const int PROJECTILE_NADE_HEAL_BURN = 81;
const int PROJECTILE_NADE_MONSTER = 82;
const int PROJECTILE_NADE_MONSTER_BURN = 83;
+const int PROJECTILE_NADE_ENTRAP = 84;
+const int PROJECTILE_NADE_ENTRAP_BURN = 85;
REGISTRY(Nades, BITS(4))
#define Nades_from(i) _Nades_from(i, NADE_TYPE_Null)
#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));
}
#include "nades.inc"
-.float healer_lifetime;
-.float healer_radius;
+.float orb_lifetime;
+.float orb_radius;
#ifdef SVQC
.float stat_healing_orb_alpha = _STAT(HEALING_ORB_ALPHA);
.float nade_show_particles;
-bool healer_send(entity this, entity to, int sf);
+bool orb_send(entity this, entity to, int sf);
// Remove nades that are being thrown
void nades_Clear(entity player);