float bonusNades = STAT(NADE_BONUS);
float bonusProgress = STAT(NADE_BONUS_SCORE);
float bonusType = STAT(NADE_BONUS_TYPE);
- Nade def = Nades_from(bonusType);
+ Nade def = REGISTRY_GET(Nades, bonusType);
vector nadeColor = def.m_color;
string nadeIcon = def.m_icon;
void nade_burn_spawn(entity _nade)
{
- CSQCProjectile(_nade, true, Nades_from(STAT(NADE_BONUS_TYPE, _nade)).m_projectile[true], true);
+ CSQCProjectile(_nade, true, REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, _nade)).m_projectile[true], true);
}
void nade_spawn(entity _nade)
_nade.effects |= EF_LOWPRECISION;
- CSQCProjectile(_nade, true, Nades_from(STAT(NADE_BONUS_TYPE, _nade)).m_projectile[false], true);
+ CSQCProjectile(_nade, true, REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, _nade)).m_projectile[false], true);
}
void napalm_damage(entity this, float dist, float damage, float edgedamage, float burntime)
void nade_napalm_boom(entity this)
{
- entity fountain;
- int c;
- for (c = 0; c < autocvar_g_nades_napalm_ball_count; c++)
+ for (int c = 0; c < autocvar_g_nades_napalm_ball_count; c++)
nade_napalm_ball(this);
-
- fountain = spawn();
+ entity fountain = new(nade_napalm_fountain);
fountain.owner = this.owner;
fountain.realowner = this.realowner;
fountain.origin = this.origin;
void nade_ice_boom(entity this)
{
- entity fountain;
- fountain = spawn();
+ entity fountain = new(nade_ice_fountain);
fountain.owner = this.owner;
fountain.realowner = this.realowner;
fountain.origin = this.origin;
void nade_spawn_boom(entity this)
{
- entity spawnloc = spawn();
+ entity player = this.realowner;
+ entity spawnloc = new(nade_spawn_loc);
setorigin(spawnloc, this.origin);
- setsize(spawnloc, this.realowner.mins, this.realowner.maxs);
+ setsize(spawnloc, player.mins, player.maxs);
set_movetype(spawnloc, MOVETYPE_NONE);
spawnloc.solid = SOLID_NOT;
- spawnloc.drawonlytoclient = this.realowner;
+ spawnloc.drawonlytoclient = player;
spawnloc.effects = EF_STARDUST;
spawnloc.cnt = autocvar_g_nades_spawn_count;
- if(this.realowner.nade_spawnloc)
- {
- delete(this.realowner.nade_spawnloc);
- this.realowner.nade_spawnloc = NULL;
- }
+ if(player.nade_spawnloc)
+ delete(player.nade_spawnloc);
- this.realowner.nade_spawnloc = spawnloc;
+ player.nade_spawnloc = spawnloc;
}
void nades_orb_think(entity this)
// NOTE: this function merely places an orb
// you must add a custom touch function to the returned entity if desired
// also set .colormod if you wish to have it colorized
- entity orb = spawn(); // Net_LinkEntity sets the classname (TODO)
+ entity orb = new(nades_spawn_orb);
orb.owner = own;
orb.realowner = realown;
setorigin(orb, org);
{
entity e = spawn();
e.noalign = true; // don't drop to floor
- e = spawnmonster(e, this.pokenade_type, 0, this.realowner, this.realowner, this.origin, false, false, 1);
+ e = spawnmonster(e, this.pokenade_type, MON_Null, this.realowner, this.realowner, this.origin, false, false, 1);
if(autocvar_g_nades_pokenade_monster_lifetime > 0)
e.monster_lifetime = time + autocvar_g_nades_pokenade_monster_lifetime;
entity expef = NULL;
bool nade_blast = true;
- switch ( Nades_from(STAT(NADE_BONUS_TYPE, this)) )
+ switch ( REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, this)) )
{
case NADE_TYPE_NAPALM:
nade_blast = autocvar_g_nades_napalm_blast;
}
if(this.takedamage)
- switch ( Nades_from(STAT(NADE_BONUS_TYPE, this)) )
+ switch ( REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, this)) )
{
case NADE_TYPE_NAPALM: nade_napalm_boom(this); break;
case NADE_TYPE_ICE: nade_ice_boom(this); break;
entity _nade = e.nade;
e.nade = NULL;
- delete(e.fake_nade);
+ if(e.fake_nade)
+ delete(e.fake_nade);
e.fake_nade = NULL;
Kill_Notification(NOTIF_ONE_ONLY, e, MSG_CENTER, CPID_NADES);
{
//this.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
if(!this.traileffectnum)
- this.traileffectnum = _particleeffectnum(Nade_TrailEffect(Nades_from(STAT(NADE_BONUS_TYPE, this)).m_projectile[false], this.team).eent_eff_name);
+ {
+ entity nade = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, this));
+ this.traileffectnum = _particleeffectnum(Nade_TrailEffect(nade.m_projectile[false], this.team).eent_eff_name);
+ }
this.alpha = 1;
}
STAT(NADE_BONUS_TYPE, n) = max(1, ntype);
n.pokenade_type = pntype;
- if(Nades_from(STAT(NADE_BONUS_TYPE, n)) == NADE_TYPE_Null)
+ if(REGISTRY_GET(Nades, 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(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.traileffectnum = _particleeffectnum(Nade_TrailEffect(REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, n)).m_projectile[false], player.team).eent_eff_name);
+ n.colormod = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, n)).m_color;
n.realowner = nowner;
n.colormap = player.colormap;
n.glowmod = player.glowmod;
n.projectiledeathtype = DEATH_NADE.m_id;
n.weaponentity_fld = weaponentity;
n.nade_lifetime = ntime;
- n.alpha = Nades_from(STAT(NADE_BONUS_TYPE, n)).m_alpha;
+ n.alpha = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, n)).m_alpha;
setmodel(fn, MDL_NADE_VIEW);
//setattachment(fn, player.(weaponentity), "");
fn.viewmodelforclient = player;
fn.realowner = fn.owner = player;
- fn.colormod = Nades_from(STAT(NADE_BONUS_TYPE, n)).m_color;
+ fn.colormod = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, n)).m_color;
fn.colormap = player.colormap;
fn.glowmod = player.glowmod;
setthink(fn, SUB_Remove);
fn.nextthink = n.wait;
fn.weaponentity_fld = weaponentity;
- fn.alpha = Nades_from(STAT(NADE_BONUS_TYPE, n)).m_alpha;
+ fn.alpha = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, n)).m_alpha;
player.nade = n;
player.fake_nade = fn;
void nade_prime(entity this)
{
- if(autocvar_g_nades_bonus_only)
- if(!STAT(NADE_BONUS, this))
+ if(autocvar_g_nades_bonus_only && !STAT(NADE_BONUS, this))
return; // only allow bonus nades
+ // TODO: handle old nade if it exists?
if(this.nade)
delete(this.nade);
+ this.nade = NULL;
if(this.fake_nade)
delete(this.fake_nade);
+ this.fake_nade = NULL;
int ntype;
string pntype = this.pokenade_type;
}
else
{
- ntype = ((autocvar_g_nades_client_select) ? CS(this).cvar_cl_nade_type : autocvar_g_nades_nade_type);
- pntype = ((autocvar_g_nades_client_select) ? CS(this).cvar_cl_pokenade_type : autocvar_g_nades_pokenade_monster_type);
+ ntype = ((autocvar_g_nades_client_select) ? CS_CVAR(this).cvar_cl_nade_type : autocvar_g_nades_nade_type);
+ pntype = ((autocvar_g_nades_client_select) ? CS_CVAR(this).cvar_cl_pokenade_type : autocvar_g_nades_pokenade_monster_type);
}
spawn_held_nade(this, this, autocvar_g_nades_nade_lifetime, ntype, pntype);
bool CanThrowNade(entity this)
{
- if(this.vehicle)
- return false;
-
- if(IS_DEAD(this))
- return false;
-
- if (!autocvar_g_nades)
- return false; // allow turning them off mid match
-
- if (weaponLocked(this))
- return false;
-
- if (!IS_PLAYER(this))
- return false;
-
- return true;
+ return !(this.vehicle || !autocvar_g_nades || IS_DEAD(this) || !IS_PLAYER(this) || weaponLocked(this));
}
.bool nade_altbutton;
_force /= autocvar_g_nades_nade_lifetime;
_force = autocvar_g_nades_nade_minforce + (_force * (autocvar_g_nades_nade_maxforce - autocvar_g_nades_nade_minforce));
vector dir = (v_forward * 0.75 + v_up * 0.2 + v_right * 0.05);
- dir = W_CalculateSpread(dir, autocvar_g_nades_spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
+ dir = W_CalculateSpread(dir, autocvar_g_nades_spread, autocvar_g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
toss_nade(this, true, dir * _force, 0);
}
}
_force /= autocvar_g_nades_nade_lifetime;
_force = autocvar_g_nades_nade_minforce + (_force * (autocvar_g_nades_nade_maxforce - autocvar_g_nades_nade_minforce));
vector dir = (v_forward * 0.7 + v_up * 0.2 + v_right * 0.1);
- dir = W_CalculateSpread(dir, autocvar_g_nades_spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
+ dir = W_CalculateSpread(dir, autocvar_g_nades_spread, autocvar_g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
toss_nade(player, false, dir * _force, 0);
}
}
if(autocvar_g_nades_bonus_client_select)
{
- STAT(NADE_BONUS_TYPE, player) = CS(player).cvar_cl_nade_type;
- player.pokenade_type = CS(player).cvar_cl_pokenade_type;
+ STAT(NADE_BONUS_TYPE, player) = CS_CVAR(player).cvar_cl_nade_type;
+ player.pokenade_type = CS_CVAR(player).cvar_cl_pokenade_type;
}
else
{
player.nade_refire = time + autocvar_g_nades_nade_refire;
if(autocvar_g_nades_bonus_client_select)
- STAT(NADE_BONUS_TYPE, player) = CS(player).cvar_cl_nade_type;
+ STAT(NADE_BONUS_TYPE, player) = CS_CVAR(player).cvar_cl_nade_type;
STAT(NADE_TIMER, player) = 0;