#ifndef NADES_H
#define NADES_H
-#include "oo.qh"
-#include "registry.qh"
#include "teams.qh"
.float healer_lifetime;
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, string, 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));
+ }
ENDCLASS(Nade)
-REGISTER_NADE(NULL);
+REGISTER_NADE(Null);
#define NADE_PROJECTILE(i, projectile, trail) do { \
this.m_projectile[i] = projectile; \
REGISTER_NADE(NAPALM) {
this.m_color = '2 0.5 0';
+ this.m_name = _("Napalm grenade");
this.m_icon = "nade_napalm";
NADE_PROJECTILE(0, PROJECTILE_NADE_NAPALM, "TR_ROCKET");
NADE_PROJECTILE(1, PROJECTILE_NADE_NAPALM_BURN, "spiderbot_rocket_thrust");
REGISTER_NADE(ICE) {
this.m_color = '0 0.5 2';
+ this.m_name = _("Ice grenade");
this.m_icon = "nade_ice";
NADE_PROJECTILE(0, PROJECTILE_NADE_ICE, "TR_NEXUIZPLASMA");
NADE_PROJECTILE(1, PROJECTILE_NADE_ICE_BURN, "wakizashi_rocket_thrust");
REGISTER_NADE(TRANSLOCATE) {
this.m_color = '1 0 1';
+ this.m_name = _("Translocate grenade");
this.m_icon = "nade_translocate";
NADE_PROJECTILE(0, PROJECTILE_NADE_TRANSLOCATE, "TR_CRYLINKPLASMA");
NADE_PROJECTILE(1, PROJECTILE_NADE_TRANSLOCATE, "TR_CRYLINKPLASMA");
REGISTER_NADE(SPAWN) {
this.m_color = '1 0.9 0';
+ this.m_name = _("Spawn grenade");
this.m_icon = "nade_spawn";
NADE_PROJECTILE(0, PROJECTILE_NADE_SPAWN, "nade_yellow");
NADE_PROJECTILE(1, PROJECTILE_NADE_SPAWN, "nade_yellow");
REGISTER_NADE(HEAL) {
this.m_color = '1 0 0';
+ this.m_name = _("Heal grenade");
this.m_icon = "nade_heal";
NADE_PROJECTILE(0, PROJECTILE_NADE_HEAL, "nade_red");
NADE_PROJECTILE(1, PROJECTILE_NADE_HEAL_BURN, "nade_red_burn");
REGISTER_NADE(MONSTER) {
this.m_color = '0.25 0.75 0';
+ this.m_name = _("Monster grenade");
this.m_icon = "nade_monster";
NADE_PROJECTILE(0, PROJECTILE_NADE_MONSTER, "nade_red");
NADE_PROJECTILE(1, PROJECTILE_NADE_MONSTER_BURN, "nade_red_burn");
if (it.m_projectile[j] == proj) return it;
}
));
- return NADE_TYPE_NULL;
+ return NADE_TYPE_Null;
}
string Nade_TrailEffect(float proj, float nade_team)