-#ifndef MUTATOR_NADES_H
-#define MUTATOR_NADES_H
+#include "nades.qh"
-#ifdef SVQC
-#include "../../../../server/mutators/mutator/gamemode_freezetag.qc"
+#ifdef IMPLEMENTATION
+
+#ifndef MENUQC
+entity Nade_TrailEffect(int proj, int nade_team)
+{
+ switch (proj)
+ {
+ case PROJECTILE_NADE: return EFFECT_NADE_TRAIL(nade_team);
+ case PROJECTILE_NADE_BURN: return EFFECT_NADE_TRAIL_BURN(nade_team);
+ }
+
+ FOREACH(Nades, true, LAMBDA(
+ for (int j = 0; j < 2; j++)
+ {
+ if (it.m_projectile[j] == proj)
+ {
+ string trail = it.m_trail[j].eent_eff_name;
+ if (trail) return it.m_trail[j];
+ break;
+ }
+ }
+ ));
+
+ return EFFECT_Null;
+}
#endif
-.entity nade;
-.entity fake_nade;
-.float nade_timer = _STAT(NADE_TIMER);
-.float nade_refire;
-.float bonus_nades = _STAT(NADE_BONUS);
-.float nade_special_time;
-.float bonus_nade_score = _STAT(NADE_BONUS_SCORE);
-.int nade_type = _STAT(NADE_BONUS_TYPE);
-.string pokenade_type;
-.entity nade_damage_target;
-.float cvar_cl_nade_type;
-.string cvar_cl_pokenade_type;
-.float toss_time;
-.float stat_healing_orb = _STAT(HEALING_ORB);
-.float stat_healing_orb_alpha = _STAT(HEALING_ORB_ALPHA);
-.float nade_show_particles;
-
-// Remove nades that are being thrown
-void nades_Clear(entity player);
-
-// Give a bonus grenade to a player
-void(entity player, float score) nades_GiveBonus;
-
-/**
- * called to adjust nade damage and force on hit
- */
-#define EV_Nade_Damage(i, o) \
- /** weapon */ i(entity, MUTATOR_ARGV_0_entity) \
- /** force */ i(vector, MUTATOR_ARGV_0_vector) \
- /**/ o(vector, MUTATOR_ARGV_0_vector) \
- /** damage */ i(float, MUTATOR_ARGV_0_float) \
- /**/ o(float, MUTATOR_ARGV_0_float) \
- /**/
-MUTATOR_HOOKABLE(Nade_Damage, EV_Nade_Damage);
+#ifdef CSQC
+REGISTER_MUTATOR(cl_nades, true);
+MUTATOR_HOOKFUNCTION(cl_nades, HUD_Draw_overlay)
+{
+ if (STAT(HEALING_ORB) <= time) return false;
+ MUTATOR_ARGV(0, vector) = NADE_TYPE_HEAL.m_color;
+ MUTATOR_ARGV(0, float) = STAT(HEALING_ORB_ALPHA);
+ return true;
+}
+MUTATOR_HOOKFUNCTION(cl_nades, Ent_Projectile)
+{
+ if (self.cnt == PROJECTILE_NAPALM_FOUNTAIN)
+ {
+ self.modelindex = 0;
+ self.traileffect = EFFECT_FIREBALL.m_id;
+ return true;
+ }
+ if (Nade_FromProjectile(self.cnt) != NADE_TYPE_Null)
+ {
+ setmodel(self, MDL_PROJECTILE_NADE);
+ entity trail = Nade_TrailEffect(self.cnt, self.team);
+ if (trail.eent_eff_name) self.traileffect = trail.m_id;
+ return true;
+ }
+}
+MUTATOR_HOOKFUNCTION(cl_nades, EditProjectile)
+{
+ if (self.cnt == PROJECTILE_NAPALM_FOUNTAIN)
+ {
+ loopsound(self, CH_SHOTS_SINGLE, SND(FIREBALL_FLY2), VOL_BASE, ATTEN_NORM);
+ self.mins = '-16 -16 -16';
+ self.maxs = '16 16 16';
+ }
+
+ entity nade_type = Nade_FromProjectile(self.cnt);
+ if (nade_type == NADE_TYPE_Null) return;
+ self.mins = '-16 -16 -16';
+ self.maxs = '16 16 16';
+ self.colormod = nade_type.m_color;
+ self.move_movetype = MOVETYPE_BOUNCE;
+ self.move_touch = func_null;
+ self.scale = 1.5;
+ self.avelocity = randomvec() * 720;
+
+ if (nade_type == NADE_TYPE_TRANSLOCATE || nade_type == NADE_TYPE_SPAWN)
+ self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
+ else
+ self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
+}
+bool Projectile_isnade(int p)
+{
+ return Nade_FromProjectile(p) != NADE_TYPE_Null;
+}
+void DrawAmmoNades(vector myPos, vector mySize, bool draw_expanding, float expand_time)
+{
+ float bonusNades = STAT(NADE_BONUS);
+ float bonusProgress = STAT(NADE_BONUS_SCORE);
+ float bonusType = STAT(NADE_BONUS_TYPE);
+ Nade def = Nades_from(bonusType);
+ vector nadeColor = def.m_color;
+ string nadeIcon = def.m_icon;
+
+ vector iconPos, textPos;
+
+ if(autocvar_hud_panel_ammo_iconalign)
+ {
+ iconPos = myPos + eX * 2 * mySize.y;
+ textPos = myPos;
+ }
+ else
+ {
+ iconPos = myPos;
+ textPos = myPos + eX * mySize.y;
+ }
+
+ if(bonusNades > 0 || bonusProgress > 0)
+ {
+ DrawNadeProgressBar(myPos, mySize, bonusProgress, nadeColor);
+
+ if(autocvar_hud_panel_ammo_text)
+ drawstring_aspect(textPos, ftos(bonusNades), eX * (2/3) * mySize.x + eY * mySize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+
+ if(draw_expanding)
+ drawpic_aspect_skin_expanding(iconPos, nadeIcon, '1 1 0' * mySize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL, expand_time);
+ drawpic_aspect_skin(iconPos, nadeIcon, '1 1 0' * mySize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+ }
+}
#endif
-#ifdef IMPLEMENTATION
+#ifdef SVQC
-#include "../../../nades/all.qh"
#include "../../../gamemodes/all.qh"
#include "../../../monsters/spawn.qh"
#include "../../../monsters/sv_monsters.qh"
fn.colormod = Nades_from(n.nade_type).m_color;
fn.colormap = self.colormap;
fn.glowmod = self.glowmod;
- fn.think = SUB_Remove;
+ fn.think = SUB_Remove_self;
fn.nextthink = n.wait;
self.nade = n;
return false;
}
#endif
+#endif