]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mutators/mutator/nades/nades.qc
Merge branch 'Lyberta/URS2' into Lyberta/RandomStartWeapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / nades / nades.qc
index 77286eac5d4ca9cdde169e743e5f1366dc12c0e4..0c446952d033a60d14a52f83c4c2784cb1eaaf00 100644 (file)
@@ -431,7 +431,7 @@ void nade_ice_think(entity this)
 
        float current_freeze_time = this.ltime - time - 0.1;
 
-       FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_nades_nade_radius, it != this && it.takedamage && !IS_DEAD(it) && it.health > 0 && current_freeze_time > 0,
+       FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_nades_nade_radius, it != this && it.takedamage && !IS_DEAD(it) && GetResourceAmount(it, RESOURCE_HEALTH) > 0 && current_freeze_time > 0,
        {
                if(!autocvar_g_nades_ice_teamcheck || (DIFF_TEAM(it, this.realowner) || it == this.realowner))
                if(!it.revival_time || ((time - it.revival_time) >= 1.5))
@@ -623,13 +623,15 @@ void nade_heal_touch(entity this, entity toucher)
                if ( health_factor > 0 )
                {
                        maxhealth = (IS_MONSTER(toucher)) ? toucher.max_health : g_pickup_healthmega_max;
-                       if ( toucher.health < maxhealth )
+                       float hp = GetResourceAmount(toucher, RESOURCE_HEALTH);
+                       if (hp < maxhealth)
                        {
-                               if ( this.nade_show_particles )
+                               if (this.nade_show_particles)
+                               {
                                        Send_Effect(EFFECT_HEALING, toucher.origin, '0 0 0', 1);
-                               toucher.health = min(toucher.health+health_factor, maxhealth);
+                               }
+                               GiveResourceWithLimit(toucher, RESOURCE_HEALTH, health_factor, maxhealth);
                        }
-                       toucher.pauserothealth_finished = max(toucher.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
                }
                else if ( health_factor < 0 )
                {
@@ -768,7 +770,7 @@ void nade_touch(entity this, entity toucher)
 
        if(autocvar_g_nades_pickup)
        if(time >= this.spawnshieldtime)
-       if(!toucher.nade && this.health == this.max_health) // no boosted shot pickups, thank you very much
+       if(!toucher.nade && GetResourceAmount(this, RESOURCE_HEALTH) == this.max_health) // no boosted shot pickups, thank you very much
        if(CanThrowNade(toucher)) // prevent some obvious things, like dead players
        if(IS_REAL_CLIENT(toucher)) // above checks for IS_PLAYER, don't need to do it here
        {
@@ -796,7 +798,7 @@ void nade_touch(entity this, entity toucher)
 
        //setsize(this, '-2 -2 -2', '2 2 2');
        //UpdateCSQCProjectile(this);
-       if(this.health == this.max_health)
+       if(GetResourceAmount(this, RESOURCE_HEALTH) == this.max_health)
        {
                spamsound(this, CH_SHOTS, SND_GRENADE_BOUNCE_RANDOM(), VOL_BASE, ATTEN_NORM);
                return;
@@ -860,19 +862,22 @@ void nade_damage(entity this, entity inflictor, entity attacker, float damage, i
        if(damage <= 0 || ((IS_ONGROUND(this)) && IS_PLAYER(attacker)))
                return;
 
-       if(this.health == this.max_health)
+       float hp = GetResourceAmount(this, RESOURCE_HEALTH);
+       if(hp == this.max_health)
        {
                sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, 0.5 *(ATTEN_LARGE + ATTEN_MAX));
                this.nextthink = max(time + this.nade_lifetime, time);
                setthink(this, nade_beep);
        }
 
-       this.health -= damage;
+       hp -= damage;
+       SetResourceAmount(this, RESOURCE_HEALTH, hp);
+       
 
        if ( this.nade_type != NADE_TYPE_HEAL.m_id || IS_PLAYER(attacker) )
                this.realowner = attacker;
 
-       if(this.health <= 0)
+       if(hp <= 0)
                W_PrepareExplosionByDamage(this, attacker, nade_boom);
        else
                nade_burn_spawn(this);
@@ -889,20 +894,18 @@ void toss_nade(entity e, bool set_owner, vector _velocity, float _time)
        delete(e.fake_nade);
        e.fake_nade = NULL;
 
+       Kill_Notification(NOTIF_ONE_ONLY, e, MSG_CENTER, CPID_NADES);
+
        makevectors(e.v_angle);
 
        // NOTE: always throw from first weapon entity?
        W_SetupShot(e, _nade.weaponentity_fld, false, false, SND_Null, CH_WEAPON_A, 0);
 
-       Kill_Notification(NOTIF_ONE_ONLY, e, MSG_CENTER, CPID_NADES);
-
        vector offset = (v_forward * autocvar_g_nades_throw_offset.x)
-                                 + (v_right * autocvar_g_nades_throw_offset.y)
-                                 + (v_up * autocvar_g_nades_throw_offset.z);
-       if(autocvar_g_nades_throw_offset == '0 0 0')
-               offset = '0 0 0';
+                     + (v_right * autocvar_g_nades_throw_offset.y)
+                     + (v_up * autocvar_g_nades_throw_offset.z);
 
-       setorigin(_nade, w_shotorg + offset + (v_right * 25) * -1);
+       setorigin(_nade, w_shotorg + offset);
        //setmodel(_nade, MDL_PROJECTILE_NADE);
        //setattachment(_nade, NULL, "");
        PROJECTILE_MAKETRIGGER(_nade);
@@ -930,7 +933,7 @@ void toss_nade(entity e, bool set_owner, vector _velocity, float _time)
 
        settouch(_nade, nade_touch);
        _nade.spawnshieldtime = time + 0.1; // prevent instantly picking up again
-       _nade.health = autocvar_g_nades_nade_health;
+       SetResourceAmount(_nade, RESOURCE_HEALTH, autocvar_g_nades_nade_health);
        _nade.max_health = _nade.health;
        _nade.takedamage = DAMAGE_AIM;
        _nade.event_damage = nade_damage;
@@ -1093,8 +1096,8 @@ void nade_prime(entity this)
        }
        else
        {
-               ntype = ((autocvar_g_nades_client_select) ? this.cvar_cl_nade_type : autocvar_g_nades_nade_type);
-               pntype = ((autocvar_g_nades_client_select) ? this.cvar_cl_pokenade_type : autocvar_g_nades_pokenade_monster_type);
+               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);
        }
 
        spawn_held_nade(this, this, autocvar_g_nades_nade_lifetime, ntype, pntype);
@@ -1240,7 +1243,7 @@ MUTATOR_HOOKFUNCTION(nades, PlayerPreThink)
                        FOR_EACH_KH_KEY(key) if(key.owner == player) { ++key_count; }
 
                        float time_score;
-                       if(player.flagcarried || player.ballcarried) // this player is important
+                       if(GameRules_scoring_is_vip(player))
                                time_score = autocvar_g_nades_bonus_score_time_flagcarrier;
                        else
                                time_score = autocvar_g_nades_bonus_score_time;
@@ -1250,8 +1253,8 @@ MUTATOR_HOOKFUNCTION(nades, PlayerPreThink)
 
                        if(autocvar_g_nades_bonus_client_select)
                        {
-                               player.nade_type = player.cvar_cl_nade_type;
-                               player.pokenade_type = player.cvar_cl_pokenade_type;
+                               player.nade_type = CS(player).cvar_cl_nade_type;
+                               player.pokenade_type = CS(player).cvar_cl_pokenade_type;
                        }
                        else
                        {
@@ -1296,7 +1299,7 @@ MUTATOR_HOOKFUNCTION(nades, PlayerPreThink)
        if(n && 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);
-               player.health = max(1, player.revive_progress * start_health);
+               SetResourceAmount(player, RESOURCE_HEALTH, max(1, player.revive_progress * start_health));
 
                if(player.revive_progress >= 1)
                {
@@ -1345,7 +1348,7 @@ MUTATOR_HOOKFUNCTION(nades, PlayerSpawn)
                player.nade_refire  = time + autocvar_g_nades_nade_refire;
 
        if(autocvar_g_nades_bonus_client_select)
-               player.nade_type = player.cvar_cl_nade_type;
+               player.nade_type = CS(player).cvar_cl_nade_type;
 
        player.nade_timer = 0;
 
@@ -1379,7 +1382,7 @@ MUTATOR_HOOKFUNCTION(nades, PlayerDies, CBC_ORDER_LAST)
 
                if (SAME_TEAM(frag_attacker, frag_target) || frag_attacker == frag_target)
                        nades_RemoveBonus(frag_attacker);
-               else if(frag_target.flagcarried)
+               else if(GameRules_scoring_is_vip(frag_target))
                        nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_medium);
                else if(autocvar_g_nades_bonus_score_spree && CS(frag_attacker).killcount > 1)
                {
@@ -1413,7 +1416,7 @@ MUTATOR_HOOKFUNCTION(nades, Damage_Calculate)
        if(time - frag_inflictor.toss_time <= 0.1)
        {
                Unfreeze(frag_target);
-               frag_target.health = autocvar_g_freezetag_revive_nade_health;
+               SetResourceAmount(frag_target, RESOURCE_HEALTH, autocvar_g_freezetag_revive_nade_health);
                Send_Effect(EFFECT_ICEORGLASS, frag_target.origin, '0 0 0', 3);
                M_ARGV(4, float) = 0;
                M_ARGV(6, vector) = '0 0 0';
@@ -1481,11 +1484,6 @@ MUTATOR_HOOKFUNCTION(nades, BuildMutatorsString)
        M_ARGV(0, string) = strcat(M_ARGV(0, string), ":Nades");
 }
 
-MUTATOR_HOOKFUNCTION(nades, BuildMutatorsPrettyString)
-{
-       M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Nades");
-}
-
 MUTATOR_HOOKFUNCTION(nades, BuildGameplayTipsString)
 {
        M_ARGV(0, string) = strcat(M_ARGV(0, string), "\n\n^3nades^8 are enabled, press 'g' to use them\n");