#include "gamemode_keyhunt.qh"
#include "gamemode_freezetag.qh"
-#include "../../common/nades.qh"
+#include "../../common/nades/all.qh"
#include "../../common/monsters/spawn.qh"
#include "../../common/monsters/sv_monsters.qh"
void nade_burn_spawn(entity _nade)
{
- CSQCProjectile(_nade, true, NADES[_nade.nade_type].m_projectile[true], true);
+ CSQCProjectile(_nade, true, Nades[_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[_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[self.nade_type] )
{
case NADE_TYPE_NAPALM:
nade_blast = autocvar_g_nades_napalm_blast;
}
if(self.takedamage)
- switch ( NADES[self.nade_type] )
+ switch ( Nades[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[self.nade_type].m_projectile[false], self.team).eent_eff_name);
self.alpha = 1;
}
n.pokenade_type = ((autocvar_g_nades_client_select) ? self.cvar_cl_pokenade_type : autocvar_g_nades_pokenade_monster_type);
}
- n.nade_type = bound(1, n.nade_type, NADES_COUNT);
+ n.nade_type = bound(1, n.nade_type, Nades_COUNT);
setmodel(n, MDL_PROJECTILE_NADE);
//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[n.nade_type].m_projectile[false], self.team).eent_eff_name);
+ n.colormod = Nades[n.nade_type].m_color;
n.realowner = self;
n.colormap = self.colormap;
n.glowmod = self.glowmod;
setmodel(fn, MDL_NADE_VIEW);
setattachment(fn, self.weaponentity, "");
fn.realowner = fn.owner = self;
- fn.colormod = NADES[n.nade_type].m_color;
+ fn.colormod = Nades[n.nade_type].m_color;
fn.colormap = self.colormap;
fn.glowmod = self.glowmod;
fn.think = SUB_Remove;
self.pokenade_type = autocvar_g_nades_pokenade_monster_type;
}
- self.nade_type = bound(1, self.nade_type, NADES_COUNT);
+ self.nade_type = bound(1, self.nade_type, Nades_COUNT);
if(self.bonus_nade_score >= 0 && autocvar_g_nades_bonus_score_max)
nades_GiveBonus(self, time_score / autocvar_g_nades_bonus_score_max);