Xonotic
nades.qc
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1 #include "nades.qh"
2 
3 #include "../overkill/okmachinegun.qh"
4 #include "../overkill/okshotgun.qh"
5 
6 #ifdef SVQC
7 bool autocvar_g_nades_nade_small;
8 float autocvar_g_nades_spread = 0.04;
9 #endif
10 
11 REGISTER_STAT(NADES_SMALL, int, autocvar_g_nades_nade_small)
12 
13 #ifdef GAMEQC
14 
15 REPLICATE(cvar_cl_nade_type, int, "cl_nade_type");
16 REPLICATE(cvar_cl_pokenade_type, string, "cl_pokenade_type");
17 
18 entity Nade_TrailEffect(int proj, int nade_team)
19 {
20  switch (proj)
21  {
22  case PROJECTILE_NADE: return EFFECT_NADE_TRAIL(nade_team);
23  case PROJECTILE_NADE_BURN: return EFFECT_NADE_TRAIL_BURN(nade_team);
24  }
25 
26  FOREACH(Nades, true, {
27  for (int j = 0; j < 2; j++)
28  {
29  if (it.m_projectile[j] == proj)
30  {
31  string trail = it.m_trail[j].eent_eff_name;
32  if (trail) return it.m_trail[j];
33  break;
34  }
35  }
36  });
37 
38  return EFFECT_Null;
39 }
40 #endif
41 
42 #ifdef CSQC
43 REGISTER_MUTATOR(cl_nades, true);
44 MUTATOR_HOOKFUNCTION(cl_nades, HUD_Draw_overlay)
45 {
46  // TODO: make a common orb state!
47  if (STAT(HEALING_ORB) > time)
48  {
49  M_ARGV(0, vector) = NADE_TYPE_HEAL.m_color;
50  M_ARGV(1, float) = STAT(HEALING_ORB_ALPHA);
51  return true;
52  }
53  if (STAT(ENTRAP_ORB) > time)
54  {
55  M_ARGV(0, vector) = NADE_TYPE_ENTRAP.m_color;
56  M_ARGV(1, float) = STAT(ENTRAP_ORB_ALPHA);
57  return true;
58  }
59  if (STAT(VEIL_ORB) > time)
60  {
61  M_ARGV(0, vector) = NADE_TYPE_VEIL.m_color;
62  M_ARGV(1, float) = STAT(VEIL_ORB_ALPHA);
63  return true;
64  }
65  return false;
66 }
67 MUTATOR_HOOKFUNCTION(cl_nades, Ent_Projectile)
68 {
69  entity proj = M_ARGV(0, entity);
70 
71  if (proj.cnt == PROJECTILE_NAPALM_FOUNTAIN)
72  {
73  proj.modelindex = 0;
74  proj.traileffect = EFFECT_FIREBALL.m_id;
75  return true;
76  }
77  if (Nade_FromProjectile(proj.cnt) != NADE_TYPE_Null)
78  {
79  setmodel(proj, MDL_PROJECTILE_NADE);
80  entity trail = Nade_TrailEffect(proj.cnt, proj.team);
81  if (trail.eent_eff_name) proj.traileffect = trail.m_id;
82  return true;
83  }
84 }
85 MUTATOR_HOOKFUNCTION(cl_nades, EditProjectile)
86 {
87  entity proj = M_ARGV(0, entity);
88 
89  if (proj.cnt == PROJECTILE_NAPALM_FOUNTAIN)
90  {
91  loopsound(proj, CH_SHOTS_SINGLE, SND_FIREBALL_FLY2, VOL_BASE, ATTEN_NORM);
92  proj.mins = '-16 -16 -16';
93  proj.maxs = '16 16 16';
94  }
95 
96  entity nade_type = Nade_FromProjectile(proj.cnt);
97  if (nade_type == NADE_TYPE_Null) return;
98  if(STAT(NADES_SMALL))
99  {
100  proj.mins = '-8 -8 -8';
101  proj.maxs = '8 8 8';
102  }
103  else
104  {
105  proj.mins = '-16 -16 -16';
106  proj.maxs = '16 16 16';
107  }
108  proj.colormod = nade_type.m_color;
110  settouch(proj, func_null);
111  proj.scale = 1.5;
112  proj.avelocity = randomvec() * 720;
113  proj.alphamod = nade_type.m_alpha;
114 
115  if (nade_type == NADE_TYPE_TRANSLOCATE || nade_type == NADE_TYPE_SPAWN)
116  proj.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
117  else
118  proj.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
119 }
120 bool Projectile_isnade(int p)
121 {
122  return Nade_FromProjectile(p) != NADE_TYPE_Null;
123 }
124 void DrawAmmoNades(vector myPos, vector mySize, bool draw_expanding, float expand_time)
125 {
126  float bonusNades = STAT(NADE_BONUS);
127  float bonusProgress = STAT(NADE_BONUS_SCORE);
128  float bonusType = STAT(NADE_BONUS_TYPE);
129  Nade def = REGISTRY_GET(Nades, bonusType);
130  vector nadeColor = def.m_color;
131  string nadeIcon = def.m_icon;
132 
133  vector iconPos, textPos;
134 
136  {
137  iconPos = myPos + eX * 2 * mySize.y;
138  textPos = myPos;
139  }
140  else
141  {
142  iconPos = myPos;
143  textPos = myPos + eX * mySize.y;
144  }
145 
146  if(bonusNades > 0 || bonusProgress > 0)
147  {
148  DrawNadeProgressBar(myPos, mySize, bonusProgress, nadeColor);
149 
151  drawstring_aspect(textPos, ftos(bonusNades), vec2((2/3) * mySize.x, mySize.y), '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
152 
153  if(draw_expanding)
154  drawpic_aspect_skin_expanding(iconPos, nadeIcon, '1 1 0' * mySize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL, expand_time);
155 
156  drawpic_aspect_skin(iconPos, nadeIcon, '1 1 0' * mySize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
157  }
158 }
159 #endif
160 
161 #ifdef SVQC
162 
163 #include <common/gamemodes/_mod.qh>
166 
167 .float nade_time_primed;
168 .float nade_lifetime;
169 
170 .entity nade_spawnloc;
171 
172 
173 void nade_timer_think(entity this)
174 {
175  this.skin = 8 - (this.owner.wait - time) / (this.owner.nade_lifetime / 10);
176  this.nextthink = time;
177  if(!this.owner || wasfreed(this.owner))
178  delete(this);
179 }
180 
181 void nade_burn_spawn(entity _nade)
182 {
183  CSQCProjectile(_nade, true, REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, _nade)).m_projectile[true], true);
184 }
185 
186 void nade_spawn(entity _nade)
187 {
188  entity timer = new(nade_timer);
189  setmodel(timer, MDL_NADE_TIMER);
190  setattachment(timer, _nade, "");
191  timer.colormap = _nade.colormap;
192  timer.glowmod = _nade.glowmod;
193  setthink(timer, nade_timer_think);
194  timer.nextthink = time;
195  timer.wait = _nade.wait;
196  timer.owner = _nade;
197  timer.skin = 10;
198 
199  _nade.effects |= EF_LOWPRECISION;
200 
201  CSQCProjectile(_nade, true, REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, _nade)).m_projectile[false], true);
202 }
203 
204 void napalm_damage(entity this, float dist, float damage, float edgedamage, float burntime)
205 {
206  entity e;
207  float d;
208  vector p;
209 
210  if ( damage < 0 )
211  return;
212 
214  for(e = WarpZone_FindRadius(this.origin, dist, true); e; e = e.chain)
215  if(e.takedamage == DAMAGE_AIM)
216  if(this.realowner != e || autocvar_g_nades_napalm_selfdamage)
217  if(!IS_PLAYER(e) || !this.realowner || DIFF_TEAM(e, this))
218  if(!STAT(FROZEN, e))
219  {
220  p = e.origin;
221  p.x += e.mins.x + random() * (e.maxs.x - e.mins.x);
222  p.y += e.mins.y + random() * (e.maxs.y - e.mins.y);
223  p.z += e.mins.z + random() * (e.maxs.z - e.mins.z);
224  d = vlen(WarpZone_UnTransformOrigin(e, this.origin) - p);
225  if(d < dist)
226  {
227  e.fireball_impactvec = p;
228  RandomSelection_AddEnt(e, 1 / (1 + d), !StatusEffects_active(STATUSEFFECT_Burning, e));
229  }
230  }
232  {
234  d = damage + (edgedamage - damage) * (d / dist);
235  Fire_AddDamage(RandomSelection_chosen_ent, this.realowner, d * burntime, burntime, this.projectiledeathtype);
236  //trailparticles(this, particleeffectnum(EFFECT_FIREBALL_LASER), this.origin, RandomSelection_chosen_ent.fireball_impactvec);
237  Send_Effect(EFFECT_FIREBALL_LASER, this.origin, RandomSelection_chosen_ent.fireball_impactvec - this.origin, 1);
238  }
239 }
240 
241 
242 void napalm_ball_think(entity this)
243 {
246  {
247  delete(this);
248  return;
249  }
250 
251  if(time > this.pushltime)
252  {
253  delete(this);
254  return;
255  }
256 
257  vector midpoint = ((this.absmin + this.absmax) * 0.5);
258  if(pointcontents(midpoint) == CONTENT_WATER)
259  {
260  this.velocity = this.velocity * 0.5;
261 
262  if(pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
263  { this.velocity_z = 200; }
264  }
265 
266  this.angles = vectoangles(this.velocity);
267 
268  napalm_damage(this, autocvar_g_nades_napalm_ball_radius,autocvar_g_nades_napalm_ball_damage,
269  autocvar_g_nades_napalm_ball_damage,autocvar_g_nades_napalm_burntime);
270 
271  this.nextthink = time + 0.1;
272 }
273 
274 
275 void nade_napalm_ball(entity this)
276 {
277  entity proj;
278  vector kick;
279 
280  spamsound(this, CH_SHOTS, SND_FIREBALL_FIRE, VOL_BASE, ATTEN_NORM);
281 
282  proj = new(grenade);
283  proj.owner = this.owner;
284  proj.realowner = this.realowner;
285  proj.team = this.owner.team;
286  proj.bot_dodge = true;
287  proj.bot_dodgerating = autocvar_g_nades_napalm_ball_damage;
289  proj.projectiledeathtype = DEATH_NADE_NAPALM.m_id;
291  setmodel(proj, MDL_Null);
292  proj.scale = 1;//0.5;
293  setsize(proj, '-4 -4 -4', '4 4 4');
294  setorigin(proj, this.origin);
295  setthink(proj, napalm_ball_think);
296  proj.nextthink = time;
297  proj.damageforcescale = autocvar_g_nades_napalm_ball_damageforcescale;
298  proj.effects = EF_LOWPRECISION | EF_FLAME;
299 
300  kick.x =(random() - 0.5) * 2 * autocvar_g_nades_napalm_ball_spread;
301  kick.y = (random() - 0.5) * 2 * autocvar_g_nades_napalm_ball_spread;
302  kick.z = (random()/2+0.5) * autocvar_g_nades_napalm_ball_spread;
303  proj.velocity = kick;
304 
305  proj.pushltime = time + autocvar_g_nades_napalm_ball_lifetime;
306 
307  proj.angles = vectoangles(proj.velocity);
308  proj.flags = FL_PROJECTILE;
309  IL_PUSH(g_projectiles, proj);
310  IL_PUSH(g_bot_dodge, proj);
311  proj.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_ARC;
312 
313  //CSQCProjectile(proj, true, PROJECTILE_NAPALM_FIRE, true);
314 }
315 
316 
317 void napalm_fountain_think(entity this)
318 {
319 
322  {
323  delete(this);
324  return;
325  }
326 
327  if(time >= this.ltime)
328  {
329  delete(this);
330  return;
331  }
332 
333  vector midpoint = ((this.absmin + this.absmax) * 0.5);
334  if(pointcontents(midpoint) == CONTENT_WATER)
335  {
336  this.velocity = this.velocity * 0.5;
337 
338  if(pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
339  { this.velocity_z = 200; }
340 
341  UpdateCSQCProjectile(this);
342  }
343 
344  napalm_damage(this, autocvar_g_nades_napalm_fountain_radius, autocvar_g_nades_napalm_fountain_damage,
345  autocvar_g_nades_napalm_fountain_edgedamage, autocvar_g_nades_napalm_burntime);
346 
347  this.nextthink = time + 0.1;
348  if(time >= this.nade_special_time)
349  {
350  this.nade_special_time = time + autocvar_g_nades_napalm_fountain_delay;
351  nade_napalm_ball(this);
352  }
353 }
354 
355 void nade_napalm_boom(entity this)
356 {
357  for (int c = 0; c < autocvar_g_nades_napalm_ball_count; c++)
358  nade_napalm_ball(this);
359 
360  entity fountain = new(nade_napalm_fountain);
361  fountain.owner = this.owner;
362  fountain.realowner = this.realowner;
363  fountain.origin = this.origin;
364  fountain.flags = FL_PROJECTILE;
365  IL_PUSH(g_projectiles, fountain);
366  IL_PUSH(g_bot_dodge, fountain);
367  setorigin(fountain, fountain.origin);
368  setthink(fountain, napalm_fountain_think);
369  fountain.nextthink = time;
370  fountain.ltime = time + autocvar_g_nades_napalm_fountain_lifetime;
371  fountain.pushltime = fountain.ltime;
372  fountain.team = this.team;
373  set_movetype(fountain, MOVETYPE_TOSS);
374  fountain.projectiledeathtype = DEATH_NADE_NAPALM.m_id;
375  fountain.bot_dodge = true;
376  fountain.bot_dodgerating = autocvar_g_nades_napalm_fountain_damage;
377  fountain.nade_special_time = time;
378  setsize(fountain, '-16 -16 -16', '16 16 16');
379  CSQCProjectile(fountain, true, PROJECTILE_NAPALM_FOUNTAIN, true);
380 }
381 
382 void nade_ice_freeze(entity freezefield, entity frost_target, float freezetime)
383 {
384  frost_target.frozen_by = freezefield.realowner;
385  Send_Effect(EFFECT_ELECTRO_IMPACT, frost_target.origin, '0 0 0', 1);
386  Freeze(frost_target, 1 / freezetime, FROZEN_TEMP_DYING, false);
387 
388  Drop_Special_Items(frost_target);
389 }
390 
391 void nade_ice_think(entity this)
392 {
395  {
396  delete(this);
397  return;
398  }
399 
400  if(time >= this.ltime)
401  {
402  if ( autocvar_g_nades_ice_explode )
403  {
404  entity expef = EFFECT_NADE_EXPLODE(this.realowner.team);
405  Send_Effect(expef, this.origin + '0 0 1', '0 0 0', 1);
406  sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
407 
408  RadiusDamage(this, this.realowner, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
409  autocvar_g_nades_nade_radius, this, NULL, autocvar_g_nades_nade_force, this.projectiledeathtype, DMG_NOWEP, this.enemy);
410  Damage_DamageInfo(this.origin, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
411  autocvar_g_nades_nade_radius, '1 1 1' * autocvar_g_nades_nade_force, this.projectiledeathtype, 0, this);
412  }
413  delete(this);
414  return;
415  }
416 
417 
418  this.nextthink = time+0.1;
419 
420  // gaussian
421  float randomr;
422  randomr = random();
423  randomr = exp(-5*randomr*randomr)*autocvar_g_nades_nade_radius;
424  float randomw;
425  randomw = random()*M_PI*2;
426  vector randomp;
427  randomp.x = randomr*cos(randomw);
428  randomp.y = randomr*sin(randomw);
429  randomp.z = 1;
430  Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, this.origin + randomp, '0 0 0', 1);
431 
432  if(time >= this.nade_special_time)
433  {
434  this.nade_special_time = time+0.7;
435 
436  Send_Effect(EFFECT_ELECTRO_IMPACT, this.origin, '0 0 0', 1);
437  Send_Effect(EFFECT_ICEFIELD, this.origin, '0 0 0', 1);
438  }
439 
440 
441  float current_freeze_time = this.ltime - time - 0.1;
442 
443  FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_nades_nade_radius, it != this && it.takedamage && !IS_DEAD(it) && GetResource(it, RES_HEALTH) > 0 && current_freeze_time > 0,
444  {
445  if(!autocvar_g_nades_ice_teamcheck || (DIFF_TEAM(it, this.realowner) || it == this.realowner))
446  if(!it.revival_time || ((time - it.revival_time) >= 1.5))
447  if(!STAT(FROZEN, it))
448  nade_ice_freeze(this, it, current_freeze_time);
449  });
450 }
451 
452 void nade_ice_boom(entity this)
453 {
454  entity fountain = new(nade_ice_fountain);
455  fountain.owner = this.owner;
456  fountain.realowner = this.realowner;
457  fountain.origin = this.origin;
458  setorigin(fountain, fountain.origin);
459  setthink(fountain, nade_ice_think);
460  fountain.nextthink = time;
461  fountain.ltime = time + autocvar_g_nades_ice_freeze_time;
462  fountain.pushltime = fountain.wait = fountain.ltime;
463  fountain.team = this.team;
464  set_movetype(fountain, MOVETYPE_TOSS);
465  fountain.projectiledeathtype = DEATH_NADE_ICE.m_id;
466  fountain.bot_dodge = false;
467  setsize(fountain, '-16 -16 -16', '16 16 16');
468  fountain.nade_special_time = time+0.3;
469  fountain.angles = this.angles;
470 
471  if ( autocvar_g_nades_ice_explode )
472  {
473  setmodel(fountain, MDL_PROJECTILE_GRENADE);
474  entity timer = new(nade_timer);
475  setmodel(timer, MDL_NADE_TIMER);
476  setattachment(timer, fountain, "");
477  timer.colormap = this.colormap;
478  timer.glowmod = this.glowmod;
479  setthink(timer, nade_timer_think);
480  timer.nextthink = time;
481  timer.wait = fountain.ltime;
482  timer.owner = fountain;
483  timer.skin = 10;
484  }
485  else
486  setmodel(fountain, MDL_Null);
487 }
488 
489 void nade_translocate_boom(entity this)
490 {
491  if(this.realowner.vehicle)
492  return;
493 
494  vector locout = this.origin + '0 0 1' * (1 - this.realowner.mins.z - 24);
495  tracebox(locout, this.realowner.mins, this.realowner.maxs, locout, MOVE_NOMONSTERS, this.realowner);
496  locout = trace_endpos;
497 
498  makevectors(this.realowner.angles);
499 
500  MUTATOR_CALLHOOK(PortalTeleport, this.realowner);
501 
502  TeleportPlayer(this, this.realowner, locout, this.realowner.angles, v_forward * vlen(this.realowner.velocity), '0 0 0', '0 0 0', TELEPORT_FLAGS_TELEPORTER);
503 }
504 
505 void nade_spawn_boom(entity this)
506 {
507  entity player = this.realowner;
508  entity spawnloc = new(nade_spawn_loc);
509  setorigin(spawnloc, this.origin);
510  setsize(spawnloc, player.mins, player.maxs);
511  set_movetype(spawnloc, MOVETYPE_NONE);
512  spawnloc.solid = SOLID_NOT;
513  spawnloc.drawonlytoclient = player;
514  spawnloc.effects = EF_STARDUST;
515  spawnloc.cnt = autocvar_g_nades_spawn_count;
516 
517  if(player.nade_spawnloc)
518  delete(player.nade_spawnloc);
519 
520  player.nade_spawnloc = spawnloc;
521 }
522 
523 void nades_orb_think(entity this)
524 {
525  if(time >= this.ltime)
526  {
527  delete(this);
528  return;
529  }
530 
531  this.nextthink = time;
532 
533  if(time >= this.nade_special_time)
534  {
535  this.nade_special_time = time+0.25;
536  this.nade_show_particles = 1;
537  }
538  else
539  this.nade_show_particles = 0;
540 }
541 
542 entity nades_spawn_orb(entity own, entity realown, vector org, float orb_ltime, float orb_rad)
543 {
544  // NOTE: this function merely places an orb
545  // you must add a custom touch function to the returned entity if desired
546  // also set .colormod if you wish to have it colorized
547  entity orb = new(nades_spawn_orb);
548  orb.owner = own;
549  orb.realowner = realown;
550  setorigin(orb, org);
551 
552  orb.orb_lifetime = orb_ltime; // required for timers
553  orb.ltime = time + orb.orb_lifetime;
554  orb.bot_dodge = false;
555  orb.team = realown.team;
556  orb.solid = SOLID_TRIGGER;
557 
558  setmodel(orb, MDL_NADE_ORB);
559  orb.skin = 1;
560  orb.orb_radius = orb_rad; // required for fading
561  vector size = '1 1 1' * orb.orb_radius / 2;
562  setsize(orb, -size, size);
563 
564  Net_LinkEntity(orb, true, 0, orb_send);
565  orb.SendFlags |= 1;
566 
567  setthink(orb, nades_orb_think);
568  orb.nextthink = time;
569 
570  return orb;
571 }
572 
573 void nade_entrap_touch(entity this, entity toucher)
574 {
575  if(DIFF_TEAM(toucher, this.realowner)) // TODO: what if realowner changes team or disconnects?
576  {
577  if (!isPushable(toucher))
578  return;
579 
580  float pushdeltatime = time - toucher.lastpushtime;
581  if (pushdeltatime > 0.15) pushdeltatime = 0;
582  toucher.lastpushtime = time;
583  if(!pushdeltatime) return;
584 
585  // div0: ticrate independent, 1 = identity (not 20)
586  toucher.velocity = toucher.velocity * (autocvar_g_nades_entrap_strength ** pushdeltatime);
587 
588  #ifdef SVQC
589  UpdateCSQCProjectile(toucher);
590  #endif
591  }
592 
593  if ( IS_REAL_CLIENT(toucher) || (IS_VEHICLE(toucher) && toucher.owner) )
594  {
595  entity show_tint = (IS_VEHICLE(toucher) && toucher.owner) ? toucher.owner : toucher;
596  STAT(ENTRAP_ORB, show_tint) = time + 0.1;
597 
598  float tint_alpha = 0.75;
599  if(SAME_TEAM(toucher, this.realowner))
600  tint_alpha = 0.45;
601  STAT(ENTRAP_ORB_ALPHA, show_tint) = tint_alpha * (this.ltime - time) / this.orb_lifetime;
602  }
603 }
604 
605 void nade_entrap_boom(entity this)
606 {
607  entity orb = nades_spawn_orb(this.owner, this.realowner, this.origin, autocvar_g_nades_entrap_time, autocvar_g_nades_entrap_radius);
608 
609  settouch(orb, nade_entrap_touch);
610  orb.colormod = NADE_TYPE_ENTRAP.m_color;
611 }
612 
613 void nade_heal_touch(entity this, entity toucher)
614 {
615  float maxhealth;
616  float health_factor;
617  if(IS_PLAYER(toucher) || IS_MONSTER(toucher))
618  if(!IS_DEAD(toucher))
619  if(!STAT(FROZEN, toucher))
620  {
621  health_factor = autocvar_g_nades_heal_rate*frametime/2;
622  if ( toucher != this.realowner )
623  {
624  if ( SAME_TEAM(toucher,this) )
625  health_factor *= autocvar_g_nades_heal_friend;
626  else
627  health_factor *= autocvar_g_nades_heal_foe;
628  }
629  if ( health_factor > 0 )
630  {
631  maxhealth = (IS_MONSTER(toucher)) ? toucher.max_health : g_pickup_healthmega_max;
632  float hp = GetResource(toucher, RES_HEALTH);
633  if (hp < maxhealth)
634  {
635  if (this.nade_show_particles)
636  {
637  Send_Effect(EFFECT_HEALING, toucher.origin, '0 0 0', 1);
638  }
639  GiveResourceWithLimit(toucher, RES_HEALTH, health_factor, maxhealth);
640  }
641  }
642  else if ( health_factor < 0 )
643  {
644  Damage(toucher,this,this.realowner,-health_factor,DEATH_NADE_HEAL.m_id,DMG_NOWEP,toucher.origin,'0 0 0');
645  }
646 
647  }
648 
649  if ( IS_REAL_CLIENT(toucher) || (IS_VEHICLE(toucher) && toucher.owner) )
650  {
651  entity show_red = (IS_VEHICLE(toucher) && toucher.owner) ? toucher.owner : toucher;
652  STAT(HEALING_ORB, show_red) = time+0.1;
653  STAT(HEALING_ORB_ALPHA, show_red) = 0.75 * (this.ltime - time) / this.orb_lifetime;
654  }
655 }
656 
657 void nade_heal_boom(entity this)
658 {
659  entity orb = nades_spawn_orb(this.owner, this.realowner, this.origin, autocvar_g_nades_heal_time, autocvar_g_nades_nade_radius);
660 
661  settouch(orb, nade_heal_touch);
662  orb.colormod = '1 0 0';
663 }
664 
665 void nade_monster_boom(entity this)
666 {
667  entity e = spawn();
668  e.noalign = true; // don't drop to floor
669  e = spawnmonster(e, this.pokenade_type, MON_Null, this.realowner, this.realowner, this.origin, false, false, 1);
670 
671  if(autocvar_g_nades_pokenade_monster_lifetime > 0)
672  e.monster_lifetime = time + autocvar_g_nades_pokenade_monster_lifetime;
673  e.monster_skill = MONSTER_SKILL_INSANE;
674 }
675 
676 void nade_veil_touch(entity this, entity toucher)
677 {
678  if ( IS_REAL_CLIENT(toucher) || (IS_VEHICLE(toucher) && toucher.owner) )
679  {
680  entity show_tint = (IS_VEHICLE(toucher) && toucher.owner) ? toucher.owner : toucher;
681 
682  float tint_alpha = 0.75;
683  if(SAME_TEAM(toucher, this.realowner))
684  {
685  tint_alpha = 0.45;
686  if(!STAT(VEIL_ORB, show_tint))
687  {
688  toucher.nade_veil_prevalpha = toucher.alpha;
689  toucher.alpha = -1;
690  }
691  }
692  STAT(VEIL_ORB, show_tint) = time + 0.1;
693  STAT(VEIL_ORB_ALPHA, show_tint) = tint_alpha * (this.ltime - time) / this.orb_lifetime;
694  }
695 }
696 
697 void nade_veil_boom(entity this)
698 {
699  entity orb = nades_spawn_orb(this.owner, this.realowner, this.origin, autocvar_g_nades_veil_time, autocvar_g_nades_veil_radius);
700 
701  settouch(orb, nade_veil_touch);
702  orb.colormod = NADE_TYPE_VEIL.m_color;
703 }
704 
705 void nade_boom(entity this)
706 {
707  entity expef = NULL;
708  bool nade_blast = true;
709 
710  switch ( REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, this)) )
711  {
712  case NADE_TYPE_NAPALM:
713  nade_blast = autocvar_g_nades_napalm_blast;
714  expef = EFFECT_EXPLOSION_MEDIUM;
715  break;
716  case NADE_TYPE_ICE:
717  nade_blast = false;
718  expef = EFFECT_ELECTRO_COMBO; // hookbomb_explode electro_combo bigplasma_impact
719  break;
720  case NADE_TYPE_TRANSLOCATE:
721  nade_blast = false;
722  break;
723  case NADE_TYPE_MONSTER:
724  case NADE_TYPE_SPAWN:
725  nade_blast = false;
726  switch(this.realowner.team)
727  {
728  case NUM_TEAM_1: expef = EFFECT_SPAWN_RED; break;
729  case NUM_TEAM_2: expef = EFFECT_SPAWN_BLUE; break;
730  case NUM_TEAM_3: expef = EFFECT_SPAWN_YELLOW; break;
731  case NUM_TEAM_4: expef = EFFECT_SPAWN_PINK; break;
732  default: expef = EFFECT_SPAWN_NEUTRAL; break;
733  }
734  break;
735  case NADE_TYPE_HEAL:
736  nade_blast = false;
737  expef = EFFECT_SPAWN_RED;
738  break;
739 
740  case NADE_TYPE_ENTRAP:
741  nade_blast = false;
742  expef = EFFECT_SPAWN_YELLOW;
743  break;
744 
745  case NADE_TYPE_VEIL:
746  nade_blast = false;
747  expef = EFFECT_SPAWN_NEUTRAL;
748  break;
749 
750  default:
751  case NADE_TYPE_NORMAL:
752  expef = EFFECT_NADE_EXPLODE(this.realowner.team);
753  break;
754  }
755 
756  if(expef)
757  Send_Effect(expef, findbetterlocation(this.origin, 8), '0 0 0', 1);
758 
759  sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
760  sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
761 
762  this.event_damage = func_null; // prevent somehow calling damage in the next call
763 
764  if(nade_blast)
765  {
766  RadiusDamage(this, this.realowner, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
767  autocvar_g_nades_nade_radius, this, NULL, autocvar_g_nades_nade_force, this.projectiledeathtype, DMG_NOWEP, this.enemy);
768  Damage_DamageInfo(this.origin, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage, autocvar_g_nades_nade_radius, '1 1 1' * autocvar_g_nades_nade_force, this.projectiledeathtype, 0, this);
769  }
770 
771  if(this.takedamage)
772  switch ( REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, this)) )
773  {
774  case NADE_TYPE_NAPALM: nade_napalm_boom(this); break;
775  case NADE_TYPE_ICE: nade_ice_boom(this); break;
776  case NADE_TYPE_TRANSLOCATE: nade_translocate_boom(this); break;
777  case NADE_TYPE_SPAWN: nade_spawn_boom(this); break;
778  case NADE_TYPE_HEAL: nade_heal_boom(this); break;
779  case NADE_TYPE_MONSTER: nade_monster_boom(this); break;
780  case NADE_TYPE_ENTRAP: nade_entrap_boom(this); break;
781  case NADE_TYPE_VEIL: nade_veil_boom(this); break;
782  }
783 
784  IL_EACH(g_projectiles, it.classname == "grapplinghook" && it.aiment == this,
785  {
786  RemoveHook(it);
787  });
788 
789  delete(this);
790 }
791 
792 void spawn_held_nade(entity player, entity nowner, float ntime, int ntype, string pntype);
793 void nade_pickup(entity this, entity thenade)
794 {
795  spawn_held_nade(this, thenade.realowner, autocvar_g_nades_pickup_time, STAT(NADE_BONUS_TYPE, thenade), thenade.pokenade_type);
796 
797  // set refire so player can't even
798  this.nade_refire = time + autocvar_g_nades_nade_refire;
799  STAT(NADE_TIMER, this) = 0;
800 
801  if(this.nade)
802  this.nade.nade_time_primed = thenade.nade_time_primed;
803 }
804 
805 bool CanThrowNade(entity this);
806 void nade_touch(entity this, entity toucher)
807 {
808  if(toucher)
809  UpdateCSQCProjectile(this);
810 
811  if(toucher == this.realowner)
812  return; // no this impacts
813 
814  if(autocvar_g_nades_pickup)
815  if(time >= this.spawnshieldtime)
816  if(!toucher.nade && GetResource(this, RES_HEALTH) == this.max_health) // no boosted shot pickups, thank you very much
817  if(CanThrowNade(toucher)) // prevent some obvious things, like dead players
818  if(IS_REAL_CLIENT(toucher)) // above checks for IS_PLAYER, don't need to do it here
819  {
820  nade_pickup(toucher, this);
821  sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, 0.5 *(ATTEN_LARGE + ATTEN_MAX));
822  delete(this);
823  return;
824  }
825  /*float is_weapclip = 0;
826  if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
827  if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
828  if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
829  is_weapclip = 1;*/
830  if(ITEM_TOUCH_NEEDKILL()) // || is_weapclip)
831  {
832  IL_EACH(g_projectiles, it.classname == "grapplinghook" && it.aiment == this,
833  {
834  RemoveHook(it);
835  });
836  delete(this);
837  return;
838  }
839 
840  PROJECTILE_TOUCH(this, toucher);
841 
842  //setsize(this, '-2 -2 -2', '2 2 2');
843  //UpdateCSQCProjectile(this);
844  if(GetResource(this, RES_HEALTH) == this.max_health)
845  {
847  return;
848  }
849 
850  this.enemy = toucher;
851  nade_boom(this);
852 }
853 
854 void nade_beep(entity this)
855 {
856  sound(this, CH_SHOTS_SINGLE, SND_NADE_BEEP, VOL_BASE, 0.5 *(ATTEN_LARGE + ATTEN_MAX));
857  setthink(this, nade_boom);
858  this.nextthink = max(this.wait, time);
859 }
860 
861 void nade_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
862 {
863  if(ITEM_DAMAGE_NEEDKILL(deathtype))
864  {
865  this.takedamage = DAMAGE_NO;
866  nade_boom(this);
867  return;
868  }
869 
870  if(STAT(NADE_BONUS_TYPE, this) == NADE_TYPE_TRANSLOCATE.m_id || STAT(NADE_BONUS_TYPE, this) == NADE_TYPE_SPAWN.m_id)
871  return;
872 
873  if (MUTATOR_CALLHOOK(Nade_Damage, this, DEATH_WEAPONOF(deathtype), force, damage)) {}
874  else if(DEATH_ISWEAPON(deathtype, WEP_BLASTER))
875  {
876  force *= 1.5;
877  damage = 0;
878  }
879  else if(DEATH_ISWEAPON(deathtype, WEP_VAPORIZER) && (deathtype & HITTYPE_SECONDARY))
880  {
881  force *= 0.5; // too much
882  damage = 0;
883  }
884  else if(DEATH_ISWEAPON(deathtype, WEP_VORTEX) || DEATH_ISWEAPON(deathtype, WEP_VAPORIZER) || DEATH_ISWEAPON(deathtype, WEP_OVERKILL_NEX))
885  {
886  force *= 6;
887  damage = this.max_health * 0.55;
888  }
889  else if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN) || DEATH_ISWEAPON(deathtype, WEP_OVERKILL_MACHINEGUN))
890  damage = this.max_health * 0.1;
891  else if(DEATH_ISWEAPON(deathtype, WEP_SHOCKWAVE) || DEATH_ISWEAPON(deathtype, WEP_SHOTGUN) || DEATH_ISWEAPON(deathtype, WEP_OVERKILL_SHOTGUN)) // WEAPONTODO
892  {
893  if(!(deathtype & HITTYPE_SECONDARY))
894  damage = this.max_health * 1.15;
895  }
896 
897  // melee slaps
898  entity death_weapon = DEATH_WEAPONOF(deathtype);
899  if(((deathtype & HITTYPE_SECONDARY) ? (death_weapon.spawnflags & WEP_TYPE_MELEE_SEC) : (death_weapon.spawnflags & WEP_TYPE_MELEE_PRI)))
900  {
901  damage = this.max_health * 0.1;
902  force *= 10;
903  }
904 
905  this.velocity += force;
906  UpdateCSQCProjectile(this);
907 
908  if(damage <= 0 || ((IS_ONGROUND(this)) && IS_PLAYER(attacker)))
909  return;
910 
911  float hp = GetResource(this, RES_HEALTH);
912  if(hp == this.max_health)
913  {
914  sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, 0.5 *(ATTEN_LARGE + ATTEN_MAX));
915  this.nextthink = max(time + this.nade_lifetime, time);
916  setthink(this, nade_beep);
917  }
918 
919  hp -= damage;
920  SetResource(this, RES_HEALTH, hp);
921 
922 
923  if ( STAT(NADE_BONUS_TYPE, this) != NADE_TYPE_HEAL.m_id || IS_PLAYER(attacker) )
924  this.realowner = attacker;
925 
926  if(hp <= 0)
927  W_PrepareExplosionByDamage(this, attacker, nade_boom);
928  else
929  nade_burn_spawn(this);
930 }
931 
932 void toss_nade(entity e, bool set_owner, vector _velocity, float _time)
933 {
934  if(e.nade == NULL)
935  return;
936 
937  entity _nade = e.nade;
938  e.nade = NULL;
939 
940  if(e.fake_nade)
941  delete(e.fake_nade);
942  e.fake_nade = NULL;
943 
944  Kill_Notification(NOTIF_ONE_ONLY, e, MSG_CENTER, CPID_NADES);
945 
946  makevectors(e.v_angle);
947 
948  // NOTE: always throw from first weapon entity?
949  W_SetupShot(e, _nade.weaponentity_fld, false, false, SND_Null, CH_WEAPON_A, 0, DEATH_NADE.m_id);
950 
951  vector offset = (v_forward * autocvar_g_nades_throw_offset.x)
952  + (v_right * autocvar_g_nades_throw_offset.y)
953  + (v_up * autocvar_g_nades_throw_offset.z);
954 
955  setorigin(_nade, w_shotorg + offset);
956  //setmodel(_nade, MDL_PROJECTILE_NADE);
957  //setattachment(_nade, NULL, "");
958  PROJECTILE_MAKETRIGGER(_nade);
959  if(STAT(NADES_SMALL, e))
960  setsize(_nade, '-8 -8 -8', '8 8 8');
961  else
962  setsize(_nade, '-16 -16 -16', '16 16 16');
964 
965  tracebox(_nade.origin, _nade.mins, _nade.maxs, _nade.origin, MOVE_NOMONSTERS, _nade);
966  if (trace_startsolid)
967  setorigin(_nade, e.origin);
968 
969  if(e.v_angle.x >= 70 && e.v_angle.x <= 110 && PHYS_INPUT_BUTTON_CROUCH(e))
970  _nade.velocity = '0 0 100';
971  else if(autocvar_g_nades_nade_newton_style == 1)
972  _nade.velocity = e.velocity + _velocity;
973  else if(autocvar_g_nades_nade_newton_style == 2)
974  _nade.velocity = _velocity;
975  else
976  _nade.velocity = W_CalculateProjectileVelocity(e, e.velocity, _velocity, true);
977 
978  if(set_owner)
979  _nade.realowner = e;
980 
981  settouch(_nade, nade_touch);
982  _nade.spawnshieldtime = time + 0.1; // prevent instantly picking up again
983  SetResource(_nade, RES_HEALTH, autocvar_g_nades_nade_health);
984  _nade.max_health = GetResource(_nade, RES_HEALTH);
985  _nade.takedamage = DAMAGE_AIM;
986  _nade.event_damage = nade_damage;
987  setcefc(_nade, func_null);
988  _nade.exteriormodeltoclient = NULL;
989  _nade.traileffectnum = 0;
990  _nade.teleportable = true;
991  _nade.pushable = true;
992  _nade.gravity = 1;
993  _nade.missile_flags = MIF_SPLASH | MIF_ARC;
994  _nade.damagedbycontents = true;
996  _nade.angles = vectoangles(_nade.velocity);
997  _nade.flags = FL_PROJECTILE;
998  IL_PUSH(g_projectiles, _nade);
999  IL_PUSH(g_bot_dodge, _nade);
1000  _nade.projectiledeathtype = DEATH_NADE.m_id;
1001  _nade.toss_time = time;
1002  _nade.solid = SOLID_CORPSE; //((STAT(NADE_BONUS_TYPE, _nade) == NADE_TYPE_TRANSLOCATE) ? SOLID_CORPSE : SOLID_BBOX);
1003 
1004  if(STAT(NADE_BONUS_TYPE, _nade) == NADE_TYPE_TRANSLOCATE.m_id || STAT(NADE_BONUS_TYPE, _nade) == NADE_TYPE_SPAWN.m_id)
1005  _nade.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
1006  else
1007  _nade.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
1008 
1009  nade_spawn(_nade);
1010 
1011  if(_time)
1012  {
1013  setthink(_nade, nade_boom);
1014  _nade.nextthink = _time;
1015  }
1016 
1017  e.nade_refire = time + autocvar_g_nades_nade_refire;
1018  STAT(NADE_TIMER, e) = 0;
1019 }
1020 
1021 void nades_GiveBonus(entity player, float score)
1022 {
1023  if (autocvar_g_nades)
1024  if (autocvar_g_nades_bonus)
1025  if (IS_REAL_CLIENT(player))
1026  if (IS_PLAYER(player) && STAT(NADE_BONUS, player) < autocvar_g_nades_bonus_max)
1027  if (!STAT(FROZEN, player))
1028  if (!IS_DEAD(player))
1029  {
1030  if ( STAT(NADE_BONUS_SCORE, player) < 1 )
1031  STAT(NADE_BONUS_SCORE, player) += score/autocvar_g_nades_bonus_score_max;
1032 
1033  if ( STAT(NADE_BONUS_SCORE, player) >= 1 )
1034  {
1035  Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_NADE_BONUS);
1036  play2(player, SND(NADE_BONUS));
1037  STAT(NADE_BONUS, player)++;
1038  STAT(NADE_BONUS_SCORE, player) -= 1;
1039  }
1040  }
1041 }
1042 
1044 void nades_RemoveBonus(entity player)
1045 {
1046  STAT(NADE_BONUS, player) = STAT(NADE_BONUS_SCORE, player) = 0;
1047 }
1048 
1050 {
1051  entity player = M_ARGV(0, entity);
1052 
1053  nades_RemoveBonus(player);
1054 }
1055 
1056 bool nade_customize(entity this, entity client)
1057 {
1058  //if(IS_SPEC(client)) { return false; }
1059  if(client == this.exteriormodeltoclient || (IS_SPEC(client) && client.enemy == this.exteriormodeltoclient))
1060  {
1061  // somewhat hide the model, but keep the glow
1062  //this.effects = 0;
1063  if(this.traileffectnum)
1064  this.traileffectnum = 0;
1065  this.alpha = -1;
1066  }
1067  else
1068  {
1069  //this.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
1070  if(!this.traileffectnum)
1071  {
1072  entity nade = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, this));
1073  this.traileffectnum = _particleeffectnum(Nade_TrailEffect(nade.m_projectile[false], this.team).eent_eff_name);
1074  }
1075  this.alpha = 1;
1076  }
1077 
1078  return true;
1079 }
1080 
1081 void spawn_held_nade(entity player, entity nowner, float ntime, int ntype, string pntype)
1082 {
1083  entity n = new(nade), fn = new(fake_nade);
1084 
1085  STAT(NADE_BONUS_TYPE, n) = max(1, ntype);
1086  n.pokenade_type = pntype;
1087 
1088  if(REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, n)) == NADE_TYPE_Null)
1089  STAT(NADE_BONUS_TYPE, n) = NADE_TYPE_NORMAL.m_id;
1090 
1091  .entity weaponentity = weaponentities[0]; // TODO: unhardcode
1092 
1093  setmodel(n, MDL_PROJECTILE_NADE);
1094  //setattachment(n, player, "bip01 l hand");
1095  n.exteriormodeltoclient = player;
1096  setcefc(n, nade_customize);
1097  n.traileffectnum = _particleeffectnum(Nade_TrailEffect(REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, n)).m_projectile[false], player.team).eent_eff_name);
1098  n.colormod = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, n)).m_color;
1099  n.realowner = nowner;
1100  n.colormap = player.colormap;
1101  n.glowmod = player.glowmod;
1102  n.wait = time + max(0, ntime);
1103  n.nade_time_primed = time;
1104  setthink(n, nade_beep);
1105  n.nextthink = max(n.wait - 3, time);
1106  n.projectiledeathtype = DEATH_NADE.m_id;
1107  n.weaponentity_fld = weaponentity;
1108  n.nade_lifetime = ntime;
1109  n.alpha = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, n)).m_alpha;
1110 
1111  setmodel(fn, MDL_NADE_VIEW);
1112  //setattachment(fn, player.(weaponentity), "");
1113  fn.viewmodelforclient = player;
1114  fn.realowner = fn.owner = player;
1115  fn.colormod = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, n)).m_color;
1116  fn.colormap = player.colormap;
1117  fn.glowmod = player.glowmod;
1118  setthink(fn, SUB_Remove);
1119  fn.nextthink = n.wait;
1120  fn.weaponentity_fld = weaponentity;
1121  fn.alpha = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, n)).m_alpha;
1122 
1123  player.nade = n;
1124  player.fake_nade = fn;
1125 }
1126 
1127 void nade_prime(entity this)
1128 {
1129  if(autocvar_g_nades_bonus_only && !STAT(NADE_BONUS, this))
1130  return; // only allow bonus nades
1131 
1132  // TODO: handle old nade if it exists?
1133  if(this.nade)
1134  delete(this.nade);
1135  this.nade = NULL;
1136 
1137  if(this.fake_nade)
1138  delete(this.fake_nade);
1139  this.fake_nade = NULL;
1140 
1141  int ntype;
1142  string pntype = this.pokenade_type;
1143 
1144  if(StatusEffects_active(STATUSEFFECT_Strength, this) && autocvar_g_nades_bonus_onstrength)
1145  ntype = STAT(NADE_BONUS_TYPE, this);
1146  else if (STAT(NADE_BONUS, this) >= 1)
1147  {
1148  ntype = STAT(NADE_BONUS_TYPE, this);
1149  pntype = this.pokenade_type;
1150  STAT(NADE_BONUS, this) -= 1;
1151  }
1152  else
1153  {
1154  ntype = ((autocvar_g_nades_client_select) ? CS_CVAR(this).cvar_cl_nade_type : autocvar_g_nades_nade_type);
1155  pntype = ((autocvar_g_nades_client_select) ? CS_CVAR(this).cvar_cl_pokenade_type : autocvar_g_nades_pokenade_monster_type);
1156  }
1157 
1158  spawn_held_nade(this, this, autocvar_g_nades_nade_lifetime, ntype, pntype);
1159 }
1160 
1161 bool CanThrowNade(entity this)
1162 {
1163  return !(this.vehicle || !autocvar_g_nades || IS_DEAD(this) || !IS_PLAYER(this) || weaponLocked(this));
1164 }
1165 
1166 .bool nade_altbutton;
1167 
1168 void nades_CheckThrow(entity this)
1169 {
1170  if(!CanThrowNade(this))
1171  return;
1172 
1173  entity held_nade = this.nade;
1174  if (!held_nade)
1175  {
1176  this.nade_altbutton = true;
1177  if(time > this.nade_refire)
1178  {
1179  nade_prime(this);
1180  this.nade_refire = time + autocvar_g_nades_nade_refire;
1181  }
1182  }
1183  else
1184  {
1185  this.nade_altbutton = false;
1186  if (time >= held_nade.nade_time_primed + 1) {
1187  makevectors(this.v_angle);
1188  float _force = time - held_nade.nade_time_primed;
1189  _force /= autocvar_g_nades_nade_lifetime;
1190  _force = autocvar_g_nades_nade_minforce + (_force * (autocvar_g_nades_nade_maxforce - autocvar_g_nades_nade_minforce));
1191  vector dir = (v_forward * 0.75 + v_up * 0.2 + v_right * 0.05);
1193  toss_nade(this, true, dir * _force, 0);
1194  }
1195  }
1196 }
1197 
1198 void nades_Clear(entity player)
1199 {
1200  if(player.nade)
1201  delete(player.nade);
1202  if(player.fake_nade)
1203  delete(player.fake_nade);
1204 
1205  player.nade = player.fake_nade = NULL;
1206  STAT(NADE_TIMER, player) = 0;
1207 }
1208 
1209 MUTATOR_HOOKFUNCTION(nades, VehicleEnter)
1210 {
1211  entity player = M_ARGV(0, entity);
1212 
1213  if(player.nade)
1214  toss_nade(player, true, '0 0 100', max(player.nade.wait, time + 0.05));
1215 }
1216 
1217 CLASS(NadeOffhand, OffhandWeapon)
1218  METHOD(NadeOffhand, offhand_think, void(NadeOffhand this, entity player, bool key_pressed))
1219  {
1220  entity held_nade = player.nade;
1221 
1222  if (!CanThrowNade(player)) return;
1223  if (!(time > player.nade_refire)) return;
1224  if (key_pressed) {
1225  if (!held_nade) {
1226  nade_prime(player);
1227  held_nade = player.nade;
1228  }
1229  } else if (time >= held_nade.nade_time_primed + 1) {
1230  if (held_nade) {
1231  makevectors(player.v_angle);
1232  float _force = time - held_nade.nade_time_primed;
1233  _force /= autocvar_g_nades_nade_lifetime;
1234  _force = autocvar_g_nades_nade_minforce + (_force * (autocvar_g_nades_nade_maxforce - autocvar_g_nades_nade_minforce));
1235  vector dir = (v_forward * 0.7 + v_up * 0.2 + v_right * 0.1);
1237  toss_nade(player, false, dir * _force, 0);
1238  }
1239  }
1240  }
1241 ENDCLASS(NadeOffhand)
1242 NadeOffhand OFFHAND_NADE;
1243 REGISTER_MUTATOR(nades, autocvar_g_nades)
1244 {
1246  {
1247  OFFHAND_NADE = NEW(NadeOffhand);
1248  }
1249  return 0;
1250 }
1251 
1252 MUTATOR_HOOKFUNCTION(nades, ForbidThrowCurrentWeapon, CBC_ORDER_LAST)
1253 {
1254  entity player = M_ARGV(0, entity);
1255 
1256  if (player.offhand != OFFHAND_NADE || (STAT(WEAPONS, player) & WEPSET(HOOK)) || autocvar_g_nades_override_dropweapon) {
1257  nades_CheckThrow(player);
1258  return true;
1259  }
1260 }
1261 
1262 #ifdef IN_REVIVING_RANGE
1263  #undef IN_REVIVING_RANGE
1264 #endif
1265 
1266 // returns true if player is reviving it
1267 #define IN_REVIVING_RANGE(player, it, revive_extra_size) \
1268  (it != player && !IS_DEAD(it) && SAME_TEAM(it, player) \
1269  && boxesoverlap(player.absmin - revive_extra_size, player.absmax + revive_extra_size, it.absmin, it.absmax))
1270 
1272 {
1273  entity player = M_ARGV(0, entity);
1274 
1275  if (!IS_PLAYER(player)) { return; }
1276 
1277  if (player.nade && (player.offhand != OFFHAND_NADE || (STAT(WEAPONS, player) & WEPSET(HOOK))))
1278  OFFHAND_NADE.offhand_think(OFFHAND_NADE, player, player.nade_altbutton);
1279 
1280  entity held_nade = player.nade;
1281  if (held_nade)
1282  {
1283  STAT(NADE_TIMER, player) = bound(0, (time - held_nade.nade_time_primed) / held_nade.nade_lifetime, 1);
1284  // LOG_TRACEF("%d %d", STAT(NADE_TIMER, player), time - held_nade.nade_time_primed);
1285  makevectors(player.angles);
1286  held_nade.velocity = player.velocity;
1287  setorigin(held_nade, player.origin + player.view_ofs + v_forward * 8 + v_right * -8 + v_up * 0);
1288  held_nade.angles_y = player.angles.y;
1289 
1290  if (time + 0.1 >= held_nade.wait)
1291  {
1292  toss_nade(player, false, '0 0 0', time + 0.05);
1293  Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_NADE_THROW);
1294  }
1295  }
1296 
1297  if(IS_PLAYER(player))
1298  {
1299  if ( autocvar_g_nades_bonus && autocvar_g_nades )
1300  {
1301  entity key;
1302  float key_count = 0;
1303  FOR_EACH_KH_KEY(key) if(key.owner == player) { ++key_count; }
1304 
1305  float time_score;
1306  if(GameRules_scoring_is_vip(player))
1307  time_score = autocvar_g_nades_bonus_score_time_flagcarrier;
1308  else
1309  time_score = autocvar_g_nades_bonus_score_time;
1310 
1311  if(key_count)
1312  time_score = autocvar_g_nades_bonus_score_time_flagcarrier * key_count; // multiply by the number of keys the player is holding
1313 
1314  if(autocvar_g_nades_bonus_client_select)
1315  {
1316  STAT(NADE_BONUS_TYPE, player) = CS_CVAR(player).cvar_cl_nade_type;
1317  player.pokenade_type = CS_CVAR(player).cvar_cl_pokenade_type;
1318  }
1319  else
1320  {
1321  STAT(NADE_BONUS_TYPE, player) = autocvar_g_nades_bonus_type;
1322  player.pokenade_type = autocvar_g_nades_pokenade_monster_type;
1323  }
1324 
1325  STAT(NADE_BONUS_TYPE, player) = bound(1, STAT(NADE_BONUS_TYPE, player), Nades_COUNT);
1326 
1327  if(STAT(NADE_BONUS_SCORE, player) >= 0 && autocvar_g_nades_bonus_score_max)
1328  nades_GiveBonus(player, time_score / autocvar_g_nades_bonus_score_max);
1329  }
1330  else
1331  {
1332  STAT(NADE_BONUS, player) = STAT(NADE_BONUS_SCORE, player) = 0;
1333  }
1334 
1335  if(STAT(VEIL_ORB, player) && STAT(VEIL_ORB, player) <= time)
1336  {
1337  STAT(VEIL_ORB, player) = 0;
1338  if(player.vehicle)
1339  player.vehicle.alpha = player.vehicle.nade_veil_prevalpha;
1340  else
1341  player.alpha = player.nade_veil_prevalpha;
1342  }
1343  }
1344 
1345  if (!(frametime && IS_PLAYER(player)))
1346  return true;
1347 
1348  entity revivers_last = NULL;
1349  entity revivers_first = NULL;
1350 
1351  bool player_is_reviving = false;
1352  int n = 0;
1353  vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
1354  FOREACH_CLIENT(IS_PLAYER(it) && IN_REVIVING_RANGE(player, it, revive_extra_size), {
1355  // check if player is reviving anyone
1356  if (STAT(FROZEN, it) == FROZEN_TEMP_DYING)
1357  {
1358  if ((STAT(FROZEN, player) == FROZEN_TEMP_DYING))
1359  continue;
1360  if (!IN_REVIVING_RANGE(player, it, revive_extra_size))
1361  continue;
1362  player_is_reviving = true;
1363  break;
1364  }
1365 
1366  if (!(STAT(FROZEN, player) == FROZEN_TEMP_DYING))
1367  continue; // both player and it are NOT frozen
1368  if (revivers_last)
1369  revivers_last.chain = it;
1370  revivers_last = it;
1371  if (!revivers_first)
1372  revivers_first = it;
1373  ++n;
1374  });
1375  if (revivers_last)
1376  revivers_last.chain = NULL;
1377 
1378  if (!n) // no teammate nearby
1379  {
1380  // freezetag already resets revive progress
1381  if (!g_freezetag && !STAT(FROZEN, player) && !player_is_reviving)
1382  STAT(REVIVE_PROGRESS, player) = 0; // thawing nobody
1383  }
1384  else if (n > 0 && STAT(FROZEN, player) == FROZEN_TEMP_DYING) // OK, there is at least one teammate reviving us
1385  {
1386  STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
1387  // undo what PlayerPreThink did
1388  STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) + frametime * player.revive_speed, 1);
1389  SetResource(player, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, player) * start_health));
1390 
1391  if(STAT(REVIVE_PROGRESS, player) >= 1)
1392  {
1393  Unfreeze(player, false);
1394 
1395  Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_REVIVED, revivers_first.netname);
1396  Send_Notification(NOTIF_ONE, revivers_first, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
1397  }
1398 
1399  for(entity it = revivers_first; it; it = it.chain)
1400  STAT(REVIVE_PROGRESS, it) = STAT(REVIVE_PROGRESS, player);
1401  }
1402 }
1403 
1404 MUTATOR_HOOKFUNCTION(nades, PlayerPhysics_UpdateStats)
1405 {
1406  entity player = M_ARGV(0, entity);
1407  // these automatically reset, no need to worry
1408 
1409  if(STAT(ENTRAP_ORB, player) > time)
1410  STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_nades_entrap_speed;
1411 }
1412 
1413 MUTATOR_HOOKFUNCTION(nades, MonsterMove)
1414 {
1415  entity mon = M_ARGV(0, entity);
1416 
1417  if (STAT(ENTRAP_ORB, mon) > time)
1418  {
1419  M_ARGV(1, float) *= autocvar_g_nades_entrap_speed; // run speed
1420  M_ARGV(2, float) *= autocvar_g_nades_entrap_speed; // walk speed
1421  }
1422 
1423  if (STAT(VEIL_ORB, mon) && STAT(VEIL_ORB, mon) <= time)
1424  {
1425  mon.alpha = mon.nade_veil_prevalpha;
1426  STAT(VEIL_ORB, mon) = 0;
1427  }
1428 }
1429 
1430 MUTATOR_HOOKFUNCTION(nades, PlayerSpawn)
1431 {
1432  entity player = M_ARGV(0, entity);
1433 
1434  if(autocvar_g_nades_spawn)
1435  player.nade_refire = time + autocvar_g_spawnshieldtime;
1436  else
1437  player.nade_refire = time + autocvar_g_nades_nade_refire;
1438 
1439  if(autocvar_g_nades_bonus_client_select)
1440  STAT(NADE_BONUS_TYPE, player) = CS_CVAR(player).cvar_cl_nade_type;
1441 
1442  STAT(NADE_TIMER, player) = 0;
1443 
1444  if (!player.offhand) player.offhand = OFFHAND_NADE;
1445 
1446  if(player.nade_spawnloc)
1447  {
1448  setorigin(player, player.nade_spawnloc.origin);
1449  player.nade_spawnloc.cnt -= 1;
1450 
1451  if(player.nade_spawnloc.cnt <= 0)
1452  {
1453  delete(player.nade_spawnloc);
1454  player.nade_spawnloc = NULL;
1455  }
1456  }
1457 }
1458 
1459 MUTATOR_HOOKFUNCTION(nades, PlayerDies, CBC_ORDER_LAST)
1460 {
1461  entity frag_attacker = M_ARGV(1, entity);
1462  entity frag_target = M_ARGV(2, entity);
1463 
1464  if(frag_target.nade)
1465  if(!STAT(FROZEN, frag_target) || !autocvar_g_freezetag_revive_nade)
1466  toss_nade(frag_target, true, '0 0 100', max(frag_target.nade.wait, time + 0.05));
1467 
1468  if(IS_PLAYER(frag_attacker))
1469  {
1470  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)
1471  : autocvar_g_nades_bonus_score_minor);
1472  if (SAME_TEAM(frag_attacker, frag_target) || frag_attacker == frag_target)
1473  nades_RemoveBonus(frag_attacker);
1474  else if(GameRules_scoring_is_vip(frag_target))
1475  nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_medium);
1476  else if(autocvar_g_nades_bonus_score_spree && CS(frag_attacker).killcount > 1)
1477  {
1478  #define SPREE_ITEM(counta,countb,center,normal,gentle) \
1479  case counta: { nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_spree); break; }
1480  switch(CS(frag_attacker).killcount)
1481  {
1483  default: nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_minor); break;
1484  }
1485  #undef SPREE_ITEM
1486  }
1487  else
1488  nades_GiveBonus(frag_attacker, killcount_bonus);
1489  }
1490 
1491  nades_RemoveBonus(frag_target);
1492 }
1493 
1494 MUTATOR_HOOKFUNCTION(nades, Damage_Calculate)
1495 {
1496  entity frag_inflictor = M_ARGV(0, entity);
1497  entity frag_attacker = M_ARGV(1, entity);
1498  entity frag_target = M_ARGV(2, entity);
1499  float frag_deathtype = M_ARGV(3, float);
1500 
1501  if(autocvar_g_freezetag_revive_nade && STAT(FROZEN, frag_target) && frag_attacker == frag_target && frag_deathtype == DEATH_NADE.m_id)
1502  if(time - frag_inflictor.toss_time <= 0.1)
1503  {
1504  Unfreeze(frag_target, false);
1506  Send_Effect(EFFECT_ICEORGLASS, frag_target.origin, '0 0 0', 3);
1507  M_ARGV(4, float) = 0;
1508  M_ARGV(6, vector) = '0 0 0';
1509  Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED_NADE, frag_target.netname);
1510  Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_REVIVE_SELF);
1511  }
1512 }
1513 
1514 MUTATOR_HOOKFUNCTION(nades, MonsterDies)
1515 {
1516  entity frag_target = M_ARGV(0, entity);
1517  entity frag_attacker = M_ARGV(1, entity);
1518 
1519  if(IS_PLAYER(frag_attacker))
1520  if(DIFF_TEAM(frag_attacker, frag_target))
1521  if(!(frag_target.spawnflags & MONSTERFLAG_SPAWNED))
1522  nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_minor);
1523 }
1524 
1525 MUTATOR_HOOKFUNCTION(nades, DropSpecialItems)
1526 {
1527  entity frag_target = M_ARGV(0, entity);
1528 
1529  if(frag_target.nade)
1530  toss_nade(frag_target, true, '0 0 0', time + 0.05);
1531 }
1532 
1533 void nades_RemovePlayer(entity this)
1534 {
1535  nades_Clear(this);
1536  nades_RemoveBonus(this);
1537 }
1538 
1539 MUTATOR_HOOKFUNCTION(nades, MakePlayerObserver) { entity player = M_ARGV(0, entity); nades_RemovePlayer(player); }
1540 MUTATOR_HOOKFUNCTION(nades, ClientDisconnect) { entity player = M_ARGV(0, entity); nades_RemovePlayer(player); }
1541 MUTATOR_HOOKFUNCTION(nades, reset_map_global)
1542 {
1544  {
1545  nades_RemovePlayer(it);
1546  });
1547 }
1548 
1550 {
1551  entity spectatee = M_ARGV(0, entity);
1552  entity client = M_ARGV(1, entity);
1553 
1554  STAT(NADE_TIMER, client) = STAT(NADE_TIMER, spectatee);
1555  STAT(NADE_BONUS_TYPE, client) = STAT(NADE_BONUS_TYPE, spectatee);
1556  client.pokenade_type = spectatee.pokenade_type;
1557  STAT(NADE_BONUS, client) = STAT(NADE_BONUS, spectatee);
1558  STAT(NADE_BONUS_SCORE, client) = STAT(NADE_BONUS_SCORE, spectatee);
1559  STAT(HEALING_ORB, client) = STAT(HEALING_ORB, spectatee);
1560  STAT(HEALING_ORB_ALPHA, client) = STAT(HEALING_ORB_ALPHA, spectatee);
1561  STAT(ENTRAP_ORB, client) = STAT(ENTRAP_ORB, spectatee);
1562  STAT(ENTRAP_ORB_ALPHA, client) = STAT(ENTRAP_ORB_ALPHA, spectatee);
1563  STAT(VEIL_ORB, client) = STAT(VEIL_ORB, spectatee);
1564  STAT(VEIL_ORB_ALPHA, client) = STAT(VEIL_ORB_ALPHA, spectatee);
1565 }
1566 
1567 MUTATOR_HOOKFUNCTION(nades, BuildMutatorsString)
1568 {
1569  M_ARGV(0, string) = strcat(M_ARGV(0, string), ":Nades");
1570 }
1571 
1572 MUTATOR_HOOKFUNCTION(nades, BuildGameplayTipsString)
1573 {
1574  M_ARGV(0, string) = strcat(M_ARGV(0, string), "\n\n^3nades^8 are enabled, press 'g' (dropweapon) to use them\n");
1575 }
1576 
1577 #endif
const float SOLID_NOT
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Definition: ent_cs.qc:114
entity EFFECT_NADE_TRAIL(int teamid)
Definition: effects.inc:24
#define round_handler_IsRoundStarted()
bool GameRules_scoring_is_vip(entity player)
Definition: sv_rules.qc:102
float MOVETYPE_BOUNCE
Definition: progsdefs.qc:256
#define METHOD(cname, name, prototype)
Definition: oo.qh:257
void CSQCProjectile(entity e, float clientanimate, int type, float docull)
vector size
Definition: csprogsdefs.qc:114
#define DIFF_TEAM(a, b)
Definition: teams.qh:240
entity EFFECT_NADE_EXPLODE(int teamid)
Definition: effects.inc:8
bool autocvar_hud_panel_ammo_text
Definition: ammo.qh:15
float ltime
Definition: progsdefs.qc:107
void PlayerPreThink(entity this)
Definition: client.qc:2402
#define DMG_NOWEP
Definition: damage.qh:126
entity owner
Definition: main.qh:73
ClientDisconnect(this)
#define DEATH_WEAPONOF(t)
Definition: all.qh:41
float autocvar_g_freezetag_revive_extra_size
Definition: sv_freezetag.qh:43
IntrusiveList g_bot_dodge
Definition: api.qh:150
#define IS_REAL_CLIENT(v)
Definition: utils.qh:17
vector WarpZone_UnTransformOrigin(entity wz, vector v)
Definition: common.qc:535
float exp(float e)
Definition: mathlib.qc:73
#define PROJECTILE_TOUCH(e, t)
Definition: common.qh:27
#define setmodel(this, m)
Definition: model.qh:26
vector absmax
Definition: csprogsdefs.qc:92
RES_HEALTH
Definition: ent_cs.qc:126
const int CBC_ORDER_LAST
Definition: base.qh:8
void DrawNadeProgressBar(vector myPos, vector mySize, float progress, vector color)
Definition: ammo.qc:25
const int MONSTER_SKILL_INSANE
Definition: sv_monsters.qh:77
#define RandomSelection_AddEnt(e, weight, priority)
Definition: random.qh:14
void Unfreeze(entity targ, bool reset_health)
Definition: damage.qc:546
Nade Nade_FromProjectile(int proj)
Definition: nades.qh:112
bool weaponLocked(entity player)
#define IS_SPEC(v)
Definition: utils.qh:10
entity enemy
Definition: sv_ctf.qh:143
entity exteriormodeltoclient
const float MOVE_NOMONSTERS
Definition: csprogsdefs.qc:253
#define drawpic_aspect_skin(pos, pic, sz, color, theAlpha, drawflag)
Definition: draw.qh:78
ERASEABLE entity IL_PUSH(IntrusiveList this, entity it)
Push to tail.
#define g_freezetag
Definition: freezetag.qh:52
void UpdateCSQCProjectile(entity e)
void GiveResourceWithLimit(entity receiver, Resource res_type, float amount, float limit)
Gives an entity some resource but not more than a limit.
void drawpic_aspect_skin_expanding(vector position, string pic, vector theScale, vector rgb, float theAlpha, float flag, float fadelerp)
Definition: draw.qc:61
const int CH_WEAPON_A
Definition: sound.qh:7
void SetResource(entity e, Resource res_type, float amount)
Sets the current amount of resource the given entity will have.
Definition: cl_resources.qc:26
vector v_up
Definition: csprogsdefs.qc:31
spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 f1 s1 strcat(_("Level %s: "), "^BG%s\3\, _("^BGPress ^F2%s^BG to enter the game"))
bool autocvar_g_freezetag_revive_nade
Definition: sv_freezetag.qh:47
void W_PrepareExplosionByDamage(entity this, entity attacker, void(entity this) explode)
Definition: common.qc:91
entity RandomSelection_chosen_ent
Definition: random.qh:5
const float CONTENT_WATER
Definition: csprogsdefs.qc:238
int autocvar_g_projectiles_spread_style
Definition: tracing.qh:14
float wait
Definition: subs.qh:39
float autocvar_g_freezetag_revive_speed
Definition: sv_freezetag.qh:44
const int WEP_TYPE_MELEE_SEC
Definition: weapon.qh:205
#define NULL
Definition: post.qh:17
#define TELEPORT_FLAGS_TELEPORTER
Definition: teleporters.qh:22
float frametime
Definition: csprogsdefs.qc:17
float DPCONTENTS_SOLID
const float DRAWFLAG_NORMAL
Definition: csprogsdefs.qc:317
float max_health
float orb_lifetime
Definition: nades.qh:129
const float VOL_BASE
Definition: sound.qh:36
vector trace_endpos
Definition: csprogsdefs.qc:37
float takedamage
Definition: progsdefs.qc:147
void Damage(entity targ, entity inflictor, entity attacker, float damage, int deathtype,.entity weaponentity, vector hitloc, vector force)
Definition: damage.qc:583
#define SAME_TEAM(a, b)
Definition: teams.qh:239
void nades_GiveBonus(entity player, float score)
const int HITTYPE_SECONDARY
Definition: all.qh:25
#define W_SetupShot(ent, wepent, antilag, recoil, snd, chan, maxdamage, deathtype)
Definition: tracing.qh:33
#define M_ARGV(x, type)
Definition: events.qh:17
#define IS_DEAD(s)
Definition: utils.qh:26
entity WarpZone_FindRadius(vector org, float rad, bool needlineofsight)
Definition: common.qc:669
const float ATTEN_NORM
Definition: sound.qh:30
float nextthink
Definition: csprogsdefs.qc:121
const int CH_SHOTS
Definition: sound.qh:14
vector(float skel, float bonenum) _skel_get_boneabs_hidden
#define IS_VEHICLE(v)
Definition: utils.qh:22
const int PROJECTILE_NADE_BURN
Definition: nades.qh:73
#define ITEM_DAMAGE_NEEDKILL(dt)
Definition: items.qh:130
const int NUM_TEAM_4
Definition: teams.qh:21
const float M_PI
Definition: csprogsdefs.qc:269
float autocvar_g_weaponspreadfactor
Definition: weaponsystem.qh:5
REGISTER_STAT(MOVEFLAGS, int, MOVEFLAG_VALID|(autocvar_sv_gameplayfix_q2airaccelerate ? MOVEFLAG_Q2AIRACCELERATE :0)|(autocvar_sv_gameplayfix_nogravityonground ? MOVEFLAG_NOGRAVITYONGROUND :0)|(autocvar_sv_gameplayfix_gravityunaffectedbyticrate ? MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE :0)) .float gravity
cvar loopback
IntrusiveList g_projectiles
Definition: common.qh:46
#define IN_REVIVING_RANGE(player, it, revive_extra_size)
float GetResource(entity e, Resource res_type)
Returns the current amount of resource the given entity has.
Definition: cl_resources.qc:10
#define ITEM_TOUCH_NEEDKILL()
Definition: items.qh:129
float DPCONTENTS_BODY
float start_health
Definition: world.qh:98
float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
Definition: damage.qc:1077
const vector eX
Definition: vector.qh:44
#define ENDCLASS(cname)
Definition: oo.qh:269
#define FOR_EACH_KH_KEY(v)
Definition: sv_keyhunt.qh:27
const float SOLID_TRIGGER
Definition: csprogsdefs.qc:245
float RadiusDamage(entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype,.entity weaponentity, entity directhitentity)
Definition: damage.qc:1057
vector v_right
Definition: csprogsdefs.qc:31
entity realowner
Definition: common.qh:25
#define MUTATOR_CALLHOOK(id,...)
Definition: base.qh:140
#define nade(name, colormin1, colormax1, colormin2, colormax2)
void Drop_Special_Items(entity player)
Definition: player.qc:42
#define vec2(...)
Definition: vector.qh:90
entity weaponentities[MAX_WEAPONSLOTS]
Definition: weapon.qh:14
void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, int deathtype, float bloodtype, entity dmgowner)
setorigin(ent, v)
#define setthink(e, f)
vector angles
Definition: csprogsdefs.qc:104
PutClientInServer(this)
#define MUTATOR_HOOKFUNCTION(...)
Definition: base.qh:310
const int NUM_TEAM_1
Definition: teams.qh:18
float trace_startsolid
Definition: csprogsdefs.qc:35
const int CH_SHOTS_SINGLE
Definition: sound.qh:15
#define DEATH_ISWEAPON(t, w)
Definition: all.qh:42
vector W_CalculateProjectileVelocity(entity actor, vector pvelocity, vector mvelocity, float forceAbsolute)
Definition: tracing.qc:169
#define sound(e, c, s, v, a)
Definition: sound.qh:52
vector absmin
Definition: csprogsdefs.qc:92
entity EFFECT_NADE_TRAIL_BURN(int teamid)
Definition: effects.inc:40
entity vehicle
Definition: impulse.qc:21
vector glowmod
if(IS_DEAD(this))
Definition: impulse.qc:92
#define MUTATOR_ONADD
Definition: base.qh:284
float autocvar_g_spawnshieldtime
Definition: player.qh:3
float time
Definition: csprogsdefs.qc:16
vector velocity
Definition: csprogsdefs.qc:103
const int MIF_PROXY
Definition: common.qh:36
int dir
Definition: impulse.qc:89
void TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity, vector telefragmin, vector telefragmax, float tflags)
Definition: teleporters.qc:67
#define makevectors
Definition: post.qh:21
#define FOREACH(list, cond, body)
Definition: iter.qh:19
const int FROZEN_TEMP_DYING
Definition: damage.qh:111
bool isPushable(entity e)
Definition: triggers.qc:3
float DAMAGE_NO
Definition: progsdefs.qc:282
void set_movetype(entity this, int mt)
#define KILL_SPREE_LIST
Definition: all.qh:454
#define IS_PLAYER(v)
Definition: utils.qh:9
float EF_LOWPRECISION
const float EF_STARDUST
Definition: csprogsdefs.qc:308
var void func_null()
string m_icon
Definition: nades.qh:100
const int NUM_TEAM_3
Definition: teams.qh:20
const int MONSTERFLAG_SPAWNED
Definition: sv_monsters.qh:91
vector v_forward
Definition: csprogsdefs.qc:31
const float SOLID_CORPSE
Definition: csprogsdefs.qc:249
const int WEP_TYPE_MELEE_PRI
Definition: weapon.qh:204
int projectiledeathtype
Definition: common.qh:20