#ifndef NADES_ALL_H
#define NADES_ALL_H
-#include "../../../teams.qh"
+#include <common/teams.qh>
// use slots 70-100
const int PROJECTILE_NADE = 71;
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)
#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);
* 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);