-#ifndef NADES_ALL_H
-#define NADES_ALL_H
+#pragma once
#include <common/teams.qh>
#define REGISTER_NADE(id) REGISTER(Nades, NADE_TYPE, id, m_id, NEW(Nade))
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)
+ 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));
}
return NADE_TYPE_Null;
}
-#ifndef MENUQC
+#ifdef GAMEQC
#include "effects.inc"
#endif
void nades_Clear(entity player);
// Give a bonus grenade to a player
-void(entity player, float score) nades_GiveBonus;
+void nades_GiveBonus(entity player, float score);
/**
* called to adjust nade damage and force on hit
MUTATOR_HOOKABLE(Nade_Damage, EV_Nade_Damage);
#endif
-
-#endif