#ifndef NADES_H #define NADES_H #include "teams.qh" .float healer_lifetime; .float healer_radius; // use slots 70-100 const int PROJECTILE_NADE = 71; const int PROJECTILE_NADE_BURN = 72; const int PROJECTILE_NADE_NAPALM = 73; const int PROJECTILE_NADE_NAPALM_BURN = 74; const int PROJECTILE_NAPALM_FOUNTAIN = 75; const int PROJECTILE_NADE_ICE = 76; const int PROJECTILE_NADE_ICE_BURN = 77; const int PROJECTILE_NADE_TRANSLOCATE = 78; const int PROJECTILE_NADE_SPAWN = 79; const int PROJECTILE_NADE_HEAL = 80; const int PROJECTILE_NADE_HEAL_BURN = 81; const int PROJECTILE_NADE_MONSTER = 82; const int PROJECTILE_NADE_MONSTER_BURN = 83; void RegisterNades(); const int NADES_MAX = 8; entity NADES[NADES_MAX], NADES_first, NADES_last; int NADES_COUNT; #define REGISTER_NADE(id) REGISTER(RegisterNades, NADE_TYPE, NADES, NADES_COUNT, id, m_id, NEW(Nade)) REGISTER_REGISTRY(RegisterNades) CLASS(Nade, Object) ATTRIB(Nade, m_id, int, 0) ATTRIB(Nade, m_color, vector, '0 0 0') ATTRIB(Nade, m_name, string, _("Grenade")) ATTRIB(Nade, m_icon, string, "nade_normal") ATTRIBARRAY(Nade, m_projectile, int, 2) ATTRIBARRAY(Nade, m_trail, entity, 2) METHOD(Nade, display, void(entity this, void(string name, string icon) returns)) { returns(this.m_name, sprintf("/gfx/hud/%s/%s", cvar_string("menu_skin"), this.m_icon)); } ENDCLASS(Nade) REGISTER_NADE(Null); #define NADE_PROJECTILE(i, projectile, trail) do { \ this.m_projectile[i] = projectile; \ this.m_trail[i] = trail; \ } while (0) REGISTER_NADE(NORMAL) { this.m_color = '1 1 1'; NADE_PROJECTILE(0, PROJECTILE_NADE, EFFECT_Null); NADE_PROJECTILE(1, PROJECTILE_NADE_BURN, EFFECT_Null); } REGISTER_NADE(NAPALM) { this.m_color = '2 0.5 0'; this.m_name = _("Napalm grenade"); this.m_icon = "nade_napalm"; NADE_PROJECTILE(0, PROJECTILE_NADE_NAPALM, EFFECT_TR_ROCKET); NADE_PROJECTILE(1, PROJECTILE_NADE_NAPALM_BURN, EFFECT_SPIDERBOT_ROCKET_TRAIL); } REGISTER_NADE(ICE) { this.m_color = '0 0.5 2'; this.m_name = _("Ice grenade"); this.m_icon = "nade_ice"; NADE_PROJECTILE(0, PROJECTILE_NADE_ICE, EFFECT_TR_NEXUIZPLASMA); NADE_PROJECTILE(1, PROJECTILE_NADE_ICE_BURN, EFFECT_RACER_ROCKET_TRAIL); } REGISTER_NADE(TRANSLOCATE) { this.m_color = '1 0 1'; this.m_name = _("Translocate grenade"); this.m_icon = "nade_translocate"; NADE_PROJECTILE(0, PROJECTILE_NADE_TRANSLOCATE, EFFECT_TR_CRYLINKPLASMA); NADE_PROJECTILE(1, PROJECTILE_NADE_TRANSLOCATE, EFFECT_TR_CRYLINKPLASMA); } REGISTER_NADE(SPAWN) { this.m_color = '1 0.9 0'; this.m_name = _("Spawn grenade"); this.m_icon = "nade_spawn"; NADE_PROJECTILE(0, PROJECTILE_NADE_SPAWN, EFFECT_NADE_TRAIL_YELLOW); NADE_PROJECTILE(1, PROJECTILE_NADE_SPAWN, EFFECT_NADE_TRAIL_YELLOW); } REGISTER_NADE(HEAL) { this.m_color = '1 0 0'; this.m_name = _("Heal grenade"); this.m_icon = "nade_heal"; NADE_PROJECTILE(0, PROJECTILE_NADE_HEAL, EFFECT_NADE_TRAIL_RED); NADE_PROJECTILE(1, PROJECTILE_NADE_HEAL_BURN, EFFECT_NADE_TRAIL_BURN_RED); } REGISTER_NADE(MONSTER) { this.m_color = '0.25 0.75 0'; this.m_name = _("Monster grenade"); this.m_icon = "nade_monster"; NADE_PROJECTILE(0, PROJECTILE_NADE_MONSTER, EFFECT_NADE_TRAIL_RED); NADE_PROJECTILE(1, PROJECTILE_NADE_MONSTER_BURN, EFFECT_NADE_TRAIL_BURN_RED); } entity Nade_FromProjectile(float proj) { FOREACH(NADES, true, LAMBDA( for (int j = 0; j < 2; j++) { if (it.m_projectile[j] == proj) return it; } )); return NADE_TYPE_Null; } entity Nade_TrailEffect(int proj, int nade_team) { switch (proj) { case PROJECTILE_NADE: return EFFECT_NADE_TRAIL(nade_team); case PROJECTILE_NADE_BURN: return EFFECT_NADE_TRAIL_BURN(nade_team); } FOREACH(NADES, true, LAMBDA( for (int j = 0; j < 2; j++) { if (it.m_projectile[j] == proj) { string trail = it.m_trail[j].eent_eff_name; if (trail) return it.m_trail[j]; break; } } )); return EFFECT_Null; } #ifdef SVQC float healer_send(entity to, int sf); #endif #endif