REGISTER_STAT(NADES_SMALL, int, autocvar_g_nades_nade_small)
#ifdef GAMEQC
+
REPLICATE(cvar_cl_nade_type, int, "cl_nade_type");
REPLICATE(cvar_cl_pokenade_type, string, "cl_pokenade_type");
else
proj.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
}
+
+MUTATOR_HOOKFUNCTION(cl_nades, BuildGameplayTipsString)
+{
+ if (mut_is_active(MUT_NADES))
+ {
+ string key = getcommandkey(_("drop weapon / throw nade"), "dropweapon");
+ M_ARGV(0, string) = strcat(M_ARGV(0, string),
+ "\n\n", sprintf(_("^3nades^8 are enabled, press ^3%s^8 to use them"), key), "\n");
+ }
+}
+
bool Projectile_isnade(int p)
{
return Nade_FromProjectile(p) != NADE_TYPE_Null;
#include <common/monsters/sv_spawn.qh>
#include <common/monsters/sv_monsters.qh>
-REGISTER_MUTATOR(nades, autocvar_g_nades);
-
.float nade_time_primed;
.float nade_lifetime;
if(d < dist)
{
e.fireball_impactvec = p;
- RandomSelection_AddEnt(e, 1 / (1 + d), !Fire_IsBurning(e));
+ RandomSelection_AddEnt(e, 1 / (1 + d), !StatusEffects_active(STATUSEFFECT_Burning, e));
}
}
if(RandomSelection_chosen_ent)
void nade_napalm_boom(entity this)
{
- entity fountain;
- int c;
- for (c = 0; c < autocvar_g_nades_napalm_ball_count; c++)
+ for (int c = 0; c < autocvar_g_nades_napalm_ball_count; c++)
nade_napalm_ball(this);
-
- fountain = spawn();
+ entity fountain = new(nade_napalm_fountain);
fountain.owner = this.owner;
fountain.realowner = this.realowner;
fountain.origin = this.origin;
void nade_ice_boom(entity this)
{
- entity fountain;
- fountain = spawn();
+ entity fountain = new(nade_ice_fountain);
fountain.owner = this.owner;
fountain.realowner = this.realowner;
fountain.origin = this.origin;
void nade_spawn_boom(entity this)
{
- entity spawnloc = spawn();
+ entity player = this.realowner;
+ entity spawnloc = new(nade_spawn_loc);
setorigin(spawnloc, this.origin);
- setsize(spawnloc, this.realowner.mins, this.realowner.maxs);
+ setsize(spawnloc, player.mins, player.maxs);
set_movetype(spawnloc, MOVETYPE_NONE);
spawnloc.solid = SOLID_NOT;
- spawnloc.drawonlytoclient = this.realowner;
+ spawnloc.drawonlytoclient = player;
spawnloc.effects = EF_STARDUST;
spawnloc.cnt = autocvar_g_nades_spawn_count;
- if(this.realowner.nade_spawnloc)
- {
- delete(this.realowner.nade_spawnloc);
- this.realowner.nade_spawnloc = NULL;
- }
+ if(player.nade_spawnloc)
+ delete(player.nade_spawnloc);
- this.realowner.nade_spawnloc = spawnloc;
+ player.nade_spawnloc = spawnloc;
}
void nades_orb_think(entity this)
// NOTE: this function merely places an orb
// you must add a custom touch function to the returned entity if desired
// also set .colormod if you wish to have it colorized
- entity orb = spawn(); // Net_LinkEntity sets the classname (TODO)
+ entity orb = new(nades_spawn_orb);
orb.owner = own;
orb.realowner = realown;
setorigin(orb, org);
#endif
}
- if ( IS_REAL_CLIENT(toucher) || IS_VEHICLE(toucher) || IS_MONSTER(toucher) )
+ if ( IS_REAL_CLIENT(toucher) || (IS_VEHICLE(toucher) && toucher.owner) )
{
- entity show_tint = (IS_VEHICLE(toucher)) ? toucher.owner : toucher;
+ entity show_tint = (IS_VEHICLE(toucher) && toucher.owner) ? toucher.owner : toucher;
STAT(ENTRAP_ORB, show_tint) = time + 0.1;
float tint_alpha = 0.75;
}
- if ( IS_REAL_CLIENT(toucher) || IS_VEHICLE(toucher) )
+ if ( IS_REAL_CLIENT(toucher) || (IS_VEHICLE(toucher) && toucher.owner) )
{
- entity show_red = (IS_VEHICLE(toucher)) ? toucher.owner : toucher;
+ entity show_red = (IS_VEHICLE(toucher) && toucher.owner) ? toucher.owner : toucher;
STAT(HEALING_ORB, show_red) = time+0.1;
STAT(HEALING_ORB_ALPHA, show_red) = 0.75 * (this.ltime - time) / this.orb_lifetime;
}
void nade_veil_touch(entity this, entity toucher)
{
- if ( IS_REAL_CLIENT(toucher) || IS_VEHICLE(toucher) || IS_MONSTER(toucher) )
+ if ( IS_REAL_CLIENT(toucher) || (IS_VEHICLE(toucher) && toucher.owner) )
{
- entity show_tint = (IS_VEHICLE(toucher)) ? toucher.owner : toucher;
+ entity show_tint = (IS_VEHICLE(toucher) && toucher.owner) ? toucher.owner : toucher;
float tint_alpha = 0.75;
if(SAME_TEAM(toucher, this.realowner))
entity _nade = e.nade;
e.nade = NULL;
- delete(e.fake_nade);
+ if(e.fake_nade)
+ delete(e.fake_nade);
e.fake_nade = NULL;
Kill_Notification(NOTIF_ONE_ONLY, e, MSG_CENTER, CPID_NADES);
void nade_prime(entity this)
{
- if(autocvar_g_nades_bonus_only)
- if(!STAT(NADE_BONUS, this))
+ if(autocvar_g_nades_bonus_only && !STAT(NADE_BONUS, this))
return; // only allow bonus nades
+ // TODO: handle old nade if it exists?
if(this.nade)
delete(this.nade);
+ this.nade = NULL;
if(this.fake_nade)
delete(this.fake_nade);
+ this.fake_nade = NULL;
int ntype;
string pntype = this.pokenade_type;
- if((this.items & ITEM_Strength.m_itemid) && autocvar_g_nades_bonus_onstrength)
+ if(StatusEffects_active(STATUSEFFECT_Strength, this) && autocvar_g_nades_bonus_onstrength)
ntype = STAT(NADE_BONUS_TYPE, this);
else if (STAT(NADE_BONUS, this) >= 1)
{
}
else
{
- ntype = ((autocvar_g_nades_client_select) ? CS(this).cvar_cl_nade_type : autocvar_g_nades_nade_type);
- pntype = ((autocvar_g_nades_client_select) ? CS(this).cvar_cl_pokenade_type : autocvar_g_nades_pokenade_monster_type);
+ ntype = ((autocvar_g_nades_client_select) ? CS_CVAR(this).cvar_cl_nade_type : autocvar_g_nades_nade_type);
+ pntype = ((autocvar_g_nades_client_select) ? CS_CVAR(this).cvar_cl_pokenade_type : autocvar_g_nades_pokenade_monster_type);
}
spawn_held_nade(this, this, autocvar_g_nades_nade_lifetime, ntype, pntype);
bool CanThrowNade(entity this)
{
- if(this.vehicle)
- return false;
-
- if(IS_DEAD(this))
- return false;
-
- if (!autocvar_g_nades)
- return false; // allow turning them off mid match
-
- if (weaponLocked(this))
- return false;
-
- if (!IS_PLAYER(this))
- return false;
-
- return true;
+ return !(this.vehicle || !autocvar_g_nades || IS_DEAD(this) || !IS_PLAYER(this) || weaponLocked(this));
}
.bool nade_altbutton;
}
ENDCLASS(NadeOffhand)
NadeOffhand OFFHAND_NADE;
-STATIC_INIT(OFFHAND_NADE) { OFFHAND_NADE = NEW(NadeOffhand); }
+REGISTER_MUTATOR(nades, autocvar_g_nades)
+{
+ MUTATOR_ONADD
+ {
+ OFFHAND_NADE = NEW(NadeOffhand);
+ }
+ return 0;
+}
MUTATOR_HOOKFUNCTION(nades, ForbidThrowCurrentWeapon, CBC_ORDER_LAST)
{
}
}
-#ifdef IS_REVIVING
- #undef IS_REVIVING
+#ifdef IN_REVIVING_RANGE
+ #undef IN_REVIVING_RANGE
#endif
// returns true if player is reviving it
-#define IS_REVIVING(player, it, revive_extra_size) \
- (it != player && !STAT(FROZEN, it) && !IS_DEAD(it) && SAME_TEAM(it, player) \
+#define IN_REVIVING_RANGE(player, it, revive_extra_size) \
+ (it != player && !IS_DEAD(it) && SAME_TEAM(it, player) \
&& boxesoverlap(player.absmin - revive_extra_size, player.absmax + revive_extra_size, it.absmin, it.absmax))
MUTATOR_HOOKFUNCTION(nades, PlayerPreThink)
if (!IS_PLAYER(player)) { return; }
- if (player.nade && (player.offhand != OFFHAND_NADE || (STAT(WEAPONS, player) & WEPSET(HOOK)))) OFFHAND_NADE.offhand_think(OFFHAND_NADE, player, player.nade_altbutton);
+ if (player.nade && (player.offhand != OFFHAND_NADE || (STAT(WEAPONS, player) & WEPSET(HOOK))))
+ OFFHAND_NADE.offhand_think(OFFHAND_NADE, player, player.nade_altbutton);
entity held_nade = player.nade;
if (held_nade)
if(autocvar_g_nades_bonus_client_select)
{
- STAT(NADE_BONUS_TYPE, player) = CS(player).cvar_cl_nade_type;
- player.pokenade_type = CS(player).cvar_cl_pokenade_type;
+ STAT(NADE_BONUS_TYPE, player) = CS_CVAR(player).cvar_cl_nade_type;
+ player.pokenade_type = CS_CVAR(player).cvar_cl_pokenade_type;
}
else
{
}
}
- if (frametime && IS_PLAYER(player))
- {
- int n = 0;
+ if (!(frametime && IS_PLAYER(player)))
+ return true;
- IntrusiveList reviving_players = NULL;
+ entity revivers_last = NULL;
+ entity revivers_first = NULL;
- if(player.freezetag_frozen_timeout > 0 && time >= player.freezetag_frozen_timeout)
- n = -1;
- else if (STAT(FROZEN, player) == FROZEN_TEMP_DYING)
+ bool player_is_reviving = false;
+ int n = 0;
+ vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
+ FOREACH_CLIENT(IS_PLAYER(it) && IN_REVIVING_RANGE(player, it, revive_extra_size), {
+ // check if player is reviving anyone
+ if (STAT(FROZEN, it) == FROZEN_TEMP_DYING)
{
- vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
- n = 0;
- FOREACH_CLIENT(IS_PLAYER(it) && IS_REVIVING(player, it, revive_extra_size), {
- if (!reviving_players)
- reviving_players = IL_NEW();
- IL_PUSH(reviving_players, it);
- ++n;
- });
+ if ((STAT(FROZEN, player) == FROZEN_TEMP_DYING))
+ continue;
+ if (!IN_REVIVING_RANGE(player, it, revive_extra_size))
+ continue;
+ player_is_reviving = true;
+ break;
}
- if (n > 0 && STAT(FROZEN, player) == FROZEN_TEMP_DYING) // OK, there is at least one teammate reviving us
- {
- STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
- SetResource(player, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, player) * start_health));
+ if (!(STAT(FROZEN, player) == FROZEN_TEMP_DYING))
+ continue; // both player and it are NOT frozen
+ if (revivers_last)
+ revivers_last.chain = it;
+ revivers_last = it;
+ if (!revivers_first)
+ revivers_first = it;
+ ++n;
+ });
+ if (revivers_last)
+ revivers_last.chain = NULL;
- if(STAT(REVIVE_PROGRESS, player) >= 1)
- {
- Unfreeze(player, false);
+ if (!n) // no teammate nearby
+ {
+ // freezetag already resets revive progress
+ if (!g_freezetag && !STAT(FROZEN, player) && !player_is_reviving)
+ STAT(REVIVE_PROGRESS, player) = 0; // thawing nobody
+ }
+ else if (n > 0 && STAT(FROZEN, player) == FROZEN_TEMP_DYING) // OK, there is at least one teammate reviving us
+ {
+ STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
+ // undo what PlayerPreThink did
+ STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) + frametime * player.revive_speed, 1);
+ SetResource(player, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, player) * start_health));
- entity first = IL_FIRST(reviving_players);
- Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_REVIVED, first.netname);
- Send_Notification(NOTIF_ONE, first, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
- }
+ if(STAT(REVIVE_PROGRESS, player) >= 1)
+ {
+ Unfreeze(player, false);
- IL_EACH(reviving_players, true, {
- STAT(REVIVE_PROGRESS, it) = STAT(REVIVE_PROGRESS, player);
- });
+ Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_REVIVED, revivers_first.netname);
+ Send_Notification(NOTIF_ONE, revivers_first, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
}
- if (reviving_players)
- IL_DELETE(reviving_players);
+
+ for(entity it = revivers_first; it; it = it.chain)
+ STAT(REVIVE_PROGRESS, it) = STAT(REVIVE_PROGRESS, player);
}
}
player.nade_refire = time + autocvar_g_nades_nade_refire;
if(autocvar_g_nades_bonus_client_select)
- STAT(NADE_BONUS_TYPE, player) = CS(player).cvar_cl_nade_type;
+ STAT(NADE_BONUS_TYPE, player) = CS_CVAR(player).cvar_cl_nade_type;
STAT(NADE_TIMER, player) = 0;
STAT(VEIL_ORB_ALPHA, client) = STAT(VEIL_ORB_ALPHA, spectatee);
}
-MUTATOR_HOOKFUNCTION(nades, BuildMutatorsString)
+MUTATOR_HOOKFUNCTION(nades, BuildMutatorsPrettyString)
{
- M_ARGV(0, string) = strcat(M_ARGV(0, string), ":Nades");
+ M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Nades");
}
-MUTATOR_HOOKFUNCTION(nades, BuildGameplayTipsString)
+MUTATOR_HOOKFUNCTION(nades, BuildMutatorsString)
{
- M_ARGV(0, string) = strcat(M_ARGV(0, string), "\n\n^3nades^8 are enabled, press 'g' (dropweapon) to use them\n");
+ M_ARGV(0, string) = strcat(M_ARGV(0, string), ":Nades");
}
#endif