Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
sv_nades.qc
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1#include "sv_nades.qh"
2
8
10
12
13vector nades_PlayerColor(entity this, bool isPants)
14{
15 if (teamplay)
16 return Team_ColorRGB(this.team);
17
18 // logic copied from Scoreboard_GetName
19 int col = (this.colormap >= 1024)
20 ? this.colormap - 1024
21 : this.clientcolors;
22 return (isPants)
23 ? colormapPaletteColor(col % 16, true)
24 : colormapPaletteColor(floor(col / 16), false);
25}
26
28{
29 this.skin = 8 - (this.wait - time) / (this.nade_lifetime / 10);
30 this.nextthink = time;
31 if (!this.owner || wasfreed(this.owner))
32 delete(this);
33}
34
36{
37 CSQCProjectile(_nade, true, REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, _nade)).m_projectile[1], true);
38}
39
40void nade_spawn(entity _nade)
41{
42 entity timer = new(nade_timer);
43 setmodel(timer, MDL_NADE_TIMER);
44 setattachment(timer, _nade, "");
45 timer.colormap = _nade.colormap;
46 timer.glowmod = _nade.glowmod;
48 timer.nextthink = time;
49 timer.wait = _nade.wait;
50 timer.nade_lifetime = _nade.nade_lifetime;
51 timer.owner = _nade;
52 timer.skin = 10;
53
54 _nade.effects |= EF_LOWPRECISION;
55
56 CSQCProjectile(_nade, true, REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, _nade)).m_projectile[0], true);
57}
58
59
60entity nades_spawn_orb(entity this, float orb_lifetime, float orb_rad)
61{
62 // NOTE: this function merely places an orb
63 // you must add a custom touch function to the returned entity if desired
64 entity orb = new(nades_spawn_orb);
65 orb.owner = this.owner;
66 orb.realowner = this.realowner;
67 setorigin(orb, this.origin);
68
69 orb.lifetime = orb_lifetime; // required for timers
70 orb.ltime = time + orb.lifetime;
71 orb.bot_dodge = false;
72 orb.team = this.realowner.team;
73 orb.solid = SOLID_TRIGGER;
74
75 setmodel(orb, MDL_NADE_ORB);
76 orb.skin = 1;
77 orb.radius = orb_rad; // required for fading
78 vector size = '0.5 0.5 0.5' * orb.radius;
79 setsize(orb, -size, size);
80
81 STAT(NADE_BONUS_TYPE, orb) = STAT(NADE_BONUS_TYPE, this);
82 orb.colormod = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, orb)).m_color;
83
84 Net_LinkEntity(orb, true, 0, orb_send);
85
86 orb.reset = SUB_Remove;
87 setthink(orb, SUB_Remove);
88 orb.nextthink = orb.ltime;
89
90 return orb;
91}
92
93
94void nade_boom(entity this)
95{
96 entity expef = NULL;
97 vector expcol_min = '0 0 0', expcol_max = '0 0 0';
98
99 Nade ntype = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, this));
100
101 if (!this.takedamage || ntype == NADE_TYPE_Null)
102 {
103 // first condition: nade was destroyed by something (lava, void, etc.), just do a normal explosion
104 // this prevents weird cases like spawn nade setting your spawnpoint on the void, translocate sending you into the void, etc.
105 ntype = NADE_TYPE_NORMAL;
106 }
107
108#define SET_NADE_EFFECT(nade_type, exp_effect, exp_color_min, exp_color_max) \
109 case nade_type: \
110 expef = exp_effect; \
111 expcol_min = exp_color_min; \
112 expcol_max = exp_color_max; \
113 break
114
115 switch (ntype)
116 {
117 SET_NADE_EFFECT(NADE_TYPE_NAPALM, EFFECT_EXPLOSION_MEDIUM, '0 0 0', '0 0 0');
118 SET_NADE_EFFECT(NADE_TYPE_ICE, EFFECT_ELECTRO_COMBO, '0 0 0', '0 0 0');
119 SET_NADE_EFFECT(NADE_TYPE_TRANSLOCATE, NULL, '0 0 0', '0 0 0');
120 SET_NADE_EFFECT(NADE_TYPE_MONSTER, NULL, nades_PlayerColor(this.realowner, false), nades_PlayerColor(this.realowner, true));
121 SET_NADE_EFFECT(NADE_TYPE_SPAWN, EFFECT_SPAWN, nades_PlayerColor(this.realowner, false), nades_PlayerColor(this.realowner, true));
122 SET_NADE_EFFECT(NADE_TYPE_HEAL, EFFECT_SPAWN, '1 0 0', '1 0 0');
123 SET_NADE_EFFECT(NADE_TYPE_ENTRAP, EFFECT_SPAWN, '1 1 0', '1 1 0');
124 SET_NADE_EFFECT(NADE_TYPE_VEIL, EFFECT_SPAWN, '0 0 0', '0 0 0');
125 SET_NADE_EFFECT(NADE_TYPE_AMMO, EFFECT_SPAWN, '0.33 0.33 1', '0.33 0.33 1');
126 SET_NADE_EFFECT(NADE_TYPE_DARKNESS, EFFECT_EXPLOSION_MEDIUM, '0 0 0', '0 0 0');
127 SET_NADE_EFFECT(NADE_TYPE_NORMAL, EFFECT_NADE_EXPLODE, nades_PlayerColor(this.realowner, false), nades_PlayerColor(this.realowner, true));
128 }
129#undef SET_NADE_EFFECT
130
131 if (expef)
132 Send_Effect_Core(expef, findbetterlocation(this.origin, 8), '0 0 0', 1, expcol_min, expcol_max, -1, -1, -1, NULL);
133
134 sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
135 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
136
137 this.event_damage = func_null; // prevent somehow calling damage in the next call
138
139 switch (ntype)
140 {
141 case NADE_TYPE_NORMAL: nade_normal_boom(this); break;
142 case NADE_TYPE_NAPALM: nade_napalm_boom(this); break;
143 case NADE_TYPE_ICE: nade_ice_boom(this); break;
144 case NADE_TYPE_TRANSLOCATE: nade_translocate_boom(this); break;
145 case NADE_TYPE_SPAWN: nade_spawn_boom(this); break;
146 case NADE_TYPE_HEAL: nade_heal_boom(this); break;
147 case NADE_TYPE_MONSTER: nade_monster_boom(this); break;
148 case NADE_TYPE_ENTRAP: nade_entrap_boom(this); break;
149 case NADE_TYPE_VEIL: nade_veil_boom(this); break;
150 case NADE_TYPE_AMMO: nade_ammo_boom(this); break;
151 case NADE_TYPE_DARKNESS: nade_darkness_boom(this); break;
152 }
153
154 IL_EACH(g_projectiles, it.classname == "grapplinghook" && it.aiment == this, RemoveHook(it));
155 delete(this);
156}
157
158void spawn_held_nade(entity player, entity nowner, float ntime, string ntype, string pntype);
159void nade_pickup(entity this, entity thenade)
160{
161 spawn_held_nade(this, thenade.realowner, autocvar_g_nades_pickup_time, REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, thenade)).netname, thenade.pokenade_type);
162
163 // set refire so player can't even
165 STAT(NADE_TIMER, this) = 0;
166
167 if (this.nade)
168 this.nade.nade_time_primed = thenade.nade_time_primed;
169}
170
171bool CanThrowNade(entity this);
173{
174 if (toucher)
176
177 if (toucher == this.realowner)
178 return; // no this impacts
179
181 && time >= this.spawnshieldtime
182 && !toucher.nade && GetResource(this, RES_HEALTH) == this.max_health // no boosted shot pickups, thank you very much
183 && CanThrowNade(toucher) // prevent some obvious things, like dead players
184 && IS_REAL_CLIENT(toucher)) // above checks for IS_PLAYER, don't need to do it here
185 {
186 nade_pickup(toucher, this);
187 sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, 0.5 * (ATTEN_LARGE + ATTEN_MAX));
188 delete(this);
189 return;
190 }
191 /*
192 bool is_weapclip = false;
193 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
194 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
195 if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
196 is_weapclip = true;
197 */
198 if (ITEM_TOUCH_NEEDKILL()) // || is_weapclip)
199 {
200 IL_EACH(g_projectiles, it.classname == "grapplinghook" && it.aiment == this, RemoveHook(it));
201 delete(this);
202 return;
203 }
204
206
207 //setsize(this, '-2 -2 -2', '2 2 2');
208 //UpdateCSQCProjectile(this);
209 if (GetResource(this, RES_HEALTH) == this.max_health)
210 {
212 return;
213 }
214
215 this.enemy = toucher;
216 nade_boom(this);
217}
218
220{
221 sound(this, CH_SHOTS_SINGLE, SND_NADE_BEEP, VOL_BASE, 0.5 * (ATTEN_LARGE + ATTEN_MAX));
222 setthink(this, nade_boom);
223 this.nextthink = max(this.wait, time);
224}
225
226void nade_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
227{
228 if (ITEM_DAMAGE_NEEDKILL(deathtype))
229 {
230 this.takedamage = DAMAGE_NO;
231 W_PrepareExplosionByDamage(this, attacker, nade_boom);
232 return;
233 }
234
235 if (STAT(NADE_BONUS_TYPE, this) == NADE_TYPE_TRANSLOCATE.m_id || STAT(NADE_BONUS_TYPE, this) == NADE_TYPE_SPAWN.m_id)
236 return; // can't launch these, to prevent teleporting across the map
237
238 // adjust damage & force to allow specific interactions (e.g. launching nades with Vortex)
239 if (MUTATOR_CALLHOOK(Nade_Damage, this, DEATH_WEAPONOF(deathtype), force, damage))
240 {}
241 else if (DEATH_ISWEAPON(deathtype, WEP_BLASTER))
242 {
243 force *= 1.5;
244 damage = 0;
245 }
246 else if (DEATH_ISWEAPON(deathtype, WEP_VORTEX) || DEATH_ISWEAPON(deathtype, WEP_VAPORIZER) || DEATH_ISWEAPON(deathtype, WEP_OVERKILL_NEX))
247 {
248 force *= 6;
249 damage = this.max_health * 0.55;
250 }
251 else if (DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN) || DEATH_ISWEAPON(deathtype, WEP_OVERKILL_MACHINEGUN))
252 damage = this.max_health * 0.1;
253 else if (DEATH_ISWEAPON(deathtype, WEP_SHOTGUN) || DEATH_ISWEAPON(deathtype, WEP_OVERKILL_SHOTGUN)) // WEAPONTODO
254 {
255 if (!(deathtype & HITTYPE_SECONDARY))
256 damage = this.max_health * 1.15;
257 }
258
259 // melee slaps
260 entity death_weapon = DEATH_WEAPONOF(deathtype);
261 if (death_weapon.spawnflags & ((deathtype & HITTYPE_SECONDARY) ? WEP_TYPE_MELEE_SEC : WEP_TYPE_MELEE_PRI))
262 {
263 force *= 10;
264 damage = this.max_health * 0.1;
265 }
266
267 this.velocity += force;
269
270 if (damage <= 0 || (IS_ONGROUND(this) && IS_PLAYER(attacker)))
271 return;
272
273 float hp = GetResource(this, RES_HEALTH);
274 if (hp == this.max_health)
275 {
276 sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, 0.5 * (ATTEN_LARGE + ATTEN_MAX));
277 this.nextthink = max(time + this.nade_lifetime, time);
278 setthink(this, nade_beep);
279 }
280
281 hp -= damage;
282 SetResource(this, RES_HEALTH, hp);
283
284 if (IS_PLAYER(attacker)
285 && STAT(NADE_BONUS_TYPE, this) != NADE_TYPE_TRANSLOCATE.m_id
286 && STAT(NADE_BONUS_TYPE, this) != NADE_TYPE_SPAWN.m_id)
287 this.realowner = attacker;
288
289 if (hp <= 0)
290 {
291 if (nade_spawn_DestroyDamage(this, attacker)
292 || nade_translocate_DestroyDamage(this, attacker))
293 return;
294
295 W_PrepareExplosionByDamage(this, attacker, nade_boom);
296 }
297 else
298 nade_burn_spawn(this);
299}
300
301void toss_nade(entity e, bool set_owner, vector _velocity, float _time)
302{
303 if (e.nade == NULL)
304 return;
305
306 entity _nade = e.nade;
307 e.nade = NULL;
308
309 if (e.fake_nade)
310 delete(e.fake_nade);
311 e.fake_nade = NULL;
312
313 Kill_Notification(NOTIF_ONE_ONLY, e, MSG_CENTER, CPID_NADES);
314
315 makevectors(e.v_angle);
316
317 // NOTE: always throw from first weapon entity?
318 W_SetupShot(e, _nade.weaponentity_fld, false, false, SND_Null, CH_WEAPON_A, 0, DEATH_NADE.m_id);
319
323
324 setorigin(_nade, w_shotorg + offset);
325 //setmodel(_nade, MDL_PROJECTILE_NADE);
326 //setattachment(_nade, NULL, "");
328 float size;
329 if (STAT(NADES_SMALL, e))
330 size = 16;
331 else
332 size = 32;
333 setsize(_nade, '0.5 0.5 0.5' * -size, '0.5 0.5 0.5' * size);
335
336 tracebox(_nade.origin, _nade.mins, _nade.maxs, _nade.origin, MOVE_NOMONSTERS, _nade);
338 setorigin(_nade, e.origin);
339
340 if (e.v_angle.x >= 70 && e.v_angle.x <= 110 && PHYS_INPUT_BUTTON_CROUCH(e))
341 _nade.velocity = '0 0 100';
343 _nade.velocity = e.velocity + _velocity;
345 _nade.velocity = _velocity;
346 else
347 _nade.velocity = W_CalculateProjectileVelocity(e, e.velocity, _velocity, true);
348
349 if (set_owner)
350 _nade.realowner = e;
351
352 settouch(_nade, nade_touch);
353 _nade.spawnshieldtime = time + 0.1; // prevent instantly picking up again
354 SetResource(_nade, RES_HEALTH, autocvar_g_nades_nade_health);
355 _nade.max_health = GetResource(_nade, RES_HEALTH);
356 _nade.takedamage = DAMAGE_AIM;
357 _nade.event_damage = nade_damage;
358 setcefc(_nade, func_null);
359 _nade.exteriormodeltoclient = NULL;
360 _nade.traileffectnum = 0;
361 _nade.teleportable = true;
362 _nade.pushable = true;
363 _nade.gravity = 1;
364 _nade.missile_flags = MIF_SPLASH | MIF_ARC;
365 _nade.damagedbycontents = true;
367 _nade.angles = vectoangles(_nade.velocity);
368 _nade.flags = FL_PROJECTILE;
369 IL_PUSH(g_projectiles, _nade);
370 IL_PUSH(g_bot_dodge, _nade);
371 _nade.projectiledeathtype = DEATH_NADE.m_id;
372 _nade.toss_time = time;
373 _nade.solid = SOLID_CORPSE; //((STAT(NADE_BONUS_TYPE, _nade) == NADE_TYPE_TRANSLOCATE) ? SOLID_CORPSE : SOLID_BBOX);
374
375 switch (STAT(NADE_BONUS_TYPE, _nade))
376 {
377 case NADE_TYPE_TRANSLOCATE.m_id:
378 case NADE_TYPE_SPAWN.m_id:
379 case NADE_TYPE_MONSTER.m_id:
380 _nade.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
381 break;
382 default:
383 _nade.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
384 break;
385 }
386
387 nade_spawn(_nade);
388
389 if (_time)
390 {
391 setthink(_nade, nade_boom);
392 _nade.nextthink = _time;
393 }
394
395 e.nade_refire = time + autocvar_g_nades_nade_refire;
396 STAT(NADE_TIMER, e) = 0;
397}
398
400{
401#define NADE_TYPE_CHECK(nade_ent, nade_cvar) \
402 case nade_ent.m_id: \
403 if (nade_cvar) \
404 return ntype; \
405 break
406
407 switch (ntype.m_id)
408 {
409 case 0: return NADE_TYPE_Null; // use NADE_TYPE_Null to signify a random nade
410 NADE_TYPE_CHECK(NADE_TYPE_NAPALM, autocvar_g_nades_napalm);
412 NADE_TYPE_CHECK(NADE_TYPE_TRANSLOCATE, autocvar_g_nades_translocate);
413 NADE_TYPE_CHECK(NADE_TYPE_SPAWN, autocvar_g_nades_spawn);
414 NADE_TYPE_CHECK(NADE_TYPE_HEAL, autocvar_g_nades_heal);
415 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
416 NADE_TYPE_CHECK(NADE_TYPE_ENTRAP, autocvar_g_nades_entrap);
417 NADE_TYPE_CHECK(NADE_TYPE_VEIL, autocvar_g_nades_veil);
418 NADE_TYPE_CHECK(NADE_TYPE_AMMO, autocvar_g_nades_ammo);
419 NADE_TYPE_CHECK(NADE_TYPE_DARKNESS, autocvar_g_nades_darkness);
420 }
421 return NADE_TYPE_NORMAL; // default to NADE_TYPE_NORMAL for unknown nade types
422#undef NADE_TYPE_CHECK
423}
424
425void nades_GiveBonus(entity player, float score)
426{
428 && IS_REAL_CLIENT(player) && IS_PLAYER(player) && STAT(NADE_BONUS, player) < autocvar_g_nades_bonus_max
429 && !IS_DEAD(player) && !STAT(FROZEN, player))
430 {
431 if (STAT(NADE_BONUS_SCORE, player) < 1)
432 STAT(NADE_BONUS_SCORE, player) += score / autocvar_g_nades_bonus_score_max;
433
434 if (STAT(NADE_BONUS_SCORE, player) >= 1)
435 {
436 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_NADE_BONUS);
437 play2(player, SND(NADE_BONUS));
438 ++STAT(NADE_BONUS, player);
439 --STAT(NADE_BONUS_SCORE, player);
440 }
441 }
442}
443
446{
447 STAT(NADE_BONUS, player) = STAT(NADE_BONUS_SCORE, player) = 0;
448}
449
451{
452 entity player = M_ARGV(0, entity);
453
454 nades_RemoveBonus(player);
455}
456
457bool nade_customize(entity this, entity client)
458{
459 //if (IS_SPEC(client)) return false;
460 if (client == this.exteriormodeltoclient || (IS_SPEC(client) && client.enemy == this.exteriormodeltoclient))
461 {
462 // somewhat hide the model, but keep the glow
463 //this.effects = 0;
464 if (this.traileffectnum)
465 this.traileffectnum = 0;
466 this.alpha = -1;
467 }
468 else
469 {
470 //this.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
471 if (!this.traileffectnum)
472 {
473 entity nade = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, this));
474 this.traileffectnum = _particleeffectnum(Nade_TrailEffect(nade.m_projectile[0], this.team).eent_eff_name);
475 }
476 this.alpha = 1;
477 }
478
479 return true;
480}
481
483{
485 FOREACH(Nades, it != NADE_TYPE_Null,
486 {
487 if (nades_CheckTypes(it) == it) // this nade type is allowed
488 RandomSelection_AddEnt(it, 1, 1);
489 });
490 return RandomSelection_chosen_ent.m_id;
491}
492
494{
495 FOREACH(Nades, it != NADE_TYPE_Null && (it.netname == ntype || ftos(it.impulse) == ntype), return it);
496 return NADE_TYPE_Null;
497}
498
499Nade Nades_GetType(string ntype)
500{
501 Nade def;
502 if (ntype == "random" || ntype == "0")
503 def = REGISTRY_GET(Nades, nade_choose_random());
504 else
505 def = Nades_FromString(ntype);
506
507 return (def == NADE_TYPE_Null) ? NADE_TYPE_NORMAL : def;
508}
509
510void spawn_held_nade(entity player, entity nowner, float ntime, string ntype, string pntype)
511{
512 entity n = new(nade), fn = new(fake_nade);
513
514 Nade def = Nades_GetType(ntype);
515
516 n.pokenade_type = pntype;
517
518 STAT(NADE_BONUS_TYPE, n) = def.m_id;
519
520 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
521
522 setmodel(n, MDL_PROJECTILE_NADE);
523 //setattachment(n, player, "bip01 l hand");
524 n.exteriormodeltoclient = player;
526 n.traileffectnum = _particleeffectnum(Nade_TrailEffect(def.m_projectile[0], player.team).eent_eff_name);
527 n.colormod = def.m_color;
528 n.realowner = nowner;
529 n.colormap = player.colormap;
530 n.glowmod = player.glowmod;
531 n.wait = time + max(0, ntime);
532 n.nade_time_primed = time;
534 n.nextthink = max(n.wait - 3, time);
535 n.projectiledeathtype = DEATH_NADE.m_id;
536 n.weaponentity_fld = weaponentity;
537 n.nade_lifetime = ntime;
538 n.alpha = def.m_alpha;
539
540 setmodel(fn, MDL_NADE_VIEW);
541 //setattachment(fn, player.(weaponentity), "");
542 fn.viewmodelforclient = player;
543 fn.realowner = fn.owner = player;
544 fn.colormod = def.m_color;
545 fn.colormap = player.colormap;
546 fn.glowmod = player.glowmod;
547 setthink(fn, SUB_Remove);
548 fn.nextthink = n.wait;
549 fn.weaponentity_fld = weaponentity;
550 fn.alpha = def.m_alpha;
551
552 player.nade = n;
553 player.fake_nade = fn;
554}
555
557{
558 if (autocvar_g_nades_bonus_only && !STAT(NADE_BONUS, this))
559 return; // only allow bonus nades
560
561 // TODO: handle old nade if it exists?
562 if (this.nade)
563 delete(this.nade);
564 this.nade = NULL;
565
566 if (this.fake_nade)
567 delete(this.fake_nade);
568 this.fake_nade = NULL;
569
570 Nade ntype;
571 string pntype = this.pokenade_type;
572
573 if (StatusEffects_active(STATUSEFFECT_Strength, this) && autocvar_g_nades_bonus_onstrength)
574 ntype = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, this));
575 else if (STAT(NADE_BONUS, this) >= 1)
576 {
577 ntype = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, this));
578 pntype = this.pokenade_type;
579 --STAT(NADE_BONUS, this);
580 }
581 else
582 {
584 {
586 pntype = CS_CVAR(this).cvar_cl_pokenade_type;
587 }
588 else
589 {
592 }
593 }
594
595 spawn_held_nade(this, this, autocvar_g_nades_nade_lifetime, ntype.netname, pntype);
596}
597
599{
600 return !(this.vehicle || !autocvar_g_nades || IS_DEAD(this) || !IS_PLAYER(this) || weaponLocked(this));
601}
602
604
606{
607 if (!CanThrowNade(this))
608 return;
609
610 entity held_nade = this.nade;
611 if (!held_nade)
612 {
613 this.nade_altbutton = true;
614 if (time > this.nade_refire)
615 {
616 nade_prime(this);
618 }
619 }
620 else
621 {
622 this.nade_altbutton = false;
623 if (time >= held_nade.nade_time_primed + 1)
624 {
625 makevectors(this.v_angle);
626 float _force = time - held_nade.nade_time_primed;
629 vector dir = v_forward * 0.75 + v_up * 0.2 + v_right * 0.05;
631 toss_nade(this, true, dir * _force, 0);
632 }
633 }
634}
635
636void nades_Clear(entity player)
637{
638 if (player.nade)
639 delete(player.nade);
640 if (player.fake_nade)
641 delete(player.fake_nade);
642
643 player.nade = player.fake_nade = NULL;
644 STAT(NADE_TIMER, player) = 0;
645}
646
647MUTATOR_HOOKFUNCTION(nades, VehicleEnter)
648{
649 entity player = M_ARGV(0, entity);
650
651 if (player.nade)
652 toss_nade(player, true, '0 0 100', max(player.nade.wait, time + 0.05));
653}
654
656 METHOD(NadeOffhand, offhand_think, void(NadeOffhand this, entity player, bool key_pressed))
657 {
658 entity held_nade = player.nade;
659
660 if (!CanThrowNade(player) || time <= player.nade_refire)
661 return;
662 if (key_pressed)
663 {
664 if (!held_nade)
665 {
666 nade_prime(player);
667 held_nade = player.nade;
668 }
669 }
670 else if (time >= held_nade.nade_time_primed + 1)
671 {
672 if (held_nade)
673 {
674 makevectors(player.v_angle);
675 float _force = time - held_nade.nade_time_primed;
676 _force /= autocvar_g_nades_nade_lifetime;
677 _force = autocvar_g_nades_nade_minforce + (_force * (autocvar_g_nades_nade_maxforce - autocvar_g_nades_nade_minforce));
678 vector dir = v_forward * 0.7 + v_up * 0.2 + v_right * 0.1;
679 dir = W_CalculateSpread(dir, autocvar_g_nades_spread, autocvar_g_projectiles_spread_style, false);
680 toss_nade(player, false, dir * _force, 0);
681 }
682 }
683 }
687{
689 {
691 }
692 return 0;
693}
694
695MUTATOR_HOOKFUNCTION(nades, ForbidThrowCurrentWeapon, CBC_ORDER_LAST)
696{
697 entity player = M_ARGV(0, entity);
698
699 if (player.offhand != OFFHAND_NADE || (STAT(WEAPONS, player) & WEPSET(HOOK)) || autocvar_g_nades_override_dropweapon)
700 {
701 nades_CheckThrow(player);
702 return true;
703 }
704}
705
707{
708 entity player = M_ARGV(0, entity);
709
710 if (!IS_PLAYER(player))
711 return;
712
713 if (player.nade && (player.offhand != OFFHAND_NADE || (STAT(WEAPONS, player) & WEPSET(HOOK))))
714 OFFHAND_NADE.offhand_think(OFFHAND_NADE, player, player.nade_altbutton);
715
716 entity held_nade = player.nade;
717 if (held_nade)
718 {
719 STAT(NADE_TIMER, player) = bound(0, (time - held_nade.nade_time_primed) / held_nade.nade_lifetime, 1);
720 // LOG_TRACEF("%d %d", STAT(NADE_TIMER, player), time - held_nade.nade_time_primed);
721 makevectors(player.angles);
722 held_nade.velocity = player.velocity;
723 setorigin(held_nade, player.origin + player.view_ofs + v_forward * 8 + v_right * -8 + v_up * 0);
724 held_nade.angles.y = player.angles.y;
725
726 if (time + 0.1 >= held_nade.wait)
727 {
728 toss_nade(player, false, '0 0 0', time + 0.05);
729 int ntype = STAT(NADE_BONUS_TYPE, held_nade);
730 if (ntype == NADE_TYPE_NORMAL.m_id
731 || ntype == NADE_TYPE_NAPALM.m_id
732 || (ntype == NADE_TYPE_ICE.m_id && !autocvar_g_nades_ice_teamcheck)
733 || ntype == NADE_TYPE_TRANSLOCATE.m_id
734 || (ntype == NADE_TYPE_HEAL.m_id && (autocvar_g_nades_heal_friend < 0 || autocvar_g_nades_heal_armor_rate < 0))
735 || (ntype == NADE_TYPE_ENTRAP.m_id && (autocvar_g_nades_entrap_speed < 1 || autocvar_g_nades_entrap_strength < 1))
736 || (ntype == NADE_TYPE_MONSTER.m_id && !autocvar_g_monsters)
737 || (ntype == NADE_TYPE_AMMO.m_id && autocvar_g_nades_ammo_friend < 0)
738 || (ntype == NADE_TYPE_DARKNESS.m_id && !autocvar_g_nades_darkness_teamcheck))
739 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_NADE_THROW);
740 }
741 }
742
743 if (IS_PLAYER(player))
744 {
746 {
747 entity key;
748 int key_count = 0;
749 FOR_EACH_KH_KEY(key)
750 if (key.owner == player)
751 ++key_count;
752
753 float time_score = (GameRules_scoring_is_vip(player))
756
757 if (key_count)
758 time_score = autocvar_g_nades_bonus_score_time_flagcarrier * key_count; // multiply by the number of keys the player is holding
759
761 {
762 STAT(NADE_BONUS_TYPE, player) = nades_CheckTypes(Nades_FromString(CS_CVAR(player).cvar_cl_nade_type)).m_id;
763 player.pokenade_type = CS_CVAR(player).cvar_cl_pokenade_type;
764 }
765 else
766 {
767 STAT(NADE_BONUS_TYPE, player) = Nades_FromString(autocvar_g_nades_bonus_type).m_id;
768 player.pokenade_type = autocvar_g_nades_pokenade_monster_type;
769 }
770
771 if (STAT(NADE_BONUS_SCORE, player) >= 0 && autocvar_g_nades_bonus_score_max)
773 }
774 else
775 STAT(NADE_BONUS, player) = STAT(NADE_BONUS_SCORE, player) = 0;
776
777 nade_veil_Apply(player);
778 }
779}
780
781MUTATOR_HOOKFUNCTION(nades, PlayerSpawn)
782{
783 entity player = M_ARGV(0, entity);
784
785 if (StatusEffects_active(STATUSEFFECT_SpawnShield, player))
786 player.nade_refire = StatusEffects_gettime(STATUSEFFECT_SpawnShield, player);
787 else
788 player.nade_refire = time;
789
791 player.nade_refire += autocvar_g_nades_nade_refire;
792
794 STAT(NADE_BONUS_TYPE, player) = Nades_FromString(CS_CVAR(player).cvar_cl_nade_type).m_id;
795
796 STAT(NADE_TIMER, player) = 0;
797
798 if (!player.offhand)
799 player.offhand = OFFHAND_NADE;
800
801 if (player.nade_spawnloc)
802 {
803 setorigin(player, player.nade_spawnloc.origin);
804 --player.nade_spawnloc.cnt;
805
806 if (player.nade_spawnloc.cnt <= 0)
807 {
808 delete(player.nade_spawnloc);
809 player.nade_spawnloc = NULL;
810 }
811
813 }
814}
815
817{
818 entity frag_attacker = M_ARGV(1, entity);
820
821 if (frag_target.nade
823 toss_nade(frag_target, true, '0 0 100', max(frag_target.nade.wait, time + 0.05));
824
825 if (IS_PLAYER(frag_attacker))
826 {
827 float killcount_bonus = (CS(frag_attacker).killcount >= 1)
830 if (SAME_TEAM(frag_attacker, frag_target) || frag_attacker == frag_target)
831 nades_RemoveBonus(frag_attacker);
834 else if (autocvar_g_nades_bonus_score_spree && CS(frag_attacker).killcount > 1)
835 {
836 #define SPREE_ITEM(counta, countb, center, normal, gentle) \
837 case counta: \
838 nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_spree); \
839 break;
840 switch (CS(frag_attacker).killcount)
841 {
843 default:
845 break;
846 }
847 #undef SPREE_ITEM
848 }
849 else
850 nades_GiveBonus(frag_attacker, killcount_bonus);
851 }
852
854}
855
856MUTATOR_HOOKFUNCTION(nades, Damage_Calculate)
857{
858 entity frag_inflictor = M_ARGV(0, entity);
859 entity frag_attacker = M_ARGV(1, entity);
861 float frag_deathtype = M_ARGV(3, float);
862
863 if (autocvar_g_freezetag_revive_nade && STAT(FROZEN, frag_target) && frag_attacker == frag_target && frag_deathtype == DEATH_NADE.m_id
864 && time - frag_inflictor.toss_time <= 0.1)
865 {
868 Send_Effect(EFFECT_ICEORGLASS, frag_target.origin, '0 0 0', 3);
869 M_ARGV(4, float) = 0;
870 M_ARGV(6, vector) = '0 0 0';
871 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED_NADE, frag_target.netname);
872 Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_REVIVE_SELF);
873 }
874}
875
876MUTATOR_HOOKFUNCTION(nades, MonsterDies)
877{
879 entity frag_attacker = M_ARGV(1, entity);
880
881 if (IS_PLAYER(frag_attacker) && DIFF_TEAM(frag_attacker, frag_target)
882 && !(frag_target.spawnflags & MONSTERFLAG_SPAWNED))
884}
885
886MUTATOR_HOOKFUNCTION(nades, DropSpecialItems)
887{
889
890 if (frag_target.nade)
891 toss_nade(frag_target, true, '0 0 0', time + 0.05);
892}
893
895{
896 nades_Clear(this);
897 nades_RemoveBonus(this);
898 delete(this.nade_spawnloc);
899 this.nade_spawnloc = NULL;
900}
901
902MUTATOR_HOOKFUNCTION(nades, MakePlayerObserver)
903{
904 entity player = M_ARGV(0, entity);
905 nades_RemovePlayer(player);
906}
908{
909 entity player = M_ARGV(0, entity);
910 nades_RemovePlayer(player);
911}
912MUTATOR_HOOKFUNCTION(nades, reset_map_global)
913{
915}
916
918{
919 entity spectatee = M_ARGV(0, entity);
920 entity client = M_ARGV(1, entity);
921
922 STAT(NADE_TIMER, client) = STAT(NADE_TIMER, spectatee);
923 STAT(NADE_BONUS_TYPE, client) = STAT(NADE_BONUS_TYPE, spectatee);
924 client.pokenade_type = spectatee.pokenade_type;
925 STAT(NADE_BONUS, client) = STAT(NADE_BONUS, spectatee);
926 STAT(NADE_BONUS_SCORE, client) = STAT(NADE_BONUS_SCORE, spectatee);
927}
928
929MUTATOR_HOOKFUNCTION(nades, BuildMutatorsPrettyString)
930{
931 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Nades");
932}
933
934MUTATOR_HOOKFUNCTION(nades, BuildMutatorsString)
935{
936 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":Nades");
937}
IntrusiveList g_bot_dodge
Definition api.qh:150
#define MUTATOR_ONADD
Definition base.qh:309
#define MUTATOR_CALLHOOK(id,...)
Definition base.qh:143
#define REGISTER_MUTATOR(...)
Definition base.qh:295
const int CBC_ORDER_LAST
Definition base.qh:11
#define MUTATOR_HOOKFUNCTION(...)
Definition base.qh:335
vector W_CalculateSpread(vector dir, float spread, int spread_style, bool must_normalize)
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
float max_health
void SetResource(entity e, Resource res_type, float amount)
Sets the current amount of resource the given entity will have.
float GetResource(entity e, Resource res_type)
Returns the current amount of resource the given entity has.
virtual void offhand_think()
Definition sv_nades.qc:656
Definition nades.qh:15
string netname
Definition nades.qh:22
float m_alpha
Definition nades.qh:20
vector m_color
Definition nades.qh:17
int m_id
Definition nades.qh:16
int m_projectile[2]
Definition nades.qh:42
string netname
Definition powerups.qc:20
float alpha
Definition items.qc:13
float wait
Definition items.qc:17
entity owner
Definition main.qh:87
int team
Definition main.qh:188
#define colormapPaletteColor(c, isPants)
Definition color.qh:5
#define setmodel(this, m)
Definition model.qh:26
#define M_ARGV(x, type)
Definition events.qh:17
void nade_ammo_boom(entity this)
Definition ammo.qc:70
float autocvar_g_nades_ammo_friend
Definition ammo.qh:9
bool autocvar_g_nades_ammo
Definition ammo.qh:6
#define PHYS_INPUT_BUTTON_CROUCH(s)
Definition player.qh:156
#define IS_DEAD(s)
Definition player.qh:244
vector v_angle
Definition player.qh:236
#define IS_PLAYER(s)
Definition player.qh:242
vector findbetterlocation(vector org, float mindist)
Definition util.qc:116
const int FL_PROJECTILE
Definition constants.qh:77
vector v_up
const float MOVE_NOMONSTERS
float DPCONTENTS_BOTCLIP
const float SOLID_TRIGGER
float DPCONTENTS_SOLID
const float SOLID_CORPSE
vector velocity
float DPCONTENTS_BODY
float DPCONTENTS_PLAYERCLIP
float time
vector v_right
float trace_startsolid
vector size
float nextthink
float colormap
vector v_forward
vector origin
void UpdateCSQCProjectile(entity e)
void CSQCProjectile(entity e, float clientanimate, int type, float docull)
IntrusiveList g_damagedbycontents
Definition damage.qh:143
float spawnshieldtime
Definition damage.qh:61
void nade_darkness_boom(entity this)
Definition darkness.qc:66
bool autocvar_g_nades_darkness
Definition darkness.qh:6
bool autocvar_g_nades_darkness_teamcheck
Definition darkness.qh:8
#define DEATH_ISWEAPON(t, w)
Definition all.qh:48
#define DEATH_WEAPONOF(t)
Definition all.qh:47
const int HITTYPE_SECONDARY
Definition all.qh:31
void SUB_Remove(entity this)
Remove entity.
Definition defer.qh:12
float traileffectnum
float EF_LOWPRECISION
entity exteriormodeltoclient
float clientcolors
#define nade(name, colormin1, colormax1, colormin2, colormax2)
void Send_Effect_Core(entity eff, vector eff_loc, vector eff_vel, int eff_cnt, vector eff_col_min, vector eff_col_max, float eff_alpha_min, float eff_alpha_max, float eff_alpha_fade, entity ignore)
Definition all.qc:74
void Send_Effect(entity eff, vector eff_loc, vector eff_vel, int eff_cnt)
Definition all.qc:155
skin
Definition ent_cs.qc:168
void nade_entrap_boom(entity this)
Definition entrap.qc:33
bool autocvar_g_nades_entrap
Definition entrap.qh:6
float autocvar_g_nades_entrap_strength
Definition entrap.qh:7
float autocvar_g_nades_entrap_speed
Definition entrap.qh:8
float timer
Definition hud.qh:125
void nade_ice_boom(entity this)
Definition ice.qc:74
bool autocvar_g_nades_ice
Definition ice.qh:6
bool autocvar_g_nades_ice_teamcheck
Definition ice.qh:9
ERASEABLE entity IL_PUSH(IntrusiveList this, entity it)
Push to tail.
#define IL_EACH(this, cond, body)
#define FOREACH(list, cond, body)
Definition iter.qh:19
#define PlayerPreThink
Definition _all.inc:258
#define PutClientInServer
Definition _all.inc:250
#define ClientDisconnect
Definition _all.inc:246
void Net_LinkEntity(entity e, bool docull, float dt, bool(entity this, entity to, int sendflags) sendfunc)
Definition net.qh:167
#define STAT(...)
Definition stats.qh:94
float bound(float min, float value, float max)
vector vectoangles(vector v)
string ftos(float f)
float floor(float f)
float max(float f,...)
void nade_monster_boom(entity this)
Definition monster.qc:7
void set_movetype(entity this, int mt)
Definition movetypes.qc:4
const int MOVETYPE_BOUNCE
Definition movetypes.qh:143
#define IS_ONGROUND(s)
Definition movetypes.qh:16
void nade_heal_boom(entity this)
Definition heal.qc:51
float autocvar_g_nades_heal_friend
Definition heal.qh:10
bool autocvar_g_nades_heal
Definition heal.qh:6
float autocvar_g_nades_heal_armor_rate
Definition heal.qh:9
bool autocvar_g_nades_pokenade
Definition monster.qh:7
string autocvar_g_nades_pokenade_monster_type
Definition monster.qh:8
void nade_spawn_boom(entity this)
Definition spawn.qc:4
void nade_spawn_SetSpawnHealth(entity player)
Definition spawn.qc:22
bool nade_spawn_DestroyDamage(entity this, entity attacker)
Definition spawn.qc:28
bool autocvar_g_nades_spawn
Definition spawn.qh:6
bool orb_send(entity this, entity to, int sf)
Definition net.qc:101
entity Nade_TrailEffect(int proj, int nade_team)
Definition nades.qc:17
float autocvar_g_nades_spread
Definition nades.qc:7
void nade_napalm_boom(entity this)
Definition napalm.qc:144
bool autocvar_g_nades_napalm
Definition napalm.qh:6
var void func_null()
void nade_normal_boom(entity this)
Definition normal.qc:4
strcat(_("^F4Countdown stopped!"), "\n^BG", _("Teams are too unbalanced."))
void Send_Notification(NOTIF broadcast, entity client, MSG net_type, Notification net_name,...count)
Definition all.qc:1500
void Kill_Notification(NOTIF broadcast, entity client, MSG net_type, CPID net_cpid)
Definition all.qc:1464
#define KILL_SPREE_LIST
Definition all.qh:486
#define NEW(cname,...)
Definition oo.qh:120
#define CLASS(...)
Definition oo.qh:149
#define ENDCLASS(cname)
Definition oo.qh:286
#define METHOD(cname, name, prototype)
Definition oo.qh:274
#define NULL
Definition post.qh:14
#define makevectors
Definition post.qh:21
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
#define REGISTRY_GET(id, i)
Definition registry.qh:62
#define setthink(e, f)
vector
Definition self.qh:96
entity this
Definition self.qh:76
#define setcefc(e, f)
entity entity toucher
Definition self.qh:76
#define settouch(e, f)
Definition self.qh:77
void SpectateCopy(entity this, entity spectatee)
Definition client.qc:1800
int killcount
Definition client.qh:315
void RemoveHook(entity this)
Definition hook.qc:48
int dir
Definition impulse.qc:89
#define ITEM_TOUCH_NEEDKILL()
Definition items.qh:122
#define ITEM_DAMAGE_NEEDKILL(dt)
Definition items.qh:123
void W_PrepareExplosionByDamage(entity this, entity attacker, void(entity this) explode)
Definition common.qc:87
const int MIF_SPLASH
Definition common.qh:46
#define PROJECTILE_TOUCH(e, t)
Definition common.qh:28
IntrusiveList g_projectiles
Definition common.qh:58
const int MIF_ARC
Definition common.qh:47
#define PROJECTILE_MAKETRIGGER(e)
Definition common.qh:34
const float VOL_BASE
Definition sound.qh:36
const int CH_SHOTS
Definition sound.qh:14
const int CH_WEAPON_A
Definition sound.qh:7
const float ATTEN_MAX
Definition sound.qh:34
const int CH_SHOTS_SINGLE
Definition sound.qh:15
const float ATTEN_NORM
Definition sound.qh:30
#define sound(e, c, s, v, a)
Definition sound.qh:52
const float ATTEN_LARGE
Definition sound.qh:31
Sound SND_GRENADE_BOUNCE_RANDOM()
Definition all.inc:17
void play2(entity e, string filename)
Definition all.qc:116
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
#define SND(id)
Definition all.qh:35
#define CS_CVAR(this)
Definition state.qh:51
ClientState CS(Client this)
Definition state.qh:47
float StatusEffects_gettime(StatusEffect this, entity actor)
bool StatusEffects_active(StatusEffect this, entity actor)
const int DAMAGE_NO
Definition subs.qh:79
const int DAMAGE_AIM
Definition subs.qh:81
float takedamage
Definition subs.qh:78
if(frag_attacker.flagcarried)
Definition sv_ctf.qc:2319
entity frag_target
Definition sv_ctf.qc:2315
entity enemy
Definition sv_ctf.qh:152
void freezetag_Unfreeze(entity targ, bool reset_health)
float autocvar_g_freezetag_revive_nade_health
bool autocvar_g_freezetag_revive_nade
#define FOR_EACH_KH_KEY(v)
Definition sv_keyhunt.qh:27
const int MONSTERFLAG_SPAWNED
flag for spawned monsters
float autocvar_g_monsters
Definition sv_monsters.qh:5
#define SET_NADE_EFFECT(nade_type, exp_effect, exp_color_min, exp_color_max)
void nades_RemoveBonus(entity player)
Remove all bonus nades from a player.
Definition sv_nades.qc:445
void nade_boom(entity this)
Definition sv_nades.qc:94
void spawn_held_nade(entity player, entity nowner, float ntime, string ntype, string pntype)
Definition sv_nades.qc:510
entity nades_spawn_orb(entity this, float orb_lifetime, float orb_rad)
Spawns an orb for some nade types.
Definition sv_nades.qc:60
vector nades_PlayerColor(entity this, bool isPants)
Definition sv_nades.qc:13
bool CanThrowNade(entity this)
Definition sv_nades.qc:598
void nade_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype,.entity weaponentity, vector hitloc, vector force)
Definition sv_nades.qc:226
void nades_Clear(entity player)
Remove nades that are being thrown.
Definition sv_nades.qc:636
void nade_pickup(entity this, entity thenade)
Definition sv_nades.qc:159
void nades_CheckThrow(entity this)
Definition sv_nades.qc:605
bool nade_customize(entity this, entity client)
Definition sv_nades.qc:457
Nade Nades_FromString(string ntype)
Definition sv_nades.qc:493
void nades_GiveBonus(entity player, float score)
Give a bonus grenade to a player.
Definition sv_nades.qc:425
void nades_RemovePlayer(entity this)
Remove nades and bonus nades from a player.
Definition sv_nades.qc:894
void nade_touch(entity this, entity toucher)
Definition sv_nades.qc:172
Nade nades_CheckTypes(Nade ntype)
Definition sv_nades.qc:399
void nade_burn_spawn(entity _nade)
Definition sv_nades.qc:35
bool nade_altbutton
Definition sv_nades.qc:603
#define NADE_TYPE_CHECK(nade_ent, nade_cvar)
int nade_choose_random()
Definition sv_nades.qc:482
entity nade_spawnloc
Definition sv_nades.qc:11
void nade_beep(entity this)
Definition sv_nades.qc:219
NadeOffhand OFFHAND_NADE
Definition sv_nades.qc:685
void nade_timer_think(entity this)
Definition sv_nades.qc:27
float nade_time_primed
Definition sv_nades.qc:9
Nade Nades_GetType(string ntype)
Definition sv_nades.qc:499
void nade_prime(entity this)
Definition sv_nades.qc:556
void toss_nade(entity e, bool set_owner, vector _velocity, float _time)
Definition sv_nades.qc:301
void nade_spawn(entity _nade)
Definition sv_nades.qc:40
bool autocvar_g_nades
Definition sv_nades.qh:5
float nade_lifetime
Definition sv_nades.qh:45
float autocvar_g_nades_nade_minforce
Definition sv_nades.qh:15
int autocvar_g_nades_bonus_score_spree
Definition sv_nades.qh:40
int autocvar_g_nades_nade_newton_style
Definition sv_nades.qh:23
bool autocvar_g_nades_bonus_client_select
Definition sv_nades.qh:29
float autocvar_g_nades_nade_refire
Definition sv_nades.qh:18
bool autocvar_g_nades_override_dropweapon
Definition sv_nades.qh:6
string pokenade_type
Definition sv_nades.qh:48
float autocvar_g_nades_nade_lifetime
Definition sv_nades.qh:14
float autocvar_g_nades_pickup_time
Definition sv_nades.qh:13
bool autocvar_g_nades_bonus_onstrength
Definition sv_nades.qh:30
int autocvar_g_nades_bonus_score_time_flagcarrier
Definition sv_nades.qh:35
bool autocvar_g_nades_bonus_only
Definition sv_nades.qh:31
bool autocvar_g_nades_bonus
Definition sv_nades.qh:27
int autocvar_g_nades_bonus_score_time
Definition sv_nades.qh:34
float autocvar_g_nades_nade_health
Definition sv_nades.qh:17
bool autocvar_g_nades_onspawn
Definition sv_nades.qh:8
vector autocvar_g_nades_throw_offset
Definition sv_nades.qh:7
int autocvar_g_nades_bonus_max
Definition sv_nades.qh:32
entity fake_nade
Definition sv_nades.qh:44
float autocvar_g_nades_nade_maxforce
Definition sv_nades.qh:16
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_minor
Definition sv_nades.qh:36
bool autocvar_g_nades_pickup
Definition sv_nades.qh:12
int autocvar_g_nades_bonus_score_medium
Definition sv_nades.qh:39
bool autocvar_g_nades_client_select
Definition sv_nades.qh:25
float nade_refire
Definition sv_nades.qh:46
string autocvar_g_nades_nade_type
Definition sv_nades.qh:24
int autocvar_g_nades_bonus_score_max
Definition sv_nades.qh:33
#define GameRules_scoring_is_vip(player)
Definition sv_rules.qh:79
entity vehicle
#define SAME_TEAM(a, b)
Definition teams.qh:241
vector Team_ColorRGB(int teamid)
Definition teams.qh:76
bool teamplay
Definition teams.qh:59
#define DIFF_TEAM(a, b)
Definition teams.qh:242
entity realowner
vector W_CalculateProjectileVelocity(entity actor, vector pvelocity, vector mvelocity, float forceAbsolute)
Definition tracing.qc:174
int autocvar_g_projectiles_spread_style
Definition tracing.qh:14
vector w_shotorg
Definition tracing.qh:19
#define W_SetupShot(ent, wepent, antilag, recoil, snd, chan, maxdamage, deathtype)
Definition tracing.qh:34
void nade_translocate_boom(entity this)
Definition translocate.qc:4
bool nade_translocate_DestroyDamage(entity this, entity attacker)
bool autocvar_g_nades_translocate
Definition translocate.qh:6
#define IS_SPEC(v)
Definition utils.qh:10
#define IS_REAL_CLIENT(v)
Definition utils.qh:17
#define FOREACH_CLIENT(cond, body)
Definition utils.qh:52
void nade_veil_Apply(entity player)
Definition veil.qc:34
void nade_veil_boom(entity this)
Definition veil.qc:28
bool autocvar_g_nades_veil
Definition veil.qh:6
#define WEPSET(id)
Definition all.qh:47
const int WEP_TYPE_MELEE_PRI
Definition weapon.qh:262
entity weaponentities[MAX_WEAPONSLOTS]
Definition weapon.qh:17
const int WEP_TYPE_MELEE_SEC
Definition weapon.qh:263
bool weaponLocked(entity player)