1 #include "mutator_nades.qh"
5 #include "gamemode_keyhunt.qh"
6 #include "gamemode_freezetag.qh"
7 #include "../../common/nades/all.qh"
8 #include "../../common/gamemodes/all.qh"
9 #include "../../common/monsters/spawn.qh"
10 #include "../../common/monsters/sv_monsters.qh"
11 #include "../g_subs.qh"
13 REGISTER_MUTATOR(nades, cvar("g_nades"))
17 addstat(STAT_NADE_TIMER, AS_FLOAT, nade_timer);
18 addstat(STAT_NADE_BONUS, AS_FLOAT, bonus_nades);
19 addstat(STAT_NADE_BONUS_TYPE, AS_INT, nade_type);
20 addstat(STAT_NADE_BONUS_SCORE, AS_FLOAT, bonus_nade_score);
21 addstat(STAT_HEALING_ORB, AS_FLOAT, stat_healing_orb);
22 addstat(STAT_HEALING_ORB_ALPHA, AS_FLOAT, stat_healing_orb_alpha);
28 .float nade_time_primed;
30 .entity nade_spawnloc;
32 void nade_timer_think()
34 self.skin = 8 - (self.owner.wait - time) / (autocvar_g_nades_nade_lifetime / 10);
35 self.nextthink = time;
36 if(!self.owner || wasfreed(self.owner))
40 void nade_burn_spawn(entity _nade)
42 CSQCProjectile(_nade, true, Nades[_nade.nade_type].m_projectile[true], true);
45 void nade_spawn(entity _nade)
47 entity timer = spawn();
48 setmodel(timer, MDL_NADE_TIMER);
49 setattachment(timer, _nade, "");
50 timer.classname = "nade_timer";
51 timer.colormap = _nade.colormap;
52 timer.glowmod = _nade.glowmod;
53 timer.think = nade_timer_think;
54 timer.nextthink = time;
55 timer.wait = _nade.wait;
59 _nade.effects |= EF_LOWPRECISION;
61 CSQCProjectile(_nade, true, Nades[_nade.nade_type].m_projectile[false], true);
64 void napalm_damage(float dist, float damage, float edgedamage, float burntime)
73 RandomSelection_Init();
74 for(e = WarpZone_FindRadius(self.origin, dist, true); e; e = e.chain)
75 if(e.takedamage == DAMAGE_AIM)
76 if(self.realowner != e || autocvar_g_nades_napalm_selfdamage)
77 if(!IS_PLAYER(e) || !self.realowner || DIFF_TEAM(e, self))
81 p.x += e.mins.x + random() * (e.maxs.x - e.mins.x);
82 p.y += e.mins.y + random() * (e.maxs.y - e.mins.y);
83 p.z += e.mins.z + random() * (e.maxs.z - e.mins.z);
84 d = vlen(WarpZone_UnTransformOrigin(e, self.origin) - p);
87 e.fireball_impactvec = p;
88 RandomSelection_Add(e, 0, string_null, 1 / (1 + d), !Fire_IsBurning(e));
91 if(RandomSelection_chosen_ent)
93 d = vlen(WarpZone_UnTransformOrigin(RandomSelection_chosen_ent, self.origin) - RandomSelection_chosen_ent.fireball_impactvec);
94 d = damage + (edgedamage - damage) * (d / dist);
95 Fire_AddDamage(RandomSelection_chosen_ent, self.realowner, d * burntime, burntime, self.projectiledeathtype | HITTYPE_BOUNCE);
96 //trailparticles(self, particleeffectnum(EFFECT_FIREBALL_LASER), self.origin, RandomSelection_chosen_ent.fireball_impactvec);
97 Send_Effect(EFFECT_FIREBALL_LASER, self.origin, RandomSelection_chosen_ent.fireball_impactvec - self.origin, 1);
102 void napalm_ball_think()
104 if(round_handler_IsActive())
105 if(!round_handler_IsRoundStarted())
111 if(time > self.pushltime)
117 vector midpoint = ((self.absmin + self.absmax) * 0.5);
118 if(pointcontents(midpoint) == CONTENT_WATER)
120 self.velocity = self.velocity * 0.5;
122 if(pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
123 { self.velocity_z = 200; }
126 self.angles = vectoangles(self.velocity);
128 napalm_damage(autocvar_g_nades_napalm_ball_radius,autocvar_g_nades_napalm_ball_damage,
129 autocvar_g_nades_napalm_ball_damage,autocvar_g_nades_napalm_burntime);
131 self.nextthink = time + 0.1;
135 void nade_napalm_ball()
140 spamsound(self, CH_SHOTS, SND(FIREBALL_FIRE), VOL_BASE, ATTEN_NORM);
143 proj.owner = self.owner;
144 proj.realowner = self.realowner;
145 proj.team = self.owner.team;
146 proj.classname = "grenade";
147 proj.bot_dodge = true;
148 proj.bot_dodgerating = autocvar_g_nades_napalm_ball_damage;
149 proj.movetype = MOVETYPE_BOUNCE;
150 proj.projectiledeathtype = DEATH_NADE_NAPALM.m_id;
151 PROJECTILE_MAKETRIGGER(proj);
152 setmodel(proj, MDL_Null);
153 proj.scale = 1;//0.5;
154 setsize(proj, '-4 -4 -4', '4 4 4');
155 setorigin(proj, self.origin);
156 proj.think = napalm_ball_think;
157 proj.nextthink = time;
158 proj.damageforcescale = autocvar_g_nades_napalm_ball_damageforcescale;
159 proj.effects = EF_LOWPRECISION | EF_FLAME;
161 kick.x =(random() - 0.5) * 2 * autocvar_g_nades_napalm_ball_spread;
162 kick.y = (random() - 0.5) * 2 * autocvar_g_nades_napalm_ball_spread;
163 kick.z = (random()/2+0.5) * autocvar_g_nades_napalm_ball_spread;
164 proj.velocity = kick;
166 proj.pushltime = time + autocvar_g_nades_napalm_ball_lifetime;
168 proj.angles = vectoangles(proj.velocity);
169 proj.flags = FL_PROJECTILE;
170 proj.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_ARC;
172 //CSQCProjectile(proj, true, PROJECTILE_NAPALM_FIRE, true);
176 void napalm_fountain_think()
179 if(round_handler_IsActive())
180 if(!round_handler_IsRoundStarted())
186 if(time >= self.ltime)
192 vector midpoint = ((self.absmin + self.absmax) * 0.5);
193 if(pointcontents(midpoint) == CONTENT_WATER)
195 self.velocity = self.velocity * 0.5;
197 if(pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
198 { self.velocity_z = 200; }
200 UpdateCSQCProjectile(self);
203 napalm_damage(autocvar_g_nades_napalm_fountain_radius, autocvar_g_nades_napalm_fountain_damage,
204 autocvar_g_nades_napalm_fountain_edgedamage, autocvar_g_nades_napalm_burntime);
206 self.nextthink = time + 0.1;
207 if(time >= self.nade_special_time)
209 self.nade_special_time = time + autocvar_g_nades_napalm_fountain_delay;
214 void nade_napalm_boom()
218 for (c = 0; c < autocvar_g_nades_napalm_ball_count; c++)
223 fountain.owner = self.owner;
224 fountain.realowner = self.realowner;
225 fountain.origin = self.origin;
226 setorigin(fountain, fountain.origin);
227 fountain.think = napalm_fountain_think;
228 fountain.nextthink = time;
229 fountain.ltime = time + autocvar_g_nades_napalm_fountain_lifetime;
230 fountain.pushltime = fountain.ltime;
231 fountain.team = self.team;
232 fountain.movetype = MOVETYPE_TOSS;
233 fountain.projectiledeathtype = DEATH_NADE_NAPALM.m_id;
234 fountain.bot_dodge = true;
235 fountain.bot_dodgerating = autocvar_g_nades_napalm_fountain_damage;
236 fountain.nade_special_time = time;
237 setsize(fountain, '-16 -16 -16', '16 16 16');
238 CSQCProjectile(fountain, true, PROJECTILE_NAPALM_FOUNTAIN, true);
241 void nade_ice_freeze(entity freezefield, entity frost_target, float freeze_time)
243 frost_target.frozen_by = freezefield.realowner;
244 Send_Effect(EFFECT_ELECTRO_IMPACT, frost_target.origin, '0 0 0', 1);
245 Freeze(frost_target, 1/freeze_time, 3, false);
247 Drop_Special_Items(frost_target);
250 void nade_ice_think()
253 if(round_handler_IsActive())
254 if(!round_handler_IsRoundStarted())
260 if(time >= self.ltime)
262 if ( autocvar_g_nades_ice_explode )
264 entity expef = EFFECT_NADE_EXPLODE(self.realowner.team);
265 Send_Effect(expef, self.origin + '0 0 1', '0 0 0', 1);
266 sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
268 RadiusDamage(self, self.realowner, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
269 autocvar_g_nades_nade_radius, self, world, autocvar_g_nades_nade_force, self.projectiledeathtype, self.enemy);
270 Damage_DamageInfo(self.origin, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
271 autocvar_g_nades_nade_radius, '1 1 1' * autocvar_g_nades_nade_force, self.projectiledeathtype, 0, self);
278 self.nextthink = time+0.1;
283 randomr = exp(-5*randomr*randomr)*autocvar_g_nades_nade_radius;
285 randomw = random()*M_PI*2;
287 randomp.x = randomr*cos(randomw);
288 randomp.y = randomr*sin(randomw);
290 Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, self.origin + randomp, '0 0 0', 1);
292 if(time >= self.nade_special_time)
294 self.nade_special_time = time+0.7;
296 Send_Effect(EFFECT_ELECTRO_IMPACT, self.origin, '0 0 0', 1);
297 Send_Effect(EFFECT_ICEFIELD, self.origin, '0 0 0', 1);
301 float current_freeze_time = self.ltime - time - 0.1;
304 for(e = findradius(self.origin, autocvar_g_nades_nade_radius); e; e = e.chain)
306 if(!autocvar_g_nades_ice_teamcheck || (DIFF_TEAM(e, self.realowner) || e == self.realowner))
307 if(e.takedamage && e.deadflag == DEAD_NO)
309 if(!e.revival_time || ((time - e.revival_time) >= 1.5))
311 if(current_freeze_time > 0)
312 nade_ice_freeze(self, e, current_freeze_time);
319 fountain.owner = self.owner;
320 fountain.realowner = self.realowner;
321 fountain.origin = self.origin;
322 setorigin(fountain, fountain.origin);
323 fountain.think = nade_ice_think;
324 fountain.nextthink = time;
325 fountain.ltime = time + autocvar_g_nades_ice_freeze_time;
326 fountain.pushltime = fountain.wait = fountain.ltime;
327 fountain.team = self.team;
328 fountain.movetype = MOVETYPE_TOSS;
329 fountain.projectiledeathtype = DEATH_NADE_ICE.m_id;
330 fountain.bot_dodge = false;
331 setsize(fountain, '-16 -16 -16', '16 16 16');
332 fountain.nade_special_time = time+0.3;
333 fountain.angles = self.angles;
335 if ( autocvar_g_nades_ice_explode )
337 setmodel(fountain, MDL_PROJECTILE_GRENADE);
338 entity timer = spawn();
339 setmodel(timer, MDL_NADE_TIMER);
340 setattachment(timer, fountain, "");
341 timer.classname = "nade_timer";
342 timer.colormap = self.colormap;
343 timer.glowmod = self.glowmod;
344 timer.think = nade_timer_think;
345 timer.nextthink = time;
346 timer.wait = fountain.ltime;
347 timer.owner = fountain;
351 setmodel(fountain, MDL_Null);
354 void nade_translocate_boom()
356 if(self.realowner.vehicle)
359 vector locout = self.origin + '0 0 1' * (1 - self.realowner.mins.z - 24);
360 tracebox(locout, self.realowner.mins, self.realowner.maxs, locout, MOVE_NOMONSTERS, self.realowner);
361 locout = trace_endpos;
363 makevectors(self.realowner.angles);
365 MUTATOR_CALLHOOK(PortalTeleport, self.realowner);
367 TeleportPlayer(self, self.realowner, locout, self.realowner.angles, v_forward * vlen(self.realowner.velocity), '0 0 0', '0 0 0', TELEPORT_FLAGS_TELEPORTER);
370 void nade_spawn_boom()
372 entity spawnloc = spawn();
373 setorigin(spawnloc, self.origin);
374 setsize(spawnloc, self.realowner.mins, self.realowner.maxs);
375 spawnloc.movetype = MOVETYPE_NONE;
376 spawnloc.solid = SOLID_NOT;
377 spawnloc.drawonlytoclient = self.realowner;
378 spawnloc.effects = EF_STARDUST;
379 spawnloc.cnt = autocvar_g_nades_spawn_count;
381 if(self.realowner.nade_spawnloc)
383 remove(self.realowner.nade_spawnloc);
384 self.realowner.nade_spawnloc = world;
387 self.realowner.nade_spawnloc = spawnloc;
390 void nade_heal_think()
392 if(time >= self.ltime)
398 self.nextthink = time;
400 if(time >= self.nade_special_time)
402 self.nade_special_time = time+0.25;
403 self.nade_show_particles = 1;
406 self.nade_show_particles = 0;
409 void nade_heal_touch()
413 if(IS_PLAYER(other) || IS_MONSTER(other))
414 if(other.deadflag == DEAD_NO)
417 health_factor = autocvar_g_nades_heal_rate*frametime/2;
418 if ( other != self.realowner )
420 if ( SAME_TEAM(other,self) )
421 health_factor *= autocvar_g_nades_heal_friend;
423 health_factor *= autocvar_g_nades_heal_foe;
425 if ( health_factor > 0 )
427 maxhealth = (IS_MONSTER(other)) ? other.max_health : g_pickup_healthmega_max;
428 if ( other.health < maxhealth )
430 if ( self.nade_show_particles )
431 Send_Effect(EFFECT_HEALING, other.origin, '0 0 0', 1);
432 other.health = min(other.health+health_factor, maxhealth);
434 other.pauserothealth_finished = max(other.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
436 else if ( health_factor < 0 )
438 Damage(other,self,self.realowner,-health_factor,DEATH_NADE_HEAL.m_id,other.origin,'0 0 0');
443 if ( IS_REAL_CLIENT(other) || IS_VEHICLE(other) )
445 entity show_red = (IS_VEHICLE(other)) ? other.owner : other;
446 show_red.stat_healing_orb = time+0.1;
447 show_red.stat_healing_orb_alpha = 0.75 * (self.ltime - time) / self.healer_lifetime;
451 void nade_heal_boom()
455 healer.owner = self.owner;
456 healer.realowner = self.realowner;
457 setorigin(healer, self.origin);
458 healer.healer_lifetime = autocvar_g_nades_heal_time; // save the cvar
459 healer.ltime = time + healer.healer_lifetime;
460 healer.team = self.realowner.team;
461 healer.bot_dodge = false;
462 healer.solid = SOLID_TRIGGER;
463 healer.touch = nade_heal_touch;
465 setmodel(healer, MDL_NADE_HEAL);
466 healer.healer_radius = autocvar_g_nades_nade_radius;
467 vector size = '1 1 1' * healer.healer_radius / 2;
468 setsize(healer,-size,size);
470 Net_LinkEntity(healer, true, 0, healer_send);
472 healer.think = nade_heal_think;
473 healer.nextthink = time;
474 healer.SendFlags |= 1;
477 void nade_monster_boom()
479 entity e = spawnmonster(self.pokenade_type, 0, self.realowner, self.realowner, self.origin, false, false, 1);
481 if(autocvar_g_nades_pokenade_monster_lifetime > 0)
482 e.monster_lifetime = time + autocvar_g_nades_pokenade_monster_lifetime;
483 e.monster_skill = MONSTER_SKILL_INSANE;
489 bool nade_blast = true;
491 switch ( Nades[self.nade_type] )
493 case NADE_TYPE_NAPALM:
494 nade_blast = autocvar_g_nades_napalm_blast;
495 expef = EFFECT_EXPLOSION_MEDIUM;
499 expef = EFFECT_ELECTRO_COMBO; // hookbomb_explode electro_combo bigplasma_impact
501 case NADE_TYPE_TRANSLOCATE:
504 case NADE_TYPE_MONSTER:
505 case NADE_TYPE_SPAWN:
507 switch(self.realowner.team)
509 case NUM_TEAM_1: expef = EFFECT_SPAWN_RED; break;
510 case NUM_TEAM_2: expef = EFFECT_SPAWN_BLUE; break;
511 case NUM_TEAM_3: expef = EFFECT_SPAWN_YELLOW; break;
512 case NUM_TEAM_4: expef = EFFECT_SPAWN_PINK; break;
513 default: expef = EFFECT_SPAWN_NEUTRAL; break;
518 expef = EFFECT_SPAWN_RED;
522 case NADE_TYPE_NORMAL:
523 expef = EFFECT_NADE_EXPLODE(self.realowner.team);
528 Send_Effect(expef, findbetterlocation(self.origin, 8), '0 0 0', 1);
530 sound(self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
531 sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
533 self.event_damage = func_null; // prevent somehow calling damage in the next call
537 RadiusDamage(self, self.realowner, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
538 autocvar_g_nades_nade_radius, self, world, autocvar_g_nades_nade_force, self.projectiledeathtype, self.enemy);
539 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);
543 switch ( Nades[self.nade_type] )
545 case NADE_TYPE_NAPALM: nade_napalm_boom(); break;
546 case NADE_TYPE_ICE: nade_ice_boom(); break;
547 case NADE_TYPE_TRANSLOCATE: nade_translocate_boom(); break;
548 case NADE_TYPE_SPAWN: nade_spawn_boom(); break;
549 case NADE_TYPE_HEAL: nade_heal_boom(); break;
550 case NADE_TYPE_MONSTER: nade_monster_boom(); break;
554 for(head = world; (head = find(head, classname, "grapplinghook")); )
555 if(head.aiment == self)
556 RemoveGrapplingHook(head.realowner);
563 /*float is_weapclip = 0;
564 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
565 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
566 if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
568 if(ITEM_TOUCH_NEEDKILL()) // || is_weapclip)
571 for(head = world; (head = find(head, classname, "grapplinghook")); )
572 if(head.aiment == self)
573 RemoveGrapplingHook(head.realowner);
580 //setsize(self, '-2 -2 -2', '2 2 2');
581 //UpdateCSQCProjectile(self);
582 if(self.health == self.max_health)
584 spamsound(self, CH_SHOTS, SND(GRENADE_BOUNCE_RANDOM()), VOL_BASE, ATTEN_NORM);
594 sound(self, CH_SHOTS_SINGLE, SND_NADE_BEEP, VOL_BASE, 0.5 *(ATTEN_LARGE + ATTEN_MAX));
595 self.think = nade_boom;
596 self.nextthink = max(self.wait, time);
599 void nade_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
601 if(ITEM_DAMAGE_NEEDKILL(deathtype))
603 self.takedamage = DAMAGE_NO;
608 if(self.nade_type == NADE_TYPE_TRANSLOCATE.m_id || self.nade_type == NADE_TYPE_SPAWN.m_id)
611 if(DEATH_ISWEAPON(deathtype, WEP_BLASTER))
617 if(DEATH_ISWEAPON(deathtype, WEP_VAPORIZER) && (deathtype & HITTYPE_SECONDARY))
619 force *= 0.5; // too much
623 if(DEATH_ISWEAPON(deathtype, WEP_VORTEX) || DEATH_ISWEAPON(deathtype, WEP_VAPORIZER))
626 damage = self.max_health * 0.55;
629 if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN) || DEATH_ISWEAPON(deathtype, WEP_HMG))
630 damage = self.max_health * 0.1;
632 if(DEATH_ISWEAPON(deathtype, WEP_SHOCKWAVE) || DEATH_ISWEAPON(deathtype, WEP_SHOTGUN)) // WEAPONTODO
633 if(deathtype & HITTYPE_SECONDARY)
635 damage = self.max_health * 0.1;
639 damage = self.max_health * 1.15;
641 self.velocity += force;
642 UpdateCSQCProjectile(self);
644 if(damage <= 0 || ((self.flags & FL_ONGROUND) && IS_PLAYER(attacker)))
647 if(self.health == self.max_health)
649 sound(self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, 0.5 *(ATTEN_LARGE + ATTEN_MAX));
650 self.nextthink = max(time + autocvar_g_nades_nade_lifetime, time);
651 self.think = nade_beep;
654 self.health -= damage;
656 if ( self.nade_type != NADE_TYPE_HEAL.m_id || IS_PLAYER(attacker) )
657 self.realowner = attacker;
660 W_PrepareExplosionByDamage(attacker, nade_boom);
662 nade_burn_spawn(self);
665 void toss_nade(entity e, vector _velocity, float _time)
670 entity _nade = e.nade;
676 makevectors(e.v_angle);
678 W_SetupShot(e, false, false, "", CH_WEAPON_A, 0);
680 Kill_Notification(NOTIF_ONE_ONLY, e, MSG_CENTER_CPID, CPID_NADES);
682 vector offset = (v_forward * autocvar_g_nades_throw_offset.x)
683 + (v_right * autocvar_g_nades_throw_offset.y)
684 + (v_up * autocvar_g_nades_throw_offset.z);
685 if(autocvar_g_nades_throw_offset == '0 0 0')
688 setorigin(_nade, w_shotorg + offset + (v_right * 25) * -1);
689 //setmodel(_nade, MDL_PROJECTILE_NADE);
690 //setattachment(_nade, world, "");
691 PROJECTILE_MAKETRIGGER(_nade);
692 setsize(_nade, '-16 -16 -16', '16 16 16');
693 _nade.movetype = MOVETYPE_BOUNCE;
695 tracebox(_nade.origin, _nade.mins, _nade.maxs, _nade.origin, false, _nade);
696 if (trace_startsolid)
697 setorigin(_nade, e.origin);
699 if(self.v_angle.x >= 70 && self.v_angle.x <= 110 && self.BUTTON_CROUCH)
700 _nade.velocity = '0 0 100';
701 else if(autocvar_g_nades_nade_newton_style == 1)
702 _nade.velocity = e.velocity + _velocity;
703 else if(autocvar_g_nades_nade_newton_style == 2)
704 _nade.velocity = _velocity;
706 _nade.velocity = W_CalculateProjectileVelocity(e.velocity, _velocity, true);
708 _nade.touch = nade_touch;
709 _nade.health = autocvar_g_nades_nade_health;
710 _nade.max_health = _nade.health;
711 _nade.takedamage = DAMAGE_AIM;
712 _nade.event_damage = nade_damage;
713 _nade.customizeentityforclient = func_null;
714 _nade.exteriormodeltoclient = world;
715 _nade.traileffectnum = 0;
716 _nade.teleportable = true;
717 _nade.pushable = true;
719 _nade.missile_flags = MIF_SPLASH | MIF_ARC;
720 _nade.damagedbycontents = true;
721 _nade.angles = vectoangles(_nade.velocity);
722 _nade.flags = FL_PROJECTILE;
723 _nade.projectiledeathtype = DEATH_NADE.m_id;
724 _nade.toss_time = time;
725 _nade.solid = SOLID_CORPSE; //((_nade.nade_type == NADE_TYPE_TRANSLOCATE) ? SOLID_CORPSE : SOLID_BBOX);
727 if(_nade.nade_type == NADE_TYPE_TRANSLOCATE.m_id || _nade.nade_type == NADE_TYPE_SPAWN.m_id)
728 _nade.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
730 _nade.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
736 _nade.think = nade_boom;
737 _nade.nextthink = _time;
740 e.nade_refire = time + autocvar_g_nades_nade_refire;
744 void nades_GiveBonus(entity player, float score)
746 if (autocvar_g_nades)
747 if (autocvar_g_nades_bonus)
748 if (IS_REAL_CLIENT(player))
749 if (IS_PLAYER(player) && player.bonus_nades < autocvar_g_nades_bonus_max)
750 if (player.frozen == 0)
751 if (player.deadflag == DEAD_NO)
753 if ( player.bonus_nade_score < 1 )
754 player.bonus_nade_score += score/autocvar_g_nades_bonus_score_max;
756 if ( player.bonus_nade_score >= 1 )
758 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_NADE_BONUS);
759 play2(player, SND(KH_ALARM));
760 player.bonus_nades++;
761 player.bonus_nade_score -= 1;
766 void nades_RemoveBonus(entity player)
768 player.bonus_nades = player.bonus_nade_score = 0;
771 float nade_customize()
773 //if(IS_SPEC(other)) { return false; }
774 if(other == self.realowner || (IS_SPEC(other) && other.enemy == self.realowner))
776 // somewhat hide the model, but keep the glow
778 if(self.traileffectnum)
779 self.traileffectnum = 0;
784 //self.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
785 if(!self.traileffectnum)
786 self.traileffectnum = _particleeffectnum(Nade_TrailEffect(Nades[self.nade_type].m_projectile[false], self.team).eent_eff_name);
795 if(autocvar_g_nades_bonus_only)
796 if(!self.bonus_nades)
797 return; // only allow bonus nades
803 remove(self.fake_nade);
805 entity n = spawn(), fn = spawn();
807 n.classname = "nade";
808 fn.classname = "fake_nade";
810 if(self.items & ITEM_Strength.m_itemid && autocvar_g_nades_bonus_onstrength)
811 n.nade_type = self.nade_type;
812 else if (self.bonus_nades >= 1)
814 n.nade_type = self.nade_type;
815 n.pokenade_type = self.pokenade_type;
816 self.bonus_nades -= 1;
820 n.nade_type = ((autocvar_g_nades_client_select) ? self.cvar_cl_nade_type : autocvar_g_nades_nade_type);
821 n.pokenade_type = ((autocvar_g_nades_client_select) ? self.cvar_cl_pokenade_type : autocvar_g_nades_pokenade_monster_type);
824 n.nade_type = bound(1, n.nade_type, Nades_COUNT);
826 setmodel(n, MDL_PROJECTILE_NADE);
827 //setattachment(n, self, "bip01 l hand");
828 n.exteriormodeltoclient = self;
829 n.customizeentityforclient = nade_customize;
830 n.traileffectnum = _particleeffectnum(Nade_TrailEffect(Nades[n.nade_type].m_projectile[false], self.team).eent_eff_name);
831 n.colormod = Nades[n.nade_type].m_color;
833 n.colormap = self.colormap;
834 n.glowmod = self.glowmod;
835 n.wait = time + autocvar_g_nades_nade_lifetime;
836 n.nade_time_primed = time;
838 n.nextthink = max(n.wait - 3, time);
839 n.projectiledeathtype = DEATH_NADE.m_id;
841 setmodel(fn, MDL_NADE_VIEW);
842 setattachment(fn, self.weaponentity, "");
843 fn.realowner = fn.owner = self;
844 fn.colormod = Nades[n.nade_type].m_color;
845 fn.colormap = self.colormap;
846 fn.glowmod = self.glowmod;
847 fn.think = SUB_Remove;
848 fn.nextthink = n.wait;
862 if(self.deadflag != DEAD_NO)
865 if (!autocvar_g_nades)
866 return false; // allow turning them off mid match
868 if(forbidWeaponUse(self))
871 if (!IS_PLAYER(self))
877 .bool nade_altbutton;
879 void nades_CheckThrow()
884 entity held_nade = self.nade;
887 self.nade_altbutton = true;
888 if(time > self.nade_refire)
890 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_NADE_THROW);
892 self.nade_refire = time + autocvar_g_nades_nade_refire;
897 self.nade_altbutton = false;
898 if (time >= held_nade.nade_time_primed + 1) {
899 makevectors(self.v_angle);
900 float _force = time - held_nade.nade_time_primed;
901 _force /= autocvar_g_nades_nade_lifetime;
902 _force = autocvar_g_nades_nade_minforce + (_force * (autocvar_g_nades_nade_maxforce - autocvar_g_nades_nade_minforce));
903 toss_nade(self, (v_forward * 0.75 + v_up * 0.2 + v_right * 0.05) * _force, 0);
908 void nades_Clear(entity player)
913 remove(player.fake_nade);
915 player.nade = player.fake_nade = world;
916 player.nade_timer = 0;
919 MUTATOR_HOOKFUNCTION(nades, VehicleEnter)
922 toss_nade(vh_player, '0 0 100', max(vh_player.nade.wait, time + 0.05));
927 CLASS(NadeOffhand, OffhandWeapon)
928 METHOD(NadeOffhand, offhand_think, void(NadeOffhand this, entity player, bool key_pressed))
930 entity held_nade = player.nade;
933 player.nade_timer = bound(0, (time - held_nade.nade_time_primed) / autocvar_g_nades_nade_lifetime, 1);
934 // LOG_TRACEF("%d %d\n", player.nade_timer, time - held_nade.nade_time_primed);
935 makevectors(player.angles);
936 held_nade.velocity = player.velocity;
937 setorigin(held_nade, player.origin + player.view_ofs + v_forward * 8 + v_right * -8 + v_up * 0);
938 held_nade.angles_y = player.angles.y;
940 if (time + 0.1 >= held_nade.wait)
941 toss_nade(player, '0 0 0', time + 0.05);
944 if (!CanThrowNade()) return;
945 if (!(time > player.nade_refire)) return;
949 held_nade = player.nade;
951 } else if (time >= held_nade.nade_time_primed + 1) {
953 makevectors(player.v_angle);
954 float _force = time - held_nade.nade_time_primed;
955 _force /= autocvar_g_nades_nade_lifetime;
956 _force = autocvar_g_nades_nade_minforce + (_force * (autocvar_g_nades_nade_maxforce - autocvar_g_nades_nade_minforce));
957 toss_nade(player, (v_forward * 0.7 + v_up * 0.2 + v_right * 0.1) * _force, 0);
961 ENDCLASS(NadeOffhand)
962 NadeOffhand OFFHAND_NADE; STATIC_INIT(OFFHAND_NADE) { OFFHAND_NADE = NEW(NadeOffhand); }
964 MUTATOR_HOOKFUNCTION(nades, ForbidThrowCurrentWeapon, CBC_ORDER_LAST)
966 if (self.offhand != OFFHAND_NADE || (self.weapons & WEPSET(HOOK)) || autocvar_g_nades_override_dropweapon) {
973 MUTATOR_HOOKFUNCTION(nades, PlayerPreThink)
975 if (!IS_PLAYER(self)) { return false; }
977 if (self.nade && (self.offhand != OFFHAND_NADE || (self.weapons & WEPSET(HOOK)))) OFFHAND_NADE.offhand_think(OFFHAND_NADE, self, self.nade_altbutton);
981 if ( autocvar_g_nades_bonus && autocvar_g_nades )
985 FOR_EACH_KH_KEY(key) if(key.owner == self) { ++key_count; }
988 if(self.flagcarried || self.ballcarried) // this player is important
989 time_score = autocvar_g_nades_bonus_score_time_flagcarrier;
991 time_score = autocvar_g_nades_bonus_score_time;
994 time_score = autocvar_g_nades_bonus_score_time_flagcarrier * key_count; // multiply by the number of keys the player is holding
996 if(autocvar_g_nades_bonus_client_select)
998 self.nade_type = self.cvar_cl_nade_type;
999 self.pokenade_type = self.cvar_cl_pokenade_type;
1003 self.nade_type = autocvar_g_nades_bonus_type;
1004 self.pokenade_type = autocvar_g_nades_pokenade_monster_type;
1007 self.nade_type = bound(1, self.nade_type, Nades_COUNT);
1009 if(self.bonus_nade_score >= 0 && autocvar_g_nades_bonus_score_max)
1010 nades_GiveBonus(self, time_score / autocvar_g_nades_bonus_score_max);
1014 self.bonus_nades = self.bonus_nade_score = 0;
1020 if(self.freezetag_frozen_timeout > 0 && time >= self.freezetag_frozen_timeout)
1024 vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
1026 FOR_EACH_PLAYER(other) if(self != other)
1028 if(other.deadflag == DEAD_NO)
1029 if(other.frozen == 0)
1030 if(SAME_TEAM(other, self))
1031 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
1035 if(self.frozen == 1)
1036 other.reviving = true;
1042 if(n && self.frozen == 3) // OK, there is at least one teammate reviving us
1044 self.revive_progress = bound(0, self.revive_progress + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
1045 self.health = max(1, self.revive_progress * start_health);
1047 if(self.revive_progress >= 1)
1051 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_FREEZETAG_REVIVED, o.netname);
1052 Send_Notification(NOTIF_ONE, o, MSG_CENTER, CENTER_FREEZETAG_REVIVE, self.netname);
1055 FOR_EACH_PLAYER(other) if(other.reviving)
1057 other.revive_progress = self.revive_progress;
1058 other.reviving = false;
1065 MUTATOR_HOOKFUNCTION(nades, PlayerSpawn)
1067 if(autocvar_g_nades_spawn)
1068 self.nade_refire = time + autocvar_g_spawnshieldtime;
1070 self.nade_refire = time + autocvar_g_nades_nade_refire;
1072 if(autocvar_g_nades_bonus_client_select)
1073 self.nade_type = self.cvar_cl_nade_type;
1075 self.nade_timer = 0;
1077 if (!self.offhand) self.offhand = OFFHAND_NADE;
1079 if(self.nade_spawnloc)
1081 setorigin(self, self.nade_spawnloc.origin);
1082 self.nade_spawnloc.cnt -= 1;
1084 if(self.nade_spawnloc.cnt <= 0)
1086 remove(self.nade_spawnloc);
1087 self.nade_spawnloc = world;
1094 MUTATOR_HOOKFUNCTION(nades, PlayerDies, CBC_ORDER_LAST)
1096 if(frag_target.nade)
1097 if(!frag_target.frozen || !autocvar_g_freezetag_revive_nade)
1098 toss_nade(frag_target, '0 0 100', max(frag_target.nade.wait, time + 0.05));
1100 float killcount_bonus = ((frag_attacker.killcount >= 1) ? bound(0, autocvar_g_nades_bonus_score_minor * frag_attacker.killcount, autocvar_g_nades_bonus_score_medium) : autocvar_g_nades_bonus_score_minor);
1102 if(IS_PLAYER(frag_attacker))
1104 if (SAME_TEAM(frag_attacker, frag_target) || frag_attacker == frag_target)
1105 nades_RemoveBonus(frag_attacker);
1106 else if(frag_target.flagcarried)
1107 nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_medium);
1108 else if(autocvar_g_nades_bonus_score_spree && frag_attacker.killcount > 1)
1110 #define SPREE_ITEM(counta,countb,center,normal,gentle) \
1111 case counta: { nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_spree); break; }
1112 switch(frag_attacker.killcount)
1115 default: nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_minor); break;
1120 nades_GiveBonus(frag_attacker, killcount_bonus);
1123 nades_RemoveBonus(frag_target);
1128 MUTATOR_HOOKFUNCTION(nades, PlayerDamage_Calculate)
1130 if(frag_target.frozen)
1131 if(autocvar_g_freezetag_revive_nade)
1132 if(frag_attacker == frag_target)
1133 if(frag_deathtype == DEATH_NADE.m_id)
1134 if(time - frag_inflictor.toss_time <= 0.1)
1136 Unfreeze(frag_target);
1137 frag_target.health = autocvar_g_freezetag_revive_nade_health;
1138 Send_Effect(EFFECT_ICEORGLASS, frag_target.origin, '0 0 0', 3);
1140 frag_force = '0 0 0';
1141 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_REVIVED_NADE, frag_target.netname);
1142 Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_REVIVE_SELF);
1148 MUTATOR_HOOKFUNCTION(nades, MonsterDies)
1150 if(IS_PLAYER(frag_attacker))
1151 if(DIFF_TEAM(frag_attacker, self))
1152 if(!(self.spawnflags & MONSTERFLAG_SPAWNED))
1153 nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_minor);
1158 MUTATOR_HOOKFUNCTION(nades, DropSpecialItems)
1160 if(frag_target.nade)
1161 toss_nade(frag_target, '0 0 0', time + 0.05);
1166 bool nades_RemovePlayer()
1169 nades_RemoveBonus(self);
1173 MUTATOR_HOOKFUNCTION(nades, MakePlayerObserver) { nades_RemovePlayer(); }
1174 MUTATOR_HOOKFUNCTION(nades, ClientDisconnect) { nades_RemovePlayer(); }
1175 MUTATOR_HOOKFUNCTION(nades, reset_map_global) { nades_RemovePlayer(); }
1177 MUTATOR_HOOKFUNCTION(nades, SpectateCopy)
1179 self.nade_timer = other.nade_timer;
1180 self.nade_type = other.nade_type;
1181 self.pokenade_type = other.pokenade_type;
1182 self.bonus_nades = other.bonus_nades;
1183 self.bonus_nade_score = other.bonus_nade_score;
1184 self.stat_healing_orb = other.stat_healing_orb;
1185 self.stat_healing_orb_alpha = other.stat_healing_orb_alpha;
1189 MUTATOR_HOOKFUNCTION(nades, GetCvars)
1191 GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_nade_type, "cl_nade_type");
1192 GetCvars_handleString(get_cvars_s, get_cvars_f, cvar_cl_pokenade_type, "cl_pokenade_type");
1197 MUTATOR_HOOKFUNCTION(nades, BuildMutatorsString)
1199 ret_string = strcat(ret_string, ":Nades");
1203 MUTATOR_HOOKFUNCTION(nades, BuildMutatorsPrettyString)
1205 ret_string = strcat(ret_string, ", Nades");