void nade_burn_spawn(entity _nade)
{
- CSQCProjectile(_nade, true, Nades_from(_nade.nade_type).m_projectile[true], true);
+ CSQCProjectile(_nade, true, Nades_from(STAT(NADE_BONUS_TYPE, _nade)).m_projectile[true], true);
}
void nade_spawn(entity _nade)
_nade.effects |= EF_LOWPRECISION;
- CSQCProjectile(_nade, true, Nades_from(_nade.nade_type).m_projectile[false], true);
+ CSQCProjectile(_nade, true, Nades_from(STAT(NADE_BONUS_TYPE, _nade)).m_projectile[false], true);
}
void napalm_damage(entity this, float dist, float damage, float edgedamage, float burntime)
if ( IS_REAL_CLIENT(toucher) || IS_VEHICLE(toucher) )
{
entity show_red = (IS_VEHICLE(toucher)) ? toucher.owner : toucher;
- show_red.stat_healing_orb = time+0.1;
- show_red.stat_healing_orb_alpha = 0.75 * (this.ltime - time) / this.orb_lifetime;
+ STAT(HEALING_ORB, show_red) = time+0.1;
+ STAT(HEALING_ORB_ALPHA, show_red) = 0.75 * (this.ltime - time) / this.orb_lifetime;
}
}
entity expef = NULL;
bool nade_blast = true;
- switch ( Nades_from(this.nade_type) )
+ switch ( Nades_from(STAT(NADE_BONUS_TYPE, this)) )
{
case NADE_TYPE_NAPALM:
nade_blast = autocvar_g_nades_napalm_blast;
}
if(this.takedamage)
- switch ( Nades_from(this.nade_type) )
+ switch ( Nades_from(STAT(NADE_BONUS_TYPE, this)) )
{
case NADE_TYPE_NAPALM: nade_napalm_boom(this); break;
case NADE_TYPE_ICE: nade_ice_boom(this); break;
void spawn_held_nade(entity player, entity nowner, float ntime, int ntype, string pntype);
void nade_pickup(entity this, entity thenade)
{
- spawn_held_nade(this, thenade.realowner, autocvar_g_nades_pickup_time, thenade.nade_type, thenade.pokenade_type);
+ spawn_held_nade(this, thenade.realowner, autocvar_g_nades_pickup_time, STAT(NADE_BONUS_TYPE, thenade), thenade.pokenade_type);
// set refire so player can't even
this.nade_refire = time + autocvar_g_nades_nade_refire;
- this.nade_timer = 0;
+ STAT(NADE_TIMER, this) = 0;
if(this.nade)
this.nade.nade_time_primed = thenade.nade_time_primed;
return;
}
- if(this.nade_type == NADE_TYPE_TRANSLOCATE.m_id || this.nade_type == NADE_TYPE_SPAWN.m_id)
+ if(STAT(NADE_BONUS_TYPE, this) == NADE_TYPE_TRANSLOCATE.m_id || STAT(NADE_BONUS_TYPE, this) == NADE_TYPE_SPAWN.m_id)
return;
if (MUTATOR_CALLHOOK(Nade_Damage, this, DEATH_WEAPONOF(deathtype), force, damage)) {}
SetResourceAmount(this, RESOURCE_HEALTH, hp);
- if ( this.nade_type != NADE_TYPE_HEAL.m_id || IS_PLAYER(attacker) )
+ if ( STAT(NADE_BONUS_TYPE, this) != NADE_TYPE_HEAL.m_id || IS_PLAYER(attacker) )
this.realowner = attacker;
if(hp <= 0)
IL_PUSH(g_bot_dodge, _nade);
_nade.projectiledeathtype = DEATH_NADE.m_id;
_nade.toss_time = time;
- _nade.solid = SOLID_CORPSE; //((_nade.nade_type == NADE_TYPE_TRANSLOCATE) ? SOLID_CORPSE : SOLID_BBOX);
+ _nade.solid = SOLID_CORPSE; //((STAT(NADE_BONUS_TYPE, _nade) == NADE_TYPE_TRANSLOCATE) ? SOLID_CORPSE : SOLID_BBOX);
- if(_nade.nade_type == NADE_TYPE_TRANSLOCATE.m_id || _nade.nade_type == NADE_TYPE_SPAWN.m_id)
+ if(STAT(NADE_BONUS_TYPE, _nade) == NADE_TYPE_TRANSLOCATE.m_id || STAT(NADE_BONUS_TYPE, _nade) == NADE_TYPE_SPAWN.m_id)
_nade.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
else
_nade.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
}
e.nade_refire = time + autocvar_g_nades_nade_refire;
- e.nade_timer = 0;
+ STAT(NADE_TIMER, e) = 0;
}
void nades_GiveBonus(entity player, float score)
if (autocvar_g_nades)
if (autocvar_g_nades_bonus)
if (IS_REAL_CLIENT(player))
- if (IS_PLAYER(player) && player.bonus_nades < autocvar_g_nades_bonus_max)
+ if (IS_PLAYER(player) && STAT(NADE_BONUS, player) < autocvar_g_nades_bonus_max)
if (STAT(FROZEN, player) == 0)
if (!IS_DEAD(player))
{
- if ( player.bonus_nade_score < 1 )
- player.bonus_nade_score += score/autocvar_g_nades_bonus_score_max;
+ if ( STAT(NADE_BONUS_SCORE, player) < 1 )
+ STAT(NADE_BONUS_SCORE, player) += score/autocvar_g_nades_bonus_score_max;
- if ( player.bonus_nade_score >= 1 )
+ if ( STAT(NADE_BONUS_SCORE, player) >= 1 )
{
Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_NADE_BONUS);
play2(player, SND(KH_ALARM));
- player.bonus_nades++;
- player.bonus_nade_score -= 1;
+ STAT(NADE_BONUS, player)++;
+ STAT(NADE_BONUS_SCORE, player) -= 1;
}
}
}
/** Remove all bonus nades from a player */
void nades_RemoveBonus(entity player)
{
- player.bonus_nades = player.bonus_nade_score = 0;
+ STAT(NADE_BONUS, player) = STAT(NADE_BONUS_SCORE, player) = 0;
}
MUTATOR_HOOKFUNCTION(nades, PutClientInServer)
{
//this.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
if(!this.traileffectnum)
- this.traileffectnum = _particleeffectnum(Nade_TrailEffect(Nades_from(this.nade_type).m_projectile[false], this.team).eent_eff_name);
+ this.traileffectnum = _particleeffectnum(Nade_TrailEffect(Nades_from(STAT(NADE_BONUS_TYPE, this)).m_projectile[false], this.team).eent_eff_name);
this.alpha = 1;
}
{
entity n = new(nade), fn = new(fake_nade);
- n.nade_type = max(1, ntype);
+ STAT(NADE_BONUS_TYPE, n) = max(1, ntype);
n.pokenade_type = pntype;
- if(Nades_from(n.nade_type) == NADE_TYPE_Null)
- n.nade_type = NADE_TYPE_NORMAL.m_id;
+ if(Nades_from(STAT(NADE_BONUS_TYPE, n)) == NADE_TYPE_Null)
+ STAT(NADE_BONUS_TYPE, n) = NADE_TYPE_NORMAL.m_id;
.entity weaponentity = weaponentities[0]; // TODO: unhardcode
//setattachment(n, player, "bip01 l hand");
n.exteriormodeltoclient = player;
setcefc(n, nade_customize);
- n.traileffectnum = _particleeffectnum(Nade_TrailEffect(Nades_from(n.nade_type).m_projectile[false], player.team).eent_eff_name);
- n.colormod = Nades_from(n.nade_type).m_color;
+ n.traileffectnum = _particleeffectnum(Nade_TrailEffect(Nades_from(STAT(NADE_BONUS_TYPE, n)).m_projectile[false], player.team).eent_eff_name);
+ n.colormod = Nades_from(STAT(NADE_BONUS_TYPE, n)).m_color;
n.realowner = nowner;
n.colormap = player.colormap;
n.glowmod = player.glowmod;
setmodel(fn, MDL_NADE_VIEW);
setattachment(fn, player.(weaponentity), "");
fn.realowner = fn.owner = player;
- fn.colormod = Nades_from(n.nade_type).m_color;
+ fn.colormod = Nades_from(STAT(NADE_BONUS_TYPE, n)).m_color;
fn.colormap = player.colormap;
fn.glowmod = player.glowmod;
setthink(fn, SUB_Remove);
void nade_prime(entity this)
{
if(autocvar_g_nades_bonus_only)
- if(!this.bonus_nades)
+ if(!STAT(NADE_BONUS, this))
return; // only allow bonus nades
if(this.nade)
int ntype;
string pntype = this.pokenade_type;
- if(this.items & ITEM_Strength.m_itemid && autocvar_g_nades_bonus_onstrength)
- ntype = this.nade_type;
- else if (this.bonus_nades >= 1)
+ if((this.items & ITEM_Strength.m_itemid) && autocvar_g_nades_bonus_onstrength)
+ ntype = STAT(NADE_BONUS_TYPE, this);
+ else if (STAT(NADE_BONUS, this) >= 1)
{
- ntype = this.nade_type;
+ ntype = STAT(NADE_BONUS_TYPE, this);
pntype = this.pokenade_type;
- this.bonus_nades -= 1;
+ STAT(NADE_BONUS, this) -= 1;
}
else
{
delete(player.fake_nade);
player.nade = player.fake_nade = NULL;
- player.nade_timer = 0;
+ STAT(NADE_TIMER, player) = 0;
}
MUTATOR_HOOKFUNCTION(nades, VehicleEnter)
entity held_nade = player.nade;
if (held_nade)
{
- player.nade_timer = bound(0, (time - held_nade.nade_time_primed) / held_nade.nade_lifetime, 1);
- // LOG_TRACEF("%d %d", player.nade_timer, time - held_nade.nade_time_primed);
+ STAT(NADE_TIMER, player) = bound(0, (time - held_nade.nade_time_primed) / held_nade.nade_lifetime, 1);
+ // LOG_TRACEF("%d %d", STAT(NADE_TIMER, player), time - held_nade.nade_time_primed);
makevectors(player.angles);
held_nade.velocity = player.velocity;
setorigin(held_nade, player.origin + player.view_ofs + v_forward * 8 + v_right * -8 + v_up * 0);
if(autocvar_g_nades_bonus_client_select)
{
- player.nade_type = CS(player).cvar_cl_nade_type;
+ STAT(NADE_BONUS_TYPE, player) = CS(player).cvar_cl_nade_type;
player.pokenade_type = CS(player).cvar_cl_pokenade_type;
}
else
{
- player.nade_type = autocvar_g_nades_bonus_type;
+ STAT(NADE_BONUS_TYPE, player) = autocvar_g_nades_bonus_type;
player.pokenade_type = autocvar_g_nades_pokenade_monster_type;
}
- player.nade_type = bound(1, player.nade_type, Nades_COUNT);
+ STAT(NADE_BONUS_TYPE, player) = bound(1, STAT(NADE_BONUS_TYPE, player), Nades_COUNT);
- if(player.bonus_nade_score >= 0 && autocvar_g_nades_bonus_score_max)
+ if(STAT(NADE_BONUS_SCORE, player) >= 0 && autocvar_g_nades_bonus_score_max)
nades_GiveBonus(player, time_score / autocvar_g_nades_bonus_score_max);
}
else
{
- player.bonus_nades = player.bonus_nade_score = 0;
+ STAT(NADE_BONUS, player) = STAT(NADE_BONUS_SCORE, player) = 0;
}
}
if(n > 0 && STAT(FROZEN, player) == 3) // OK, there is at least one teammate reviving us
{
- player.revive_progress = bound(0, player.revive_progress + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
- SetResourceAmount(player, RESOURCE_HEALTH, max(1, player.revive_progress * start_health));
+ STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
+ SetResourceAmount(player, RESOURCE_HEALTH, max(1, STAT(REVIVE_PROGRESS, player) * start_health));
- if(player.revive_progress >= 1)
+ if(STAT(REVIVE_PROGRESS, player) >= 1)
{
Unfreeze(player);
}
FOREACH_CLIENT(IS_PLAYER(it) && it.reviving, {
- it.revive_progress = player.revive_progress;
+ STAT(REVIVE_PROGRESS, it) = STAT(REVIVE_PROGRESS, player);
it.reviving = false;
});
}
player.nade_refire = time + autocvar_g_nades_nade_refire;
if(autocvar_g_nades_bonus_client_select)
- player.nade_type = CS(player).cvar_cl_nade_type;
+ STAT(NADE_BONUS_TYPE, player) = CS(player).cvar_cl_nade_type;
- player.nade_timer = 0;
+ STAT(NADE_TIMER, player) = 0;
if (!player.offhand) player.offhand = OFFHAND_NADE;
entity spectatee = M_ARGV(0, entity);
entity client = M_ARGV(1, entity);
- client.nade_timer = spectatee.nade_timer;
- client.nade_type = spectatee.nade_type;
+ STAT(NADE_TIMER, client) = STAT(NADE_TIMER, spectatee);
+ STAT(NADE_BONUS_TYPE, client) = STAT(NADE_BONUS_TYPE, spectatee);
client.pokenade_type = spectatee.pokenade_type;
- client.bonus_nades = spectatee.bonus_nades;
- client.bonus_nade_score = spectatee.bonus_nade_score;
- client.stat_healing_orb = spectatee.stat_healing_orb;
- client.stat_healing_orb_alpha = spectatee.stat_healing_orb_alpha;
+ STAT(NADE_BONUS, client) = STAT(NADE_BONUS, spectatee);
+ STAT(NADE_BONUS_SCORE, client) = STAT(NADE_BONUS_SCORE, spectatee);
+ STAT(HEALING_ORB, client) = STAT(HEALING_ORB, spectatee);
+ STAT(HEALING_ORB_ALPHA, client) = STAT(HEALING_ORB_ALPHA, spectatee);
STAT(ENTRAP_ORB, client) = STAT(ENTRAP_ORB, spectatee);
STAT(ENTRAP_ORB_ALPHA, client) = STAT(ENTRAP_ORB_ALPHA, spectatee);
}