#include "nades.qh"
+#include "../overkill/okmachinegun.qh"
+
#ifdef SVQC
bool autocvar_g_nades_nade_small;
float autocvar_g_nades_spread = 0.04;
REGISTER_MUTATOR(cl_nades, true);
MUTATOR_HOOKFUNCTION(cl_nades, HUD_Draw_overlay)
{
+ // TODO: make a common orb state!
if (STAT(HEALING_ORB) > time)
{
M_ARGV(0, vector) = NADE_TYPE_HEAL.m_color;
M_ARGV(1, float) = STAT(ENTRAP_ORB_ALPHA);
return true;
}
+ if (STAT(VEIL_ORB) > time)
+ {
+ M_ARGV(0, vector) = NADE_TYPE_VEIL.m_color;
+ M_ARGV(1, float) = STAT(VEIL_ORB_ALPHA);
+ return true;
+ }
return false;
}
MUTATOR_HOOKFUNCTION(cl_nades, Ent_Projectile)
settouch(proj, func_null);
proj.scale = 1.5;
proj.avelocity = randomvec() * 720;
+ proj.alphamod = nade_type.m_alpha;
if (nade_type == NADE_TYPE_TRANSLOCATE || nade_type == NADE_TYPE_SPAWN)
proj.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
#include <common/gamemodes/_mod.qh>
#include <common/monsters/sv_spawn.qh>
#include <common/monsters/sv_monsters.qh>
-#include <server/g_subs.qh>
REGISTER_MUTATOR(nades, autocvar_g_nades);
CSQCProjectile(fountain, true, PROJECTILE_NAPALM_FOUNTAIN, true);
}
-void nade_ice_freeze(entity freezefield, entity frost_target, float freeze_time)
+void nade_ice_freeze(entity freezefield, entity frost_target, float freezetime)
{
frost_target.frozen_by = freezefield.realowner;
Send_Effect(EFFECT_ELECTRO_IMPACT, frost_target.origin, '0 0 0', 1);
- Freeze(frost_target, 1/freeze_time, 3, false);
+ Freeze(frost_target, 1 / freezetime, 3, false);
Drop_Special_Items(frost_target);
}
e.monster_skill = MONSTER_SKILL_INSANE;
}
+void nade_veil_touch(entity this, entity toucher)
+{
+ if ( IS_REAL_CLIENT(toucher) || IS_VEHICLE(toucher) || IS_MONSTER(toucher) )
+ {
+ entity show_tint = (IS_VEHICLE(toucher)) ? toucher.owner : toucher;
+
+ float tint_alpha = 0.75;
+ if(SAME_TEAM(toucher, this.realowner))
+ {
+ tint_alpha = 0.45;
+ if(!STAT(VEIL_ORB, show_tint))
+ {
+ toucher.nade_veil_prevalpha = toucher.alpha;
+ toucher.alpha = -1;
+ }
+ }
+ STAT(VEIL_ORB, show_tint) = time + 0.1;
+ STAT(VEIL_ORB_ALPHA, show_tint) = tint_alpha * (this.ltime - time) / this.orb_lifetime;
+ }
+}
+
+void nade_veil_boom(entity this)
+{
+ entity orb = nades_spawn_orb(this.owner, this.realowner, this.origin, autocvar_g_nades_veil_time, autocvar_g_nades_veil_radius);
+
+ settouch(orb, nade_veil_touch);
+ orb.colormod = NADE_TYPE_VEIL.m_color;
+}
+
void nade_boom(entity this)
{
entity expef = NULL;
expef = EFFECT_SPAWN_YELLOW;
break;
+ case NADE_TYPE_VEIL:
+ nade_blast = false;
+ expef = EFFECT_SPAWN_NEUTRAL;
+ break;
+
default:
case NADE_TYPE_NORMAL:
expef = EFFECT_NADE_EXPLODE(this.realowner.team);
case NADE_TYPE_HEAL: nade_heal_boom(this); break;
case NADE_TYPE_MONSTER: nade_monster_boom(this); break;
case NADE_TYPE_ENTRAP: nade_entrap_boom(this); break;
+ case NADE_TYPE_VEIL: nade_veil_boom(this); break;
}
IL_EACH(g_projectiles, it.classname == "grapplinghook" && it.aiment == this,
force *= 0.5; // too much
damage = 0;
}
- else if(DEATH_ISWEAPON(deathtype, WEP_VORTEX) || DEATH_ISWEAPON(deathtype, WEP_VAPORIZER))
+ else if(DEATH_ISWEAPON(deathtype, WEP_VORTEX) || DEATH_ISWEAPON(deathtype, WEP_VAPORIZER) || DEATH_ISWEAPON(deathtype, WEP_OVERKILL_NEX))
{
force *= 6;
damage = this.max_health * 0.55;
}
- else if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN))
+ else if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN) || DEATH_ISWEAPON(deathtype, WEP_OVERKILL_MACHINEGUN))
damage = this.max_health * 0.1;
else if(DEATH_ISWEAPON(deathtype, WEP_SHOCKWAVE) || DEATH_ISWEAPON(deathtype, WEP_SHOTGUN)) // WEAPONTODO
{
settouch(_nade, nade_touch);
_nade.spawnshieldtime = time + 0.1; // prevent instantly picking up again
SetResourceAmount(_nade, RESOURCE_HEALTH, autocvar_g_nades_nade_health);
- _nade.max_health = _nade.health;
+ _nade.max_health = GetResourceAmount(_nade, RESOURCE_HEALTH);
_nade.takedamage = DAMAGE_AIM;
_nade.event_damage = nade_damage;
setcefc(_nade, func_null);
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;
setmodel(fn, MDL_NADE_VIEW);
setattachment(fn, player.(weaponentity), "");
setthink(fn, SUB_Remove);
fn.nextthink = n.wait;
fn.weaponentity_fld = weaponentity;
+ fn.alpha = Nades_from(STAT(NADE_BONUS_TYPE, n)).m_alpha;
player.nade = n;
player.fake_nade = fn;
{
entity player = M_ARGV(0, entity);
- if (player.offhand != OFFHAND_NADE || (player.weapons & WEPSET(HOOK)) || autocvar_g_nades_override_dropweapon) {
+ if (player.offhand != OFFHAND_NADE || (STAT(WEAPONS, player) & WEPSET(HOOK)) || autocvar_g_nades_override_dropweapon) {
nades_CheckThrow(player);
return true;
}
if (!IS_PLAYER(player)) { return; }
- if (player.nade && (player.offhand != OFFHAND_NADE || (player.weapons & WEPSET(HOOK)))) OFFHAND_NADE.offhand_think(OFFHAND_NADE, player, player.nade_altbutton);
+ if (player.nade && (player.offhand != OFFHAND_NADE || (STAT(WEAPONS, player) & WEPSET(HOOK)))) OFFHAND_NADE.offhand_think(OFFHAND_NADE, player, player.nade_altbutton);
entity held_nade = player.nade;
if (held_nade)
{
STAT(NADE_BONUS, player) = STAT(NADE_BONUS_SCORE, player) = 0;
}
+
+ if(STAT(VEIL_ORB, player) && STAT(VEIL_ORB, player) <= time)
+ {
+ STAT(VEIL_ORB, player) = 0;
+ if(player.vehicle)
+ player.vehicle.alpha = player.vehicle.nade_veil_prevalpha;
+ else
+ player.alpha = player.nade_veil_prevalpha;
+ }
}
int n = 0;
}
}
-MUTATOR_HOOKFUNCTION(nades, PlayerPhysics)
+MUTATOR_HOOKFUNCTION(nades, PlayerPhysics_UpdateStats)
{
entity player = M_ARGV(0, entity);
+ // these automatically reset, no need to worry
- if (STAT(ENTRAP_ORB, player) > time)
- {
- player.stat_sv_maxspeed *= autocvar_g_nades_entrap_speed;
- player.stat_sv_airspeedlimit_nonqw *= autocvar_g_nades_entrap_speed;
- }
+ if(STAT(ENTRAP_ORB, player) > time)
+ STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_nades_entrap_speed;
}
MUTATOR_HOOKFUNCTION(nades, MonsterMove)
M_ARGV(1, float) *= autocvar_g_nades_entrap_speed; // run speed
M_ARGV(2, float) *= autocvar_g_nades_entrap_speed; // walk speed
}
+
+ if (STAT(VEIL_ORB, mon) && STAT(VEIL_ORB, mon) <= time)
+ {
+ mon.alpha = mon.nade_veil_prevalpha;
+ STAT(VEIL_ORB, mon) = 0;
+ }
}
MUTATOR_HOOKFUNCTION(nades, PlayerSpawn)
entity frag_target = M_ARGV(2, entity);
float frag_deathtype = M_ARGV(3, float);
- if(STAT(FROZEN, frag_target))
- if(autocvar_g_freezetag_revive_nade)
- if(frag_attacker == frag_target)
- if(frag_deathtype == DEATH_NADE.m_id)
+ if(autocvar_g_freezetag_revive_nade && STAT(FROZEN, frag_target) && frag_attacker == frag_target && frag_deathtype == DEATH_NADE.m_id)
if(time - frag_inflictor.toss_time <= 0.1)
{
Unfreeze(frag_target);
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);
+ STAT(VEIL_ORB, client) = STAT(VEIL_ORB, spectatee);
+ STAT(VEIL_ORB_ALPHA, client) = STAT(VEIL_ORB_ALPHA, spectatee);
}
REPLICATE(cvar_cl_nade_type, int, "cl_nade_type");