#include "nades.qh"
+#include "../overkill/okmachinegun.qh"
+
#ifdef SVQC
bool autocvar_g_nades_nade_small;
float autocvar_g_nades_spread = 0.04;
REGISTER_MUTATOR(cl_nades, true);
MUTATOR_HOOKFUNCTION(cl_nades, HUD_Draw_overlay)
{
+ // TODO: make a common orb state!
if (STAT(HEALING_ORB) > time)
{
M_ARGV(0, vector) = NADE_TYPE_HEAL.m_color;
M_ARGV(1, float) = STAT(ENTRAP_ORB_ALPHA);
return true;
}
+ if (STAT(VEIL_ORB) > time)
+ {
+ M_ARGV(0, vector) = NADE_TYPE_VEIL.m_color;
+ M_ARGV(1, float) = STAT(VEIL_ORB_ALPHA);
+ return true;
+ }
return false;
}
MUTATOR_HOOKFUNCTION(cl_nades, Ent_Projectile)
settouch(proj, func_null);
proj.scale = 1.5;
proj.avelocity = randomvec() * 720;
+ proj.alphamod = nade_type.m_alpha;
if (nade_type == NADE_TYPE_TRANSLOCATE || nade_type == NADE_TYPE_SPAWN)
proj.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
#include <common/monsters/sv_monsters.qh>
#include <server/g_subs.qh>
-REGISTER_MUTATOR(nades, cvar("g_nades"));
+REGISTER_MUTATOR(nades, autocvar_g_nades);
.float nade_time_primed;
.float nade_lifetime;
void nade_burn_spawn(entity _nade)
{
- CSQCProjectile(_nade, true, Nades_from(_nade.nade_type).m_projectile[true], true);
+ CSQCProjectile(_nade, true, Nades_from(STAT(NADE_BONUS_TYPE, _nade)).m_projectile[true], true);
}
void nade_spawn(entity _nade)
_nade.effects |= EF_LOWPRECISION;
- CSQCProjectile(_nade, true, Nades_from(_nade.nade_type).m_projectile[false], true);
+ CSQCProjectile(_nade, true, Nades_from(STAT(NADE_BONUS_TYPE, _nade)).m_projectile[false], true);
}
void napalm_damage(entity this, float dist, float damage, float edgedamage, float burntime)
CSQCProjectile(fountain, true, PROJECTILE_NAPALM_FOUNTAIN, true);
}
-void nade_ice_freeze(entity freezefield, entity frost_target, float freeze_time)
+void nade_ice_freeze(entity freezefield, entity frost_target, float freezetime)
{
frost_target.frozen_by = freezefield.realowner;
Send_Effect(EFFECT_ELECTRO_IMPACT, frost_target.origin, '0 0 0', 1);
- Freeze(frost_target, 1/freeze_time, 3, false);
+ Freeze(frost_target, 1 / freezetime, 3, false);
Drop_Special_Items(frost_target);
}
sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
RadiusDamage(this, this.realowner, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
- autocvar_g_nades_nade_radius, this, NULL, autocvar_g_nades_nade_force, this.projectiledeathtype, this.enemy);
+ autocvar_g_nades_nade_radius, this, NULL, autocvar_g_nades_nade_force, this.projectiledeathtype, DMG_NOWEP, this.enemy);
Damage_DamageInfo(this.origin, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
autocvar_g_nades_nade_radius, '1 1 1' * autocvar_g_nades_nade_force, this.projectiledeathtype, 0, this);
}
}
else if ( health_factor < 0 )
{
- Damage(toucher,this,this.realowner,-health_factor,DEATH_NADE_HEAL.m_id,toucher.origin,'0 0 0');
+ Damage(toucher,this,this.realowner,-health_factor,DEATH_NADE_HEAL.m_id,DMG_NOWEP,toucher.origin,'0 0 0');
}
}
if ( IS_REAL_CLIENT(toucher) || IS_VEHICLE(toucher) )
{
entity show_red = (IS_VEHICLE(toucher)) ? toucher.owner : toucher;
- show_red.stat_healing_orb = time+0.1;
- show_red.stat_healing_orb_alpha = 0.75 * (this.ltime - time) / this.orb_lifetime;
+ STAT(HEALING_ORB, show_red) = time+0.1;
+ STAT(HEALING_ORB_ALPHA, show_red) = 0.75 * (this.ltime - time) / this.orb_lifetime;
}
}
e.monster_skill = MONSTER_SKILL_INSANE;
}
+void nade_veil_touch(entity this, entity toucher)
+{
+ if ( IS_REAL_CLIENT(toucher) || IS_VEHICLE(toucher) || IS_MONSTER(toucher) )
+ {
+ entity show_tint = (IS_VEHICLE(toucher)) ? toucher.owner : toucher;
+
+ float tint_alpha = 0.75;
+ if(SAME_TEAM(toucher, this.realowner))
+ {
+ tint_alpha = 0.45;
+ if(!STAT(VEIL_ORB, show_tint))
+ {
+ toucher.nade_veil_prevalpha = toucher.alpha;
+ toucher.alpha = -1;
+ }
+ }
+ STAT(VEIL_ORB, show_tint) = time + 0.1;
+ STAT(VEIL_ORB_ALPHA, show_tint) = tint_alpha * (this.ltime - time) / this.orb_lifetime;
+ }
+}
+
+void nade_veil_boom(entity this)
+{
+ entity orb = nades_spawn_orb(this.owner, this.realowner, this.origin, autocvar_g_nades_veil_time, autocvar_g_nades_veil_radius);
+
+ settouch(orb, nade_veil_touch);
+ orb.colormod = NADE_TYPE_VEIL.m_color;
+}
+
void nade_boom(entity this)
{
entity expef = NULL;
bool nade_blast = true;
- switch ( Nades_from(this.nade_type) )
+ switch ( Nades_from(STAT(NADE_BONUS_TYPE, this)) )
{
case NADE_TYPE_NAPALM:
nade_blast = autocvar_g_nades_napalm_blast;
expef = EFFECT_SPAWN_YELLOW;
break;
+ case NADE_TYPE_VEIL:
+ nade_blast = false;
+ expef = EFFECT_SPAWN_NEUTRAL;
+ break;
+
default:
case NADE_TYPE_NORMAL:
expef = EFFECT_NADE_EXPLODE(this.realowner.team);
if(nade_blast)
{
RadiusDamage(this, this.realowner, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
- autocvar_g_nades_nade_radius, this, NULL, autocvar_g_nades_nade_force, this.projectiledeathtype, this.enemy);
+ autocvar_g_nades_nade_radius, this, NULL, autocvar_g_nades_nade_force, this.projectiledeathtype, DMG_NOWEP, this.enemy);
Damage_DamageInfo(this.origin, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage, autocvar_g_nades_nade_radius, '1 1 1' * autocvar_g_nades_nade_force, this.projectiledeathtype, 0, this);
}
if(this.takedamage)
- switch ( Nades_from(this.nade_type) )
+ switch ( Nades_from(STAT(NADE_BONUS_TYPE, this)) )
{
case NADE_TYPE_NAPALM: nade_napalm_boom(this); break;
case NADE_TYPE_ICE: nade_ice_boom(this); break;
case NADE_TYPE_HEAL: nade_heal_boom(this); break;
case NADE_TYPE_MONSTER: nade_monster_boom(this); break;
case NADE_TYPE_ENTRAP: nade_entrap_boom(this); break;
+ case NADE_TYPE_VEIL: nade_veil_boom(this); break;
}
IL_EACH(g_projectiles, it.classname == "grapplinghook" && it.aiment == this,
void spawn_held_nade(entity player, entity nowner, float ntime, int ntype, string pntype);
void nade_pickup(entity this, entity thenade)
{
- spawn_held_nade(this, thenade.realowner, autocvar_g_nades_pickup_time, thenade.nade_type, thenade.pokenade_type);
+ spawn_held_nade(this, thenade.realowner, autocvar_g_nades_pickup_time, STAT(NADE_BONUS_TYPE, thenade), thenade.pokenade_type);
// set refire so player can't even
this.nade_refire = time + autocvar_g_nades_nade_refire;
- this.nade_timer = 0;
+ STAT(NADE_TIMER, this) = 0;
if(this.nade)
this.nade.nade_time_primed = thenade.nade_time_primed;
this.nextthink = max(this.wait, time);
}
-void nade_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void nade_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
if(ITEM_DAMAGE_NEEDKILL(deathtype))
{
return;
}
- if(this.nade_type == NADE_TYPE_TRANSLOCATE.m_id || this.nade_type == NADE_TYPE_SPAWN.m_id)
+ if(STAT(NADE_BONUS_TYPE, this) == NADE_TYPE_TRANSLOCATE.m_id || STAT(NADE_BONUS_TYPE, this) == NADE_TYPE_SPAWN.m_id)
return;
if (MUTATOR_CALLHOOK(Nade_Damage, this, DEATH_WEAPONOF(deathtype), force, damage)) {}
force *= 0.5; // too much
damage = 0;
}
- else if(DEATH_ISWEAPON(deathtype, WEP_VORTEX) || DEATH_ISWEAPON(deathtype, WEP_VAPORIZER))
+ else if(DEATH_ISWEAPON(deathtype, WEP_VORTEX) || DEATH_ISWEAPON(deathtype, WEP_VAPORIZER) || DEATH_ISWEAPON(deathtype, WEP_OVERKILL_NEX))
{
force *= 6;
damage = this.max_health * 0.55;
}
- else if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN))
+ else if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN) || DEATH_ISWEAPON(deathtype, WEP_OVERKILL_MACHINEGUN))
damage = this.max_health * 0.1;
else if(DEATH_ISWEAPON(deathtype, WEP_SHOCKWAVE) || DEATH_ISWEAPON(deathtype, WEP_SHOTGUN)) // WEAPONTODO
{
hp -= damage;
SetResourceAmount(this, RESOURCE_HEALTH, hp);
-
- if ( this.nade_type != NADE_TYPE_HEAL.m_id || IS_PLAYER(attacker) )
+
+ if ( STAT(NADE_BONUS_TYPE, this) != NADE_TYPE_HEAL.m_id || IS_PLAYER(attacker) )
this.realowner = attacker;
if(hp <= 0)
makevectors(e.v_angle);
// NOTE: always throw from first weapon entity?
- W_SetupShot(e, _nade.weaponentity_fld, false, false, SND_Null, CH_WEAPON_A, 0);
+ W_SetupShot(e, _nade.weaponentity_fld, false, false, SND_Null, CH_WEAPON_A, 0, DEATH_NADE.m_id);
vector offset = (v_forward * autocvar_g_nades_throw_offset.x)
+ (v_right * autocvar_g_nades_throw_offset.y)
IL_PUSH(g_bot_dodge, _nade);
_nade.projectiledeathtype = DEATH_NADE.m_id;
_nade.toss_time = time;
- _nade.solid = SOLID_CORPSE; //((_nade.nade_type == NADE_TYPE_TRANSLOCATE) ? SOLID_CORPSE : SOLID_BBOX);
+ _nade.solid = SOLID_CORPSE; //((STAT(NADE_BONUS_TYPE, _nade) == NADE_TYPE_TRANSLOCATE) ? SOLID_CORPSE : SOLID_BBOX);
- if(_nade.nade_type == NADE_TYPE_TRANSLOCATE.m_id || _nade.nade_type == NADE_TYPE_SPAWN.m_id)
+ if(STAT(NADE_BONUS_TYPE, _nade) == NADE_TYPE_TRANSLOCATE.m_id || STAT(NADE_BONUS_TYPE, _nade) == NADE_TYPE_SPAWN.m_id)
_nade.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
else
_nade.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
}
e.nade_refire = time + autocvar_g_nades_nade_refire;
- e.nade_timer = 0;
+ STAT(NADE_TIMER, e) = 0;
}
void nades_GiveBonus(entity player, float score)
if (autocvar_g_nades)
if (autocvar_g_nades_bonus)
if (IS_REAL_CLIENT(player))
- if (IS_PLAYER(player) && player.bonus_nades < autocvar_g_nades_bonus_max)
+ if (IS_PLAYER(player) && STAT(NADE_BONUS, player) < autocvar_g_nades_bonus_max)
if (STAT(FROZEN, player) == 0)
if (!IS_DEAD(player))
{
- if ( player.bonus_nade_score < 1 )
- player.bonus_nade_score += score/autocvar_g_nades_bonus_score_max;
+ if ( STAT(NADE_BONUS_SCORE, player) < 1 )
+ STAT(NADE_BONUS_SCORE, player) += score/autocvar_g_nades_bonus_score_max;
- if ( player.bonus_nade_score >= 1 )
+ if ( STAT(NADE_BONUS_SCORE, player) >= 1 )
{
Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_NADE_BONUS);
play2(player, SND(KH_ALARM));
- player.bonus_nades++;
- player.bonus_nade_score -= 1;
+ STAT(NADE_BONUS, player)++;
+ STAT(NADE_BONUS_SCORE, player) -= 1;
}
}
}
/** Remove all bonus nades from a player */
void nades_RemoveBonus(entity player)
{
- player.bonus_nades = player.bonus_nade_score = 0;
+ STAT(NADE_BONUS, player) = STAT(NADE_BONUS_SCORE, player) = 0;
}
MUTATOR_HOOKFUNCTION(nades, PutClientInServer)
{
//this.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
if(!this.traileffectnum)
- this.traileffectnum = _particleeffectnum(Nade_TrailEffect(Nades_from(this.nade_type).m_projectile[false], this.team).eent_eff_name);
+ this.traileffectnum = _particleeffectnum(Nade_TrailEffect(Nades_from(STAT(NADE_BONUS_TYPE, this)).m_projectile[false], this.team).eent_eff_name);
this.alpha = 1;
}
{
entity n = new(nade), fn = new(fake_nade);
- n.nade_type = max(1, ntype);
+ STAT(NADE_BONUS_TYPE, n) = max(1, ntype);
n.pokenade_type = pntype;
- if(Nades_from(n.nade_type) == NADE_TYPE_Null)
- n.nade_type = NADE_TYPE_NORMAL.m_id;
+ if(Nades_from(STAT(NADE_BONUS_TYPE, n)) == NADE_TYPE_Null)
+ STAT(NADE_BONUS_TYPE, n) = NADE_TYPE_NORMAL.m_id;
.entity weaponentity = weaponentities[0]; // TODO: unhardcode
//setattachment(n, player, "bip01 l hand");
n.exteriormodeltoclient = player;
setcefc(n, nade_customize);
- n.traileffectnum = _particleeffectnum(Nade_TrailEffect(Nades_from(n.nade_type).m_projectile[false], player.team).eent_eff_name);
- n.colormod = Nades_from(n.nade_type).m_color;
+ n.traileffectnum = _particleeffectnum(Nade_TrailEffect(Nades_from(STAT(NADE_BONUS_TYPE, n)).m_projectile[false], player.team).eent_eff_name);
+ n.colormod = Nades_from(STAT(NADE_BONUS_TYPE, n)).m_color;
n.realowner = nowner;
n.colormap = player.colormap;
n.glowmod = player.glowmod;
n.projectiledeathtype = DEATH_NADE.m_id;
n.weaponentity_fld = weaponentity;
n.nade_lifetime = ntime;
+ n.alpha = Nades_from(STAT(NADE_BONUS_TYPE, n)).m_alpha;
setmodel(fn, MDL_NADE_VIEW);
setattachment(fn, player.(weaponentity), "");
fn.realowner = fn.owner = player;
- fn.colormod = Nades_from(n.nade_type).m_color;
+ fn.colormod = Nades_from(STAT(NADE_BONUS_TYPE, n)).m_color;
fn.colormap = player.colormap;
fn.glowmod = player.glowmod;
setthink(fn, SUB_Remove);
fn.nextthink = n.wait;
fn.weaponentity_fld = weaponentity;
+ fn.alpha = Nades_from(STAT(NADE_BONUS_TYPE, n)).m_alpha;
player.nade = n;
player.fake_nade = fn;
void nade_prime(entity this)
{
if(autocvar_g_nades_bonus_only)
- if(!this.bonus_nades)
+ if(!STAT(NADE_BONUS, this))
return; // only allow bonus nades
if(this.nade)
int ntype;
string pntype = this.pokenade_type;
- if(this.items & ITEM_Strength.m_itemid && autocvar_g_nades_bonus_onstrength)
- ntype = this.nade_type;
- else if (this.bonus_nades >= 1)
+ if((this.items & ITEM_Strength.m_itemid) && autocvar_g_nades_bonus_onstrength)
+ ntype = STAT(NADE_BONUS_TYPE, this);
+ else if (STAT(NADE_BONUS, this) >= 1)
{
- ntype = this.nade_type;
+ ntype = STAT(NADE_BONUS_TYPE, this);
pntype = this.pokenade_type;
- this.bonus_nades -= 1;
+ STAT(NADE_BONUS, this) -= 1;
}
else
{
delete(player.fake_nade);
player.nade = player.fake_nade = NULL;
- player.nade_timer = 0;
+ STAT(NADE_TIMER, player) = 0;
}
MUTATOR_HOOKFUNCTION(nades, VehicleEnter)
{
entity player = M_ARGV(0, entity);
- if (player.offhand != OFFHAND_NADE || (player.weapons & WEPSET(HOOK)) || autocvar_g_nades_override_dropweapon) {
+ if (player.offhand != OFFHAND_NADE || (STAT(WEAPONS, player) & WEPSET(HOOK)) || autocvar_g_nades_override_dropweapon) {
nades_CheckThrow(player);
return true;
}
if (!IS_PLAYER(player)) { return; }
- if (player.nade && (player.offhand != OFFHAND_NADE || (player.weapons & WEPSET(HOOK)))) OFFHAND_NADE.offhand_think(OFFHAND_NADE, player, player.nade_altbutton);
+ if (player.nade && (player.offhand != OFFHAND_NADE || (STAT(WEAPONS, player) & WEPSET(HOOK)))) OFFHAND_NADE.offhand_think(OFFHAND_NADE, player, player.nade_altbutton);
entity held_nade = player.nade;
if (held_nade)
{
- player.nade_timer = bound(0, (time - held_nade.nade_time_primed) / held_nade.nade_lifetime, 1);
- // LOG_TRACEF("%d %d", player.nade_timer, time - held_nade.nade_time_primed);
+ STAT(NADE_TIMER, player) = bound(0, (time - held_nade.nade_time_primed) / held_nade.nade_lifetime, 1);
+ // LOG_TRACEF("%d %d", STAT(NADE_TIMER, player), time - held_nade.nade_time_primed);
makevectors(player.angles);
held_nade.velocity = player.velocity;
setorigin(held_nade, player.origin + player.view_ofs + v_forward * 8 + v_right * -8 + v_up * 0);
if(autocvar_g_nades_bonus_client_select)
{
- player.nade_type = CS(player).cvar_cl_nade_type;
+ STAT(NADE_BONUS_TYPE, player) = CS(player).cvar_cl_nade_type;
player.pokenade_type = CS(player).cvar_cl_pokenade_type;
}
else
{
- player.nade_type = autocvar_g_nades_bonus_type;
+ STAT(NADE_BONUS_TYPE, player) = autocvar_g_nades_bonus_type;
player.pokenade_type = autocvar_g_nades_pokenade_monster_type;
}
- player.nade_type = bound(1, player.nade_type, Nades_COUNT);
+ STAT(NADE_BONUS_TYPE, player) = bound(1, STAT(NADE_BONUS_TYPE, player), Nades_COUNT);
- if(player.bonus_nade_score >= 0 && autocvar_g_nades_bonus_score_max)
+ if(STAT(NADE_BONUS_SCORE, player) >= 0 && autocvar_g_nades_bonus_score_max)
nades_GiveBonus(player, time_score / autocvar_g_nades_bonus_score_max);
}
else
{
- player.bonus_nades = player.bonus_nade_score = 0;
+ STAT(NADE_BONUS, player) = STAT(NADE_BONUS_SCORE, player) = 0;
+ }
+
+ if(STAT(VEIL_ORB, player) && STAT(VEIL_ORB, player) <= time)
+ {
+ STAT(VEIL_ORB, player) = 0;
+ if(player.vehicle)
+ player.vehicle.alpha = player.vehicle.nade_veil_prevalpha;
+ else
+ player.alpha = player.nade_veil_prevalpha;
}
}
- float n = 0;
+ int n = 0;
entity o = NULL;
if(player.freezetag_frozen_timeout > 0 && time >= player.freezetag_frozen_timeout)
n = -1;
- else
+ else if(STAT(FROZEN, player) == 3)
{
vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
n = 0;
FOREACH_CLIENT(IS_PLAYER(it) && it != player, {
- if(!IS_DEAD(it))
- if(STAT(FROZEN, it) == 0)
- if(SAME_TEAM(it, player))
+ if(!IS_DEAD(it) && STAT(FROZEN, it) == 0 && SAME_TEAM(it, player))
if(boxesoverlap(player.absmin - revive_extra_size, player.absmax + revive_extra_size, it.absmin, it.absmax))
{
if(!o)
o = it;
- if(STAT(FROZEN, player) == 1)
- it.reviving = true;
+ it.reviving = true;
++n;
}
});
}
- if(n && STAT(FROZEN, player) == 3) // OK, there is at least one teammate reviving us
+ if(n > 0 && STAT(FROZEN, player) == 3) // OK, there is at least one teammate reviving us
{
- player.revive_progress = bound(0, player.revive_progress + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
- SetResourceAmount(player, RESOURCE_HEALTH, max(1, player.revive_progress * start_health));
+ STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
+ SetResourceAmount(player, RESOURCE_HEALTH, max(1, STAT(REVIVE_PROGRESS, player) * start_health));
- if(player.revive_progress >= 1)
+ if(STAT(REVIVE_PROGRESS, player) >= 1)
{
Unfreeze(player);
}
FOREACH_CLIENT(IS_PLAYER(it) && it.reviving, {
- it.revive_progress = player.revive_progress;
+ STAT(REVIVE_PROGRESS, it) = STAT(REVIVE_PROGRESS, player);
it.reviving = false;
});
}
}
-MUTATOR_HOOKFUNCTION(nades, PlayerPhysics)
+MUTATOR_HOOKFUNCTION(nades, PlayerPhysics_UpdateStats)
{
entity player = M_ARGV(0, entity);
+ // these automatically reset, no need to worry
- if (STAT(ENTRAP_ORB, player) > time)
- {
- player.stat_sv_maxspeed *= autocvar_g_nades_entrap_speed;
- player.stat_sv_airspeedlimit_nonqw *= autocvar_g_nades_entrap_speed;
- }
+ if(STAT(ENTRAP_ORB, player) > time)
+ STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_nades_entrap_speed;
}
MUTATOR_HOOKFUNCTION(nades, MonsterMove)
M_ARGV(1, float) *= autocvar_g_nades_entrap_speed; // run speed
M_ARGV(2, float) *= autocvar_g_nades_entrap_speed; // walk speed
}
+
+ if (STAT(VEIL_ORB, mon) && STAT(VEIL_ORB, mon) <= time)
+ {
+ mon.alpha = mon.nade_veil_prevalpha;
+ STAT(VEIL_ORB, mon) = 0;
+ }
}
MUTATOR_HOOKFUNCTION(nades, PlayerSpawn)
player.nade_refire = time + autocvar_g_nades_nade_refire;
if(autocvar_g_nades_bonus_client_select)
- player.nade_type = CS(player).cvar_cl_nade_type;
+ STAT(NADE_BONUS_TYPE, player) = CS(player).cvar_cl_nade_type;
- player.nade_timer = 0;
+ STAT(NADE_TIMER, player) = 0;
if (!player.offhand) player.offhand = OFFHAND_NADE;
entity frag_target = M_ARGV(2, entity);
float frag_deathtype = M_ARGV(3, float);
- if(STAT(FROZEN, frag_target))
- if(autocvar_g_freezetag_revive_nade)
- if(frag_attacker == frag_target)
- if(frag_deathtype == DEATH_NADE.m_id)
+ if(autocvar_g_freezetag_revive_nade && STAT(FROZEN, frag_target) && frag_attacker == frag_target && frag_deathtype == DEATH_NADE.m_id)
if(time - frag_inflictor.toss_time <= 0.1)
{
Unfreeze(frag_target);
entity spectatee = M_ARGV(0, entity);
entity client = M_ARGV(1, entity);
- client.nade_timer = spectatee.nade_timer;
- client.nade_type = spectatee.nade_type;
+ STAT(NADE_TIMER, client) = STAT(NADE_TIMER, spectatee);
+ STAT(NADE_BONUS_TYPE, client) = STAT(NADE_BONUS_TYPE, spectatee);
client.pokenade_type = spectatee.pokenade_type;
- client.bonus_nades = spectatee.bonus_nades;
- client.bonus_nade_score = spectatee.bonus_nade_score;
- client.stat_healing_orb = spectatee.stat_healing_orb;
- client.stat_healing_orb_alpha = spectatee.stat_healing_orb_alpha;
+ STAT(NADE_BONUS, client) = STAT(NADE_BONUS, spectatee);
+ STAT(NADE_BONUS_SCORE, client) = STAT(NADE_BONUS_SCORE, spectatee);
+ STAT(HEALING_ORB, client) = STAT(HEALING_ORB, spectatee);
+ STAT(HEALING_ORB_ALPHA, client) = STAT(HEALING_ORB_ALPHA, spectatee);
STAT(ENTRAP_ORB, client) = STAT(ENTRAP_ORB, spectatee);
STAT(ENTRAP_ORB_ALPHA, client) = STAT(ENTRAP_ORB_ALPHA, spectatee);
+ STAT(VEIL_ORB, client) = STAT(VEIL_ORB, spectatee);
+ STAT(VEIL_ORB_ALPHA, client) = STAT(VEIL_ORB_ALPHA, spectatee);
}
REPLICATE(cvar_cl_nade_type, int, "cl_nade_type");