; 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.velocity, _velocity, TRUE); //_nade.solid = SOLID_BBOX; // TODO: remember why this was needed _nade.touch = nade_touch; _nade.health = autocvar_g_nades_nade_health; _nade.takedamage = DAMAGE_AIM; _nade.event_damage = nade_damage; _nade.teleportable = TRUE; _nade.pushable = TRUE; _nade.gravity = 1; _nade.missile_flags = MIF_SPLASH | MIF_ARC; _nade.damagedbycontents = TRUE; _nade.angles = vectoangles(_nade.velocity); _nade.flags = FL_PROJECTILE; nade_spawn(_nade); if(_time) { _nade.think = nade_boom; _nade.nextthink = _time; } e.nade_refire = time + autocvar_g_nades_nade_refire; } void nade_prime() { if(self.nade) remove(self.nade); if(self.fake_nade) remove(self.fake_nade); self.nade = spawn(); setmodel(self.nade, "null"); setattachment(self.nade, self, "bip01 l hand"); self.nade.classname = "nade"; self.nade.realowner = self; self.nade.colormap = self.colormap; self.nade.glowmod = self.glowmod; self.nade.wait = time + autocvar_g_nades_nade_lifetime; self.nade.lifetime = time; self.nade.think = nade_beep; self.nade.nextthink = max(self.nade.wait - 3, time); self.nade.projectiledeathtype = DEATH_NADE; self.fake_nade = spawn(); setmodel(self.fake_nade, "models/weapons/h_ok_grenade.iqm"); setattachment(self.fake_nade, self.weaponentity, ""); self.fake_nade.classname = "fake_nade"; //self.fake_nade.viewmodelforclient = self; self.fake_nade.realowner = self.fake_nade.owner = self; self.fake_nade.colormap = self.colormap; self.fake_nade.glowmod = self.glowmod; self.fake_nade.think = SUB_Remove; self.fake_nade.nextthink = self.nade.wait; } float CanThrowNade() { if(self.vehicle) return FALSE; if(gameover) return FALSE; if(self.deadflag != DEAD_NO) return FALSE; if not(autocvar_g_nades) return FALSE; // allow turning them off mid match if(forbidWeaponUse()) return FALSE; if not(IS_PLAYER(self)) return FALSE; return TRUE; } void nades_CheckThrow() { if(!CanThrowNade()) return; if(!self.nade) { if(self.nade_refire < time) { Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_NADE_THROW); nade_prime(); self.nade_refire = time + autocvar_g_nades_nade_refire; } } else { if(time - self.nade.lifetime >= 1) { makevectors(self.v_angle); float _force = time - self.nade.lifetime; _force /= autocvar_g_nades_nade_lifetime; _force = autocvar_g_nades_nade_minforce + (_force * (autocvar_g_nades_nade_maxforce - autocvar_g_nades_nade_minforce)); toss_nade(self, (v_forward * 0.75 + v_up * 0.2 + v_right * 0.05) * _force, 0); } } } MUTATOR_HOOKFUNCTION(nades_VehicleEnter) { if(other.nade) toss_nade(other, '0 0 100', max(other.nade.wait, time + 0.05)); return FALSE; } MUTATOR_HOOKFUNCTION(nades_PlayerPreThink) { float key_pressed = ((g_grappling_hook || client_hasweapon(self, WEP_HOOK, FALSE, FALSE) || WEPSET_CONTAINS_AW(weaponsInMap, WEP_HOOK)) ? self.button16 : self.BUTTON_HOOK); if(self.nade) if(self.nade.wait - 0.1 <= time) toss_nade(self, '0 0 0', time + 0.05); if(CanThrowNade()) if(self.nade_refire < time) { if(key_pressed) { if(!self.nade) nade_prime(); } else if(time - self.nade.lifetime >= 1) { if(self.nade) { makevectors(self.v_angle); float _force = time - self.nade.lifetime; _force /= autocvar_g_nades_nade_lifetime; _force = autocvar_g_nades_nade_minforce + (_force * (autocvar_g_nades_nade_maxforce - autocvar_g_nades_nade_minforce)); toss_nade(self, (v_forward * 0.7 + v_up * 0.2 + v_right * 0.1) * _force, 0); } } } return FALSE; } MUTATOR_HOOKFUNCTION(nades_PlayerSpawn) { if(autocvar_g_nades_spawn) self.nade_refire = time + autocvar_g_spawnshieldtime; else self.nade_refire = time + autocvar_g_nades_nade_refire; return FALSE; } MUTATOR_HOOKFUNCTION(nades_PlayerDies) { if(self.nade) toss_nade(self, '0 0 100', max(self.nade.wait, time + 0.05)); return FALSE; } MUTATOR_HOOKFUNCTION(nades_RemovePlayer) { if(self.nade) remove(self.nade); if(self.fake_nade) remove(self.fake_nade); return FALSE; } MUTATOR_HOOKFUNCTION(nades_BuildMutatorsString) { ret_string = strcat(ret_string, ":Nades"); return FALSE; } MUTATOR_HOOKFUNCTION(nades_BuildMutatorsPrettyString) { ret_string = strcat(ret_string, ", Nades"); return FALSE; } MUTATOR_DEFINITION(mutator_nades) { MUTATOR_HOOK(VehicleEnter, nades_VehicleEnter, CBC_ORDER_ANY); MUTATOR_HOOK(PlayerPreThink, nades_PlayerPreThink, CBC_ORDER_ANY); MUTATOR_HOOK(PlayerSpawn, nades_PlayerSpawn, CBC_ORDER_ANY); MUTATOR_HOOK(PlayerDies, nades_PlayerDies, CBC_ORDER_ANY); MUTATOR_HOOK(MakePlayerObserver, nades_RemovePlayer, CBC_ORDER_ANY); MUTATOR_HOOK(ClientDisconnect, nades_RemovePlayer, CBC_ORDER_ANY); MUTATOR_HOOK(BuildMutatorsString, nades_BuildMutatorsString, CBC_ORDER_ANY); MUTATOR_HOOK(BuildMutatorsPrettyString, nades_BuildMutatorsPrettyString, CBC_ORDER_ANY); MUTATOR_ONADD { precache_model("models/ok_nade_counter/ok_nade_counter.md3"); precache_model("models/weapons/h_ok_grenade.iqm"); precache_model("models/weapons/v_ok_grenade.md3"); precache_sound("weapons/rocket_impact.wav"); precache_sound("weapons/grenade_bounce1.wav"); precache_sound("weapons/grenade_bounce2.wav"); precache_sound("weapons/grenade_bounce3.wav"); precache_sound("weapons/grenade_bounce4.wav"); precache_sound("weapons/grenade_bounce5.wav"); precache_sound("weapons/grenade_bounce6.wav"); precache_sound("overkill/grenadebip.ogg"); } return FALSE; }