46 entity proj =
new(grenade);
47 proj.owner = this.
owner;
49 proj.team = this.
owner.team;
50 proj.bot_dodge =
true;
53 proj.projectiledeathtype = DEATH_NADE_NAPALM.m_id;
57 setsize(proj,
'-4 -4 -4',
'4 4 4');
58 setorigin(proj, this.
origin);
60 proj.nextthink =
time;
121 entity fountain =
new(nade_napalm_fountain);
122 fountain.owner = this.
owner;
124 fountain.origin = this.
origin;
128 setorigin(fountain, fountain.origin);
130 fountain.nextthink =
time;
132 fountain.pushltime = fountain.ltime;
133 fountain.team = this.
team;
135 fountain.projectiledeathtype = DEATH_NADE_NAPALM.m_id;
136 fountain.bot_dodge =
true;
138 fountain.nade_special_time =
time;
139 setsize(fountain,
'-16 -16 -16',
'16 16 16');
148 PAR(_(
"The %s detonates after a short delay, spreading fiery napalm globs around in a fountain. "
149 "The napalm fire balls burn for a while, and damage players who get too close."),
COLORED_NAME(
this));
IntrusiveList g_bot_dodge
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
#define COLORED_NAME(this)
#define setmodel(this, m)
const float CONTENT_WATER
void UpdateCSQCProjectile(entity e)
void CSQCProjectile(entity e, float clientanimate, int type, float docull)
ERASEABLE entity IL_PUSH(IntrusiveList this, entity it)
Push to tail.
noref entity WarpZone_SearchInRadius_otherent
Free to use in the callback.
void set_movetype(entity this, int mt)
const int MOVETYPE_BOUNCE
void nade_napalm_boom(entity this)
void napalm_fountain_think(entity this)
void nade_napalm_ball(entity this)
bool napalm_damage_cond(entity e)
void napalm_ball_think(entity this)
const int PROJECTILE_NAPALM_FOUNTAIN
float autocvar_g_nades_napalm_fountain_lifetime
float autocvar_g_nades_napalm_ball_damage
float autocvar_g_nades_napalm_fountain_radius
float autocvar_g_nades_napalm_ball_damageforcescale
int autocvar_g_nades_napalm_ball_count
float autocvar_g_nades_napalm_ball_lifetime
float autocvar_g_nades_napalm_fountain_edgedamage
float autocvar_g_nades_napalm_burntime
bool autocvar_g_nades_napalm_selfdamage
float autocvar_g_nades_napalm_fountain_delay
float autocvar_g_nades_napalm_ball_spread
float autocvar_g_nades_napalm_ball_radius
float autocvar_g_nades_napalm_fountain_damage
#define METHOD(cname, name, prototype)
#define crandom()
Returns a random number between -1.0 and 1.0.
#define round_handler_IsActive()
#define round_handler_IsRoundStarted()
void W_LaserPlay(entity this, float rad, float damage, float edgedamage, float burntime, WarpZone_FindRadius_cond_callback_t cb)
Randomly chooses a player within the radius to shoot a laser towards.
IntrusiveList g_projectiles
#define PROJECTILE_MAKETRIGGER(e)
#define SND_NADE_NAPALM_FIRE
float spamsound(entity e, int chan, Sound samp, float vol, float _atten)
use this one if you might be causing spam (e.g.
#define PAR(...)
Adds an individually translatable paragraph to PAGE_TEXT without having to deal with strcat and sprin...