#include "mutator_nades.qh"
-#include "../_all.qh"
#include "mutator.qh"
#include "gamemode_keyhunt.qh"
#include "gamemode_freezetag.qh"
-#include "../../common/nades.qh"
+#include "../../common/nades/all.qh"
+#include "../../common/gamemodes/all.qh"
#include "../../common/monsters/spawn.qh"
#include "../../common/monsters/sv_monsters.qh"
+#include "../g_subs.qh"
-.float lifetime;
+.float nade_time_primed;
.entity nade_spawnloc;
void nade_burn_spawn(entity _nade)
{
- CSQCProjectile(_nade, true, NADES[_nade.nade_type].m_projectile[true], true);
+ CSQCProjectile(_nade, true, Nades[_nade.nade_type].m_projectile[true], true);
}
void nade_spawn(entity _nade)
_nade.effects |= EF_LOWPRECISION;
- CSQCProjectile(_nade, true, NADES[_nade.nade_type].m_projectile[false], true);
+ CSQCProjectile(_nade, true, Nades[_nade.nade_type].m_projectile[false], true);
}
void napalm_damage(float dist, float damage, float edgedamage, float burntime)
entity proj;
vector kick;
- spamsound(self, CH_SHOTS, W_Sound("fireball_fire"), VOL_BASE, ATTEN_NORM);
+ spamsound(self, CH_SHOTS, SND(FIREBALL_FIRE), VOL_BASE, ATTEN_NORM);
proj = spawn ();
proj.owner = self.owner;
proj.bot_dodge = true;
proj.bot_dodgerating = autocvar_g_nades_napalm_ball_damage;
proj.movetype = MOVETYPE_BOUNCE;
- proj.projectiledeathtype = DEATH_NADE_NAPALM;
+ proj.projectiledeathtype = DEATH_NADE_NAPALM.m_id;
PROJECTILE_MAKETRIGGER(proj);
setmodel(proj, MDL_Null);
proj.scale = 1;//0.5;
fountain.pushltime = fountain.ltime;
fountain.team = self.team;
fountain.movetype = MOVETYPE_TOSS;
- fountain.projectiledeathtype = DEATH_NADE_NAPALM;
+ fountain.projectiledeathtype = DEATH_NADE_NAPALM.m_id;
fountain.bot_dodge = true;
fountain.bot_dodgerating = autocvar_g_nades_napalm_fountain_damage;
fountain.nade_special_time = time;
{
if ( autocvar_g_nades_ice_explode )
{
- entity expef = NULL;
- switch(self.realowner.team)
- {
- case NUM_TEAM_1: expef = EFFECT_NADE_RED_EXPLODE; break;
- case NUM_TEAM_2: expef = EFFECT_NADE_BLUE_EXPLODE; break;
- case NUM_TEAM_3: expef = EFFECT_NADE_YELLOW_EXPLODE; break;
- case NUM_TEAM_4: expef = EFFECT_NADE_PINK_EXPLODE; break;
- default: expef = EFFECT_NADE_NEUTRAL_EXPLODE; break;
- }
+ entity expef = EFFECT_NADE_EXPLODE(self.realowner.team);
Send_Effect(expef, self.origin + '0 0 1', '0 0 0', 1);
- sound(self, CH_SHOTS, W_Sound("rocket_impact"), VOL_BASE, ATTEN_NORM);
+ sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
RadiusDamage(self, self.realowner, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
autocvar_g_nades_nade_radius, self, world, autocvar_g_nades_nade_force, self.projectiledeathtype, self.enemy);
fountain.pushltime = fountain.wait = fountain.ltime;
fountain.team = self.team;
fountain.movetype = MOVETYPE_TOSS;
- fountain.projectiledeathtype = DEATH_NADE_ICE;
+ fountain.projectiledeathtype = DEATH_NADE_ICE.m_id;
fountain.bot_dodge = false;
setsize(fountain, '-16 -16 -16', '16 16 16');
fountain.nade_special_time = time+0.3;
}
else if ( health_factor < 0 )
{
- Damage(other,self,self.realowner,-health_factor,DEATH_NADE_HEAL,other.origin,'0 0 0');
+ Damage(other,self,self.realowner,-health_factor,DEATH_NADE_HEAL.m_id,other.origin,'0 0 0');
}
}
entity expef = NULL;
bool nade_blast = true;
- switch ( NADES[self.nade_type] )
+ switch ( Nades[self.nade_type] )
{
case NADE_TYPE_NAPALM:
nade_blast = autocvar_g_nades_napalm_blast;
default:
case NADE_TYPE_NORMAL:
- switch(self.realowner.team)
- {
- case NUM_TEAM_1: expef = EFFECT_NADE_RED_EXPLODE; break;
- case NUM_TEAM_2: expef = EFFECT_NADE_BLUE_EXPLODE; break;
- case NUM_TEAM_3: expef = EFFECT_NADE_YELLOW_EXPLODE; break;
- case NUM_TEAM_4: expef = EFFECT_NADE_PINK_EXPLODE; break;
- default: expef = EFFECT_NADE_NEUTRAL_EXPLODE; break;
- }
+ expef = EFFECT_NADE_EXPLODE(self.realowner.team);
+ break;
}
if(expef)
Send_Effect(expef, findbetterlocation(self.origin, 8), '0 0 0', 1);
- sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTEN_NORM);
- sound(self, CH_SHOTS, W_Sound("rocket_impact"), VOL_BASE, ATTEN_NORM);
+ sound(self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
+ sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
self.event_damage = func_null; // prevent somehow calling damage in the next call
}
if(self.takedamage)
- switch ( NADES[self.nade_type] )
+ switch ( Nades[self.nade_type] )
{
case NADE_TYPE_NAPALM: nade_napalm_boom(); break;
case NADE_TYPE_ICE: nade_ice_boom(); break;
//UpdateCSQCProjectile(self);
if(self.health == self.max_health)
{
- spamsound(self, CH_SHOTS, W_Sound(strcat("grenade_bounce", ftos(1 + rint(random() * 5)))), VOL_BASE, ATTEN_NORM);
+ spamsound(self, CH_SHOTS, SND(GRENADE_BOUNCE_RANDOM()), VOL_BASE, ATTEN_NORM);
return;
}
void nade_beep()
{SELFPARAM();
- sound(self, CH_SHOTS_SINGLE, "overkill/grenadebip.ogg", VOL_BASE, 0.5 *(ATTEN_LARGE + ATTEN_MAX));
+ sound(self, CH_SHOTS_SINGLE, SND_NADE_BEEP, VOL_BASE, 0.5 *(ATTEN_LARGE + ATTEN_MAX));
self.think = nade_boom;
self.nextthink = max(self.wait, time);
}
if(self.nade_type == NADE_TYPE_TRANSLOCATE.m_id || self.nade_type == NADE_TYPE_SPAWN.m_id)
return;
- if(DEATH_ISWEAPON(deathtype, WEP_BLASTER.m_id))
+ if(DEATH_ISWEAPON(deathtype, WEP_BLASTER))
{
force *= 1.5;
damage = 0;
}
- if(DEATH_ISWEAPON(deathtype, WEP_VAPORIZER.m_id) && (deathtype & HITTYPE_SECONDARY))
+ if(DEATH_ISWEAPON(deathtype, WEP_VAPORIZER) && (deathtype & HITTYPE_SECONDARY))
{
force *= 0.5; // too much
frag_damage = 0;
}
- if(DEATH_ISWEAPON(deathtype, WEP_VORTEX.m_id) || DEATH_ISWEAPON(deathtype, WEP_VAPORIZER.m_id))
+ if(DEATH_ISWEAPON(deathtype, WEP_VORTEX) || DEATH_ISWEAPON(deathtype, WEP_VAPORIZER))
{
force *= 6;
damage = self.max_health * 0.55;
}
- if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN.m_id) || DEATH_ISWEAPON(deathtype, WEP_HMG.m_id))
+ if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN) || DEATH_ISWEAPON(deathtype, WEP_HMG))
damage = self.max_health * 0.1;
- if(DEATH_ISWEAPON(deathtype, WEP_SHOCKWAVE.m_id) || DEATH_ISWEAPON(deathtype, WEP_SHOTGUN.m_id)) // WEAPONTODO
+ if(DEATH_ISWEAPON(deathtype, WEP_SHOCKWAVE) || DEATH_ISWEAPON(deathtype, WEP_SHOTGUN)) // WEAPONTODO
if(deathtype & HITTYPE_SECONDARY)
{
damage = self.max_health * 0.1;
if(self.health == self.max_health)
{
- sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, 0.5 *(ATTEN_LARGE + ATTEN_MAX));
+ sound(self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, 0.5 *(ATTEN_LARGE + ATTEN_MAX));
self.nextthink = max(time + autocvar_g_nades_nade_lifetime, time);
self.think = nade_beep;
}
_nade.damagedbycontents = true;
_nade.angles = vectoangles(_nade.velocity);
_nade.flags = FL_PROJECTILE;
- _nade.projectiledeathtype = DEATH_NADE;
+ _nade.projectiledeathtype = DEATH_NADE.m_id;
_nade.toss_time = time;
_nade.solid = SOLID_CORPSE; //((_nade.nade_type == NADE_TYPE_TRANSLOCATE) ? SOLID_CORPSE : SOLID_BBOX);
if ( player.bonus_nade_score >= 1 )
{
Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_NADE_BONUS);
- play2(player,"kh/alarm.wav");
+ play2(player, SND(KH_ALARM));
player.bonus_nades++;
player.bonus_nade_score -= 1;
}
{
//self.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
if(!self.traileffectnum)
- self.traileffectnum = _particleeffectnum(Nade_TrailEffect(NADES[self.nade_type].m_projectile[false], self.team));
+ self.traileffectnum = _particleeffectnum(Nade_TrailEffect(Nades[self.nade_type].m_projectile[false], self.team).eent_eff_name);
self.alpha = 1;
}
n.pokenade_type = ((autocvar_g_nades_client_select) ? self.cvar_cl_pokenade_type : autocvar_g_nades_pokenade_monster_type);
}
- n.nade_type = bound(1, n.nade_type, NADES_COUNT);
+ n.nade_type = bound(1, n.nade_type, Nades_COUNT);
setmodel(n, MDL_PROJECTILE_NADE);
//setattachment(n, self, "bip01 l hand");
n.exteriormodeltoclient = self;
n.customizeentityforclient = nade_customize;
- n.traileffectnum = _particleeffectnum(Nade_TrailEffect(NADES[n.nade_type].m_projectile[false], self.team));
- n.colormod = NADES[n.nade_type].m_color;
+ n.traileffectnum = _particleeffectnum(Nade_TrailEffect(Nades[n.nade_type].m_projectile[false], self.team).eent_eff_name);
+ n.colormod = Nades[n.nade_type].m_color;
n.realowner = self;
n.colormap = self.colormap;
n.glowmod = self.glowmod;
n.wait = time + autocvar_g_nades_nade_lifetime;
- n.lifetime = time;
+ n.nade_time_primed = time;
n.think = nade_beep;
n.nextthink = max(n.wait - 3, time);
- n.projectiledeathtype = DEATH_NADE;
+ n.projectiledeathtype = DEATH_NADE.m_id;
setmodel(fn, MDL_NADE_VIEW);
setattachment(fn, self.weaponentity, "");
fn.realowner = fn.owner = self;
- fn.colormod = NADES[n.nade_type].m_color;
+ fn.colormod = Nades[n.nade_type].m_color;
fn.colormap = self.colormap;
fn.glowmod = self.glowmod;
fn.think = SUB_Remove;
return true;
}
+.bool nade_altbutton;
+
void nades_CheckThrow()
{SELFPARAM();
if(!CanThrowNade())
return;
- if(!self.nade)
+ entity held_nade = self.nade;
+ if (!held_nade)
{
- if(self.nade_refire < time)
+ self.nade_altbutton = true;
+ if(time > self.nade_refire)
{
Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_NADE_THROW);
nade_prime();
}
else
{
- if(time - self.nade.lifetime >= 1)
- {
+ self.nade_altbutton = false;
+ if (time >= held_nade.nade_time_primed + 1) {
makevectors(self.v_angle);
- float _force = time - self.nade.lifetime;
+ float _force = time - held_nade.nade_time_primed;
_force /= autocvar_g_nades_nade_lifetime;
_force = autocvar_g_nades_nade_minforce + (_force * (autocvar_g_nades_nade_maxforce - autocvar_g_nades_nade_minforce));
toss_nade(self, (v_forward * 0.75 + v_up * 0.2 + v_right * 0.05) * _force, 0);
player.nade_timer = 0;
}
-MUTATOR_HOOKFUNCTION(nades_CheckThrow)
-{
- if(MUTATOR_RETURNVALUE) { nades_CheckThrow(); }
- return false;
-}
-
MUTATOR_HOOKFUNCTION(nades_VehicleEnter)
{
if(vh_player.nade)
return false;
}
-MUTATOR_HOOKFUNCTION(nades_PlayerPreThink)
-{SELFPARAM();
- if(!IS_PLAYER(self)) { return false; }
-
- float key_pressed = self.BUTTON_HOOK;
- float time_score;
-
- if(g_grappling_hook || client_hasweapon(self, WEP_HOOK.m_id, false, false) || (weaponsInMap & WEPSET_HOOK))
- key_pressed = self.button16; // if hook is enabled, use an alternate key
-
- if(self.nade)
- {
- self.nade_timer = bound(0, (time - self.nade.lifetime) / autocvar_g_nades_nade_lifetime, 1);
- //print(sprintf("%d %d\n", self.nade_timer, time - self.nade.lifetime));
- makevectors(self.angles);
- self.nade.velocity = self.velocity;
-
- setorigin(self.nade, self.origin + self.view_ofs + v_forward * 8 + v_right * -8 + v_up * 0);
- self.nade.angles_y = self.angles.y;
- }
-
- if(self.nade)
- if(self.nade.wait - 0.1 <= time)
- toss_nade(self, '0 0 0', time + 0.05);
-
- if(CanThrowNade())
- if(self.nade_refire < time)
- {
- if(key_pressed)
+CLASS(NadeOffhand, OffhandWeapon)
+ METHOD(NadeOffhand, offhand_think, void(NadeOffhand this, entity player, bool key_pressed))
+ {
+ entity held_nade = player.nade;
+ if (held_nade)
{
- if(!self.nade)
- nade_prime();
+ player.nade_timer = bound(0, (time - held_nade.nade_time_primed) / autocvar_g_nades_nade_lifetime, 1);
+ // LOG_TRACEF("%d %d\n", player.nade_timer, time - held_nade.nade_time_primed);
+ makevectors(player.angles);
+ held_nade.velocity = player.velocity;
+ setorigin(held_nade, player.origin + player.view_ofs + v_forward * 8 + v_right * -8 + v_up * 0);
+ held_nade.angles_y = player.angles.y;
+
+ if (time + 0.1 >= held_nade.wait)
+ toss_nade(player, '0 0 0', time + 0.05);
}
- else if(time - self.nade.lifetime >= 1)
- {
- if(self.nade)
- {
- makevectors(self.v_angle);
- float _force = time - self.nade.lifetime;
+
+ if (!CanThrowNade()) return;
+ if (!(time > player.nade_refire)) return;
+ if (key_pressed) {
+ if (!held_nade) {
+ nade_prime();
+ held_nade = player.nade;
+ }
+ } else if (time >= held_nade.nade_time_primed + 1) {
+ if (held_nade) {
+ makevectors(player.v_angle);
+ float _force = time - held_nade.nade_time_primed;
_force /= autocvar_g_nades_nade_lifetime;
_force = autocvar_g_nades_nade_minforce + (_force * (autocvar_g_nades_nade_maxforce - autocvar_g_nades_nade_minforce));
- toss_nade(self, (v_forward * 0.7 + v_up * 0.2 + v_right * 0.1) * _force, 0);
+ toss_nade(player, (v_forward * 0.7 + v_up * 0.2 + v_right * 0.1) * _force, 0);
}
}
+ }
+ENDCLASS(NadeOffhand)
+NadeOffhand OFFHAND_NADE; STATIC_INIT(OFFHAND_NADE) { OFFHAND_NADE = NEW(NadeOffhand); }
+
+MUTATOR_HOOKFUNCTION(nades_CheckThrow)
+{
+ if (self.offhand != OFFHAND_NADE || (self.weapons & WEPSET(HOOK)) || autocvar_g_nades_override_dropweapon) {
+ nades_CheckThrow();
+ return true;
}
+ return false;
+}
+
+MUTATOR_HOOKFUNCTION(nades_PlayerPreThink)
+{SELFPARAM();
+ if (!IS_PLAYER(self)) { return false; }
+
+ if (self.nade && (self.offhand != OFFHAND_NADE || (self.weapons & WEPSET(HOOK)))) OFFHAND_NADE.offhand_think(OFFHAND_NADE, self, self.nade_altbutton);
if(IS_PLAYER(self))
{
float key_count = 0;
FOR_EACH_KH_KEY(key) if(key.owner == self) { ++key_count; }
+ float time_score;
if(self.flagcarried || self.ballcarried) // this player is important
time_score = autocvar_g_nades_bonus_score_time_flagcarrier;
else
self.pokenade_type = autocvar_g_nades_pokenade_monster_type;
}
- self.nade_type = bound(1, self.nade_type, NADES_COUNT);
+ self.nade_type = bound(1, self.nade_type, Nades_COUNT);
if(self.bonus_nade_score >= 0 && autocvar_g_nades_bonus_score_max)
nades_GiveBonus(self, time_score / autocvar_g_nades_bonus_score_max);
self.nade_timer = 0;
+ if (!self.offhand) self.offhand = OFFHAND_NADE;
+
if(self.nade_spawnloc)
{
setorigin(self, self.nade_spawnloc.origin);
if(frag_target.frozen)
if(autocvar_g_freezetag_revive_nade)
if(frag_attacker == frag_target)
- if(frag_deathtype == DEATH_NADE)
+ if(frag_deathtype == DEATH_NADE.m_id)
if(time - frag_inflictor.toss_time <= 0.1)
{
Unfreeze(frag_target);
addstat(STAT_NADE_BONUS_SCORE, AS_FLOAT, bonus_nade_score);
addstat(STAT_HEALING_ORB, AS_FLOAT, stat_healing_orb);
addstat(STAT_HEALING_ORB_ALPHA, AS_FLOAT, stat_healing_orb_alpha);
-
- precache_sound(W_Sound("rocket_impact"));
- precache_sound(W_Sound("grenade_bounce1"));
- precache_sound(W_Sound("grenade_bounce2"));
- precache_sound(W_Sound("grenade_bounce3"));
- precache_sound(W_Sound("grenade_bounce4"));
- precache_sound(W_Sound("grenade_bounce5"));
- precache_sound(W_Sound("grenade_bounce6"));
- precache_sound("overkill/grenadebip.ogg");
}
MUTATOR_DEFINITION(mutator_nades)