void nade_burn_spawn(entity _nade)
{
- CSQCProjectile(_nade, true, Nades[_nade.nade_type].m_projectile[true], true);
+ CSQCProjectile(_nade, true, Nades_from(_nade.nade_type).m_projectile[true], true);
}
void nade_spawn(entity _nade)
_nade.effects |= EF_LOWPRECISION;
- CSQCProjectile(_nade, true, Nades[_nade.nade_type].m_projectile[false], true);
+ CSQCProjectile(_nade, true, Nades_from(_nade.nade_type).m_projectile[false], true);
}
void napalm_damage(float dist, float damage, float edgedamage, float burntime)
entity expef = NULL;
bool nade_blast = true;
- switch ( Nades[self.nade_type] )
+ switch ( Nades_from(self.nade_type) )
{
case NADE_TYPE_NAPALM:
nade_blast = autocvar_g_nades_napalm_blast;
}
if(self.takedamage)
- switch ( Nades[self.nade_type] )
+ switch ( Nades_from(self.nade_type) )
{
case NADE_TYPE_NAPALM: nade_napalm_boom(); break;
case NADE_TYPE_ICE: nade_ice_boom(); break;
{
//self.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
if(!self.traileffectnum)
- self.traileffectnum = _particleeffectnum(Nade_TrailEffect(Nades[self.nade_type].m_projectile[false], self.team).eent_eff_name);
+ self.traileffectnum = _particleeffectnum(Nade_TrailEffect(Nades_from(self.nade_type).m_projectile[false], self.team).eent_eff_name);
self.alpha = 1;
}
//setattachment(n, self, "bip01 l hand");
n.exteriormodeltoclient = self;
n.customizeentityforclient = nade_customize;
- n.traileffectnum = _particleeffectnum(Nade_TrailEffect(Nades[n.nade_type].m_projectile[false], self.team).eent_eff_name);
- n.colormod = Nades[n.nade_type].m_color;
+ n.traileffectnum = _particleeffectnum(Nade_TrailEffect(Nades_from(n.nade_type).m_projectile[false], self.team).eent_eff_name);
+ n.colormod = Nades_from(n.nade_type).m_color;
n.realowner = self;
n.colormap = self.colormap;
n.glowmod = self.glowmod;
int slot = 0; // TODO: unhardcode
setattachment(fn, self.weaponentity[slot], "");
fn.realowner = fn.owner = self;
- fn.colormod = Nades[n.nade_type].m_color;
+ fn.colormod = Nades_from(n.nade_type).m_color;
fn.colormap = self.colormap;
fn.glowmod = self.glowmod;
fn.think = SUB_Remove;