3 #include "../overkill/okmachinegun.qh"
4 #include "../overkill/okshotgun.qh"
7 bool autocvar_g_nades_nade_small;
8 float autocvar_g_nades_spread = 0.04;
11 REGISTER_STAT(NADES_SMALL, int, autocvar_g_nades_nade_small)
15 REPLICATE(cvar_cl_nade_type, int, "cl_nade_type");
16 REPLICATE(cvar_cl_pokenade_type, string, "cl_pokenade_type");
18 entity Nade_TrailEffect(int proj, int nade_team)
22 case PROJECTILE_NADE: return EFFECT_NADE_TRAIL(nade_team);
23 case PROJECTILE_NADE_BURN: return EFFECT_NADE_TRAIL_BURN(nade_team);
26 FOREACH(Nades, true, {
27 for (int j = 0; j < 2; j++)
29 if (it.m_projectile[j] == proj)
31 string trail = it.m_trail[j].eent_eff_name;
32 if (trail) return it.m_trail[j];
43 REGISTER_MUTATOR(cl_nades, true);
44 MUTATOR_HOOKFUNCTION(cl_nades, HUD_Draw_overlay)
46 // TODO: make a common orb state!
47 if (STAT(HEALING_ORB) > time)
49 M_ARGV(0, vector) = NADE_TYPE_HEAL.m_color;
50 M_ARGV(1, float) = STAT(HEALING_ORB_ALPHA);
53 if (STAT(ENTRAP_ORB) > time)
55 M_ARGV(0, vector) = NADE_TYPE_ENTRAP.m_color;
56 M_ARGV(1, float) = STAT(ENTRAP_ORB_ALPHA);
59 if (STAT(VEIL_ORB) > time)
61 M_ARGV(0, vector) = NADE_TYPE_VEIL.m_color;
62 M_ARGV(1, float) = STAT(VEIL_ORB_ALPHA);
67 MUTATOR_HOOKFUNCTION(cl_nades, Ent_Projectile)
69 entity proj = M_ARGV(0, entity);
71 if (proj.cnt == PROJECTILE_NAPALM_FOUNTAIN)
74 proj.traileffect = EFFECT_FIREBALL.m_id;
77 if (Nade_FromProjectile(proj.cnt) != NADE_TYPE_Null)
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;
85 MUTATOR_HOOKFUNCTION(cl_nades, EditProjectile)
87 entity proj = M_ARGV(0, entity);
89 if (proj.cnt == PROJECTILE_NAPALM_FOUNTAIN)
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';
96 entity nade_type = Nade_FromProjectile(proj.cnt);
97 if (nade_type == NADE_TYPE_Null) return;
100 proj.mins = '-8 -8 -8';
105 proj.mins = '-16 -16 -16';
106 proj.maxs = '16 16 16';
108 proj.colormod = nade_type.m_color;
109 set_movetype(proj, MOVETYPE_BOUNCE);
110 settouch(proj, func_null);
112 proj.avelocity = randomvec() * 720;
113 proj.alphamod = nade_type.m_alpha;
115 if (nade_type == NADE_TYPE_TRANSLOCATE || nade_type == NADE_TYPE_SPAWN)
116 proj.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
118 proj.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
121 MUTATOR_HOOKFUNCTION(cl_nades, BuildGameplayTipsString)
123 string key = getcommandkey(_("drop weapon / throw nade"), "dropweapon");
124 M_ARGV(0, string) = strcat(M_ARGV(0, string),
125 "\n\n", sprintf(_("^3nades^8 are enabled, press ^3%s^8 to use them"), key), "\n");
128 bool Projectile_isnade(int p)
130 return Nade_FromProjectile(p) != NADE_TYPE_Null;
132 void DrawAmmoNades(vector myPos, vector mySize, bool draw_expanding, float expand_time)
134 float bonusNades = STAT(NADE_BONUS);
135 float bonusProgress = STAT(NADE_BONUS_SCORE);
136 float bonusType = STAT(NADE_BONUS_TYPE);
137 Nade def = REGISTRY_GET(Nades, bonusType);
138 vector nadeColor = def.m_color;
139 string nadeIcon = def.m_icon;
141 vector iconPos, textPos;
143 if(autocvar_hud_panel_ammo_iconalign)
145 iconPos = myPos + eX * 2 * mySize.y;
151 textPos = myPos + eX * mySize.y;
154 if(bonusNades > 0 || bonusProgress > 0)
156 DrawNadeProgressBar(myPos, mySize, bonusProgress, nadeColor);
158 if(autocvar_hud_panel_ammo_text)
159 drawstring_aspect(textPos, ftos(bonusNades), vec2((2/3) * mySize.x, mySize.y), '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
162 drawpic_aspect_skin_expanding(iconPos, nadeIcon, '1 1 0' * mySize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL, expand_time);
164 drawpic_aspect_skin(iconPos, nadeIcon, '1 1 0' * mySize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
171 #include <common/gamemodes/_mod.qh>
172 #include <common/monsters/sv_spawn.qh>
173 #include <common/monsters/sv_monsters.qh>
175 .float nade_time_primed;
176 .float nade_lifetime;
178 .entity nade_spawnloc;
181 void nade_timer_think(entity this)
183 this.skin = 8 - (this.owner.wait - time) / (this.owner.nade_lifetime / 10);
184 this.nextthink = time;
185 if(!this.owner || wasfreed(this.owner))
189 void nade_burn_spawn(entity _nade)
191 CSQCProjectile(_nade, true, REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, _nade)).m_projectile[true], true);
194 void nade_spawn(entity _nade)
196 entity timer = new(nade_timer);
197 setmodel(timer, MDL_NADE_TIMER);
198 setattachment(timer, _nade, "");
199 timer.colormap = _nade.colormap;
200 timer.glowmod = _nade.glowmod;
201 setthink(timer, nade_timer_think);
202 timer.nextthink = time;
203 timer.wait = _nade.wait;
207 _nade.effects |= EF_LOWPRECISION;
209 CSQCProjectile(_nade, true, REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, _nade)).m_projectile[false], true);
212 void napalm_damage(entity this, float dist, float damage, float edgedamage, float burntime)
221 RandomSelection_Init();
222 for(e = WarpZone_FindRadius(this.origin, dist, true); e; e = e.chain)
223 if(e.takedamage == DAMAGE_AIM)
224 if(this.realowner != e || autocvar_g_nades_napalm_selfdamage)
225 if(!IS_PLAYER(e) || !this.realowner || DIFF_TEAM(e, this))
229 p.x += e.mins.x + random() * (e.maxs.x - e.mins.x);
230 p.y += e.mins.y + random() * (e.maxs.y - e.mins.y);
231 p.z += e.mins.z + random() * (e.maxs.z - e.mins.z);
232 d = vlen(WarpZone_UnTransformOrigin(e, this.origin) - p);
235 e.fireball_impactvec = p;
236 RandomSelection_AddEnt(e, 1 / (1 + d), !StatusEffects_active(STATUSEFFECT_Burning, e));
239 if(RandomSelection_chosen_ent)
241 d = vlen(WarpZone_UnTransformOrigin(RandomSelection_chosen_ent, this.origin) - RandomSelection_chosen_ent.fireball_impactvec);
242 d = damage + (edgedamage - damage) * (d / dist);
243 Fire_AddDamage(RandomSelection_chosen_ent, this.realowner, d * burntime, burntime, this.projectiledeathtype);
244 //trailparticles(this, particleeffectnum(EFFECT_FIREBALL_LASER), this.origin, RandomSelection_chosen_ent.fireball_impactvec);
245 Send_Effect(EFFECT_FIREBALL_LASER, this.origin, RandomSelection_chosen_ent.fireball_impactvec - this.origin, 1);
250 void napalm_ball_think(entity this)
252 if(round_handler_IsActive())
253 if(!round_handler_IsRoundStarted())
259 if(time > this.pushltime)
265 vector midpoint = ((this.absmin + this.absmax) * 0.5);
266 if(pointcontents(midpoint) == CONTENT_WATER)
268 this.velocity = this.velocity * 0.5;
270 if(pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
271 { this.velocity_z = 200; }
274 this.angles = vectoangles(this.velocity);
276 napalm_damage(this, autocvar_g_nades_napalm_ball_radius,autocvar_g_nades_napalm_ball_damage,
277 autocvar_g_nades_napalm_ball_damage,autocvar_g_nades_napalm_burntime);
279 this.nextthink = time + 0.1;
283 void nade_napalm_ball(entity this)
288 spamsound(this, CH_SHOTS, SND_FIREBALL_FIRE, VOL_BASE, ATTEN_NORM);
291 proj.owner = this.owner;
292 proj.realowner = this.realowner;
293 proj.team = this.owner.team;
294 proj.bot_dodge = true;
295 proj.bot_dodgerating = autocvar_g_nades_napalm_ball_damage;
296 set_movetype(proj, MOVETYPE_BOUNCE);
297 proj.projectiledeathtype = DEATH_NADE_NAPALM.m_id;
298 PROJECTILE_MAKETRIGGER(proj);
299 setmodel(proj, MDL_Null);
300 proj.scale = 1;//0.5;
301 setsize(proj, '-4 -4 -4', '4 4 4');
302 setorigin(proj, this.origin);
303 setthink(proj, napalm_ball_think);
304 proj.nextthink = time;
305 proj.damageforcescale = autocvar_g_nades_napalm_ball_damageforcescale;
306 proj.effects = EF_LOWPRECISION | EF_FLAME;
308 kick.x =(random() - 0.5) * 2 * autocvar_g_nades_napalm_ball_spread;
309 kick.y = (random() - 0.5) * 2 * autocvar_g_nades_napalm_ball_spread;
310 kick.z = (random()/2+0.5) * autocvar_g_nades_napalm_ball_spread;
311 proj.velocity = kick;
313 proj.pushltime = time + autocvar_g_nades_napalm_ball_lifetime;
315 proj.angles = vectoangles(proj.velocity);
316 proj.flags = FL_PROJECTILE;
317 IL_PUSH(g_projectiles, proj);
318 IL_PUSH(g_bot_dodge, proj);
319 proj.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_ARC;
321 //CSQCProjectile(proj, true, PROJECTILE_NAPALM_FIRE, true);
325 void napalm_fountain_think(entity this)
328 if(round_handler_IsActive())
329 if(!round_handler_IsRoundStarted())
335 if(time >= this.ltime)
341 vector midpoint = ((this.absmin + this.absmax) * 0.5);
342 if(pointcontents(midpoint) == CONTENT_WATER)
344 this.velocity = this.velocity * 0.5;
346 if(pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
347 { this.velocity_z = 200; }
349 UpdateCSQCProjectile(this);
352 napalm_damage(this, autocvar_g_nades_napalm_fountain_radius, autocvar_g_nades_napalm_fountain_damage,
353 autocvar_g_nades_napalm_fountain_edgedamage, autocvar_g_nades_napalm_burntime);
355 this.nextthink = time + 0.1;
356 if(time >= this.nade_special_time)
358 this.nade_special_time = time + autocvar_g_nades_napalm_fountain_delay;
359 nade_napalm_ball(this);
363 void nade_napalm_boom(entity this)
365 for (int c = 0; c < autocvar_g_nades_napalm_ball_count; c++)
366 nade_napalm_ball(this);
368 entity fountain = new(nade_napalm_fountain);
369 fountain.owner = this.owner;
370 fountain.realowner = this.realowner;
371 fountain.origin = this.origin;
372 fountain.flags = FL_PROJECTILE;
373 IL_PUSH(g_projectiles, fountain);
374 IL_PUSH(g_bot_dodge, fountain);
375 setorigin(fountain, fountain.origin);
376 setthink(fountain, napalm_fountain_think);
377 fountain.nextthink = time;
378 fountain.ltime = time + autocvar_g_nades_napalm_fountain_lifetime;
379 fountain.pushltime = fountain.ltime;
380 fountain.team = this.team;
381 set_movetype(fountain, MOVETYPE_TOSS);
382 fountain.projectiledeathtype = DEATH_NADE_NAPALM.m_id;
383 fountain.bot_dodge = true;
384 fountain.bot_dodgerating = autocvar_g_nades_napalm_fountain_damage;
385 fountain.nade_special_time = time;
386 setsize(fountain, '-16 -16 -16', '16 16 16');
387 CSQCProjectile(fountain, true, PROJECTILE_NAPALM_FOUNTAIN, true);
390 void nade_ice_freeze(entity freezefield, entity frost_target, float freezetime)
392 frost_target.frozen_by = freezefield.realowner;
393 Send_Effect(EFFECT_ELECTRO_IMPACT, frost_target.origin, '0 0 0', 1);
394 Freeze(frost_target, 1 / freezetime, FROZEN_TEMP_DYING, false);
396 Drop_Special_Items(frost_target);
399 void nade_ice_think(entity this)
401 if(round_handler_IsActive())
402 if(!round_handler_IsRoundStarted())
408 if(time >= this.ltime)
410 if ( autocvar_g_nades_ice_explode )
412 entity expef = EFFECT_NADE_EXPLODE(this.realowner.team);
413 Send_Effect(expef, this.origin + '0 0 1', '0 0 0', 1);
414 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
416 RadiusDamage(this, this.realowner, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
417 autocvar_g_nades_nade_radius, this, NULL, autocvar_g_nades_nade_force, this.projectiledeathtype, DMG_NOWEP, this.enemy);
418 Damage_DamageInfo(this.origin, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
419 autocvar_g_nades_nade_radius, '1 1 1' * autocvar_g_nades_nade_force, this.projectiledeathtype, 0, this);
426 this.nextthink = time+0.1;
431 randomr = exp(-5*randomr*randomr)*autocvar_g_nades_nade_radius;
433 randomw = random()*M_PI*2;
435 randomp.x = randomr*cos(randomw);
436 randomp.y = randomr*sin(randomw);
438 Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, this.origin + randomp, '0 0 0', 1);
440 if(time >= this.nade_special_time)
442 this.nade_special_time = time+0.7;
444 Send_Effect(EFFECT_ELECTRO_IMPACT, this.origin, '0 0 0', 1);
445 Send_Effect(EFFECT_ICEFIELD, this.origin, '0 0 0', 1);
449 float current_freeze_time = this.ltime - time - 0.1;
451 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,
453 if(!autocvar_g_nades_ice_teamcheck || (DIFF_TEAM(it, this.realowner) || it == this.realowner))
454 if(!it.revival_time || ((time - it.revival_time) >= 1.5))
455 if(!STAT(FROZEN, it))
456 nade_ice_freeze(this, it, current_freeze_time);
460 void nade_ice_boom(entity this)
462 entity fountain = new(nade_ice_fountain);
463 fountain.owner = this.owner;
464 fountain.realowner = this.realowner;
465 fountain.origin = this.origin;
466 setorigin(fountain, fountain.origin);
467 setthink(fountain, nade_ice_think);
468 fountain.nextthink = time;
469 fountain.ltime = time + autocvar_g_nades_ice_freeze_time;
470 fountain.pushltime = fountain.wait = fountain.ltime;
471 fountain.team = this.team;
472 set_movetype(fountain, MOVETYPE_TOSS);
473 fountain.projectiledeathtype = DEATH_NADE_ICE.m_id;
474 fountain.bot_dodge = false;
475 setsize(fountain, '-16 -16 -16', '16 16 16');
476 fountain.nade_special_time = time+0.3;
477 fountain.angles = this.angles;
479 if ( autocvar_g_nades_ice_explode )
481 setmodel(fountain, MDL_PROJECTILE_GRENADE);
482 entity timer = new(nade_timer);
483 setmodel(timer, MDL_NADE_TIMER);
484 setattachment(timer, fountain, "");
485 timer.colormap = this.colormap;
486 timer.glowmod = this.glowmod;
487 setthink(timer, nade_timer_think);
488 timer.nextthink = time;
489 timer.wait = fountain.ltime;
490 timer.owner = fountain;
494 setmodel(fountain, MDL_Null);
497 void nade_translocate_boom(entity this)
499 if(this.realowner.vehicle)
502 vector locout = this.origin + '0 0 1' * (1 - this.realowner.mins.z - 24);
503 tracebox(locout, this.realowner.mins, this.realowner.maxs, locout, MOVE_NOMONSTERS, this.realowner);
504 locout = trace_endpos;
506 makevectors(this.realowner.angles);
508 MUTATOR_CALLHOOK(PortalTeleport, this.realowner);
510 TeleportPlayer(this, this.realowner, locout, this.realowner.angles, v_forward * vlen(this.realowner.velocity), '0 0 0', '0 0 0', TELEPORT_FLAGS_TELEPORTER);
513 void nade_spawn_boom(entity this)
515 entity player = this.realowner;
516 entity spawnloc = new(nade_spawn_loc);
517 setorigin(spawnloc, this.origin);
518 setsize(spawnloc, player.mins, player.maxs);
519 set_movetype(spawnloc, MOVETYPE_NONE);
520 spawnloc.solid = SOLID_NOT;
521 spawnloc.drawonlytoclient = player;
522 spawnloc.effects = EF_STARDUST;
523 spawnloc.cnt = autocvar_g_nades_spawn_count;
525 if(player.nade_spawnloc)
526 delete(player.nade_spawnloc);
528 player.nade_spawnloc = spawnloc;
531 void nades_orb_think(entity this)
533 if(time >= this.ltime)
539 this.nextthink = time;
541 if(time >= this.nade_special_time)
543 this.nade_special_time = time+0.25;
544 this.nade_show_particles = 1;
547 this.nade_show_particles = 0;
550 entity nades_spawn_orb(entity own, entity realown, vector org, float orb_ltime, float orb_rad)
552 // NOTE: this function merely places an orb
553 // you must add a custom touch function to the returned entity if desired
554 // also set .colormod if you wish to have it colorized
555 entity orb = new(nades_spawn_orb);
557 orb.realowner = realown;
560 orb.orb_lifetime = orb_ltime; // required for timers
561 orb.ltime = time + orb.orb_lifetime;
562 orb.bot_dodge = false;
563 orb.team = realown.team;
564 orb.solid = SOLID_TRIGGER;
566 setmodel(orb, MDL_NADE_ORB);
568 orb.orb_radius = orb_rad; // required for fading
569 vector size = '1 1 1' * orb.orb_radius / 2;
570 setsize(orb, -size, size);
572 Net_LinkEntity(orb, true, 0, orb_send);
575 setthink(orb, nades_orb_think);
576 orb.nextthink = time;
581 void nade_entrap_touch(entity this, entity toucher)
583 if(DIFF_TEAM(toucher, this.realowner)) // TODO: what if realowner changes team or disconnects?
585 if (!isPushable(toucher))
588 float pushdeltatime = time - toucher.lastpushtime;
589 if (pushdeltatime > 0.15) pushdeltatime = 0;
590 toucher.lastpushtime = time;
591 if(!pushdeltatime) return;
593 // div0: ticrate independent, 1 = identity (not 20)
594 toucher.velocity = toucher.velocity * (autocvar_g_nades_entrap_strength ** pushdeltatime);
597 UpdateCSQCProjectile(toucher);
601 if ( IS_REAL_CLIENT(toucher) || (IS_VEHICLE(toucher) && toucher.owner) )
603 entity show_tint = (IS_VEHICLE(toucher) && toucher.owner) ? toucher.owner : toucher;
604 STAT(ENTRAP_ORB, show_tint) = time + 0.1;
606 float tint_alpha = 0.75;
607 if(SAME_TEAM(toucher, this.realowner))
609 STAT(ENTRAP_ORB_ALPHA, show_tint) = tint_alpha * (this.ltime - time) / this.orb_lifetime;
613 void nade_entrap_boom(entity this)
615 entity orb = nades_spawn_orb(this.owner, this.realowner, this.origin, autocvar_g_nades_entrap_time, autocvar_g_nades_entrap_radius);
617 settouch(orb, nade_entrap_touch);
618 orb.colormod = NADE_TYPE_ENTRAP.m_color;
621 void nade_heal_touch(entity this, entity toucher)
625 if(IS_PLAYER(toucher) || IS_MONSTER(toucher))
626 if(!IS_DEAD(toucher))
627 if(!STAT(FROZEN, toucher))
629 health_factor = autocvar_g_nades_heal_rate*frametime/2;
630 if ( toucher != this.realowner )
632 if ( SAME_TEAM(toucher,this) )
633 health_factor *= autocvar_g_nades_heal_friend;
635 health_factor *= autocvar_g_nades_heal_foe;
637 if ( health_factor > 0 )
639 maxhealth = (IS_MONSTER(toucher)) ? toucher.max_health : g_pickup_healthmega_max;
640 float hp = GetResource(toucher, RES_HEALTH);
643 if (this.nade_show_particles)
645 Send_Effect(EFFECT_HEALING, toucher.origin, '0 0 0', 1);
647 GiveResourceWithLimit(toucher, RES_HEALTH, health_factor, maxhealth);
650 else if ( health_factor < 0 )
652 Damage(toucher,this,this.realowner,-health_factor,DEATH_NADE_HEAL.m_id,DMG_NOWEP,toucher.origin,'0 0 0');
657 if ( IS_REAL_CLIENT(toucher) || (IS_VEHICLE(toucher) && toucher.owner) )
659 entity show_red = (IS_VEHICLE(toucher) && toucher.owner) ? toucher.owner : toucher;
660 STAT(HEALING_ORB, show_red) = time+0.1;
661 STAT(HEALING_ORB_ALPHA, show_red) = 0.75 * (this.ltime - time) / this.orb_lifetime;
665 void nade_heal_boom(entity this)
667 entity orb = nades_spawn_orb(this.owner, this.realowner, this.origin, autocvar_g_nades_heal_time, autocvar_g_nades_nade_radius);
669 settouch(orb, nade_heal_touch);
670 orb.colormod = '1 0 0';
673 void nade_monster_boom(entity this)
676 e.noalign = true; // don't drop to floor
677 e = spawnmonster(e, this.pokenade_type, MON_Null, this.realowner, this.realowner, this.origin, false, false, 1);
679 if(autocvar_g_nades_pokenade_monster_lifetime > 0)
680 e.monster_lifetime = time + autocvar_g_nades_pokenade_monster_lifetime;
681 e.monster_skill = MONSTER_SKILL_INSANE;
684 void nade_veil_touch(entity this, entity toucher)
686 if ( IS_REAL_CLIENT(toucher) || (IS_VEHICLE(toucher) && toucher.owner) )
688 entity show_tint = (IS_VEHICLE(toucher) && toucher.owner) ? toucher.owner : toucher;
690 float tint_alpha = 0.75;
691 if(SAME_TEAM(toucher, this.realowner))
694 if(!STAT(VEIL_ORB, show_tint))
696 toucher.nade_veil_prevalpha = toucher.alpha;
700 STAT(VEIL_ORB, show_tint) = time + 0.1;
701 STAT(VEIL_ORB_ALPHA, show_tint) = tint_alpha * (this.ltime - time) / this.orb_lifetime;
705 void nade_veil_boom(entity this)
707 entity orb = nades_spawn_orb(this.owner, this.realowner, this.origin, autocvar_g_nades_veil_time, autocvar_g_nades_veil_radius);
709 settouch(orb, nade_veil_touch);
710 orb.colormod = NADE_TYPE_VEIL.m_color;
713 void nade_boom(entity this)
716 bool nade_blast = true;
718 switch ( REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, this)) )
720 case NADE_TYPE_NAPALM:
721 nade_blast = autocvar_g_nades_napalm_blast;
722 expef = EFFECT_EXPLOSION_MEDIUM;
726 expef = EFFECT_ELECTRO_COMBO; // hookbomb_explode electro_combo bigplasma_impact
728 case NADE_TYPE_TRANSLOCATE:
731 case NADE_TYPE_MONSTER:
732 case NADE_TYPE_SPAWN:
734 switch(this.realowner.team)
736 case NUM_TEAM_1: expef = EFFECT_SPAWN_RED; break;
737 case NUM_TEAM_2: expef = EFFECT_SPAWN_BLUE; break;
738 case NUM_TEAM_3: expef = EFFECT_SPAWN_YELLOW; break;
739 case NUM_TEAM_4: expef = EFFECT_SPAWN_PINK; break;
740 default: expef = EFFECT_SPAWN_NEUTRAL; break;
745 expef = EFFECT_SPAWN_RED;
748 case NADE_TYPE_ENTRAP:
750 expef = EFFECT_SPAWN_YELLOW;
755 expef = EFFECT_SPAWN_NEUTRAL;
759 case NADE_TYPE_NORMAL:
760 expef = EFFECT_NADE_EXPLODE(this.realowner.team);
765 Send_Effect(expef, findbetterlocation(this.origin, 8), '0 0 0', 1);
767 sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
768 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
770 this.event_damage = func_null; // prevent somehow calling damage in the next call
774 RadiusDamage(this, this.realowner, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
775 autocvar_g_nades_nade_radius, this, NULL, autocvar_g_nades_nade_force, this.projectiledeathtype, DMG_NOWEP, this.enemy);
776 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);
780 switch ( REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, this)) )
782 case NADE_TYPE_NAPALM: nade_napalm_boom(this); break;
783 case NADE_TYPE_ICE: nade_ice_boom(this); break;
784 case NADE_TYPE_TRANSLOCATE: nade_translocate_boom(this); break;
785 case NADE_TYPE_SPAWN: nade_spawn_boom(this); break;
786 case NADE_TYPE_HEAL: nade_heal_boom(this); break;
787 case NADE_TYPE_MONSTER: nade_monster_boom(this); break;
788 case NADE_TYPE_ENTRAP: nade_entrap_boom(this); break;
789 case NADE_TYPE_VEIL: nade_veil_boom(this); break;
792 IL_EACH(g_projectiles, it.classname == "grapplinghook" && it.aiment == this,
800 void spawn_held_nade(entity player, entity nowner, float ntime, int ntype, string pntype);
801 void nade_pickup(entity this, entity thenade)
803 spawn_held_nade(this, thenade.realowner, autocvar_g_nades_pickup_time, STAT(NADE_BONUS_TYPE, thenade), thenade.pokenade_type);
805 // set refire so player can't even
806 this.nade_refire = time + autocvar_g_nades_nade_refire;
807 STAT(NADE_TIMER, this) = 0;
810 this.nade.nade_time_primed = thenade.nade_time_primed;
813 bool CanThrowNade(entity this);
814 void nade_touch(entity this, entity toucher)
817 UpdateCSQCProjectile(this);
819 if(toucher == this.realowner)
820 return; // no this impacts
822 if(autocvar_g_nades_pickup)
823 if(time >= this.spawnshieldtime)
824 if(!toucher.nade && GetResource(this, RES_HEALTH) == this.max_health) // no boosted shot pickups, thank you very much
825 if(CanThrowNade(toucher)) // prevent some obvious things, like dead players
826 if(IS_REAL_CLIENT(toucher)) // above checks for IS_PLAYER, don't need to do it here
828 nade_pickup(toucher, this);
829 sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, 0.5 *(ATTEN_LARGE + ATTEN_MAX));
833 /*float is_weapclip = 0;
834 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
835 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
836 if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
838 if(ITEM_TOUCH_NEEDKILL()) // || is_weapclip)
840 IL_EACH(g_projectiles, it.classname == "grapplinghook" && it.aiment == this,
848 PROJECTILE_TOUCH(this, toucher);
850 //setsize(this, '-2 -2 -2', '2 2 2');
851 //UpdateCSQCProjectile(this);
852 if(GetResource(this, RES_HEALTH) == this.max_health)
854 spamsound(this, CH_SHOTS, SND_GRENADE_BOUNCE_RANDOM(), VOL_BASE, ATTEN_NORM);
858 this.enemy = toucher;
862 void nade_beep(entity this)
864 sound(this, CH_SHOTS_SINGLE, SND_NADE_BEEP, VOL_BASE, 0.5 *(ATTEN_LARGE + ATTEN_MAX));
865 setthink(this, nade_boom);
866 this.nextthink = max(this.wait, time);
869 void nade_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
871 if(ITEM_DAMAGE_NEEDKILL(deathtype))
873 this.takedamage = DAMAGE_NO;
878 if(STAT(NADE_BONUS_TYPE, this) == NADE_TYPE_TRANSLOCATE.m_id || STAT(NADE_BONUS_TYPE, this) == NADE_TYPE_SPAWN.m_id)
881 if (MUTATOR_CALLHOOK(Nade_Damage, this, DEATH_WEAPONOF(deathtype), force, damage)) {}
882 else if(DEATH_ISWEAPON(deathtype, WEP_BLASTER))
887 else if(DEATH_ISWEAPON(deathtype, WEP_VAPORIZER) && (deathtype & HITTYPE_SECONDARY))
889 force *= 0.5; // too much
892 else if(DEATH_ISWEAPON(deathtype, WEP_VORTEX) || DEATH_ISWEAPON(deathtype, WEP_VAPORIZER) || DEATH_ISWEAPON(deathtype, WEP_OVERKILL_NEX))
895 damage = this.max_health * 0.55;
897 else if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN) || DEATH_ISWEAPON(deathtype, WEP_OVERKILL_MACHINEGUN))
898 damage = this.max_health * 0.1;
899 else if(DEATH_ISWEAPON(deathtype, WEP_SHOCKWAVE) || DEATH_ISWEAPON(deathtype, WEP_SHOTGUN) || DEATH_ISWEAPON(deathtype, WEP_OVERKILL_SHOTGUN)) // WEAPONTODO
901 if(!(deathtype & HITTYPE_SECONDARY))
902 damage = this.max_health * 1.15;
906 entity death_weapon = DEATH_WEAPONOF(deathtype);
907 if(((deathtype & HITTYPE_SECONDARY) ? (death_weapon.spawnflags & WEP_TYPE_MELEE_SEC) : (death_weapon.spawnflags & WEP_TYPE_MELEE_PRI)))
909 damage = this.max_health * 0.1;
913 this.velocity += force;
914 UpdateCSQCProjectile(this);
916 if(damage <= 0 || ((IS_ONGROUND(this)) && IS_PLAYER(attacker)))
919 float hp = GetResource(this, RES_HEALTH);
920 if(hp == this.max_health)
922 sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, 0.5 *(ATTEN_LARGE + ATTEN_MAX));
923 this.nextthink = max(time + this.nade_lifetime, time);
924 setthink(this, nade_beep);
928 SetResource(this, RES_HEALTH, hp);
931 if ( STAT(NADE_BONUS_TYPE, this) != NADE_TYPE_HEAL.m_id || IS_PLAYER(attacker) )
932 this.realowner = attacker;
935 W_PrepareExplosionByDamage(this, attacker, nade_boom);
937 nade_burn_spawn(this);
940 void toss_nade(entity e, bool set_owner, vector _velocity, float _time)
945 entity _nade = e.nade;
952 Kill_Notification(NOTIF_ONE_ONLY, e, MSG_CENTER, CPID_NADES);
954 makevectors(e.v_angle);
956 // NOTE: always throw from first weapon entity?
957 W_SetupShot(e, _nade.weaponentity_fld, false, false, SND_Null, CH_WEAPON_A, 0, DEATH_NADE.m_id);
959 vector offset = (v_forward * autocvar_g_nades_throw_offset.x)
960 + (v_right * autocvar_g_nades_throw_offset.y)
961 + (v_up * autocvar_g_nades_throw_offset.z);
963 setorigin(_nade, w_shotorg + offset);
964 //setmodel(_nade, MDL_PROJECTILE_NADE);
965 //setattachment(_nade, NULL, "");
966 PROJECTILE_MAKETRIGGER(_nade);
967 if(STAT(NADES_SMALL, e))
968 setsize(_nade, '-8 -8 -8', '8 8 8');
970 setsize(_nade, '-16 -16 -16', '16 16 16');
971 set_movetype(_nade, MOVETYPE_BOUNCE);
973 tracebox(_nade.origin, _nade.mins, _nade.maxs, _nade.origin, MOVE_NOMONSTERS, _nade);
974 if (trace_startsolid)
975 setorigin(_nade, e.origin);
977 if(e.v_angle.x >= 70 && e.v_angle.x <= 110 && PHYS_INPUT_BUTTON_CROUCH(e))
978 _nade.velocity = '0 0 100';
979 else if(autocvar_g_nades_nade_newton_style == 1)
980 _nade.velocity = e.velocity + _velocity;
981 else if(autocvar_g_nades_nade_newton_style == 2)
982 _nade.velocity = _velocity;
984 _nade.velocity = W_CalculateProjectileVelocity(e, e.velocity, _velocity, true);
989 settouch(_nade, nade_touch);
990 _nade.spawnshieldtime = time + 0.1; // prevent instantly picking up again
991 SetResource(_nade, RES_HEALTH, autocvar_g_nades_nade_health);
992 _nade.max_health = GetResource(_nade, RES_HEALTH);
993 _nade.takedamage = DAMAGE_AIM;
994 _nade.event_damage = nade_damage;
995 setcefc(_nade, func_null);
996 _nade.exteriormodeltoclient = NULL;
997 _nade.traileffectnum = 0;
998 _nade.teleportable = true;
999 _nade.pushable = true;
1001 _nade.missile_flags = MIF_SPLASH | MIF_ARC;
1002 _nade.damagedbycontents = true;
1003 IL_PUSH(g_damagedbycontents, _nade);
1004 _nade.angles = vectoangles(_nade.velocity);
1005 _nade.flags = FL_PROJECTILE;
1006 IL_PUSH(g_projectiles, _nade);
1007 IL_PUSH(g_bot_dodge, _nade);
1008 _nade.projectiledeathtype = DEATH_NADE.m_id;
1009 _nade.toss_time = time;
1010 _nade.solid = SOLID_CORPSE; //((STAT(NADE_BONUS_TYPE, _nade) == NADE_TYPE_TRANSLOCATE) ? SOLID_CORPSE : SOLID_BBOX);
1012 if(STAT(NADE_BONUS_TYPE, _nade) == NADE_TYPE_TRANSLOCATE.m_id || STAT(NADE_BONUS_TYPE, _nade) == NADE_TYPE_SPAWN.m_id)
1013 _nade.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
1015 _nade.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
1021 setthink(_nade, nade_boom);
1022 _nade.nextthink = _time;
1025 e.nade_refire = time + autocvar_g_nades_nade_refire;
1026 STAT(NADE_TIMER, e) = 0;
1029 void nades_GiveBonus(entity player, float score)
1031 if (autocvar_g_nades)
1032 if (autocvar_g_nades_bonus)
1033 if (IS_REAL_CLIENT(player))
1034 if (IS_PLAYER(player) && STAT(NADE_BONUS, player) < autocvar_g_nades_bonus_max)
1035 if (!STAT(FROZEN, player))
1036 if (!IS_DEAD(player))
1038 if ( STAT(NADE_BONUS_SCORE, player) < 1 )
1039 STAT(NADE_BONUS_SCORE, player) += score/autocvar_g_nades_bonus_score_max;
1041 if ( STAT(NADE_BONUS_SCORE, player) >= 1 )
1043 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_NADE_BONUS);
1044 play2(player, SND(NADE_BONUS));
1045 STAT(NADE_BONUS, player)++;
1046 STAT(NADE_BONUS_SCORE, player) -= 1;
1051 /** Remove all bonus nades from a player */
1052 void nades_RemoveBonus(entity player)
1054 STAT(NADE_BONUS, player) = STAT(NADE_BONUS_SCORE, player) = 0;
1057 MUTATOR_HOOKFUNCTION(nades, PutClientInServer)
1059 entity player = M_ARGV(0, entity);
1061 nades_RemoveBonus(player);
1064 bool nade_customize(entity this, entity client)
1066 //if(IS_SPEC(client)) { return false; }
1067 if(client == this.exteriormodeltoclient || (IS_SPEC(client) && client.enemy == this.exteriormodeltoclient))
1069 // somewhat hide the model, but keep the glow
1071 if(this.traileffectnum)
1072 this.traileffectnum = 0;
1077 //this.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
1078 if(!this.traileffectnum)
1080 entity nade = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, this));
1081 this.traileffectnum = _particleeffectnum(Nade_TrailEffect(nade.m_projectile[false], this.team).eent_eff_name);
1089 void spawn_held_nade(entity player, entity nowner, float ntime, int ntype, string pntype)
1091 entity n = new(nade), fn = new(fake_nade);
1093 STAT(NADE_BONUS_TYPE, n) = max(1, ntype);
1094 n.pokenade_type = pntype;
1096 if(REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, n)) == NADE_TYPE_Null)
1097 STAT(NADE_BONUS_TYPE, n) = NADE_TYPE_NORMAL.m_id;
1099 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
1101 setmodel(n, MDL_PROJECTILE_NADE);
1102 //setattachment(n, player, "bip01 l hand");
1103 n.exteriormodeltoclient = player;
1104 setcefc(n, nade_customize);
1105 n.traileffectnum = _particleeffectnum(Nade_TrailEffect(REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, n)).m_projectile[false], player.team).eent_eff_name);
1106 n.colormod = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, n)).m_color;
1107 n.realowner = nowner;
1108 n.colormap = player.colormap;
1109 n.glowmod = player.glowmod;
1110 n.wait = time + max(0, ntime);
1111 n.nade_time_primed = time;
1112 setthink(n, nade_beep);
1113 n.nextthink = max(n.wait - 3, time);
1114 n.projectiledeathtype = DEATH_NADE.m_id;
1115 n.weaponentity_fld = weaponentity;
1116 n.nade_lifetime = ntime;
1117 n.alpha = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, n)).m_alpha;
1119 setmodel(fn, MDL_NADE_VIEW);
1120 //setattachment(fn, player.(weaponentity), "");
1121 fn.viewmodelforclient = player;
1122 fn.realowner = fn.owner = player;
1123 fn.colormod = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, n)).m_color;
1124 fn.colormap = player.colormap;
1125 fn.glowmod = player.glowmod;
1126 setthink(fn, SUB_Remove);
1127 fn.nextthink = n.wait;
1128 fn.weaponentity_fld = weaponentity;
1129 fn.alpha = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, n)).m_alpha;
1132 player.fake_nade = fn;
1135 void nade_prime(entity this)
1137 if(autocvar_g_nades_bonus_only && !STAT(NADE_BONUS, this))
1138 return; // only allow bonus nades
1140 // TODO: handle old nade if it exists?
1146 delete(this.fake_nade);
1147 this.fake_nade = NULL;
1150 string pntype = this.pokenade_type;
1152 if(StatusEffects_active(STATUSEFFECT_Strength, this) && autocvar_g_nades_bonus_onstrength)
1153 ntype = STAT(NADE_BONUS_TYPE, this);
1154 else if (STAT(NADE_BONUS, this) >= 1)
1156 ntype = STAT(NADE_BONUS_TYPE, this);
1157 pntype = this.pokenade_type;
1158 STAT(NADE_BONUS, this) -= 1;
1162 ntype = ((autocvar_g_nades_client_select) ? CS_CVAR(this).cvar_cl_nade_type : autocvar_g_nades_nade_type);
1163 pntype = ((autocvar_g_nades_client_select) ? CS_CVAR(this).cvar_cl_pokenade_type : autocvar_g_nades_pokenade_monster_type);
1166 spawn_held_nade(this, this, autocvar_g_nades_nade_lifetime, ntype, pntype);
1169 bool CanThrowNade(entity this)
1171 return !(this.vehicle || !autocvar_g_nades || IS_DEAD(this) || !IS_PLAYER(this) || weaponLocked(this));
1174 .bool nade_altbutton;
1176 void nades_CheckThrow(entity this)
1178 if(!CanThrowNade(this))
1181 entity held_nade = this.nade;
1184 this.nade_altbutton = true;
1185 if(time > this.nade_refire)
1188 this.nade_refire = time + autocvar_g_nades_nade_refire;
1193 this.nade_altbutton = false;
1194 if (time >= held_nade.nade_time_primed + 1) {
1195 makevectors(this.v_angle);
1196 float _force = time - held_nade.nade_time_primed;
1197 _force /= autocvar_g_nades_nade_lifetime;
1198 _force = autocvar_g_nades_nade_minforce + (_force * (autocvar_g_nades_nade_maxforce - autocvar_g_nades_nade_minforce));
1199 vector dir = (v_forward * 0.75 + v_up * 0.2 + v_right * 0.05);
1200 dir = W_CalculateSpread(dir, autocvar_g_nades_spread, autocvar_g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
1201 toss_nade(this, true, dir * _force, 0);
1206 void nades_Clear(entity player)
1209 delete(player.nade);
1210 if(player.fake_nade)
1211 delete(player.fake_nade);
1213 player.nade = player.fake_nade = NULL;
1214 STAT(NADE_TIMER, player) = 0;
1217 MUTATOR_HOOKFUNCTION(nades, VehicleEnter)
1219 entity player = M_ARGV(0, entity);
1222 toss_nade(player, true, '0 0 100', max(player.nade.wait, time + 0.05));
1225 CLASS(NadeOffhand, OffhandWeapon)
1226 METHOD(NadeOffhand, offhand_think, void(NadeOffhand this, entity player, bool key_pressed))
1228 entity held_nade = player.nade;
1230 if (!CanThrowNade(player)) return;
1231 if (!(time > player.nade_refire)) return;
1235 held_nade = player.nade;
1237 } else if (time >= held_nade.nade_time_primed + 1) {
1239 makevectors(player.v_angle);
1240 float _force = time - held_nade.nade_time_primed;
1241 _force /= autocvar_g_nades_nade_lifetime;
1242 _force = autocvar_g_nades_nade_minforce + (_force * (autocvar_g_nades_nade_maxforce - autocvar_g_nades_nade_minforce));
1243 vector dir = (v_forward * 0.7 + v_up * 0.2 + v_right * 0.1);
1244 dir = W_CalculateSpread(dir, autocvar_g_nades_spread, autocvar_g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
1245 toss_nade(player, false, dir * _force, 0);
1249 ENDCLASS(NadeOffhand)
1250 NadeOffhand OFFHAND_NADE;
1251 REGISTER_MUTATOR(nades, autocvar_g_nades)
1255 OFFHAND_NADE = NEW(NadeOffhand);
1260 MUTATOR_HOOKFUNCTION(nades, ForbidThrowCurrentWeapon, CBC_ORDER_LAST)
1262 entity player = M_ARGV(0, entity);
1264 if (player.offhand != OFFHAND_NADE || (STAT(WEAPONS, player) & WEPSET(HOOK)) || autocvar_g_nades_override_dropweapon) {
1265 nades_CheckThrow(player);
1270 #ifdef IN_REVIVING_RANGE
1271 #undef IN_REVIVING_RANGE
1274 // returns true if player is reviving it
1275 #define IN_REVIVING_RANGE(player, it, revive_extra_size) \
1276 (it != player && !IS_DEAD(it) && SAME_TEAM(it, player) \
1277 && boxesoverlap(player.absmin - revive_extra_size, player.absmax + revive_extra_size, it.absmin, it.absmax))
1279 MUTATOR_HOOKFUNCTION(nades, PlayerPreThink)
1281 entity player = M_ARGV(0, entity);
1283 if (!IS_PLAYER(player)) { return; }
1285 if (player.nade && (player.offhand != OFFHAND_NADE || (STAT(WEAPONS, player) & WEPSET(HOOK))))
1286 OFFHAND_NADE.offhand_think(OFFHAND_NADE, player, player.nade_altbutton);
1288 entity held_nade = player.nade;
1291 STAT(NADE_TIMER, player) = bound(0, (time - held_nade.nade_time_primed) / held_nade.nade_lifetime, 1);
1292 // LOG_TRACEF("%d %d", STAT(NADE_TIMER, player), time - held_nade.nade_time_primed);
1293 makevectors(player.angles);
1294 held_nade.velocity = player.velocity;
1295 setorigin(held_nade, player.origin + player.view_ofs + v_forward * 8 + v_right * -8 + v_up * 0);
1296 held_nade.angles_y = player.angles.y;
1298 if (time + 0.1 >= held_nade.wait)
1300 toss_nade(player, false, '0 0 0', time + 0.05);
1301 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_NADE_THROW);
1305 if(IS_PLAYER(player))
1307 if ( autocvar_g_nades_bonus && autocvar_g_nades )
1310 float key_count = 0;
1311 FOR_EACH_KH_KEY(key) if(key.owner == player) { ++key_count; }
1314 if(GameRules_scoring_is_vip(player))
1315 time_score = autocvar_g_nades_bonus_score_time_flagcarrier;
1317 time_score = autocvar_g_nades_bonus_score_time;
1320 time_score = autocvar_g_nades_bonus_score_time_flagcarrier * key_count; // multiply by the number of keys the player is holding
1322 if(autocvar_g_nades_bonus_client_select)
1324 STAT(NADE_BONUS_TYPE, player) = CS_CVAR(player).cvar_cl_nade_type;
1325 player.pokenade_type = CS_CVAR(player).cvar_cl_pokenade_type;
1329 STAT(NADE_BONUS_TYPE, player) = autocvar_g_nades_bonus_type;
1330 player.pokenade_type = autocvar_g_nades_pokenade_monster_type;
1333 STAT(NADE_BONUS_TYPE, player) = bound(1, STAT(NADE_BONUS_TYPE, player), Nades_COUNT);
1335 if(STAT(NADE_BONUS_SCORE, player) >= 0 && autocvar_g_nades_bonus_score_max)
1336 nades_GiveBonus(player, time_score / autocvar_g_nades_bonus_score_max);
1340 STAT(NADE_BONUS, player) = STAT(NADE_BONUS_SCORE, player) = 0;
1343 if(STAT(VEIL_ORB, player) && STAT(VEIL_ORB, player) <= time)
1345 STAT(VEIL_ORB, player) = 0;
1347 player.vehicle.alpha = player.vehicle.nade_veil_prevalpha;
1349 player.alpha = player.nade_veil_prevalpha;
1353 if (!(frametime && IS_PLAYER(player)))
1356 entity revivers_last = NULL;
1357 entity revivers_first = NULL;
1359 bool player_is_reviving = false;
1361 vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
1362 FOREACH_CLIENT(IS_PLAYER(it) && IN_REVIVING_RANGE(player, it, revive_extra_size), {
1363 // check if player is reviving anyone
1364 if (STAT(FROZEN, it) == FROZEN_TEMP_DYING)
1366 if ((STAT(FROZEN, player) == FROZEN_TEMP_DYING))
1368 if (!IN_REVIVING_RANGE(player, it, revive_extra_size))
1370 player_is_reviving = true;
1374 if (!(STAT(FROZEN, player) == FROZEN_TEMP_DYING))
1375 continue; // both player and it are NOT frozen
1377 revivers_last.chain = it;
1379 if (!revivers_first)
1380 revivers_first = it;
1384 revivers_last.chain = NULL;
1386 if (!n) // no teammate nearby
1388 // freezetag already resets revive progress
1389 if (!g_freezetag && !STAT(FROZEN, player) && !player_is_reviving)
1390 STAT(REVIVE_PROGRESS, player) = 0; // thawing nobody
1392 else if (n > 0 && STAT(FROZEN, player) == FROZEN_TEMP_DYING) // OK, there is at least one teammate reviving us
1394 STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
1395 // undo what PlayerPreThink did
1396 STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) + frametime * player.revive_speed, 1);
1397 SetResource(player, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, player) * start_health));
1399 if(STAT(REVIVE_PROGRESS, player) >= 1)
1401 Unfreeze(player, false);
1403 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_REVIVED, revivers_first.netname);
1404 Send_Notification(NOTIF_ONE, revivers_first, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
1407 for(entity it = revivers_first; it; it = it.chain)
1408 STAT(REVIVE_PROGRESS, it) = STAT(REVIVE_PROGRESS, player);
1412 MUTATOR_HOOKFUNCTION(nades, PlayerPhysics_UpdateStats)
1414 entity player = M_ARGV(0, entity);
1415 // these automatically reset, no need to worry
1417 if(STAT(ENTRAP_ORB, player) > time)
1418 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_nades_entrap_speed;
1421 MUTATOR_HOOKFUNCTION(nades, MonsterMove)
1423 entity mon = M_ARGV(0, entity);
1425 if (STAT(ENTRAP_ORB, mon) > time)
1427 M_ARGV(1, float) *= autocvar_g_nades_entrap_speed; // run speed
1428 M_ARGV(2, float) *= autocvar_g_nades_entrap_speed; // walk speed
1431 if (STAT(VEIL_ORB, mon) && STAT(VEIL_ORB, mon) <= time)
1433 mon.alpha = mon.nade_veil_prevalpha;
1434 STAT(VEIL_ORB, mon) = 0;
1438 MUTATOR_HOOKFUNCTION(nades, PlayerSpawn)
1440 entity player = M_ARGV(0, entity);
1442 if(autocvar_g_nades_spawn)
1443 player.nade_refire = time + autocvar_g_spawnshieldtime;
1445 player.nade_refire = time + autocvar_g_nades_nade_refire;
1447 if(autocvar_g_nades_bonus_client_select)
1448 STAT(NADE_BONUS_TYPE, player) = CS_CVAR(player).cvar_cl_nade_type;
1450 STAT(NADE_TIMER, player) = 0;
1452 if (!player.offhand) player.offhand = OFFHAND_NADE;
1454 if(player.nade_spawnloc)
1456 setorigin(player, player.nade_spawnloc.origin);
1457 player.nade_spawnloc.cnt -= 1;
1459 if(player.nade_spawnloc.cnt <= 0)
1461 delete(player.nade_spawnloc);
1462 player.nade_spawnloc = NULL;
1467 MUTATOR_HOOKFUNCTION(nades, PlayerDies, CBC_ORDER_LAST)
1469 entity frag_attacker = M_ARGV(1, entity);
1470 entity frag_target = M_ARGV(2, entity);
1472 if(frag_target.nade)
1473 if(!STAT(FROZEN, frag_target) || !autocvar_g_freezetag_revive_nade)
1474 toss_nade(frag_target, true, '0 0 100', max(frag_target.nade.wait, time + 0.05));
1476 if(IS_PLAYER(frag_attacker))
1478 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)
1479 : autocvar_g_nades_bonus_score_minor);
1480 if (SAME_TEAM(frag_attacker, frag_target) || frag_attacker == frag_target)
1481 nades_RemoveBonus(frag_attacker);
1482 else if(GameRules_scoring_is_vip(frag_target))
1483 nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_medium);
1484 else if(autocvar_g_nades_bonus_score_spree && CS(frag_attacker).killcount > 1)
1486 #define SPREE_ITEM(counta,countb,center,normal,gentle) \
1487 case counta: { nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_spree); break; }
1488 switch(CS(frag_attacker).killcount)
1491 default: nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_minor); break;
1496 nades_GiveBonus(frag_attacker, killcount_bonus);
1499 nades_RemoveBonus(frag_target);
1502 MUTATOR_HOOKFUNCTION(nades, Damage_Calculate)
1504 entity frag_inflictor = M_ARGV(0, entity);
1505 entity frag_attacker = M_ARGV(1, entity);
1506 entity frag_target = M_ARGV(2, entity);
1507 float frag_deathtype = M_ARGV(3, float);
1509 if(autocvar_g_freezetag_revive_nade && STAT(FROZEN, frag_target) && frag_attacker == frag_target && frag_deathtype == DEATH_NADE.m_id)
1510 if(time - frag_inflictor.toss_time <= 0.1)
1512 Unfreeze(frag_target, false);
1513 SetResource(frag_target, RES_HEALTH, autocvar_g_freezetag_revive_nade_health);
1514 Send_Effect(EFFECT_ICEORGLASS, frag_target.origin, '0 0 0', 3);
1515 M_ARGV(4, float) = 0;
1516 M_ARGV(6, vector) = '0 0 0';
1517 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED_NADE, frag_target.netname);
1518 Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_REVIVE_SELF);
1522 MUTATOR_HOOKFUNCTION(nades, MonsterDies)
1524 entity frag_target = M_ARGV(0, entity);
1525 entity frag_attacker = M_ARGV(1, entity);
1527 if(IS_PLAYER(frag_attacker))
1528 if(DIFF_TEAM(frag_attacker, frag_target))
1529 if(!(frag_target.spawnflags & MONSTERFLAG_SPAWNED))
1530 nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_minor);
1533 MUTATOR_HOOKFUNCTION(nades, DropSpecialItems)
1535 entity frag_target = M_ARGV(0, entity);
1537 if(frag_target.nade)
1538 toss_nade(frag_target, true, '0 0 0', time + 0.05);
1541 void nades_RemovePlayer(entity this)
1544 nades_RemoveBonus(this);
1547 MUTATOR_HOOKFUNCTION(nades, MakePlayerObserver) { entity player = M_ARGV(0, entity); nades_RemovePlayer(player); }
1548 MUTATOR_HOOKFUNCTION(nades, ClientDisconnect) { entity player = M_ARGV(0, entity); nades_RemovePlayer(player); }
1549 MUTATOR_HOOKFUNCTION(nades, reset_map_global)
1551 FOREACH_CLIENT(IS_PLAYER(it),
1553 nades_RemovePlayer(it);
1557 MUTATOR_HOOKFUNCTION(nades, SpectateCopy)
1559 entity spectatee = M_ARGV(0, entity);
1560 entity client = M_ARGV(1, entity);
1562 STAT(NADE_TIMER, client) = STAT(NADE_TIMER, spectatee);
1563 STAT(NADE_BONUS_TYPE, client) = STAT(NADE_BONUS_TYPE, spectatee);
1564 client.pokenade_type = spectatee.pokenade_type;
1565 STAT(NADE_BONUS, client) = STAT(NADE_BONUS, spectatee);
1566 STAT(NADE_BONUS_SCORE, client) = STAT(NADE_BONUS_SCORE, spectatee);
1567 STAT(HEALING_ORB, client) = STAT(HEALING_ORB, spectatee);
1568 STAT(HEALING_ORB_ALPHA, client) = STAT(HEALING_ORB_ALPHA, spectatee);
1569 STAT(ENTRAP_ORB, client) = STAT(ENTRAP_ORB, spectatee);
1570 STAT(ENTRAP_ORB_ALPHA, client) = STAT(ENTRAP_ORB_ALPHA, spectatee);
1571 STAT(VEIL_ORB, client) = STAT(VEIL_ORB, spectatee);
1572 STAT(VEIL_ORB_ALPHA, client) = STAT(VEIL_ORB_ALPHA, spectatee);
1575 MUTATOR_HOOKFUNCTION(nades, BuildMutatorsString)
1577 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":Nades");