#ifndef NADES_H #define NADES_H #include "oo.qh" #include "registry.qh" #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]; int NADES_COUNT; #define REGISTER_NADE(id) REGISTER(RegisterNades, NADE_TYPE, NADES, NADES_COUNT, id, Nade, m_id) REGISTER_REGISTRY(RegisterNades) CLASS(Nade, Object) ATTRIB(Nade, m_id, int, 0) ATTRIB(Nade, m_color, vector, '0 0 0') ATTRIB(Nade, m_icon, string, "nade_normal") ATTRIBARRAY(Nade, m_projectile, int, 2) ATTRIBARRAY(Nade, m_trail, string, 2) 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, string_null); NADE_PROJECTILE(1, PROJECTILE_NADE_BURN, string_null); } REGISTER_NADE(NAPALM) { this.m_color = '2 0.5 0'; this.m_icon = "nade_napalm"; NADE_PROJECTILE(0, PROJECTILE_NADE_NAPALM, "TR_ROCKET"); NADE_PROJECTILE(1, PROJECTILE_NADE_NAPALM_BURN, "spiderbot_rocket_thrust"); } REGISTER_NADE(ICE) { this.m_color = '0 0.5 2'; this.m_icon = "nade_ice"; NADE_PROJECTILE(0, PROJECTILE_NADE_ICE, "TR_NEXUIZPLASMA"); NADE_PROJECTILE(1, PROJECTILE_NADE_ICE_BURN, "wakizashi_rocket_thrust"); } REGISTER_NADE(TRANSLOCATE) { this.m_color = '1 0 1'; this.m_icon = "nade_translocate"; NADE_PROJECTILE(0, PROJECTILE_NADE_TRANSLOCATE, "TR_CRYLINKPLASMA"); NADE_PROJECTILE(1, PROJECTILE_NADE_TRANSLOCATE, "TR_CRYLINKPLASMA"); } REGISTER_NADE(SPAWN) { this.m_color = '1 0.9 0'; this.m_icon = "nade_spawn"; NADE_PROJECTILE(0, PROJECTILE_NADE_SPAWN, "nade_yellow"); NADE_PROJECTILE(1, PROJECTILE_NADE_SPAWN, "nade_yellow"); } REGISTER_NADE(HEAL) { this.m_color = '1 0 0'; this.m_icon = "nade_heal"; NADE_PROJECTILE(0, PROJECTILE_NADE_HEAL, "nade_red"); NADE_PROJECTILE(1, PROJECTILE_NADE_HEAL_BURN, "nade_red_burn"); } REGISTER_NADE(MONSTER) { this.m_color = '0.25 0.75 0'; this.m_icon = "nade_monster"; NADE_PROJECTILE(0, PROJECTILE_NADE_MONSTER, "nade_red"); NADE_PROJECTILE(1, PROJECTILE_NADE_MONSTER_BURN, "nade_red_burn"); } entity Nade_FromProjectile(float proj) { for (int i = 0; i < NADES_COUNT; i++) { entity nade = NADES[i]; for (int j = 0; j < 2; j++) { if (nade.m_projectile[j] == proj) return nade; } } return NADE_TYPE_NULL; } string Nade_TrailEffect(float proj, float nade_team) { for (int i = 0; i < NADES_COUNT; i++) { entity nade = NADES[i]; for (int j = 0; j < 2; j++) { if (nade.m_projectile[j] == proj) { string trail = nade.m_trail[j]; if (trail) return trail; break; } } } switch (proj) { case PROJECTILE_NADE: return strcat("nade_", Static_Team_ColorName_Lower(nade_team)); case PROJECTILE_NADE_BURN: return strcat("nade_", Static_Team_ColorName_Lower(nade_team), "_burn"); } return ""; } #ifdef SVQC float healer_send(entity to, int sf); #endif #ifdef CSQC // misc functions void ent_healer(); #endif // CSQC #endif