#include "nades.qh"
+#include "../overkill/okmachinegun.qh"
+
#ifdef SVQC
bool autocvar_g_nades_nade_small;
float autocvar_g_nades_spread = 0.04;
case PROJECTILE_NADE_BURN: return EFFECT_NADE_TRAIL_BURN(nade_team);
}
- FOREACH(Nades, true, LAMBDA(
+ FOREACH(Nades, true, {
for (int j = 0; j < 2; j++)
{
if (it.m_projectile[j] == proj)
break;
}
}
- ));
+ });
return EFFECT_Null;
}
if (proj.cnt == PROJECTILE_NAPALM_FOUNTAIN)
{
- loopsound(proj, CH_SHOTS_SINGLE, SND(FIREBALL_FLY2), VOL_BASE, ATTEN_NORM);
+ loopsound(proj, CH_SHOTS_SINGLE, SND_FIREBALL_FLY2, VOL_BASE, ATTEN_NORM);
proj.mins = '-16 -16 -16';
proj.maxs = '16 16 16';
}
entity nade_type = Nade_FromProjectile(proj.cnt);
if (nade_type == NADE_TYPE_Null) return;
- if(STAT(NADES_SMALL, NULL))
+ if(STAT(NADES_SMALL))
{
proj.mins = '-8 -8 -8';
proj.maxs = '8 8 8';
DrawNadeProgressBar(myPos, mySize, bonusProgress, nadeColor);
if(autocvar_hud_panel_ammo_text)
- drawstring_aspect(textPos, ftos(bonusNades), eX * (2/3) * mySize.x + eY * mySize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+ drawstring_aspect(textPos, ftos(bonusNades), vec2((2/3) * mySize.x, mySize.y), '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
if(draw_expanding)
drawpic_aspect_skin_expanding(iconPos, nadeIcon, '1 1 0' * mySize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL, expand_time);
#include <common/monsters/sv_monsters.qh>
#include <server/g_subs.qh>
-REGISTER_MUTATOR(nades, cvar("g_nades"));
+REGISTER_MUTATOR(nades, autocvar_g_nades);
.float nade_time_primed;
+.float nade_lifetime;
.entity nade_spawnloc;
+
void nade_timer_think(entity this)
{
- this.skin = 8 - (this.owner.wait - time) / (autocvar_g_nades_nade_lifetime / 10);
+ this.skin = 8 - (this.owner.wait - time) / (this.owner.nade_lifetime / 10);
this.nextthink = time;
if(!this.owner || wasfreed(this.owner))
delete(this);
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)
{
d = vlen(WarpZone_UnTransformOrigin(RandomSelection_chosen_ent, this.origin) - RandomSelection_chosen_ent.fireball_impactvec);
d = damage + (edgedamage - damage) * (d / dist);
- Fire_AddDamage(RandomSelection_chosen_ent, this.realowner, d * burntime, burntime, this.projectiledeathtype | HITTYPE_BOUNCE);
+ Fire_AddDamage(RandomSelection_chosen_ent, this.realowner, d * burntime, burntime, this.projectiledeathtype);
//trailparticles(this, particleeffectnum(EFFECT_FIREBALL_LASER), this.origin, RandomSelection_chosen_ent.fireball_impactvec);
Send_Effect(EFFECT_FIREBALL_LASER, this.origin, RandomSelection_chosen_ent.fireball_impactvec - this.origin, 1);
}
entity proj;
vector kick;
- spamsound(this, CH_SHOTS, SND(FIREBALL_FIRE), VOL_BASE, ATTEN_NORM);
+ spamsound(this, CH_SHOTS, SND_FIREBALL_FIRE, VOL_BASE, ATTEN_NORM);
proj = new(grenade);
proj.owner = this.owner;
sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
RadiusDamage(this, this.realowner, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
- autocvar_g_nades_nade_radius, this, NULL, autocvar_g_nades_nade_force, this.projectiledeathtype, this.enemy);
+ autocvar_g_nades_nade_radius, this, NULL, autocvar_g_nades_nade_force, this.projectiledeathtype, DMG_NOWEP, this.enemy);
Damage_DamageInfo(this.origin, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
autocvar_g_nades_nade_radius, '1 1 1' * autocvar_g_nades_nade_force, this.projectiledeathtype, 0, 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))
if(!pushdeltatime) return;
// div0: ticrate independent, 1 = identity (not 20)
- toucher.velocity = toucher.velocity * pow(autocvar_g_nades_entrap_strength, pushdeltatime);
+ toucher.velocity = toucher.velocity * (autocvar_g_nades_entrap_strength ** pushdeltatime);
#ifdef SVQC
UpdateCSQCProjectile(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 )
{
- Damage(toucher,this,this.realowner,-health_factor,DEATH_NADE_HEAL.m_id,toucher.origin,'0 0 0');
+ Damage(toucher,this,this.realowner,-health_factor,DEATH_NADE_HEAL.m_id,DMG_NOWEP,toucher.origin,'0 0 0');
}
}
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;
}
}
void nade_monster_boom(entity this)
{
- entity e = spawnmonster(this.pokenade_type, 0, this.realowner, this.realowner, this.origin, false, false, 1);
+ entity e = spawnmonster(spawn(), this.pokenade_type, 0, 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(this.nade_type) )
+ switch ( Nades_from(STAT(NADE_BONUS_TYPE, this)) )
{
case NADE_TYPE_NAPALM:
nade_blast = autocvar_g_nades_napalm_blast;
if(nade_blast)
{
RadiusDamage(this, this.realowner, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
- autocvar_g_nades_nade_radius, this, NULL, autocvar_g_nades_nade_force, this.projectiledeathtype, this.enemy);
+ autocvar_g_nades_nade_radius, this, NULL, autocvar_g_nades_nade_force, this.projectiledeathtype, DMG_NOWEP, this.enemy);
Damage_DamageInfo(this.origin, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage, autocvar_g_nades_nade_radius, '1 1 1' * autocvar_g_nades_nade_force, this.projectiledeathtype, 0, this);
}
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;
IL_EACH(g_projectiles, it.classname == "grapplinghook" && it.aiment == this,
{
- RemoveGrapplingHook(it.realowner);
+ RemoveHook(it);
});
delete(this);
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;
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(!STAT(FROZEN, toucher))
+ 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
{
{
IL_EACH(g_projectiles, it.classname == "grapplinghook" && it.aiment == this,
{
- RemoveGrapplingHook(it.realowner);
+ RemoveHook(it);
});
delete(this);
return;
//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);
+ spamsound(this, CH_SHOTS, SND_GRENADE_BOUNCE_RANDOM(), VOL_BASE, ATTEN_NORM);
return;
}
this.nextthink = max(this.wait, time);
}
-void nade_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void nade_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
if(ITEM_DAMAGE_NEEDKILL(deathtype))
{
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)) {}
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
{
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 + autocvar_g_nades_nade_lifetime, time);
+ 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) )
+ if ( STAT(NADE_BONUS_TYPE, this) != 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);
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, weaponentities[0], false, false, SND_Null, CH_WEAPON_A, 0);
-
- Kill_Notification(NOTIF_ONE_ONLY, e, MSG_CENTER, CPID_NADES);
+ W_SetupShot(e, _nade.weaponentity_fld, false, false, SND_Null, CH_WEAPON_A, 0, DEATH_NADE.m_id);
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);
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;
_nade.gravity = 1;
_nade.missile_flags = MIF_SPLASH | MIF_ARC;
_nade.damagedbycontents = true;
+ IL_PUSH(g_damagedbycontents, _nade);
_nade.angles = vectoangles(_nade.velocity);
_nade.flags = FL_PROJECTILE;
IL_PUSH(g_projectiles, _nade);
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
setmodel(n, MDL_PROJECTILE_NADE);
//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;
setthink(n, nade_beep);
n.nextthink = max(n.wait - 3, time);
n.projectiledeathtype = DEATH_NADE.m_id;
+ n.weaponentity_fld = weaponentity;
+ n.nade_lifetime = ntime;
setmodel(fn, MDL_NADE_VIEW);
- .entity weaponentity = weaponentities[0]; // TODO: unhardcode
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);
fn.nextthink = n.wait;
+ fn.weaponentity_fld = weaponentity;
player.nade = n;
player.fake_nade = fn;
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
{
- 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);
if(this.vehicle)
return false;
- if(gameover)
- return false;
-
if(IS_DEAD(this))
return false;
delete(player.fake_nade);
player.nade = player.fake_nade = NULL;
- player.nade_timer = 0;
+ STAT(NADE_TIMER, player) = 0;
}
MUTATOR_HOOKFUNCTION(nades, VehicleEnter)
METHOD(NadeOffhand, offhand_think, void(NadeOffhand this, entity player, bool key_pressed))
{
entity held_nade = player.nade;
- if (held_nade)
- {
- player.nade_timer = bound(0, (time - held_nade.nade_time_primed) / autocvar_g_nades_nade_lifetime, 1);
- // LOG_TRACEF("%d %d", player.nade_timer, 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);
- held_nade.angles_y = player.angles.y;
-
- if (time + 0.1 >= held_nade.wait)
- toss_nade(player, false, '0 0 0', time + 0.05);
- }
if (!CanThrowNade(player)) return;
if (!(time > player.nade_refire)) return;
if (player.nade && (player.offhand != OFFHAND_NADE || (player.weapons & WEPSET(HOOK)))) OFFHAND_NADE.offhand_think(OFFHAND_NADE, player, player.nade_altbutton);
+ entity held_nade = player.nade;
+ if (held_nade)
+ {
+ 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);
+ held_nade.angles_y = player.angles.y;
+
+ if (time + 0.1 >= held_nade.wait)
+ toss_nade(player, false, '0 0 0', time + 0.05);
+ }
+
if(IS_PLAYER(player))
{
if ( autocvar_g_nades_bonus && autocvar_g_nades )
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;
if(autocvar_g_nades_bonus_client_select)
{
- player.nade_type = player.cvar_cl_nade_type;
- player.pokenade_type = player.cvar_cl_pokenade_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;
}
}
- float n = 0;
+ int n = 0;
entity o = NULL;
if(player.freezetag_frozen_timeout > 0 && time >= player.freezetag_frozen_timeout)
n = -1;
- else
+ else if(STAT(FROZEN, player) == 3)
{
vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
n = 0;
- FOREACH_CLIENT(IS_PLAYER(it) && it != player, LAMBDA(
- if(!IS_DEAD(it))
- if(STAT(FROZEN, it) == 0)
- if(SAME_TEAM(it, player))
+ FOREACH_CLIENT(IS_PLAYER(it) && it != player, {
+ if(!IS_DEAD(it) && STAT(FROZEN, it) == 0 && SAME_TEAM(it, player))
if(boxesoverlap(player.absmin - revive_extra_size, player.absmax + revive_extra_size, it.absmin, it.absmax))
{
if(!o)
o = it;
- if(STAT(FROZEN, player) == 1)
- it.reviving = true;
+ it.reviving = true;
++n;
}
- ));
+ });
}
- if(n && STAT(FROZEN, player) == 3) // OK, there is at least one teammate reviving us
+ 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);
- player.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);
Send_Notification(NOTIF_ONE, o, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
}
- FOREACH_CLIENT(IS_PLAYER(it) && it.reviving, LAMBDA(
- it.revive_progress = player.revive_progress;
+ FOREACH_CLIENT(IS_PLAYER(it) && it.reviving, {
+ STAT(REVIVE_PROGRESS, it) = STAT(REVIVE_PROGRESS, player);
it.reviving = false;
- ));
+ });
}
}
-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)
player.nade_refire = time + autocvar_g_nades_nade_refire;
if(autocvar_g_nades_bonus_client_select)
- player.nade_type = 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;
if(!STAT(FROZEN, frag_target) || !autocvar_g_freezetag_revive_nade)
toss_nade(frag_target, true, '0 0 100', max(frag_target.nade.wait, time + 0.05));
- float killcount_bonus = ((frag_attacker.killcount >= 1) ? bound(0, autocvar_g_nades_bonus_score_minor * frag_attacker.killcount, autocvar_g_nades_bonus_score_medium) : autocvar_g_nades_bonus_score_minor);
-
if(IS_PLAYER(frag_attacker))
{
+ float killcount_bonus = ((CS(frag_attacker).killcount >= 1) ? bound(0, autocvar_g_nades_bonus_score_minor * CS(frag_attacker).killcount, autocvar_g_nades_bonus_score_medium) : autocvar_g_nades_bonus_score_minor);
+
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 && frag_attacker.killcount > 1)
+ else if(autocvar_g_nades_bonus_score_spree && CS(frag_attacker).killcount > 1)
{
#define SPREE_ITEM(counta,countb,center,normal,gentle) \
case counta: { nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_spree); break; }
- switch(frag_attacker.killcount)
+ switch(CS(frag_attacker).killcount)
{
KILL_SPREE_LIST
default: nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_minor); break;
nades_RemoveBonus(frag_target);
}
-MUTATOR_HOOKFUNCTION(nades, PlayerDamage_Calculate)
+MUTATOR_HOOKFUNCTION(nades, Damage_Calculate)
{
entity frag_inflictor = M_ARGV(0, entity);
entity frag_attacker = M_ARGV(1, entity);
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';
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);
}
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");