REGISTER_STAT(NADES_SMALL, int, autocvar_g_nades_nade_small)
#ifdef GAMEQC
+REPLICATE(cvar_cl_nade_type, int, "cl_nade_type");
+REPLICATE(cvar_cl_pokenade_type, string, "cl_pokenade_type");
+
entity Nade_TrailEffect(int proj, int nade_team)
{
switch (proj)
float current_freeze_time = this.ltime - time - 0.1;
- FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_nades_nade_radius, it != this && it.takedamage && !IS_DEAD(it) && GetResourceAmount(it, RES_HEALTH) > 0 && current_freeze_time > 0,
+ 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,
{
if(!autocvar_g_nades_ice_teamcheck || (DIFF_TEAM(it, this.realowner) || it == this.realowner))
if(!it.revival_time || ((time - it.revival_time) >= 1.5))
if ( health_factor > 0 )
{
maxhealth = (IS_MONSTER(toucher)) ? toucher.max_health : g_pickup_healthmega_max;
- float hp = GetResourceAmount(toucher, RES_HEALTH);
+ float hp = GetResource(toucher, RES_HEALTH);
if (hp < maxhealth)
{
if (this.nade_show_particles)
if(autocvar_g_nades_pickup)
if(time >= this.spawnshieldtime)
- if(!toucher.nade && GetResourceAmount(this, RES_HEALTH) == this.max_health) // no boosted shot pickups, thank you very much
+ if(!toucher.nade && GetResource(this, RES_HEALTH) == this.max_health) // no boosted shot pickups, thank you very much
if(CanThrowNade(toucher)) // prevent some obvious things, like dead players
if(IS_REAL_CLIENT(toucher)) // above checks for IS_PLAYER, don't need to do it here
{
//setsize(this, '-2 -2 -2', '2 2 2');
//UpdateCSQCProjectile(this);
- if(GetResourceAmount(this, RES_HEALTH) == this.max_health)
+ if(GetResource(this, RES_HEALTH) == this.max_health)
{
spamsound(this, CH_SHOTS, SND_GRENADE_BOUNCE_RANDOM(), VOL_BASE, ATTEN_NORM);
return;
damage = this.max_health * 0.1;
else if(DEATH_ISWEAPON(deathtype, WEP_SHOCKWAVE) || DEATH_ISWEAPON(deathtype, WEP_SHOTGUN)) // WEAPONTODO
{
- if(deathtype & HITTYPE_SECONDARY)
- {
- damage = this.max_health * 0.1;
- force *= 10;
- }
- else
+ if(!(deathtype & HITTYPE_SECONDARY))
damage = this.max_health * 1.15;
}
+ // melee slaps
+ entity death_weapon = DEATH_WEAPONOF(deathtype);
+ if(((deathtype & HITTYPE_SECONDARY) ? (death_weapon.spawnflags & WEP_TYPE_MELEE_SEC) : (death_weapon.spawnflags & WEP_TYPE_MELEE_PRI)))
+ {
+ damage = this.max_health * 0.1;
+ force *= 10;
+ }
+
this.velocity += force;
UpdateCSQCProjectile(this);
if(damage <= 0 || ((IS_ONGROUND(this)) && IS_PLAYER(attacker)))
return;
- float hp = GetResourceAmount(this, RES_HEALTH);
+ float hp = GetResource(this, RES_HEALTH);
if(hp == this.max_health)
{
sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, 0.5 *(ATTEN_LARGE + ATTEN_MAX));
}
hp -= damage;
- SetResourceAmount(this, RES_HEALTH, hp);
+ SetResource(this, RES_HEALTH, hp);
if ( STAT(NADE_BONUS_TYPE, this) != NADE_TYPE_HEAL.m_id || IS_PLAYER(attacker) )
settouch(_nade, nade_touch);
_nade.spawnshieldtime = time + 0.1; // prevent instantly picking up again
- SetResourceAmount(_nade, RES_HEALTH, autocvar_g_nades_nade_health);
- _nade.max_health = GetResourceAmount(_nade, RES_HEALTH);
+ SetResource(_nade, RES_HEALTH, autocvar_g_nades_nade_health);
+ _nade.max_health = GetResource(_nade, RES_HEALTH);
_nade.takedamage = DAMAGE_AIM;
_nade.event_damage = nade_damage;
setcefc(_nade, func_null);
if ( STAT(NADE_BONUS_SCORE, player) >= 1 )
{
Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_NADE_BONUS);
- play2(player, SND(KH_ALARM));
+ play2(player, SND(NADE_BONUS));
STAT(NADE_BONUS, player)++;
STAT(NADE_BONUS_SCORE, player) -= 1;
}
if (!autocvar_g_nades)
return false; // allow turning them off mid match
- if(forbidWeaponUse(this))
+ if (weaponLocked(this))
return false;
if (!IS_PLAYER(this))
this.nade_altbutton = true;
if(time > this.nade_refire)
{
- Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_NADE_THROW);
nade_prime(this);
this.nade_refire = time + autocvar_g_nades_nade_refire;
}
}
}
ENDCLASS(NadeOffhand)
-NadeOffhand OFFHAND_NADE; STATIC_INIT(OFFHAND_NADE) { OFFHAND_NADE = NEW(NadeOffhand); }
+NadeOffhand OFFHAND_NADE;
+STATIC_INIT(OFFHAND_NADE) { OFFHAND_NADE = NEW(NadeOffhand); }
MUTATOR_HOOKFUNCTION(nades, ForbidThrowCurrentWeapon, CBC_ORDER_LAST)
{
held_nade.angles_y = player.angles.y;
if (time + 0.1 >= held_nade.wait)
+ {
toss_nade(player, false, '0 0 0', time + 0.05);
+ Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_NADE_THROW);
+ }
}
if(IS_PLAYER(player))
if (n > 0 && STAT(FROZEN, player) == FROZEN_TEMP_DYING) // OK, there is at least one teammate reviving us
{
STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
- SetResourceAmount(player, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, player) * start_health));
+ SetResource(player, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, player) * start_health));
if(STAT(REVIVE_PROGRESS, player) >= 1)
{
if(IS_PLAYER(frag_attacker))
{
- float killcount_bonus = ((CS(frag_attacker).killcount >= 1) ? bound(0, autocvar_g_nades_bonus_score_minor * CS(frag_attacker).killcount, autocvar_g_nades_bonus_score_medium) : autocvar_g_nades_bonus_score_minor);
-
+ float killcount_bonus = ((CS(frag_attacker).killcount >= 1) ? bound(0, autocvar_g_nades_bonus_score_minor * CS(frag_attacker).killcount, autocvar_g_nades_bonus_score_medium)
+ : autocvar_g_nades_bonus_score_minor);
if (SAME_TEAM(frag_attacker, frag_target) || frag_attacker == frag_target)
nades_RemoveBonus(frag_attacker);
else if(GameRules_scoring_is_vip(frag_target))
if(time - frag_inflictor.toss_time <= 0.1)
{
Unfreeze(frag_target, false);
- SetResourceAmount(frag_target, RES_HEALTH, autocvar_g_freezetag_revive_nade_health);
+ SetResource(frag_target, RES_HEALTH, autocvar_g_freezetag_revive_nade_health);
Send_Effect(EFFECT_ICEORGLASS, frag_target.origin, '0 0 0', 3);
M_ARGV(4, float) = 0;
M_ARGV(6, vector) = '0 0 0';
STAT(VEIL_ORB_ALPHA, client) = STAT(VEIL_ORB_ALPHA, spectatee);
}
-REPLICATE(cvar_cl_nade_type, int, "cl_nade_type");
-REPLICATE(cvar_cl_pokenade_type, string, "cl_pokenade_type");
-
MUTATOR_HOOKFUNCTION(nades, BuildMutatorsString)
{
M_ARGV(0, string) = strcat(M_ARGV(0, string), ":Nades");
MUTATOR_HOOKFUNCTION(nades, BuildGameplayTipsString)
{
- M_ARGV(0, string) = strcat(M_ARGV(0, string), "\n\n^3nades^8 are enabled, press 'g' to use them\n");
+ M_ARGV(0, string) = strcat(M_ARGV(0, string), "\n\n^3nades^8 are enabled, press 'g' (dropweapon) to use them\n");
}
#endif