7 bool autocvar_g_nades_override_dropweapon =
true;
8 vector autocvar_g_nades_throw_offset;
9 bool autocvar_g_nades_spawn;
10 int autocvar_g_nades_spawn_count;
11 bool autocvar_g_nades_client_select;
12 bool autocvar_g_nades_pickup =
true;
13 float autocvar_g_nades_pickup_time = 2;
14 float autocvar_g_nades_nade_lifetime;
15 float autocvar_g_nades_nade_minforce;
16 float autocvar_g_nades_nade_maxforce;
17 float autocvar_g_nades_nade_health;
18 float autocvar_g_nades_nade_refire;
19 float autocvar_g_nades_nade_damage;
20 float autocvar_g_nades_nade_edgedamage;
21 float autocvar_g_nades_nade_radius;
22 float autocvar_g_nades_nade_force;
23 int autocvar_g_nades_nade_newton_style;
24 int autocvar_g_nades_napalm_ball_count;
25 float autocvar_g_nades_napalm_ball_spread;
26 float autocvar_g_nades_napalm_ball_damage;
27 float autocvar_g_nades_napalm_ball_damageforcescale;
28 float autocvar_g_nades_napalm_ball_lifetime;
29 float autocvar_g_nades_napalm_ball_radius;
30 bool autocvar_g_nades_napalm_blast;
31 float autocvar_g_nades_napalm_fountain_lifetime;
32 float autocvar_g_nades_napalm_fountain_delay;
33 float autocvar_g_nades_napalm_fountain_radius;
34 float autocvar_g_nades_napalm_fountain_damage;
35 float autocvar_g_nades_napalm_fountain_edgedamage;
36 float autocvar_g_nades_napalm_burntime;
37 bool autocvar_g_nades_napalm_selfdamage;
38 int autocvar_g_nades_nade_type;
39 int autocvar_g_nades_bonus_type;
40 bool autocvar_g_nades_bonus;
41 bool autocvar_g_nades_bonus_onstrength;
42 bool autocvar_g_nades_bonus_client_select;
43 bool autocvar_g_nades_bonus_only;
44 int autocvar_g_nades_bonus_max;
45 int autocvar_g_nades_bonus_score_max;
46 int autocvar_g_nades_bonus_score_time;
47 int autocvar_g_nades_bonus_score_time_flagcarrier;
48 int autocvar_g_nades_bonus_score_minor;
49 int autocvar_g_nades_bonus_score_low;
50 int autocvar_g_nades_bonus_score_high;
51 int autocvar_g_nades_bonus_score_medium;
52 int autocvar_g_nades_bonus_score_spree;
53 float autocvar_g_nades_ice_freeze_time;
54 float autocvar_g_nades_ice_health;
55 bool autocvar_g_nades_ice_explode;
56 bool autocvar_g_nades_ice_teamcheck;
57 float autocvar_g_nades_heal_time;
58 float autocvar_g_nades_heal_rate;
59 float autocvar_g_nades_heal_friend;
60 float autocvar_g_nades_heal_foe;
61 float autocvar_g_nades_entrap_strength = 0.01;
62 float autocvar_g_nades_entrap_speed = 0.5;
63 float autocvar_g_nades_entrap_radius = 500;
64 float autocvar_g_nades_entrap_time = 10;
65 float autocvar_g_nades_veil_time = 8;
66 float autocvar_g_nades_veil_radius = 300;
67 string autocvar_g_nades_pokenade_monster_type;
68 float autocvar_g_nades_pokenade_monster_lifetime;
94 #define REGISTER_NADE(id) REGISTER(Nades, NADE_TYPE, id, m_id, NEW(Nade)) 100 ATTRIB(Nade, m_icon,
string, "nade_normal");
104 METHOD(Nade, display,
void(entity
this,
void(
string name,
string icon) returns)) {
105 returns(this.m_name, sprintf(
"/gfx/hud/%s/%s",
cvar_string(
"menu_skin"), this.m_icon));
115 for (
int j = 0; j < 2; j++)
117 if (it.m_projectile[j] == proj)
return it;
120 return NADE_TYPE_Null;
142 .float nade_special_time;
143 .string pokenade_type;
144 .entity nade_damage_target;
146 .float nade_show_particles;
147 .float nade_veil_prevalpha;
160 #define EV_Nade_Damage(i, o) \ 161 i(entity, MUTATOR_ARGV_0_entity) \ 162 i(entity, MUTATOR_ARGV_1_entity) \ 163 i(vector, MUTATOR_ARGV_2_vector) \ 164 o(vector, MUTATOR_ARGV_2_vector) \ 165 i(float, MUTATOR_ARGV_3_float) \ 166 o(float, MUTATOR_ARGV_3_float) \ 173 bool Projectile_isnade(
int proj);
175 void DrawAmmoNades(
vector myPos,
vector mySize,
bool draw_expanding,
float expand_time);
#define MUTATOR_HOOKABLE(id, params)
const int PROJECTILE_NAPALM_FOUNTAIN
const int PROJECTILE_NADE_NAPALM
REPLICATE_INIT(float, cvar_cl_autotaunt)
const int PROJECTILE_NADE_ENTRAP_BURN
const int PROJECTILE_NADE
void nades_Clear(entity player)
#define REGISTRY_CHECK(id)
const int PROJECTILE_NADE_SPAWN
#define METHOD(cname, name, prototype)
const int PROJECTILE_NADE_MONSTER
const int PROJECTILE_NADE_HEAL
const int PROJECTILE_NADE_TRANSLOCATE
const int PROJECTILE_NADE_NAPALM_BURN
#define REGISTER_REGISTRY(id)
const int PROJECTILE_NADE_ENTRAP
Nade Nade_FromProjectile(int proj)
#define REGISTRY_DEFINE_GET(id, null)
const int PROJECTILE_NADE_HEAL_BURN
#define REGISTER_NADE(id)
#define REGISTRY(id, max)
Declare a new registry.
const int PROJECTILE_NADE_VEIL
void nades_GiveBonus(entity player, float score)
vector(float skel, float bonenum) _skel_get_boneabs_hidden
const int PROJECTILE_NADE_BURN
const int PROJECTILE_NADE_ICE
#define nade(name, colormin1, colormax1, colormin2, colormax2)
const int PROJECTILE_NADE_ICE_BURN
const int PROJECTILE_NADE_VEIL_BURN
#define ATTRIBARRAY(cname, name, type, cnt)
#define FOREACH(list, cond, body)
const int PROJECTILE_NADE_MONSTER_BURN