15 proj.traileffect = EFFECT_FIREBALL.m_id;
22 if (trail.eent_eff_name)
23 proj.traileffect = trail.m_id;
29 if (!mut_is_active(MUT_NADES))
37 proj.mins =
'-16 -16 -16';
38 proj.maxs =
'16 16 16';
42 if (nade_type == NADE_TYPE_Null)
46 if (
STAT(NADES_SMALL))
50 proj.mins =
'0.5 0.5 0.5' * -
size;
51 proj.maxs =
'0.5 0.5 0.5' *
size;
52 proj.colormod = nade_type.m_color;
57 proj.alphamod = nade_type.m_alpha;
59 switch (nade_type.m_id)
61 case NADE_TYPE_TRANSLOCATE.m_id:
62 case NADE_TYPE_SPAWN.m_id:
63 case NADE_TYPE_MONSTER.m_id:
74 if (mut_is_active(MUT_NADES))
76 string key =
getcommandkey(_(
"drop weapon / throw nade"),
"dropweapon");
78 "\n", sprintf(_(
"^3nades^8 are enabled, press ^3%s^8 to use them"), key),
"\n");
88 float bonusNades =
STAT(NADE_BONUS);
89 float bonusProgress =
STAT(NADE_BONUS_SCORE);
90 float bonusType =
STAT(NADE_BONUS_TYPE);
92 string nadeIcon = def.m_icon;
108 iconPos = myPos +
eX * 2 * mySize.y;
114 textPos = myPos +
eX * mySize.y;
117 if (bonusNades > 0 || bonusProgress > 0)
#define REGISTER_MUTATOR(...)
#define MUTATOR_HOOKFUNCTION(...)
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
void DrawAmmoNades(vector myPos, vector mySize, bool draw_expanding, float expand_time)
bool Projectile_isnade(int p)
void drawstring_aspect(vector pos, string text, vector sz, vector color, float theAlpha, float drawflag)
void drawpic_aspect_skin_expanding(vector position, string pic, vector theScale, vector rgb, float theAlpha, float flag, float fadelerp)
#define drawpic_aspect_skin(pos, pic, sz, color, theAlpha, drawflag)
void DrawNadeProgressBar(vector myPos, vector mySize, float progress, vector color)
bool autocvar_hud_panel_ammo_text
bool autocvar_hud_panel_ammo_iconalign
#define getcommandkey(cmd_name, command)
ERASEABLE vector hsv_to_rgb(vector hsv)
#define setmodel(this, m)
const float DRAWFLAG_NORMAL
float DPCONTENTS_PLAYERCLIP
void set_movetype(entity this, int mt)
const int MOVETYPE_BOUNCE
entity Nade_TrailEffect(int proj, int nade_team)
Nade Nade_FromProjectile(int proj)
const int PROJECTILE_NAPALM_FOUNTAIN
strcat(_("^F4Countdown stopped!"), "\n^BG", _("Teams are too unbalanced."))
void loopsound(entity e, int ch, Sound samp, float vol, float attn)
#define REGISTRY_GET(id, i)
const int CH_SHOTS_SINGLE
#define SND_NADE_NAPALM_FLY