5 void nade_timer_think()
7 self.skin = 8 - (self.owner.wait - time) / (autocvar_g_nades_nade_lifetime / 10);
9 if(!self.owner || wasfreed(self.owner))
14 void nade_burn_spawn(entity _nade)
18 switch(_nade.realowner.team)
20 case NUM_TEAM_1: p = PROJECTILE_NADE_RED_BURN; break;
21 case NUM_TEAM_2: p = PROJECTILE_NADE_BLUE_BURN; break;
22 case NUM_TEAM_3: p = PROJECTILE_NADE_YELLOW_BURN; break;
23 case NUM_TEAM_4: p = PROJECTILE_NADE_PINK_BURN; break;
24 default: p = PROJECTILE_NADE_BURN; break;
27 CSQCProjectile(_nade, TRUE, p, TRUE);
30 void nade_spawn(entity _nade)
33 entity timer = spawn();
34 setmodel(timer, "models/ok_nade_counter/ok_nade_counter.md3");
35 setattachment(timer, _nade, "");
36 timer.classname = "nade_timer";
37 timer.colormap = _nade.colormap;
38 timer.glowmod = _nade.glowmod;
39 timer.think = nade_timer_think;
40 timer.nextthink = time;
41 timer.wait = _nade.wait;
45 switch(_nade.realowner.team)
47 case NUM_TEAM_1: p = PROJECTILE_NADE_RED; break;
48 case NUM_TEAM_2: p = PROJECTILE_NADE_BLUE; break;
49 case NUM_TEAM_3: p = PROJECTILE_NADE_YELLOW; break;
50 case NUM_TEAM_4: p = PROJECTILE_NADE_PINK; break;
51 default: p = PROJECTILE_NADE; break;
54 CSQCProjectile(_nade, TRUE, p, TRUE);
58 void nade_boom() // TODO: DamageInfo
62 switch(self.realowner.team)
64 case NUM_TEAM_1: expef = "nade_red_explode"; break;
65 case NUM_TEAM_2: expef = "nade_blue_explode"; break;
66 case NUM_TEAM_3: expef = "nade_yellow_explode"; break;
67 case NUM_TEAM_4: expef = "nade_pink_explode"; break;
68 default: expef = "nade_explode"; break;
71 sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTN_NORM);
72 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
73 pointparticles(particleeffectnum(expef), self.origin + '0 0 1', '0 0 0', 1);
75 self.takedamage = DAMAGE_NO;
76 RadiusDamage(self, self.realowner, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
77 autocvar_g_nades_nade_radius, self, autocvar_g_nades_nade_force, self.projectiledeathtype, self.enemy);
85 //setsize(self, '-2 -2 -2', '2 2 2');
86 //UpdateCSQCProjectile(self);
87 if(self.health == autocvar_g_nades_nade_health)
89 spamsound(self, CH_SHOTS, strcat("weapons/grenade_bounce", ftos(1 + rint(random() * 5)), ".wav"), VOL_BASE, ATTN_NORM);
99 sound(self, CH_SHOTS_SINGLE, "overkill/grenadebip.ogg", VOL_BASE, 0.5 *(ATTN_LARGE + ATTN_MAX));
100 self.think = nade_boom;
101 self.nextthink = max(self.wait, time);
104 void nade_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
106 if(DEATH_ISWEAPON(deathtype, WEP_LASER))
109 if(DEATH_ISWEAPON(deathtype, WEP_NEX) || DEATH_ISWEAPON(deathtype, WEP_MINSTANEX))
112 damage = autocvar_g_nades_nade_health * 0.55;
115 if(DEATH_ISWEAPON(deathtype, WEP_UZI))
116 damage = autocvar_g_nades_nade_health * 0.1;
118 if(DEATH_ISWEAPON(deathtype, WEP_SHOTGUN) && !(deathtype & HITTYPE_SECONDARY))
119 damage = autocvar_g_nades_nade_health * 1.1;
121 if(DEATH_ISWEAPON(deathtype, WEP_SHOTGUN) && (deathtype & HITTYPE_SECONDARY))
123 damage = autocvar_g_nades_nade_health * 0.1;
127 self.velocity += force;
132 if(self.health == autocvar_g_nades_nade_health)
134 sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, 0.5 *(ATTN_LARGE + ATTN_MAX));
135 self.nextthink = max(time + autocvar_g_nades_nade_lifetime, time);
136 self.think = nade_beep;
139 self.health -= damage;
140 self.realowner = attacker;
143 W_PrepareExplosionByDamage(attacker, nade_boom);
145 nade_burn_spawn(self);
148 void toss_nade(entity e, vector _velocity, float _time)
150 entity _nade = e.nade;
156 makevectors(e.v_angle);
158 W_SetupShot(e, FALSE, FALSE, "", CH_WEAPON_A, 0);
160 Kill_Notification(NOTIF_ONE_ONLY, e, MSG_CENTER_CPID, CPID_NADES);
162 //setorigin(_nade, CENTER_OR_VIEWOFS(e) + (v_right * 10) * -1);
163 setorigin(_nade, w_shotorg + (v_right * 10) * -1);
164 setmodel(_nade, "models/weapons/v_ok_grenade.md3");
165 setattachment(_nade, world, "");
166 PROJECTILE_MAKETRIGGER(_nade);
167 setsize(_nade, '-16 -16 -16', '16 16 16');
168 _nade.movetype = MOVETYPE_BOUNCE;
170 tracebox(_nade.origin, _nade.mins, _nade.maxs, _nade.origin, FALSE, _nade);
171 if (trace_startsolid)
172 setorigin(_nade, e.origin);
175 _nade.velocity = '0 0 -10';
176 else if(autocvar_g_nades_nade_newton_style == 1)
177 _nade.velocity = e.velocity + _velocity;
178 else if(autocvar_g_nades_nade_newton_style == 2)
179 _nade.velocity = _velocity;
181 _nade.velocity = W_CalculateProjectileVelocity(e.velocity, _velocity, TRUE);
183 //_nade.solid = SOLID_BBOX; // TODO: remember why this was needed
184 _nade.touch = nade_touch;
185 _nade.health = autocvar_g_nades_nade_health;
186 _nade.takedamage = DAMAGE_AIM;
187 _nade.event_damage = nade_damage;
188 _nade.teleportable = TRUE;
189 _nade.pushable = TRUE;
191 _nade.missile_flags = MIF_SPLASH | MIF_ARC;
192 _nade.damagedbycontents = TRUE;
193 _nade.angles = vectoangles(_nade.velocity);
194 _nade.flags = FL_PROJECTILE;
200 _nade.think = nade_boom;
201 _nade.nextthink = _time;
204 e.nade_refire = time + autocvar_g_nades_nade_refire;
213 remove(self.fake_nade);
216 setmodel(self.nade, "null");
217 setattachment(self.nade, self, "bip01 l hand");
218 self.nade.classname = "nade";
219 self.nade.realowner = self;
220 self.nade.colormap = self.colormap;
221 self.nade.glowmod = self.glowmod;
222 self.nade.wait = time + autocvar_g_nades_nade_lifetime;
223 self.nade.lifetime = time;
224 self.nade.think = nade_beep;
225 self.nade.nextthink = max(self.nade.wait - 3, time);
226 self.nade.projectiledeathtype = DEATH_NADE;
228 self.fake_nade = spawn();
229 setmodel(self.fake_nade, "models/weapons/h_ok_grenade.iqm");
230 setattachment(self.fake_nade, self.weaponentity, "");
231 self.fake_nade.classname = "fake_nade";
232 //self.fake_nade.viewmodelforclient = self;
233 self.fake_nade.realowner = self.fake_nade.owner = self;
234 self.fake_nade.colormap = self.colormap;
235 self.fake_nade.glowmod = self.glowmod;
236 self.fake_nade.think = SUB_Remove;
237 self.fake_nade.nextthink = self.nade.wait;
248 if(self.deadflag != DEAD_NO)
251 if not(autocvar_g_nades)
252 return FALSE; // allow turning them off mid match
254 if(forbidWeaponUse())
257 if not(IS_PLAYER(self))
263 MUTATOR_HOOKFUNCTION(nades_ForbidThrowing)
265 if(!g_weaponarena || !g_minstagib)
266 return FALSE; // TODO: fix this to support all modes that don't disable weapon dropping
273 if(self.nade_refire < time)
275 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_NADE_THROW);
277 self.nade_refire = time + autocvar_g_nades_nade_refire;
282 if(time - self.nade.lifetime >= 1)
284 makevectors(self.v_angle);
285 float _force = time - self.nade.lifetime;
286 _force /= autocvar_g_nades_nade_lifetime;
287 _force = autocvar_g_nades_nade_minforce + (_force * (autocvar_g_nades_nade_maxforce - autocvar_g_nades_nade_minforce));
288 toss_nade(self, (v_forward * 0.75 + v_up * 0.2 + v_right * 0.05) * _force, 0);
295 MUTATOR_HOOKFUNCTION(nades_VehicleEnter)
298 toss_nade(other, '0 0 100', max(other.nade.wait, time + 0.05));
303 MUTATOR_HOOKFUNCTION(nades_PlayerPreThink)
305 float key_pressed = ((g_grappling_hook || client_hasweapon(self, WEP_HOOK, FALSE, FALSE) || WEPSET_CONTAINS_AW(weaponsInMap, WEP_HOOK)) ? self.button16 : self.BUTTON_HOOK);
308 if(self.nade.wait - 0.1 <= time)
309 toss_nade(self, '0 0 0', time + 0.05);
312 if(self.nade_refire < time)
319 else if(time - self.nade.lifetime >= 1)
323 makevectors(self.v_angle);
324 float _force = time - self.nade.lifetime;
325 _force /= autocvar_g_nades_nade_lifetime;
326 _force = autocvar_g_nades_nade_minforce + (_force * (autocvar_g_nades_nade_maxforce - autocvar_g_nades_nade_minforce));
327 toss_nade(self, (v_forward * 0.7 + v_up * 0.2 + v_right * 0.1) * _force, 0);
335 MUTATOR_HOOKFUNCTION(nades_PlayerSpawn)
337 if(autocvar_g_nades_spawn)
338 self.nade_refire = time + autocvar_g_spawnshieldtime;
340 self.nade_refire = time + autocvar_g_nades_nade_refire;
345 MUTATOR_HOOKFUNCTION(nades_PlayerDies)
348 toss_nade(self, '0 0 100', max(self.nade.wait, time + 0.05));
353 MUTATOR_HOOKFUNCTION(nades_RemovePlayer)
359 remove(self.fake_nade);
364 MUTATOR_HOOKFUNCTION(nades_BuildMutatorsString)
366 ret_string = strcat(ret_string, ":Nades");
370 MUTATOR_HOOKFUNCTION(nades_BuildMutatorsPrettyString)
372 ret_string = strcat(ret_string, ", Nades");
376 MUTATOR_DEFINITION(mutator_nades)
378 MUTATOR_HOOK(ForbidThrowCurrentWeapon, nades_ForbidThrowing, CBC_ORDER_ANY);
379 MUTATOR_HOOK(VehicleEnter, nades_VehicleEnter, CBC_ORDER_ANY);
380 MUTATOR_HOOK(PlayerPreThink, nades_PlayerPreThink, CBC_ORDER_ANY);
381 MUTATOR_HOOK(PlayerSpawn, nades_PlayerSpawn, CBC_ORDER_ANY);
382 MUTATOR_HOOK(PlayerDies, nades_PlayerDies, CBC_ORDER_ANY);
383 MUTATOR_HOOK(MakePlayerObserver, nades_RemovePlayer, CBC_ORDER_ANY);
384 MUTATOR_HOOK(ClientDisconnect, nades_RemovePlayer, CBC_ORDER_ANY);
385 MUTATOR_HOOK(BuildMutatorsString, nades_BuildMutatorsString, CBC_ORDER_ANY);
386 MUTATOR_HOOK(BuildMutatorsPrettyString, nades_BuildMutatorsPrettyString, CBC_ORDER_ANY);
390 precache_model("models/ok_nade_counter/ok_nade_counter.md3");
392 precache_model("models/weapons/h_ok_grenade.iqm");
393 precache_model("models/weapons/v_ok_grenade.md3");
394 precache_sound("weapons/rocket_impact.wav");
395 precache_sound("weapons/grenade_bounce1.wav");
396 precache_sound("weapons/grenade_bounce2.wav");
397 precache_sound("weapons/grenade_bounce3.wav");
398 precache_sound("weapons/grenade_bounce4.wav");
399 precache_sound("weapons/grenade_bounce5.wav");
400 precache_sound("weapons/grenade_bounce6.wav");
401 precache_sound("overkill/grenadebip.ogg");