1 #include "sv_touchexplode.qh"
3 float autocvar_g_touchexplode_radius;
4 float autocvar_g_touchexplode_damage;
5 float autocvar_g_touchexplode_edgedamage;
6 float autocvar_g_touchexplode_force;
8 REGISTER_MUTATOR(touchexplode, cvar("g_touchexplode"));
10 .float touchexplode_time;
12 void PlayerTouchExplode(entity p1, entity p2)
14 vector org = (p1.origin + p2.origin) * 0.5;
15 org.z += (p1.mins.z + p2.mins.z) * 0.5;
17 sound(p1, CH_TRIGGER, SND_GRENADE_IMPACT, VOL_BASE, ATTEN_NORM);
18 Send_Effect(EFFECT_EXPLOSION_SMALL, org, '0 0 0', 1);
22 RadiusDamage(e, NULL, autocvar_g_touchexplode_damage, autocvar_g_touchexplode_edgedamage, autocvar_g_touchexplode_radius, NULL, NULL, autocvar_g_touchexplode_force, DEATH_TOUCHEXPLODE.m_id, NULL);
26 MUTATOR_HOOKFUNCTION(touchexplode, PlayerPreThink)
28 entity player = M_ARGV(0, entity);
30 if(time > player.touchexplode_time)
32 if(!STAT(FROZEN, player))
35 if(!IS_INDEPENDENT_PLAYER(player))
36 FOREACH_CLIENT(IS_PLAYER(it) && it != player, {
37 if(time > it.touchexplode_time)
40 if (!IS_INDEPENDENT_PLAYER(it))
41 if(boxesoverlap(player.absmin, player.absmax, it.absmin, it.absmax))
43 PlayerTouchExplode(player, it);
44 player.touchexplode_time = it.touchexplode_time = time + 0.2;