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';
}
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);
REGISTER_MUTATOR(nades, cvar("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);
{
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;
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(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(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
{
//UpdateCSQCProjectile(this);
if(this.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;
}
if(this.health == 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);
}
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, _nade.weaponentity_fld, false, false, SND_Null, CH_WEAPON_A, 0);
- Kill_Notification(NOTIF_ONE_ONLY, e, MSG_CENTER, CPID_NADES);
-
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);
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);
setattachment(fn, player.(weaponentity), "");
if(this.vehicle)
return false;
- if(gameover)
- return false;
-
if(IS_DEAD(this))
return false;
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);
+ player.nade_timer = bound(0, (time - held_nade.nade_time_primed) / held_nade.nade_lifetime, 1);
// LOG_TRACEF("%d %d", player.nade_timer, time - held_nade.nade_time_primed);
makevectors(player.angles);
held_nade.velocity = player.velocity;
{
vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
n = 0;
- FOREACH_CLIENT(IS_PLAYER(it) && it != player, LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it) && it != player, {
if(!IS_DEAD(it))
if(STAT(FROZEN, it) == 0)
if(SAME_TEAM(it, player))
it.reviving = true;
++n;
}
- ));
+ });
}
if(n && STAT(FROZEN, player) == 3) // OK, there is at least one teammate reviving us
Send_Notification(NOTIF_ONE, o, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
}
- FOREACH_CLIENT(IS_PLAYER(it) && it.reviving, LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it) && it.reviving, {
it.revive_progress = player.revive_progress;
it.reviving = false;
- ));
+ });
}
}
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)
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);