#define REGISTER_NADE(id) REGISTER(Nades, NADE_TYPE, id, m_id, NEW(Nade))
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, entity, 2)
+ 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, entity, 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));
}
* called to adjust nade damage and force on hit
*/
#define EV_Nade_Damage(i, o) \
- /** weapon */ i(entity, MUTATOR_ARGV_0_entity) \
- /** force */ i(vector, MUTATOR_ARGV_0_vector) \
- /**/ o(vector, MUTATOR_ARGV_0_vector) \
- /** damage */ i(float, MUTATOR_ARGV_0_float) \
- /**/ o(float, MUTATOR_ARGV_0_float) \
+ /** nade */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** weapon */ i(entity, MUTATOR_ARGV_1_entity) \
+ /** force */ i(vector, MUTATOR_ARGV_2_vector) \
+ /**/ o(vector, MUTATOR_ARGV_2_vector) \
+ /** damage */ i(float, MUTATOR_ARGV_3_float) \
+ /**/ o(float, MUTATOR_ARGV_3_float) \
/**/
MUTATOR_HOOKABLE(Nade_Damage, EV_Nade_Damage);