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sv_nades.qc File Reference
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Classes

class  NadeOffhand

Macros

#define NADE_TYPE_CHECK(nade_ent, nade_cvar)
#define SET_NADE_EFFECT(nade_type, exp_effect, exp_color_min, exp_color_max)
#define SPREE_ITEM(counta, countb, center, normal, gentle)

Functions

bool CanThrowNade (entity this)
 MUTATOR_HOOKFUNCTION (nades, BuildMutatorsPrettyString)
 MUTATOR_HOOKFUNCTION (nades, BuildMutatorsString)
 MUTATOR_HOOKFUNCTION (nades, ClientDisconnect)
 MUTATOR_HOOKFUNCTION (nades, Damage_Calculate)
 MUTATOR_HOOKFUNCTION (nades, DropSpecialItems)
 MUTATOR_HOOKFUNCTION (nades, ForbidThrowCurrentWeapon, CBC_ORDER_LAST)
 MUTATOR_HOOKFUNCTION (nades, MakePlayerObserver)
 MUTATOR_HOOKFUNCTION (nades, MonsterDies)
 MUTATOR_HOOKFUNCTION (nades, PlayerDies, CBC_ORDER_LAST)
 MUTATOR_HOOKFUNCTION (nades, PlayerPreThink)
 MUTATOR_HOOKFUNCTION (nades, PlayerSpawn)
 MUTATOR_HOOKFUNCTION (nades, PutClientInServer)
 MUTATOR_HOOKFUNCTION (nades, reset_map_global)
 MUTATOR_HOOKFUNCTION (nades, SpectateCopy)
 MUTATOR_HOOKFUNCTION (nades, VehicleEnter)
void nade_beep (entity this)
void nade_boom (entity this)
void nade_burn_spawn (entity _nade)
int nade_choose_random ()
bool nade_customize (entity this, entity client)
void nade_damage (entity this, entity inflictor, entity attacker, float damage, int deathtype,.entity weaponentity, vector hitloc, vector force)
void nade_pickup (entity this, entity thenade)
void nade_prime (entity this)
void nade_spawn (entity _nade)
void nade_timer_think (entity this)
void nade_touch (entity this, entity toucher)
void nades_CheckThrow (entity this)
Nade nades_CheckTypes (Nade ntype)
void nades_Clear (entity player)
Nade Nades_FromString (string ntype)
Nade Nades_GetType (string ntype)
void nades_GiveBonus (entity player, float score)
void nades_orb_think (entity this)
vector nades_PlayerColor (entity this, bool isPants)
void nades_RemoveBonus (entity player)
 Remove all bonus nades from a player.
void nades_RemovePlayer (entity this)
entity nades_spawn_orb (entity own, entity realown, vector org, float orb_ltime, float orb_rad)
 REGISTER_MUTATOR (nades, autocvar_g_nades)
void spawn_held_nade (entity player, entity nowner, float ntime, string ntype, string pntype)
void toss_nade (entity e, bool set_owner, vector _velocity, float _time)

Variables

bool nade_altbutton
entity nade_spawnloc
float nade_time_primed
NadeOffhand OFFHAND_NADE

Macro Definition Documentation

◆ NADE_TYPE_CHECK

#define NADE_TYPE_CHECK ( nade_ent,
nade_cvar )
Value:
case nade_ent.m_id: \
if (nade_cvar) \
return ntype; \
break

Referenced by nades_CheckTypes().

◆ SET_NADE_EFFECT

#define SET_NADE_EFFECT ( nade_type,
exp_effect,
exp_color_min,
exp_color_max )
Value:
case nade_type: \
expef = exp_effect; \
expcol_min = exp_color_min; \
expcol_max = exp_color_max; \
break

Referenced by nade_boom().

◆ SPREE_ITEM

#define SPREE_ITEM ( counta,
countb,
center,
normal,
gentle )
Value:
case counta: { nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_spree); break; }
void nades_GiveBonus(entity player, float score)
Definition sv_nades.qc:434
int autocvar_g_nades_bonus_score_spree
Definition sv_nades.qh:40

Function Documentation

◆ CanThrowNade()

bool CanThrowNade ( entity this)

Definition at line 610 of file sv_nades.qc.

611{
612 return !(this.vehicle || !autocvar_g_nades || IS_DEAD(this) || !IS_PLAYER(this) || weaponLocked(this));
613}
#define IS_DEAD(s)
Definition player.qh:245
#define IS_PLAYER(s)
Definition player.qh:243
bool autocvar_g_nades
Definition sv_nades.qh:5
entity vehicle
Entity to disply the shild effect on damage.
bool weaponLocked(entity player)

References autocvar_g_nades, entity(), IS_DEAD, IS_PLAYER, vehicle, and weaponLocked().

Referenced by nade_touch(), nades_CheckThrow(), and NadeOffhand::offhand_think().

◆ MUTATOR_HOOKFUNCTION() [1/15]

MUTATOR_HOOKFUNCTION ( nades ,
BuildMutatorsPrettyString  )

Definition at line 913 of file sv_nades.qc.

914{
915 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Nades");
916}
#define M_ARGV(x, type)
Definition events.qh:17
strcat(_("^F4Countdown stopped!"), "\n^BG", _("Teams are too unbalanced."))

References M_ARGV, and strcat().

◆ MUTATOR_HOOKFUNCTION() [2/15]

MUTATOR_HOOKFUNCTION ( nades ,
BuildMutatorsString  )

Definition at line 918 of file sv_nades.qc.

919{
920 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":Nades");
921}

References M_ARGV, and strcat().

◆ MUTATOR_HOOKFUNCTION() [3/15]

MUTATOR_HOOKFUNCTION ( nades ,
ClientDisconnect  )

Definition at line 892 of file sv_nades.qc.

892{ entity player = M_ARGV(0, entity); nades_RemovePlayer(player); }
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
void nades_RemovePlayer(entity this)
Definition sv_nades.qc:885

References ClientDisconnect, entity(), M_ARGV, and nades_RemovePlayer().

◆ MUTATOR_HOOKFUNCTION() [4/15]

MUTATOR_HOOKFUNCTION ( nades ,
Damage_Calculate  )

Definition at line 846 of file sv_nades.qc.

847{
848 entity frag_inflictor = M_ARGV(0, entity);
849 entity frag_attacker = M_ARGV(1, entity);
851 float frag_deathtype = M_ARGV(3, float);
852
853 if(autocvar_g_freezetag_revive_nade && STAT(FROZEN, frag_target) && frag_attacker == frag_target && frag_deathtype == DEATH_NADE.m_id)
854 if(time - frag_inflictor.toss_time <= 0.1)
855 {
858 Send_Effect(EFFECT_ICEORGLASS, frag_target.origin, '0 0 0', 3);
859 M_ARGV(4, float) = 0;
860 M_ARGV(6, vector) = '0 0 0';
861 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED_NADE, frag_target.netname);
862 Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_REVIVE_SELF);
863 }
864}
void SetResource(entity e, Resource res_type, float amount)
Sets the current amount of resource the given entity will have.
float time
void Send_Effect(entity eff, vector eff_loc, vector eff_vel, int eff_cnt)
Definition all.qc:124
#define STAT(...)
Definition stats.qh:82
void Send_Notification(NOTIF broadcast, entity client, MSG net_type, Notification net_name,...count)
Definition all.qc:1573
#define NULL
Definition post.qh:14
vector
Definition self.qh:92
entity frag_target
Definition sv_ctf.qc:2321
void freezetag_Unfreeze(entity targ, bool reset_health)
float autocvar_g_freezetag_revive_nade_health
bool autocvar_g_freezetag_revive_nade

References autocvar_g_freezetag_revive_nade, autocvar_g_freezetag_revive_nade_health, entity(), frag_target, freezetag_Unfreeze(), M_ARGV, NULL, Send_Effect(), Send_Notification(), SetResource(), STAT, time, and vector.

◆ MUTATOR_HOOKFUNCTION() [5/15]

MUTATOR_HOOKFUNCTION ( nades ,
DropSpecialItems  )

Definition at line 877 of file sv_nades.qc.

878{
880
881 if(frag_target.nade)
882 toss_nade(frag_target, true, '0 0 0', time + 0.05);
883}
void toss_nade(entity e, bool set_owner, vector _velocity, float _time)
Definition sv_nades.qc:317

References entity(), frag_target, M_ARGV, time, and toss_nade().

◆ MUTATOR_HOOKFUNCTION() [6/15]

MUTATOR_HOOKFUNCTION ( nades ,
ForbidThrowCurrentWeapon ,
CBC_ORDER_LAST  )

Definition at line 701 of file sv_nades.qc.

702{
703 entity player = M_ARGV(0, entity);
704
705 if (player.offhand != OFFHAND_NADE || (STAT(WEAPONS, player) & WEPSET(HOOK)) || autocvar_g_nades_override_dropweapon) {
706 nades_CheckThrow(player);
707 return true;
708 }
709}
void nades_CheckThrow(entity this)
Definition sv_nades.qc:617
NadeOffhand OFFHAND_NADE
Definition sv_nades.qc:691
bool autocvar_g_nades_override_dropweapon
Definition sv_nades.qh:6
#define WEPSET(id)
Definition all.qh:45

References autocvar_g_nades_override_dropweapon, CBC_ORDER_LAST, entity(), M_ARGV, nades_CheckThrow(), OFFHAND_NADE, STAT, and WEPSET.

◆ MUTATOR_HOOKFUNCTION() [7/15]

MUTATOR_HOOKFUNCTION ( nades ,
MakePlayerObserver  )

Definition at line 891 of file sv_nades.qc.

891{ entity player = M_ARGV(0, entity); nades_RemovePlayer(player); }

References entity(), M_ARGV, and nades_RemovePlayer().

◆ MUTATOR_HOOKFUNCTION() [8/15]

MUTATOR_HOOKFUNCTION ( nades ,
MonsterDies  )

Definition at line 866 of file sv_nades.qc.

867{
869 entity frag_attacker = M_ARGV(1, entity);
870
871 if(IS_PLAYER(frag_attacker))
872 if(DIFF_TEAM(frag_attacker, frag_target))
873 if(!(frag_target.spawnflags & MONSTERFLAG_SPAWNED))
875}
const int MONSTERFLAG_SPAWNED
void nades_GiveBonus(entity player, float score)
Definition sv_nades.qc:434
int autocvar_g_nades_bonus_score_minor
Definition sv_nades.qh:36
#define DIFF_TEAM(a, b)
Definition teams.qh:242

References autocvar_g_nades_bonus_score_minor, DIFF_TEAM, entity(), frag_target, IS_PLAYER, M_ARGV, MONSTERFLAG_SPAWNED, and nades_GiveBonus().

◆ MUTATOR_HOOKFUNCTION() [9/15]

MUTATOR_HOOKFUNCTION ( nades ,
PlayerDies ,
CBC_ORDER_LAST  )

Definition at line 811 of file sv_nades.qc.

812{
813 entity frag_attacker = M_ARGV(1, entity);
815
816 if(frag_target.nade)
818 toss_nade(frag_target, true, '0 0 100', max(frag_target.nade.wait, time + 0.05));
819
820 if(IS_PLAYER(frag_attacker))
821 {
822 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)
824 if (SAME_TEAM(frag_attacker, frag_target) || frag_attacker == frag_target)
825 nades_RemoveBonus(frag_attacker);
828 else if(autocvar_g_nades_bonus_score_spree && CS(frag_attacker).killcount > 1)
829 {
830 #define SPREE_ITEM(counta,countb,center,normal,gentle) \
831 case counta: { nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_spree); break; }
832 switch(CS(frag_attacker).killcount)
833 {
835 default: nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_minor); break;
836 }
837 #undef SPREE_ITEM
838 }
839 else
840 nades_GiveBonus(frag_attacker, killcount_bonus);
841 }
842
844}
float bound(float min, float value, float max)
float max(float f,...)
#define KILL_SPREE_LIST
Definition all.qh:491
int killcount
Definition client.qh:315
ClientState CS(Client this)
Definition state.qh:47
void nades_RemoveBonus(entity player)
Remove all bonus nades from a player.
Definition sv_nades.qc:457
int autocvar_g_nades_bonus_score_medium
Definition sv_nades.qh:39
#define GameRules_scoring_is_vip(player)
Definition sv_rules.qh:79
#define SAME_TEAM(a, b)
Definition teams.qh:241

References autocvar_g_freezetag_revive_nade, autocvar_g_nades_bonus_score_medium, autocvar_g_nades_bonus_score_minor, autocvar_g_nades_bonus_score_spree, bound(), CBC_ORDER_LAST, CS(), entity(), frag_target, GameRules_scoring_is_vip, IS_PLAYER, KILL_SPREE_LIST, killcount, M_ARGV, max(), nades_GiveBonus(), nades_RemoveBonus(), SAME_TEAM, STAT, time, and toss_nade().

◆ MUTATOR_HOOKFUNCTION() [10/15]

MUTATOR_HOOKFUNCTION ( nades ,
PlayerPreThink  )

Definition at line 711 of file sv_nades.qc.

712{
713 entity player = M_ARGV(0, entity);
714
715 if (!IS_PLAYER(player)) { return; }
716
717 if (player.nade && (player.offhand != OFFHAND_NADE || (STAT(WEAPONS, player) & WEPSET(HOOK))))
718 OFFHAND_NADE.offhand_think(OFFHAND_NADE, player, player.nade_altbutton);
719
720 entity held_nade = player.nade;
721 if (held_nade)
722 {
723 STAT(NADE_TIMER, player) = bound(0, (time - held_nade.nade_time_primed) / held_nade.nade_lifetime, 1);
724 // LOG_TRACEF("%d %d", STAT(NADE_TIMER, player), time - held_nade.nade_time_primed);
725 makevectors(player.angles);
726 held_nade.velocity = player.velocity;
727 setorigin(held_nade, player.origin + player.view_ofs + v_forward * 8 + v_right * -8 + v_up * 0);
728 held_nade.angles_y = player.angles.y;
729
730 if (time + 0.1 >= held_nade.wait)
731 {
732 toss_nade(player, false, '0 0 0', time + 0.05);
733 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_NADE_THROW);
734 }
735 }
736
737 if(IS_PLAYER(player))
738 {
740 {
741 entity key;
742 float key_count = 0;
743 FOR_EACH_KH_KEY(key) if(key.owner == player) { ++key_count; }
744
745 float time_score;
746 if(GameRules_scoring_is_vip(player))
748 else
750
751 if(key_count)
752 time_score = autocvar_g_nades_bonus_score_time_flagcarrier * key_count; // multiply by the number of keys the player is holding
753
755 {
756 STAT(NADE_BONUS_TYPE, player) = nades_CheckTypes(Nades_FromString(CS_CVAR(player).cvar_cl_nade_type)).m_id;
757 player.pokenade_type = CS_CVAR(player).cvar_cl_pokenade_type;
758 }
759 else
760 {
761 STAT(NADE_BONUS_TYPE, player) = Nades_FromString(autocvar_g_nades_bonus_type).m_id;
762 player.pokenade_type = autocvar_g_nades_pokenade_monster_type;
763 }
764
765 if(STAT(NADE_BONUS_SCORE, player) >= 0 && autocvar_g_nades_bonus_score_max)
767 }
768 else
769 {
770 STAT(NADE_BONUS, player) = STAT(NADE_BONUS_SCORE, player) = 0;
771 }
772
773 nade_veil_Apply(player);
774 }
775}
int m_id
Definition nades.qh:15
vector v_up
vector v_right
vector v_forward
string autocvar_g_nades_pokenade_monster_type
Definition monster.qh:8
#define makevectors
Definition post.qh:21
#define CS_CVAR(this)
Definition state.qh:51
#define FOR_EACH_KH_KEY(v)
Definition sv_keyhunt.qh:27
Nade Nades_FromString(string ntype)
Definition sv_nades.qc:504
Nade nades_CheckTypes(Nade ntype)
Definition sv_nades.qc:408
bool autocvar_g_nades_bonus_client_select
Definition sv_nades.qh:29
int autocvar_g_nades_bonus_score_time_flagcarrier
Definition sv_nades.qh:35
bool autocvar_g_nades_bonus
Definition sv_nades.qh:27
int autocvar_g_nades_bonus_score_time
Definition sv_nades.qh:34
string autocvar_g_nades_bonus_type
Definition sv_nades.qh:28
string cvar_cl_nade_type
Definition sv_nades.qh:50
int autocvar_g_nades_bonus_score_max
Definition sv_nades.qh:33
void nade_veil_Apply(entity player)
Definition veil.qc:34

References autocvar_g_nades, autocvar_g_nades_bonus, autocvar_g_nades_bonus_client_select, autocvar_g_nades_bonus_score_max, autocvar_g_nades_bonus_score_time, autocvar_g_nades_bonus_score_time_flagcarrier, autocvar_g_nades_bonus_type, autocvar_g_nades_pokenade_monster_type, bound(), CS_CVAR, cvar_cl_nade_type, entity(), FOR_EACH_KH_KEY, GameRules_scoring_is_vip, IS_PLAYER, M_ARGV, Nade::m_id, makevectors, nade_veil_Apply(), nades_CheckTypes(), Nades_FromString(), nades_GiveBonus(), OFFHAND_NADE, PlayerPreThink, Send_Notification(), STAT, time, toss_nade(), v_forward, v_right, v_up, and WEPSET.

◆ MUTATOR_HOOKFUNCTION() [11/15]

MUTATOR_HOOKFUNCTION ( nades ,
PlayerSpawn  )

Definition at line 777 of file sv_nades.qc.

778{
779 entity player = M_ARGV(0, entity);
780
781 if (StatusEffects_active(STATUSEFFECT_SpawnShield, player))
782 player.nade_refire = StatusEffects_gettime(STATUSEFFECT_SpawnShield, player);
783 else
784 player.nade_refire = time;
785
787 player.nade_refire += autocvar_g_nades_nade_refire;
788
790 STAT(NADE_BONUS_TYPE, player) = Nades_FromString(CS_CVAR(player).cvar_cl_nade_type).m_id;
791
792 STAT(NADE_TIMER, player) = 0;
793
794 if (!player.offhand) player.offhand = OFFHAND_NADE;
795
796 if(player.nade_spawnloc)
797 {
798 setorigin(player, player.nade_spawnloc.origin);
799 player.nade_spawnloc.cnt -= 1;
800
801 if(player.nade_spawnloc.cnt <= 0)
802 {
803 delete(player.nade_spawnloc);
804 player.nade_spawnloc = NULL;
805 }
806
808 }
809}
void nade_spawn_SetSpawnHealth(entity player)
Definition spawn.qc:22
float StatusEffects_gettime(StatusEffect this, entity actor)
bool StatusEffects_active(StatusEffect this, entity actor)
float autocvar_g_nades_nade_refire
Definition sv_nades.qh:18
bool autocvar_g_nades_onspawn
Definition sv_nades.qh:8

References autocvar_g_nades_bonus_client_select, autocvar_g_nades_nade_refire, autocvar_g_nades_onspawn, CS_CVAR, cvar_cl_nade_type, entity(), M_ARGV, Nade::m_id, nade_spawn_SetSpawnHealth(), Nades_FromString(), NULL, OFFHAND_NADE, STAT, StatusEffects_active(), StatusEffects_gettime(), and time.

◆ MUTATOR_HOOKFUNCTION() [12/15]

MUTATOR_HOOKFUNCTION ( nades ,
PutClientInServer  )

Definition at line 462 of file sv_nades.qc.

463{
464 entity player = M_ARGV(0, entity);
465
466 nades_RemoveBonus(player);
467}

References entity(), M_ARGV, nades_RemoveBonus(), and PutClientInServer.

◆ MUTATOR_HOOKFUNCTION() [13/15]

MUTATOR_HOOKFUNCTION ( nades ,
reset_map_global  )

Definition at line 893 of file sv_nades.qc.

894{
896 {
898 });
899}
#define FOREACH_CLIENT(cond, body)
Definition utils.qh:50

References FOREACH_CLIENT, IS_PLAYER, and nades_RemovePlayer().

◆ MUTATOR_HOOKFUNCTION() [14/15]

MUTATOR_HOOKFUNCTION ( nades ,
SpectateCopy  )

Definition at line 901 of file sv_nades.qc.

902{
903 entity spectatee = M_ARGV(0, entity);
904 entity client = M_ARGV(1, entity);
905
906 STAT(NADE_TIMER, client) = STAT(NADE_TIMER, spectatee);
907 STAT(NADE_BONUS_TYPE, client) = STAT(NADE_BONUS_TYPE, spectatee);
908 client.pokenade_type = spectatee.pokenade_type;
909 STAT(NADE_BONUS, client) = STAT(NADE_BONUS, spectatee);
910 STAT(NADE_BONUS_SCORE, client) = STAT(NADE_BONUS_SCORE, spectatee);
911}

References entity(), M_ARGV, SpectateCopy(), and STAT.

◆ MUTATOR_HOOKFUNCTION() [15/15]

MUTATOR_HOOKFUNCTION ( nades ,
VehicleEnter  )

Definition at line 658 of file sv_nades.qc.

659{
660 entity player = M_ARGV(0, entity);
661
662 if(player.nade)
663 toss_nade(player, true, '0 0 100', max(player.nade.wait, time + 0.05));
664}

References entity(), M_ARGV, max(), time, and toss_nade().

◆ nade_beep()

void nade_beep ( entity this)

Definition at line 237 of file sv_nades.qc.

238{
239 sound(this, CH_SHOTS_SINGLE, SND_NADE_BEEP, VOL_BASE, 0.5 *(ATTEN_LARGE + ATTEN_MAX));
240 setthink(this, nade_boom);
241 this.nextthink = max(this.wait, time);
242}
float wait
Definition items.qc:17
float nextthink
#define setthink(e, f)
const float VOL_BASE
Definition sound.qh:36
const float ATTEN_MAX
Definition sound.qh:34
const int CH_SHOTS_SINGLE
Definition sound.qh:15
#define sound(e, c, s, v, a)
Definition sound.qh:52
const float ATTEN_LARGE
Definition sound.qh:31
void nade_boom(entity this)
Definition sv_nades.qc:107

References ATTEN_LARGE, ATTEN_MAX, CH_SHOTS_SINGLE, entity(), max(), nade_boom(), nextthink, setthink, sound, time, VOL_BASE, and wait.

Referenced by nade_damage(), and spawn_held_nade().

◆ nade_boom()

void nade_boom ( entity this)

Definition at line 107 of file sv_nades.qc.

108{
109 entity expef = NULL;
110 vector expcol_min = '0 0 0', expcol_max = '0 0 0';
111
112 Nade ntype = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, this));
113
114 if (!this.takedamage || ntype == NADE_TYPE_Null)
115 {
116 // first condition: nade was destroyed by something (lava, void, etc.), just do a normal explosion
117 // this prevents weird cases like spawn nade setting your spawnpoint on the void, translocate sending you into the void, etc.
118 ntype = NADE_TYPE_NORMAL;
119 }
120
121#define SET_NADE_EFFECT(nade_type, exp_effect, exp_color_min, exp_color_max) \
122 case nade_type: \
123 expef = exp_effect; \
124 expcol_min = exp_color_min; \
125 expcol_max = exp_color_max; \
126 break
127
128 switch (ntype)
129 {
130 SET_NADE_EFFECT(NADE_TYPE_NAPALM, EFFECT_EXPLOSION_MEDIUM, '0 0 0', '0 0 0');
131 SET_NADE_EFFECT(NADE_TYPE_ICE, EFFECT_ELECTRO_COMBO, '0 0 0', '0 0 0');
132 SET_NADE_EFFECT(NADE_TYPE_TRANSLOCATE, NULL, '0 0 0', '0 0 0');
133 SET_NADE_EFFECT(NADE_TYPE_MONSTER, NULL, nades_PlayerColor(this.realowner, false), nades_PlayerColor(this.realowner, true));
134 SET_NADE_EFFECT(NADE_TYPE_SPAWN, EFFECT_SPAWN, nades_PlayerColor(this.realowner, false), nades_PlayerColor(this.realowner, true));
135 SET_NADE_EFFECT(NADE_TYPE_HEAL, EFFECT_SPAWN, '1 0 0', '1 0 0');
136 SET_NADE_EFFECT(NADE_TYPE_ENTRAP, EFFECT_SPAWN, '1 1 0', '1 1 0');
137 SET_NADE_EFFECT(NADE_TYPE_VEIL, EFFECT_SPAWN, '0 0 0', '0 0 0');
138 SET_NADE_EFFECT(NADE_TYPE_AMMO, EFFECT_SPAWN, '0.33 0.33 1', '0.33 0.33 1');
139 SET_NADE_EFFECT(NADE_TYPE_DARKNESS, EFFECT_EXPLOSION_MEDIUM, '0 0 0', '0 0 0');
140 SET_NADE_EFFECT(NADE_TYPE_NORMAL, EFFECT_NADE_EXPLODE, nades_PlayerColor(this.realowner, false), nades_PlayerColor(this.realowner, true));
141 }
142#undef SET_NADE_EFFECT
143
144 if (expef)
145 Send_Effect_Except(expef, findbetterlocation(this.origin, 8), '0 0 0', 1, expcol_min, expcol_max, NULL);
146
147 sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
148 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
149
150 this.event_damage = func_null; // prevent somehow calling damage in the next call
151
152 switch (ntype)
153 {
154 case NADE_TYPE_NORMAL: nade_normal_boom(this); break;
155 case NADE_TYPE_NAPALM: nade_napalm_boom(this); break;
156 case NADE_TYPE_ICE: nade_ice_boom(this); break;
157 case NADE_TYPE_TRANSLOCATE: nade_translocate_boom(this); break;
158 case NADE_TYPE_SPAWN: nade_spawn_boom(this); break;
159 case NADE_TYPE_HEAL: nade_heal_boom(this); break;
160 case NADE_TYPE_MONSTER: nade_monster_boom(this); break;
161 case NADE_TYPE_ENTRAP: nade_entrap_boom(this); break;
162 case NADE_TYPE_VEIL: nade_veil_boom(this); break;
163 case NADE_TYPE_AMMO: nade_ammo_boom(this); break;
164 case NADE_TYPE_DARKNESS: nade_darkness_boom(this); break;
165 }
166
167 IL_EACH(g_projectiles, it.classname == "grapplinghook" && it.aiment == this,
168 {
169 RemoveHook(it);
170 });
171
172 delete(this);
173}
Definition nades.qh:14
void nade_ammo_boom(entity this)
Definition ammo.qc:67
vector findbetterlocation(vector org, float mindist)
Definition util.qc:117
vector origin
void nade_darkness_boom(entity this)
Definition darkness.qc:71
void Send_Effect_Except(entity eff, vector eff_loc, vector eff_vel, int eff_cnt, vector eff_col_min, vector eff_col_max, entity ignore)
Definition all.qc:105
void nade_entrap_boom(entity this)
Definition entrap.qc:33
void nade_ice_boom(entity this)
Definition ice.qc:80
#define IL_EACH(this, cond, body)
void nade_monster_boom(entity this)
Definition monster.qc:7
void nade_heal_boom(entity this)
Definition heal.qc:34
void nade_spawn_boom(entity this)
Definition spawn.qc:4
void nade_napalm_boom(entity this)
Definition napalm.qc:152
var void func_null()
void nade_normal_boom(entity this)
Definition normal.qc:4
#define REGISTRY_GET(id, i)
Definition registry.qh:43
IntrusiveList g_projectiles
Definition common.qh:58
const int CH_SHOTS
Definition sound.qh:14
const float ATTEN_NORM
Definition sound.qh:30
float takedamage
Definition subs.qh:78
#define SET_NADE_EFFECT(nade_type, exp_effect, exp_color_min, exp_color_max)
vector nades_PlayerColor(entity this, bool isPants)
Definition sv_nades.qc:13
entity realowner
void nade_translocate_boom(entity this)
Definition translocate.qc:4
void nade_veil_boom(entity this)
Definition veil.qc:26

References ATTEN_NORM, CH_SHOTS, CH_SHOTS_SINGLE, entity(), findbetterlocation(), func_null(), g_projectiles, IL_EACH, nade_ammo_boom(), nade_darkness_boom(), nade_entrap_boom(), nade_heal_boom(), nade_ice_boom(), nade_monster_boom(), nade_napalm_boom(), nade_normal_boom(), nade_spawn_boom(), nade_translocate_boom(), nade_veil_boom(), nades_PlayerColor(), NULL, origin, realowner, REGISTRY_GET, Send_Effect_Except(), SET_NADE_EFFECT, sound, STAT, takedamage, vector, and VOL_BASE.

Referenced by nade_beep(), nade_damage(), nade_touch(), nade_translocate_DestroyDamage(), and toss_nade().

◆ nade_burn_spawn()

void nade_burn_spawn ( entity _nade)

Definition at line 31 of file sv_nades.qc.

32{
33 CSQCProjectile(_nade, true, REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, _nade)).m_projectile[1], true);
34}
void CSQCProjectile(entity e, float clientanimate, int type, float docull)

References CSQCProjectile(), entity(), REGISTRY_GET, and STAT.

Referenced by nade_damage().

◆ nade_choose_random()

int nade_choose_random ( )

Definition at line 494 of file sv_nades.qc.

495{
497 FOREACH(Nades, it != NADE_TYPE_Null, {
498 if (nades_CheckTypes(it) == it) // this nade type is allowed
499 RandomSelection_AddEnt(it, 1, 1);
500 });
501 return RandomSelection_chosen_ent.m_id;
502}
#define FOREACH(list, cond, body)
Definition iter.qh:19
ERASEABLE void RandomSelection_Init()
Definition random.qc:4
#define RandomSelection_AddEnt(e, weight, priority)
Definition random.qh:14
entity RandomSelection_chosen_ent
Definition random.qh:5

References FOREACH, nades_CheckTypes(), RandomSelection_AddEnt, RandomSelection_chosen_ent, and RandomSelection_Init().

Referenced by Nades_GetType().

◆ nade_customize()

bool nade_customize ( entity this,
entity client )

Definition at line 469 of file sv_nades.qc.

470{
471 //if(IS_SPEC(client)) { return false; }
472 if(client == this.exteriormodeltoclient || (IS_SPEC(client) && client.enemy == this.exteriormodeltoclient))
473 {
474 // somewhat hide the model, but keep the glow
475 //this.effects = 0;
476 if(this.traileffectnum)
477 this.traileffectnum = 0;
478 this.alpha = -1;
479 }
480 else
481 {
482 //this.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
483 if(!this.traileffectnum)
484 {
485 entity nade = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, this));
486 this.traileffectnum = _particleeffectnum(Nade_TrailEffect(nade.m_projectile[0], this.team).eent_eff_name);
487 }
488 this.alpha = 1;
489 }
490
491 return true;
492}
float alpha
Definition items.qc:13
float traileffectnum
entity exteriormodeltoclient
#define nade(name, colormin1, colormax1, colormin2, colormax2)
entity Nade_TrailEffect(int proj, int nade_team)
Definition nades.qc:17
#define IS_SPEC(v)
Definition utils.qh:10

References alpha, entity(), exteriormodeltoclient, IS_SPEC, nade, Nade_TrailEffect(), REGISTRY_GET, STAT, and traileffectnum.

Referenced by spawn_held_nade().

◆ nade_damage()

void nade_damage ( entity this,
entity inflictor,
entity attacker,
float damage,
int deathtype,
.entity weaponentity,
vector hitloc,
vector force )

Definition at line 244 of file sv_nades.qc.

245{
246 if(ITEM_DAMAGE_NEEDKILL(deathtype))
247 {
248 this.takedamage = DAMAGE_NO;
249 W_PrepareExplosionByDamage(this, attacker, nade_boom);
250 return;
251 }
252
253 if(STAT(NADE_BONUS_TYPE, this) == NADE_TYPE_TRANSLOCATE.m_id || STAT(NADE_BONUS_TYPE, this) == NADE_TYPE_SPAWN.m_id)
254 return;
255
256 if (MUTATOR_CALLHOOK(Nade_Damage, this, DEATH_WEAPONOF(deathtype), force, damage)) {}
257 else if(DEATH_ISWEAPON(deathtype, WEP_BLASTER))
258 {
259 force *= 1.5;
260 damage = 0;
261 }
262 else if(DEATH_ISWEAPON(deathtype, WEP_VORTEX) || DEATH_ISWEAPON(deathtype, WEP_VAPORIZER) || DEATH_ISWEAPON(deathtype, WEP_OVERKILL_NEX))
263 {
264 force *= 6;
265 damage = this.max_health * 0.55;
266 }
267 else if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN) || DEATH_ISWEAPON(deathtype, WEP_OVERKILL_MACHINEGUN))
268 damage = this.max_health * 0.1;
269 else if(DEATH_ISWEAPON(deathtype, WEP_SHOTGUN) || DEATH_ISWEAPON(deathtype, WEP_OVERKILL_SHOTGUN)) // WEAPONTODO
270 {
271 if(!(deathtype & HITTYPE_SECONDARY))
272 damage = this.max_health * 1.15;
273 }
274
275 // melee slaps
276 entity death_weapon = DEATH_WEAPONOF(deathtype);
277 if(((deathtype & HITTYPE_SECONDARY) ? (death_weapon.spawnflags & WEP_TYPE_MELEE_SEC) : (death_weapon.spawnflags & WEP_TYPE_MELEE_PRI)))
278 {
279 damage = this.max_health * 0.1;
280 force *= 10;
281 }
282
283 this.velocity += force;
285
286 if(damage <= 0 || ((IS_ONGROUND(this)) && IS_PLAYER(attacker)))
287 return;
288
289 float hp = GetResource(this, RES_HEALTH);
290 if(hp == this.max_health)
291 {
292 sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, 0.5 *(ATTEN_LARGE + ATTEN_MAX));
293 this.nextthink = max(time + this.nade_lifetime, time);
294 setthink(this, nade_beep);
295 }
296
297 hp -= damage;
298 SetResource(this, RES_HEALTH, hp);
299
300 if(STAT(NADE_BONUS_TYPE, this) != NADE_TYPE_TRANSLOCATE.m_id && STAT(NADE_BONUS_TYPE, this) != NADE_TYPE_SPAWN.m_id)
301 if(STAT(NADE_BONUS_TYPE, this) != NADE_TYPE_HEAL.m_id || IS_PLAYER(attacker))
302 this.realowner = attacker;
303
304 if(hp <= 0)
305 {
306 if(nade_spawn_DestroyDamage(this, attacker))
307 return;
308 if(nade_translocate_DestroyDamage(this, attacker))
309 return;
310
311 W_PrepareExplosionByDamage(this, attacker, nade_boom);
312 }
313 else
314 nade_burn_spawn(this);
315}
#define MUTATOR_CALLHOOK(id,...)
Definition base.qh:143
float max_health
float GetResource(entity e, Resource res_type)
Returns the current amount of resource the given entity has.
vector velocity
void UpdateCSQCProjectile(entity e)
#define DEATH_ISWEAPON(t, w)
Definition all.qh:46
#define DEATH_WEAPONOF(t)
Definition all.qh:45
const int HITTYPE_SECONDARY
Definition all.qh:29
#define IS_ONGROUND(s)
Definition movetypes.qh:16
bool nade_spawn_DestroyDamage(entity this, entity attacker)
Definition spawn.qc:28
#define ITEM_DAMAGE_NEEDKILL(dt)
Definition items.qh:129
void W_PrepareExplosionByDamage(entity this, entity attacker, void(entity this) explode)
Definition common.qc:87
const int DAMAGE_NO
Definition subs.qh:79
void nade_burn_spawn(entity _nade)
Definition sv_nades.qc:31
void nade_beep(entity this)
Definition sv_nades.qc:237
float nade_lifetime
Definition sv_nades.qh:45
bool nade_translocate_DestroyDamage(entity this, entity attacker)
const int WEP_TYPE_MELEE_PRI
Definition weapon.qh:220
const int WEP_TYPE_MELEE_SEC
Definition weapon.qh:221

References ATTEN_LARGE, ATTEN_MAX, CH_SHOTS_SINGLE, DAMAGE_NO, DEATH_ISWEAPON, DEATH_WEAPONOF, entity(), GetResource(), HITTYPE_SECONDARY, IS_ONGROUND, IS_PLAYER, ITEM_DAMAGE_NEEDKILL, max(), max_health, MUTATOR_CALLHOOK, nade_beep(), nade_boom(), nade_burn_spawn(), nade_lifetime, nade_spawn_DestroyDamage(), nade_translocate_DestroyDamage(), nextthink, realowner, SetResource(), setthink, sound, STAT, takedamage, time, UpdateCSQCProjectile(), vector, velocity, VOL_BASE, W_PrepareExplosionByDamage(), WEP_TYPE_MELEE_PRI, and WEP_TYPE_MELEE_SEC.

Referenced by toss_nade().

◆ nade_pickup()

void nade_pickup ( entity this,
entity thenade )

Definition at line 176 of file sv_nades.qc.

177{
178 spawn_held_nade(this, thenade.realowner, autocvar_g_nades_pickup_time, REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, thenade)).netname, thenade.pokenade_type);
179
180 // set refire so player can't even
182 STAT(NADE_TIMER, this) = 0;
183
184 if(this.nade)
185 this.nade.nade_time_primed = thenade.nade_time_primed;
186}
string netname
Definition powerups.qc:20
void spawn_held_nade(entity player, entity nowner, float ntime, string ntype, string pntype)
Definition sv_nades.qc:522
float autocvar_g_nades_pickup_time
Definition sv_nades.qh:13
float nade_refire
Definition sv_nades.qh:46

References autocvar_g_nades_nade_refire, autocvar_g_nades_pickup_time, entity(), nade, nade_refire, netname, REGISTRY_GET, spawn_held_nade(), STAT, and time.

Referenced by nade_touch().

◆ nade_prime()

void nade_prime ( entity this)

Definition at line 568 of file sv_nades.qc.

569{
570 if(autocvar_g_nades_bonus_only && !STAT(NADE_BONUS, this))
571 return; // only allow bonus nades
572
573 // TODO: handle old nade if it exists?
574 if(this.nade)
575 delete(this.nade);
576 this.nade = NULL;
577
578 if(this.fake_nade)
579 delete(this.fake_nade);
580 this.fake_nade = NULL;
581
582 Nade ntype;
583 string pntype = this.pokenade_type;
584
585 if(StatusEffects_active(STATUSEFFECT_Strength, this) && autocvar_g_nades_bonus_onstrength)
586 ntype = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, this));
587 else if (STAT(NADE_BONUS, this) >= 1)
588 {
589 ntype = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, this));
590 pntype = this.pokenade_type;
591 STAT(NADE_BONUS, this) -= 1;
592 }
593 else
594 {
596 {
598 pntype = CS_CVAR(this).cvar_cl_pokenade_type;
599 }
600 else
601 {
604 }
605 }
606
607 spawn_held_nade(this, this, autocvar_g_nades_nade_lifetime, ntype.netname, pntype);
608}
string netname
Definition nades.qh:20
string pokenade_type
Definition sv_nades.qh:48
float autocvar_g_nades_nade_lifetime
Definition sv_nades.qh:14
bool autocvar_g_nades_bonus_onstrength
Definition sv_nades.qh:30
bool autocvar_g_nades_bonus_only
Definition sv_nades.qh:31
entity fake_nade
Definition sv_nades.qh:44
bool autocvar_g_nades_client_select
Definition sv_nades.qh:25
string autocvar_g_nades_nade_type
Definition sv_nades.qh:24

References autocvar_g_nades_bonus_only, autocvar_g_nades_bonus_onstrength, autocvar_g_nades_client_select, autocvar_g_nades_nade_lifetime, autocvar_g_nades_nade_type, autocvar_g_nades_pokenade_monster_type, CS_CVAR, cvar_cl_nade_type, entity(), fake_nade, nade, nades_CheckTypes(), Nades_FromString(), Nade::netname, NULL, pokenade_type, REGISTRY_GET, spawn_held_nade(), STAT, and StatusEffects_active().

Referenced by nades_CheckThrow(), and NadeOffhand::offhand_think().

◆ nade_spawn()

void nade_spawn ( entity _nade)

Definition at line 36 of file sv_nades.qc.

37{
38 entity timer = new(nade_timer);
39 setmodel(timer, MDL_NADE_TIMER);
40 setattachment(timer, _nade, "");
41 timer.colormap = _nade.colormap;
42 timer.glowmod = _nade.glowmod;
44 timer.nextthink = time;
45 timer.wait = _nade.wait;
46 timer.nade_lifetime = _nade.nade_lifetime;
47 timer.owner = _nade;
48 timer.skin = 10;
49
50 _nade.effects |= EF_LOWPRECISION;
51
52 CSQCProjectile(_nade, true, REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, _nade)).m_projectile[0], true);
53}
#define setmodel(this, m)
Definition model.qh:26
float EF_LOWPRECISION
float timer
Definition hud.qh:125
void nade_timer_think(entity this)
Definition sv_nades.qc:23

References CSQCProjectile(), EF_LOWPRECISION, entity(), nade_timer_think(), REGISTRY_GET, setmodel, setthink, STAT, time, and timer.

Referenced by toss_nade().

◆ nade_timer_think()

void nade_timer_think ( entity this)

Definition at line 23 of file sv_nades.qc.

24{
25 this.skin = 8 - (this.wait - time) / (this.nade_lifetime / 10);
26 this.nextthink = time;
27 if(!this.owner || wasfreed(this.owner))
28 delete(this);
29}
entity owner
Definition main.qh:87
float skin

References entity(), nade_lifetime, nextthink, owner, skin, time, and wait.

Referenced by nade_darkness_boom(), nade_ice_boom(), and nade_spawn().

◆ nade_touch()

void nade_touch ( entity this,
entity toucher )

Definition at line 189 of file sv_nades.qc.

190{
191 if(toucher)
193
194 if(toucher == this.realowner)
195 return; // no this impacts
196
198 if(time >= this.spawnshieldtime)
199 if(!toucher.nade && GetResource(this, RES_HEALTH) == this.max_health) // no boosted shot pickups, thank you very much
200 if(CanThrowNade(toucher)) // prevent some obvious things, like dead players
201 if(IS_REAL_CLIENT(toucher)) // above checks for IS_PLAYER, don't need to do it here
202 {
203 nade_pickup(toucher, this);
204 sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, 0.5 *(ATTEN_LARGE + ATTEN_MAX));
205 delete(this);
206 return;
207 }
208 /*float is_weapclip = 0;
209 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
210 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
211 if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
212 is_weapclip = 1;*/
213 if(ITEM_TOUCH_NEEDKILL()) // || is_weapclip)
214 {
215 IL_EACH(g_projectiles, it.classname == "grapplinghook" && it.aiment == this,
216 {
217 RemoveHook(it);
218 });
219 delete(this);
220 return;
221 }
222
224
225 //setsize(this, '-2 -2 -2', '2 2 2');
226 //UpdateCSQCProjectile(this);
227 if(GetResource(this, RES_HEALTH) == this.max_health)
228 {
230 return;
231 }
232
233 this.enemy = toucher;
234 nade_boom(this);
235}
float spawnshieldtime
Definition damage.qh:61
entity entity toucher
Definition self.qh:72
#define ITEM_TOUCH_NEEDKILL()
Definition items.qh:128
#define PROJECTILE_TOUCH(e, t)
Definition common.qh:28
Sound SND_GRENADE_BOUNCE_RANDOM()
Definition all.inc:17
float spamsound(entity e, int chan, Sound samp, float vol, float _atten)
use this one if you might be causing spam (e.g.
Definition all.qc:124
entity enemy
Definition sv_ctf.qh:153
bool CanThrowNade(entity this)
Definition sv_nades.qc:610
void nade_pickup(entity this, entity thenade)
Definition sv_nades.qc:176
bool autocvar_g_nades_pickup
Definition sv_nades.qh:12
#define IS_REAL_CLIENT(v)
Definition utils.qh:17

References ATTEN_LARGE, ATTEN_MAX, ATTEN_NORM, autocvar_g_nades_pickup, CanThrowNade(), CH_SHOTS, CH_SHOTS_SINGLE, enemy, entity(), g_projectiles, GetResource(), IL_EACH, IS_REAL_CLIENT, ITEM_TOUCH_NEEDKILL, max_health, nade_boom(), nade_pickup(), PROJECTILE_TOUCH, realowner, SND_GRENADE_BOUNCE_RANDOM(), sound, spamsound(), spawnshieldtime, time, toucher, UpdateCSQCProjectile(), and VOL_BASE.

Referenced by toss_nade().

◆ nades_CheckThrow()

void nades_CheckThrow ( entity this)

Definition at line 617 of file sv_nades.qc.

618{
619 if(!CanThrowNade(this))
620 return;
621
622 entity held_nade = this.nade;
623 if (!held_nade)
624 {
625 this.nade_altbutton = true;
626 if(time > this.nade_refire)
627 {
628 nade_prime(this);
630 }
631 }
632 else
633 {
634 this.nade_altbutton = false;
635 if (time >= held_nade.nade_time_primed + 1) {
636 makevectors(this.v_angle);
637 float _force = time - held_nade.nade_time_primed;
640 vector dir = (v_forward * 0.75 + v_up * 0.2 + v_right * 0.05);
642 toss_nade(this, true, dir * _force, 0);
643 }
644 }
645}
vector W_CalculateSpread(vector dir, float spread, int spread_style, bool must_normalize)
vector v_angle
Definition player.qh:237
float autocvar_g_nades_spread
Definition nades.qc:7
int dir
Definition impulse.qc:89
bool nade_altbutton
Definition sv_nades.qc:615
void nade_prime(entity this)
Definition sv_nades.qc:568
float autocvar_g_nades_nade_minforce
Definition sv_nades.qh:15
float autocvar_g_nades_nade_maxforce
Definition sv_nades.qh:16
int autocvar_g_projectiles_spread_style
Definition tracing.qh:14

References autocvar_g_nades_nade_lifetime, autocvar_g_nades_nade_maxforce, autocvar_g_nades_nade_minforce, autocvar_g_nades_nade_refire, autocvar_g_nades_spread, autocvar_g_projectiles_spread_style, CanThrowNade(), dir, entity(), makevectors, nade, nade_altbutton, nade_prime(), nade_refire, time, toss_nade(), v_angle, v_forward, v_right, v_up, vector, and W_CalculateSpread().

Referenced by MUTATOR_HOOKFUNCTION().

◆ nades_CheckTypes()

Nade nades_CheckTypes ( Nade ntype)

Definition at line 408 of file sv_nades.qc.

409{
410#define NADE_TYPE_CHECK(nade_ent, nade_cvar) \
411 case nade_ent.m_id: \
412 if (nade_cvar) \
413 return ntype; \
414 break
415
416 switch (ntype.m_id)
417 {
418 case 0: return NADE_TYPE_Null; // use NADE_TYPE_Null to signify a random nade
419 NADE_TYPE_CHECK(NADE_TYPE_NAPALM, autocvar_g_nades_napalm);
421 NADE_TYPE_CHECK(NADE_TYPE_TRANSLOCATE, autocvar_g_nades_translocate);
422 NADE_TYPE_CHECK(NADE_TYPE_SPAWN, autocvar_g_nades_spawn);
423 NADE_TYPE_CHECK(NADE_TYPE_HEAL, autocvar_g_nades_heal);
424 NADE_TYPE_CHECK(NADE_TYPE_MONSTER, autocvar_g_nades_pokenade && autocvar_g_monsters); // if monsters disabled, this nade can't do anything, use instead normal nade
425 NADE_TYPE_CHECK(NADE_TYPE_ENTRAP, autocvar_g_nades_entrap);
426 NADE_TYPE_CHECK(NADE_TYPE_VEIL, autocvar_g_nades_veil);
427 NADE_TYPE_CHECK(NADE_TYPE_AMMO, autocvar_g_nades_ammo);
428 NADE_TYPE_CHECK(NADE_TYPE_DARKNESS, autocvar_g_nades_darkness);
429 }
430 return NADE_TYPE_NORMAL; // default to NADE_TYPE_NORMAL for unknown nade types
431#undef NADE_TYPE_CHECK
432}
bool autocvar_g_nades_ammo
Definition ammo.qh:6
bool autocvar_g_nades_darkness
Definition darkness.qh:6
bool autocvar_g_nades_entrap
Definition entrap.qh:6
bool autocvar_g_nades_ice
Definition ice.qh:6
bool autocvar_g_nades_heal
Definition heal.qh:6
bool autocvar_g_nades_pokenade
Definition monster.qh:7
bool autocvar_g_nades_spawn
Definition spawn.qh:6
bool autocvar_g_nades_napalm
Definition napalm.qh:6
float autocvar_g_monsters
Definition sv_monsters.qh:5
#define NADE_TYPE_CHECK(nade_ent, nade_cvar)
bool autocvar_g_nades_translocate
Definition translocate.qh:6
bool autocvar_g_nades_veil
Definition veil.qh:6

References autocvar_g_monsters, autocvar_g_nades_ammo, autocvar_g_nades_darkness, autocvar_g_nades_entrap, autocvar_g_nades_heal, autocvar_g_nades_ice, autocvar_g_nades_napalm, autocvar_g_nades_pokenade, autocvar_g_nades_spawn, autocvar_g_nades_translocate, autocvar_g_nades_veil, Nade::m_id, and NADE_TYPE_CHECK.

Referenced by MUTATOR_HOOKFUNCTION(), nade_choose_random(), and nade_prime().

◆ nades_Clear()

void nades_Clear ( entity player)

Definition at line 647 of file sv_nades.qc.

648{
649 if(player.nade)
650 delete(player.nade);
651 if(player.fake_nade)
652 delete(player.fake_nade);
653
654 player.nade = player.fake_nade = NULL;
655 STAT(NADE_TIMER, player) = 0;
656}

References entity(), NULL, and STAT.

Referenced by nades_RemovePlayer().

◆ Nades_FromString()

Nade Nades_FromString ( string ntype)

Definition at line 504 of file sv_nades.qc.

505{
506 FOREACH(Nades, it != NADE_TYPE_Null && (it.netname == ntype || ftos(it.impulse) == ntype),
507 {
508 return it;
509 });
510 return NADE_TYPE_Null;
511}
string ftos(float f)

References FOREACH, and ftos().

Referenced by MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), nade_prime(), and Nades_GetType().

◆ Nades_GetType()

Nade Nades_GetType ( string ntype)

Definition at line 513 of file sv_nades.qc.

514{
515 Nade def = Nades_FromString(ntype);
516 if(ntype == "random" || ntype == "0")
517 def = REGISTRY_GET(Nades, nade_choose_random());
518
519 return (def == NADE_TYPE_Null) ? NADE_TYPE_NORMAL : def;
520}
int nade_choose_random()
Definition sv_nades.qc:494

References nade_choose_random(), Nades_FromString(), and REGISTRY_GET.

Referenced by spawn_held_nade().

◆ nades_GiveBonus()

void nades_GiveBonus ( entity player,
float score )

Definition at line 434 of file sv_nades.qc.

435{
438 if (IS_REAL_CLIENT(player))
439 if (IS_PLAYER(player) && STAT(NADE_BONUS, player) < autocvar_g_nades_bonus_max)
440 if (!STAT(FROZEN, player))
441 if (!IS_DEAD(player))
442 {
443 if ( STAT(NADE_BONUS_SCORE, player) < 1 )
444 STAT(NADE_BONUS_SCORE, player) += score/autocvar_g_nades_bonus_score_max;
445
446 if ( STAT(NADE_BONUS_SCORE, player) >= 1 )
447 {
448 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_NADE_BONUS);
449 play2(player, SND(NADE_BONUS));
450 STAT(NADE_BONUS, player)++;
451 STAT(NADE_BONUS_SCORE, player) -= 1;
452 }
453 }
454}
void play2(entity e, string filename)
Definition all.qc:116
#define SND(id)
Definition all.qh:35
int autocvar_g_nades_bonus_max
Definition sv_nades.qh:32

References autocvar_g_nades, autocvar_g_nades_bonus, autocvar_g_nades_bonus_max, autocvar_g_nades_bonus_score_max, entity(), IS_DEAD, IS_PLAYER, IS_REAL_CLIENT, play2(), Send_Notification(), SND, and STAT.

Referenced by ctf_Handle_Capture(), ctf_Handle_Pickup(), ctf_Handle_Return(), kh_WinnerTeam(), MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), and MUTATOR_HOOKFUNCTION().

◆ nades_orb_think()

void nades_orb_think ( entity this)

Definition at line 56 of file sv_nades.qc.

57{
58 if(time >= this.ltime)
59 {
60 delete(this);
61 return;
62 }
63
64 this.nextthink = time;
65
66 if(time >= this.nade_special_time)
67 {
68 this.nade_special_time = time+0.25;
69 this.nade_show_particles = 1;
70 }
71 else
72 this.nade_show_particles = 0;
73}
float ltime
Definition net.qc:10
float nade_special_time
Definition sv_nades.qh:47
float nade_show_particles
Definition sv_nades.qh:53

References entity(), ltime, nade_show_particles, nade_special_time, nextthink, and time.

Referenced by nades_spawn_orb().

◆ nades_PlayerColor()

vector nades_PlayerColor ( entity this,
bool isPants )

Definition at line 13 of file sv_nades.qc.

14{
15 if(teamplay)
16 return Team_ColorRGB(this.team);
17
18 // logic copied from Scoreboard_GetName
19 int col = (this.colormap >= 1024) ? this.colormap - 1024 : this.clientcolors;
20 return (isPants) ? colormapPaletteColor(col % 16, true) : colormapPaletteColor(floor(col / 16), false);
21}
int team
Definition main.qh:188
#define colormapPaletteColor(c, isPants)
Definition color.qh:5
float colormap
#define false
Definition csprogsdefs.qh:6
clientcolors
Definition ent_cs.qc:147
float floor(float f)
entity this
Definition self.qh:72
vector Team_ColorRGB(int teamid)
Definition teams.qh:76
bool teamplay
Definition teams.qh:59

References clientcolors, colormap, colormapPaletteColor, entity(), floor(), team, Team_ColorRGB(), teamplay, and vector.

Referenced by nade_boom(), nade_darkness_think(), and nade_ice_think().

◆ nades_RemoveBonus()

void nades_RemoveBonus ( entity player)

Remove all bonus nades from a player.

Definition at line 457 of file sv_nades.qc.

458{
459 STAT(NADE_BONUS, player) = STAT(NADE_BONUS_SCORE, player) = 0;
460}

References entity(), and STAT.

Referenced by MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), and nades_RemovePlayer().

◆ nades_RemovePlayer()

void nades_RemovePlayer ( entity this)

◆ nades_spawn_orb()

entity nades_spawn_orb ( entity own,
entity realown,
vector org,
float orb_ltime,
float orb_rad )

Definition at line 75 of file sv_nades.qc.

76{
77 // NOTE: this function merely places an orb
78 // you must add a custom touch function to the returned entity if desired
79 // also set .colormod if you wish to have it colorized
80 entity orb = new(nades_spawn_orb);
81 orb.owner = own;
82 orb.realowner = realown;
83 setorigin(orb, org);
84
85 orb.orb_lifetime = orb_ltime; // required for timers
86 orb.ltime = time + orb.orb_lifetime;
87 orb.bot_dodge = false;
88 orb.team = realown.team;
89 orb.solid = SOLID_TRIGGER;
90
91 setmodel(orb, MDL_NADE_ORB);
92 orb.skin = 1;
93 orb.orb_radius = orb_rad; // required for fading
94 vector size = '.5 .5 .5' * orb.orb_radius;
95 setsize(orb, -size, size);
96
97 Net_LinkEntity(orb, true, 0, orb_send);
98 orb.SendFlags |= 1;
99
101 orb.nextthink = time;
102
103 return orb;
104}
const float SOLID_TRIGGER
vector size
void Net_LinkEntity(entity e, bool docull, float dt, bool(entity this, entity to, int sendflags) sendfunc)
Definition net.qh:123
bool orb_send(entity this, entity to, int sf)
Definition net.qc:85
vector org
Definition self.qh:92
void nades_orb_think(entity this)
Definition sv_nades.qc:56
entity nades_spawn_orb(entity own, entity realown, vector org, float orb_ltime, float orb_rad)
Definition sv_nades.qc:75

References entity(), nades_orb_think(), nades_spawn_orb(), Net_LinkEntity(), orb_send(), org, setmodel, setthink, size, SOLID_TRIGGER, time, and vector.

Referenced by nade_ammo_boom(), nade_entrap_boom(), nade_heal_boom(), nade_veil_boom(), and nades_spawn_orb().

◆ REGISTER_MUTATOR()

REGISTER_MUTATOR ( nades ,
autocvar_g_nades  )

Definition at line 692 of file sv_nades.qc.

693{
695 {
697 }
698 return 0;
699}
#define MUTATOR_ONADD
Definition base.qh:309
#define NEW(cname,...)
Definition oo.qh:117

References autocvar_g_nades, MUTATOR_ONADD, NEW, OFFHAND_NADE, and REGISTER_MUTATOR.

◆ spawn_held_nade()

void spawn_held_nade ( entity player,
entity nowner,
float ntime,
string ntype,
string pntype )

Definition at line 522 of file sv_nades.qc.

523{
524 entity n = new(nade), fn = new(fake_nade);
525
526 Nade def = Nades_GetType(ntype);
527
528 n.pokenade_type = pntype;
529
530 STAT(NADE_BONUS_TYPE, n) = def.m_id;
531
532 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
533
534 setmodel(n, MDL_PROJECTILE_NADE);
535 //setattachment(n, player, "bip01 l hand");
536 n.exteriormodeltoclient = player;
538 n.traileffectnum = _particleeffectnum(Nade_TrailEffect(def.m_projectile[0], player.team).eent_eff_name);
539 n.colormod = def.m_color;
540 n.realowner = nowner;
541 n.colormap = player.colormap;
542 n.glowmod = player.glowmod;
543 n.wait = time + max(0, ntime);
544 n.nade_time_primed = time;
546 n.nextthink = max(n.wait - 3, time);
547 n.projectiledeathtype = DEATH_NADE.m_id;
548 n.weaponentity_fld = weaponentity;
549 n.nade_lifetime = ntime;
550 n.alpha = def.m_alpha;
551
552 setmodel(fn, MDL_NADE_VIEW);
553 //setattachment(fn, player.(weaponentity), "");
554 fn.viewmodelforclient = player;
555 fn.realowner = fn.owner = player;
556 fn.colormod = def.m_color;
557 fn.colormap = player.colormap;
558 fn.glowmod = player.glowmod;
559 setthink(fn, SUB_Remove);
560 fn.nextthink = n.wait;
561 fn.weaponentity_fld = weaponentity;
562 fn.alpha = def.m_alpha;
563
564 player.nade = n;
565 player.fake_nade = fn;
566}
float m_alpha
Definition nades.qh:19
vector m_color
Definition nades.qh:16
int m_projectile[2]
Definition nades.qh:22
void SUB_Remove(entity this)
Remove entity.
Definition defer.qh:13
#define setcefc(e, f)
bool nade_customize(entity this, entity client)
Definition sv_nades.qc:469
Nade Nades_GetType(string ntype)
Definition sv_nades.qc:513
entity weaponentities[MAX_WEAPONSLOTS]
Definition weapon.qh:17

References entity(), fake_nade, Nade::m_alpha, Nade::m_color, Nade::m_id, Nade::m_projectile, max(), nade, nade_beep(), nade_customize(), Nade_TrailEffect(), Nades_GetType(), setcefc, setmodel, setthink, STAT, SUB_Remove(), time, and weaponentities.

Referenced by nade_pickup(), and nade_prime().

◆ toss_nade()

void toss_nade ( entity e,
bool set_owner,
vector _velocity,
float _time )

Definition at line 317 of file sv_nades.qc.

318{
319 if(e.nade == NULL)
320 return;
321
322 entity _nade = e.nade;
323 e.nade = NULL;
324
325 if(e.fake_nade)
326 delete(e.fake_nade);
327 e.fake_nade = NULL;
328
329 Kill_Notification(NOTIF_ONE_ONLY, e, MSG_CENTER, CPID_NADES);
330
331 makevectors(e.v_angle);
332
333 // NOTE: always throw from first weapon entity?
334 W_SetupShot(e, _nade.weaponentity_fld, false, false, SND_Null, CH_WEAPON_A, 0, DEATH_NADE.m_id);
335
339
340 setorigin(_nade, w_shotorg + offset);
341 //setmodel(_nade, MDL_PROJECTILE_NADE);
342 //setattachment(_nade, NULL, "");
344 if(STAT(NADES_SMALL, e))
345 setsize(_nade, '-8 -8 -8', '8 8 8');
346 else
347 setsize(_nade, '-16 -16 -16', '16 16 16');
349
350 tracebox(_nade.origin, _nade.mins, _nade.maxs, _nade.origin, MOVE_NOMONSTERS, _nade);
352 setorigin(_nade, e.origin);
353
354 if(e.v_angle.x >= 70 && e.v_angle.x <= 110 && PHYS_INPUT_BUTTON_CROUCH(e))
355 _nade.velocity = '0 0 100';
357 _nade.velocity = e.velocity + _velocity;
359 _nade.velocity = _velocity;
360 else
361 _nade.velocity = W_CalculateProjectileVelocity(e, e.velocity, _velocity, true);
362
363 if(set_owner)
364 _nade.realowner = e;
365
366 settouch(_nade, nade_touch);
367 _nade.spawnshieldtime = time + 0.1; // prevent instantly picking up again
368 SetResource(_nade, RES_HEALTH, autocvar_g_nades_nade_health);
369 _nade.max_health = GetResource(_nade, RES_HEALTH);
370 _nade.takedamage = DAMAGE_AIM;
371 _nade.event_damage = nade_damage;
372 setcefc(_nade, func_null);
373 _nade.exteriormodeltoclient = NULL;
374 _nade.traileffectnum = 0;
375 _nade.teleportable = true;
376 _nade.pushable = true;
377 _nade.gravity = 1;
378 _nade.missile_flags = MIF_SPLASH | MIF_ARC;
379 _nade.damagedbycontents = true;
381 _nade.angles = vectoangles(_nade.velocity);
382 _nade.flags = FL_PROJECTILE;
383 IL_PUSH(g_projectiles, _nade);
384 IL_PUSH(g_bot_dodge, _nade);
385 _nade.projectiledeathtype = DEATH_NADE.m_id;
386 _nade.toss_time = time;
387 _nade.solid = SOLID_CORPSE; //((STAT(NADE_BONUS_TYPE, _nade) == NADE_TYPE_TRANSLOCATE) ? SOLID_CORPSE : SOLID_BBOX);
388
389 if(STAT(NADE_BONUS_TYPE, _nade) == NADE_TYPE_TRANSLOCATE.m_id
390 || STAT(NADE_BONUS_TYPE, _nade) == NADE_TYPE_SPAWN.m_id
391 || STAT(NADE_BONUS_TYPE, _nade) == NADE_TYPE_MONSTER.m_id)
392 _nade.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
393 else
394 _nade.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
395
396 nade_spawn(_nade);
397
398 if(_time)
399 {
400 setthink(_nade, nade_boom);
401 _nade.nextthink = _time;
402 }
403
404 e.nade_refire = time + autocvar_g_nades_nade_refire;
405 STAT(NADE_TIMER, e) = 0;
406}
IntrusiveList g_bot_dodge
Definition api.qh:150
#define PHYS_INPUT_BUTTON_CROUCH(s)
Definition player.qh:154
const int FL_PROJECTILE
Definition constants.qh:85
const float MOVE_NOMONSTERS
float DPCONTENTS_BOTCLIP
float DPCONTENTS_SOLID
const float SOLID_CORPSE
float DPCONTENTS_BODY
float DPCONTENTS_PLAYERCLIP
float trace_startsolid
IntrusiveList g_damagedbycontents
Definition damage.qh:135
ERASEABLE entity IL_PUSH(IntrusiveList this, entity it)
Push to tail.
vector vectoangles(vector v)
void set_movetype(entity this, int mt)
Definition movetypes.qc:4
const int MOVETYPE_BOUNCE
Definition movetypes.qh:139
void Kill_Notification(NOTIF broadcast, entity client, MSG net_type, CPID net_cpid)
Definition all.qc:1537
#define settouch(e, f)
Definition self.qh:73
const int MIF_SPLASH
Definition common.qh:46
const int MIF_ARC
Definition common.qh:47
#define PROJECTILE_MAKETRIGGER(e)
Definition common.qh:34
const int CH_WEAPON_A
Definition sound.qh:7
const int DAMAGE_AIM
Definition subs.qh:81
void nade_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype,.entity weaponentity, vector hitloc, vector force)
Definition sv_nades.qc:244
void nade_touch(entity this, entity toucher)
Definition sv_nades.qc:189
void nade_spawn(entity _nade)
Definition sv_nades.qc:36
int autocvar_g_nades_nade_newton_style
Definition sv_nades.qh:23
float autocvar_g_nades_nade_health
Definition sv_nades.qh:17
vector autocvar_g_nades_throw_offset
Definition sv_nades.qh:7
vector W_CalculateProjectileVelocity(entity actor, vector pvelocity, vector mvelocity, float forceAbsolute)
Definition tracing.qc:176
vector w_shotorg
Definition tracing.qh:19
#define W_SetupShot(ent, wepent, antilag, recoil, snd, chan, maxdamage, deathtype)
Definition tracing.qh:34

References autocvar_g_nades_nade_health, autocvar_g_nades_nade_newton_style, autocvar_g_nades_nade_refire, autocvar_g_nades_throw_offset, CH_WEAPON_A, DAMAGE_AIM, DPCONTENTS_BODY, DPCONTENTS_BOTCLIP, DPCONTENTS_PLAYERCLIP, DPCONTENTS_SOLID, entity(), FL_PROJECTILE, func_null(), g_bot_dodge, g_damagedbycontents, g_projectiles, GetResource(), IL_PUSH(), Kill_Notification(), makevectors, MIF_ARC, MIF_SPLASH, MOVE_NOMONSTERS, MOVETYPE_BOUNCE, nade_boom(), nade_damage(), nade_spawn(), nade_touch(), NULL, PHYS_INPUT_BUTTON_CROUCH, PROJECTILE_MAKETRIGGER, set_movetype(), setcefc, SetResource(), setthink, settouch, SOLID_CORPSE, STAT, time, trace_startsolid, v_forward, v_right, v_up, vectoangles(), vector, W_CalculateProjectileVelocity(), W_SetupShot, and w_shotorg.

Referenced by MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), and nades_CheckThrow().

Variable Documentation

◆ nade_altbutton

bool nade_altbutton

Definition at line 615 of file sv_nades.qc.

Referenced by nades_CheckThrow().

◆ nade_spawnloc

entity nade_spawnloc

Definition at line 11 of file sv_nades.qc.

◆ nade_time_primed

float nade_time_primed

Definition at line 9 of file sv_nades.qc.

◆ OFFHAND_NADE