#include "sv_nades.qh" #include #include #include #include #include .float nade_time_primed; .entity nade_spawnloc; vector nades_PlayerColor(entity this, bool isPants) { if(teamplay) return Team_ColorRGB(this.team); // logic copied from Scoreboard_GetName int col = (this.colormap >= 1024) ? this.colormap - 1024 : this.clientcolors; return (isPants) ? colormapPaletteColor(col % 16, true) : colormapPaletteColor(floor(col / 16), false); } void nade_timer_think(entity this) { this.skin = 8 - (this.wait - time) / (this.nade_lifetime / 10); this.nextthink = time; if(!this.owner || wasfreed(this.owner)) delete(this); } void nade_burn_spawn(entity _nade) { CSQCProjectile(_nade, true, REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, _nade)).m_projectile[1], true); } void nade_spawn(entity _nade) { entity timer = new(nade_timer); setmodel(timer, MDL_NADE_TIMER); setattachment(timer, _nade, ""); timer.colormap = _nade.colormap; timer.glowmod = _nade.glowmod; setthink(timer, nade_timer_think); timer.nextthink = time; timer.wait = _nade.wait; timer.nade_lifetime = _nade.nade_lifetime; timer.owner = _nade; timer.skin = 10; _nade.effects |= EF_LOWPRECISION; CSQCProjectile(_nade, true, REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, _nade)).m_projectile[0], true); } void nades_orb_think(entity this) { if(time >= this.ltime) { delete(this); return; } this.nextthink = time; if(time >= this.nade_special_time) { this.nade_special_time = time+0.25; this.nade_show_particles = 1; } else this.nade_show_particles = 0; } entity nades_spawn_orb(entity own, entity realown, vector org, float orb_ltime, float orb_rad) { // 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 = new(nades_spawn_orb); orb.owner = own; orb.realowner = realown; setorigin(orb, org); orb.orb_lifetime = orb_ltime; // required for timers orb.ltime = time + orb.orb_lifetime; orb.bot_dodge = false; orb.team = realown.team; orb.solid = SOLID_TRIGGER; setmodel(orb, MDL_NADE_ORB); orb.skin = 1; orb.orb_radius = orb_rad; // required for fading vector size = '.5 .5 .5' * orb.orb_radius; setsize(orb, -size, size); Net_LinkEntity(orb, true, 0, orb_send); orb.SendFlags |= 1; setthink(orb, nades_orb_think); orb.nextthink = time; return orb; } void nade_boom(entity this) { entity expef = NULL; vector expcol_min = '0 0 0', expcol_max = '0 0 0'; Nade ntype = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, this)); if (!this.takedamage || ntype == NADE_TYPE_Null) { // first condition: nade was destroyed by something (lava, void, etc.), just do a normal explosion // this prevents weird cases like spawn nade setting your spawnpoint on the void, translocate sending you into the void, etc. ntype = NADE_TYPE_NORMAL; } #define SET_NADE_EFFECT(nade_type, exp_effect, exp_color_min, exp_color_max) \ case nade_type: \ expef = exp_effect; \ expcol_min = exp_color_min; \ expcol_max = exp_color_max; \ break switch (ntype) { SET_NADE_EFFECT(NADE_TYPE_NAPALM, EFFECT_EXPLOSION_MEDIUM, '0 0 0', '0 0 0'); SET_NADE_EFFECT(NADE_TYPE_ICE, EFFECT_ELECTRO_COMBO, '0 0 0', '0 0 0'); SET_NADE_EFFECT(NADE_TYPE_TRANSLOCATE, NULL, '0 0 0', '0 0 0'); SET_NADE_EFFECT(NADE_TYPE_MONSTER, NULL, nades_PlayerColor(this.realowner, false), nades_PlayerColor(this.realowner, true)); SET_NADE_EFFECT(NADE_TYPE_SPAWN, EFFECT_SPAWN, nades_PlayerColor(this.realowner, false), nades_PlayerColor(this.realowner, true)); SET_NADE_EFFECT(NADE_TYPE_HEAL, EFFECT_SPAWN, '1 0 0', '1 0 0'); SET_NADE_EFFECT(NADE_TYPE_ENTRAP, EFFECT_SPAWN, '1 1 0', '1 1 0'); SET_NADE_EFFECT(NADE_TYPE_VEIL, EFFECT_SPAWN, '0 0 0', '0 0 0'); SET_NADE_EFFECT(NADE_TYPE_AMMO, EFFECT_SPAWN, '0.33 0.33 1', '0.33 0.33 1'); SET_NADE_EFFECT(NADE_TYPE_DARKNESS, EFFECT_EXPLOSION_MEDIUM, '0 0 0', '0 0 0'); SET_NADE_EFFECT(NADE_TYPE_NORMAL, EFFECT_NADE_EXPLODE, nades_PlayerColor(this.realowner, false), nades_PlayerColor(this.realowner, true)); } #undef SET_NADE_EFFECT if (expef) Send_Effect_Except(expef, findbetterlocation(this.origin, 8), '0 0 0', 1, expcol_min, expcol_max, NULL); sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM); sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM); this.event_damage = func_null; // prevent somehow calling damage in the next call switch (ntype) { case NADE_TYPE_NORMAL: nade_normal_boom(this); break; case NADE_TYPE_NAPALM: nade_napalm_boom(this); break; case NADE_TYPE_ICE: nade_ice_boom(this); break; case NADE_TYPE_TRANSLOCATE: nade_translocate_boom(this); break; case NADE_TYPE_SPAWN: nade_spawn_boom(this); break; case NADE_TYPE_HEAL: nade_heal_boom(this); break; case NADE_TYPE_MONSTER: nade_monster_boom(this); break; case NADE_TYPE_ENTRAP: nade_entrap_boom(this); break; case NADE_TYPE_VEIL: nade_veil_boom(this); break; case NADE_TYPE_AMMO: nade_ammo_boom(this); break; case NADE_TYPE_DARKNESS: nade_darkness_boom(this); break; } IL_EACH(g_projectiles, it.classname == "grapplinghook" && it.aiment == this, { RemoveHook(it); }); delete(this); } void spawn_held_nade(entity player, entity nowner, float ntime, string ntype, string pntype); void nade_pickup(entity this, entity thenade) { spawn_held_nade(this, thenade.realowner, autocvar_g_nades_pickup_time, REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, thenade)).netname, thenade.pokenade_type); // set refire so player can't even this.nade_refire = time + autocvar_g_nades_nade_refire; STAT(NADE_TIMER, this) = 0; if(this.nade) this.nade.nade_time_primed = thenade.nade_time_primed; } bool CanThrowNade(entity this); void nade_touch(entity this, entity toucher) { if(toucher) UpdateCSQCProjectile(this); if(toucher == this.realowner) return; // no this impacts if(autocvar_g_nades_pickup) if(time >= this.spawnshieldtime) if(!toucher.nade && GetResource(this, RES_HEALTH) == this.max_health) // no boosted shot pickups, thank you very much if(CanThrowNade(toucher)) // prevent some obvious things, like dead players if(IS_REAL_CLIENT(toucher)) // above checks for IS_PLAYER, don't need to do it here { nade_pickup(toucher, this); sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, 0.5 *(ATTEN_LARGE + ATTEN_MAX)); delete(this); return; } /*float is_weapclip = 0; if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW) if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID)) if (!(trace_dphitcontents & DPCONTENTS_OPAQUE)) is_weapclip = 1;*/ if(ITEM_TOUCH_NEEDKILL()) // || is_weapclip) { IL_EACH(g_projectiles, it.classname == "grapplinghook" && it.aiment == this, { RemoveHook(it); }); delete(this); return; } PROJECTILE_TOUCH(this, toucher); //setsize(this, '-2 -2 -2', '2 2 2'); //UpdateCSQCProjectile(this); if(GetResource(this, RES_HEALTH) == this.max_health) { spamsound(this, CH_SHOTS, SND_GRENADE_BOUNCE_RANDOM(), VOL_BASE, ATTEN_NORM); return; } this.enemy = toucher; nade_boom(this); } void nade_beep(entity this) { sound(this, CH_SHOTS_SINGLE, SND_NADE_BEEP, VOL_BASE, 0.5 *(ATTEN_LARGE + ATTEN_MAX)); setthink(this, nade_boom); this.nextthink = max(this.wait, time); } void nade_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) { if(ITEM_DAMAGE_NEEDKILL(deathtype)) { this.takedamage = DAMAGE_NO; W_PrepareExplosionByDamage(this, attacker, nade_boom); return; } if(STAT(NADE_BONUS_TYPE, this) == NADE_TYPE_TRANSLOCATE.m_id || STAT(NADE_BONUS_TYPE, this) == NADE_TYPE_SPAWN.m_id) return; if (MUTATOR_CALLHOOK(Nade_Damage, this, DEATH_WEAPONOF(deathtype), force, damage)) {} else if(DEATH_ISWEAPON(deathtype, WEP_BLASTER)) { force *= 1.5; damage = 0; } else if(DEATH_ISWEAPON(deathtype, WEP_VORTEX) || DEATH_ISWEAPON(deathtype, WEP_VAPORIZER) || DEATH_ISWEAPON(deathtype, WEP_OVERKILL_NEX)) { force *= 6; damage = this.max_health * 0.55; } else if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN) || DEATH_ISWEAPON(deathtype, WEP_OVERKILL_MACHINEGUN)) damage = this.max_health * 0.1; else if(DEATH_ISWEAPON(deathtype, WEP_SHOTGUN) || DEATH_ISWEAPON(deathtype, WEP_OVERKILL_SHOTGUN)) // WEAPONTODO { if(!(deathtype & HITTYPE_SECONDARY)) damage = this.max_health * 1.15; } // melee slaps entity death_weapon = DEATH_WEAPONOF(deathtype); if(((deathtype & HITTYPE_SECONDARY) ? (death_weapon.spawnflags & WEP_TYPE_MELEE_SEC) : (death_weapon.spawnflags & WEP_TYPE_MELEE_PRI))) { damage = this.max_health * 0.1; force *= 10; } this.velocity += force; UpdateCSQCProjectile(this); if(damage <= 0 || ((IS_ONGROUND(this)) && IS_PLAYER(attacker))) return; float hp = GetResource(this, RES_HEALTH); if(hp == this.max_health) { sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, 0.5 *(ATTEN_LARGE + ATTEN_MAX)); this.nextthink = max(time + this.nade_lifetime, time); setthink(this, nade_beep); } hp -= damage; SetResource(this, RES_HEALTH, hp); if(STAT(NADE_BONUS_TYPE, this) != NADE_TYPE_TRANSLOCATE.m_id && STAT(NADE_BONUS_TYPE, this) != NADE_TYPE_SPAWN.m_id) if(STAT(NADE_BONUS_TYPE, this) != NADE_TYPE_HEAL.m_id || IS_PLAYER(attacker)) this.realowner = attacker; if(hp <= 0) { if(nade_spawn_DestroyDamage(this, attacker)) return; if(nade_translocate_DestroyDamage(this, attacker)) return; W_PrepareExplosionByDamage(this, attacker, nade_boom); } else nade_burn_spawn(this); } void toss_nade(entity e, bool set_owner, vector _velocity, float _time) { if(e.nade == NULL) return; entity _nade = e.nade; e.nade = NULL; if(e.fake_nade) delete(e.fake_nade); e.fake_nade = NULL; Kill_Notification(NOTIF_ONE_ONLY, e, MSG_CENTER, CPID_NADES); makevectors(e.v_angle); // NOTE: always throw from first weapon entity? W_SetupShot(e, _nade.weaponentity_fld, false, false, SND_Null, CH_WEAPON_A, 0, DEATH_NADE.m_id); vector offset = (v_forward * autocvar_g_nades_throw_offset.x) + (v_right * autocvar_g_nades_throw_offset.y) + (v_up * autocvar_g_nades_throw_offset.z); setorigin(_nade, w_shotorg + offset); //setmodel(_nade, MDL_PROJECTILE_NADE); //setattachment(_nade, NULL, ""); PROJECTILE_MAKETRIGGER(_nade); if(STAT(NADES_SMALL, e)) setsize(_nade, '-8 -8 -8', '8 8 8'); else setsize(_nade, '-16 -16 -16', '16 16 16'); set_movetype(_nade, MOVETYPE_BOUNCE); tracebox(_nade.origin, _nade.mins, _nade.maxs, _nade.origin, MOVE_NOMONSTERS, _nade); if (trace_startsolid) setorigin(_nade, e.origin); if(e.v_angle.x >= 70 && e.v_angle.x <= 110 && PHYS_INPUT_BUTTON_CROUCH(e)) _nade.velocity = '0 0 100'; else if(autocvar_g_nades_nade_newton_style == 1) _nade.velocity = e.velocity + _velocity; else if(autocvar_g_nades_nade_newton_style == 2) _nade.velocity = _velocity; else _nade.velocity = W_CalculateProjectileVelocity(e, e.velocity, _velocity, true); if(set_owner) _nade.realowner = e; settouch(_nade, nade_touch); _nade.spawnshieldtime = time + 0.1; // prevent instantly picking up again SetResource(_nade, RES_HEALTH, autocvar_g_nades_nade_health); _nade.max_health = GetResource(_nade, RES_HEALTH); _nade.takedamage = DAMAGE_AIM; _nade.event_damage = nade_damage; setcefc(_nade, func_null); _nade.exteriormodeltoclient = NULL; _nade.traileffectnum = 0; _nade.teleportable = true; _nade.pushable = true; _nade.gravity = 1; _nade.missile_flags = MIF_SPLASH | MIF_ARC; _nade.damagedbycontents = true; IL_PUSH(g_damagedbycontents, _nade); _nade.angles = vectoangles(_nade.velocity); _nade.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, _nade); IL_PUSH(g_bot_dodge, _nade); _nade.projectiledeathtype = DEATH_NADE.m_id; _nade.toss_time = time; _nade.solid = SOLID_CORPSE; //((STAT(NADE_BONUS_TYPE, _nade) == NADE_TYPE_TRANSLOCATE) ? SOLID_CORPSE : SOLID_BBOX); if(STAT(NADE_BONUS_TYPE, _nade) == NADE_TYPE_TRANSLOCATE.m_id || STAT(NADE_BONUS_TYPE, _nade) == NADE_TYPE_SPAWN.m_id || STAT(NADE_BONUS_TYPE, _nade) == NADE_TYPE_MONSTER.m_id) _nade.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP; else _nade.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY; nade_spawn(_nade); if(_time) { setthink(_nade, nade_boom); _nade.nextthink = _time; } e.nade_refire = time + autocvar_g_nades_nade_refire; STAT(NADE_TIMER, e) = 0; } Nade nades_CheckTypes(Nade ntype) { #define NADE_TYPE_CHECK(nade_ent, nade_cvar) \ case nade_ent.m_id: \ if (nade_cvar) \ return ntype; \ break switch (ntype.m_id) { case 0: return NADE_TYPE_Null; // use NADE_TYPE_Null to signify a random nade NADE_TYPE_CHECK(NADE_TYPE_NAPALM, autocvar_g_nades_napalm); NADE_TYPE_CHECK(NADE_TYPE_ICE, autocvar_g_nades_ice); NADE_TYPE_CHECK(NADE_TYPE_TRANSLOCATE, autocvar_g_nades_translocate); NADE_TYPE_CHECK(NADE_TYPE_SPAWN, autocvar_g_nades_spawn); NADE_TYPE_CHECK(NADE_TYPE_HEAL, autocvar_g_nades_heal); NADE_TYPE_CHECK(NADE_TYPE_MONSTER, autocvar_g_nades_pokenade && autocvar_g_monsters); // if monsters disabled, this nade can't do anything, use instead normal nade NADE_TYPE_CHECK(NADE_TYPE_ENTRAP, autocvar_g_nades_entrap); NADE_TYPE_CHECK(NADE_TYPE_VEIL, autocvar_g_nades_veil); NADE_TYPE_CHECK(NADE_TYPE_AMMO, autocvar_g_nades_ammo); NADE_TYPE_CHECK(NADE_TYPE_DARKNESS, autocvar_g_nades_darkness); } return NADE_TYPE_NORMAL; // default to NADE_TYPE_NORMAL for unknown nade types #undef NADE_TYPE_CHECK } void nades_GiveBonus(entity player, float score) { if (autocvar_g_nades) if (autocvar_g_nades_bonus) if (IS_REAL_CLIENT(player)) if (IS_PLAYER(player) && STAT(NADE_BONUS, player) < autocvar_g_nades_bonus_max) if (!STAT(FROZEN, player)) if (!IS_DEAD(player)) { if ( STAT(NADE_BONUS_SCORE, player) < 1 ) STAT(NADE_BONUS_SCORE, player) += score/autocvar_g_nades_bonus_score_max; if ( STAT(NADE_BONUS_SCORE, player) >= 1 ) { Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_NADE_BONUS); play2(player, SND(NADE_BONUS)); STAT(NADE_BONUS, player)++; STAT(NADE_BONUS_SCORE, player) -= 1; } } } /** Remove all bonus nades from a player */ void nades_RemoveBonus(entity player) { STAT(NADE_BONUS, player) = STAT(NADE_BONUS_SCORE, player) = 0; } MUTATOR_HOOKFUNCTION(nades, PutClientInServer) { entity player = M_ARGV(0, entity); nades_RemoveBonus(player); } bool nade_customize(entity this, entity client) { //if(IS_SPEC(client)) { return false; } if(client == this.exteriormodeltoclient || (IS_SPEC(client) && client.enemy == this.exteriormodeltoclient)) { // somewhat hide the model, but keep the glow //this.effects = 0; if(this.traileffectnum) this.traileffectnum = 0; this.alpha = -1; } else { //this.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; if(!this.traileffectnum) { entity nade = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, this)); this.traileffectnum = _particleeffectnum(Nade_TrailEffect(nade.m_projectile[0], this.team).eent_eff_name); } this.alpha = 1; } return true; } int nade_choose_random() { RandomSelection_Init(); FOREACH(Nades, it != NADE_TYPE_Null, { if (nades_CheckTypes(it) == it) // this nade type is allowed RandomSelection_AddEnt(it, 1, 1); }); return RandomSelection_chosen_ent.m_id; } Nade Nades_FromString(string ntype) { FOREACH(Nades, it != NADE_TYPE_Null && (it.netname == ntype || ftos(it.impulse) == ntype), { return it; }); return NADE_TYPE_Null; } Nade Nades_GetType(string ntype) { Nade def = Nades_FromString(ntype); if(ntype == "random" || ntype == "0") def = REGISTRY_GET(Nades, nade_choose_random()); return (def == NADE_TYPE_Null) ? NADE_TYPE_NORMAL : def; } void spawn_held_nade(entity player, entity nowner, float ntime, string ntype, string pntype) { entity n = new(nade), fn = new(fake_nade); Nade def = Nades_GetType(ntype); n.pokenade_type = pntype; STAT(NADE_BONUS_TYPE, n) = def.m_id; .entity weaponentity = weaponentities[0]; // TODO: unhardcode setmodel(n, MDL_PROJECTILE_NADE); //setattachment(n, player, "bip01 l hand"); n.exteriormodeltoclient = player; setcefc(n, nade_customize); n.traileffectnum = _particleeffectnum(Nade_TrailEffect(def.m_projectile[0], player.team).eent_eff_name); n.colormod = def.m_color; n.realowner = nowner; n.colormap = player.colormap; n.glowmod = player.glowmod; n.wait = time + max(0, ntime); n.nade_time_primed = time; setthink(n, nade_beep); n.nextthink = max(n.wait - 3, time); n.projectiledeathtype = DEATH_NADE.m_id; n.weaponentity_fld = weaponentity; n.nade_lifetime = ntime; n.alpha = def.m_alpha; setmodel(fn, MDL_NADE_VIEW); //setattachment(fn, player.(weaponentity), ""); fn.viewmodelforclient = player; fn.realowner = fn.owner = player; fn.colormod = def.m_color; fn.colormap = player.colormap; fn.glowmod = player.glowmod; setthink(fn, SUB_Remove); fn.nextthink = n.wait; fn.weaponentity_fld = weaponentity; fn.alpha = def.m_alpha; player.nade = n; player.fake_nade = fn; } void nade_prime(entity 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; Nade ntype; string pntype = this.pokenade_type; if(StatusEffects_active(STATUSEFFECT_Strength, this) && autocvar_g_nades_bonus_onstrength) ntype = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, this)); else if (STAT(NADE_BONUS, this) >= 1) { ntype = REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, this)); pntype = this.pokenade_type; STAT(NADE_BONUS, this) -= 1; } else { if (autocvar_g_nades_client_select) { ntype = nades_CheckTypes(Nades_FromString(CS_CVAR(this).cvar_cl_nade_type)); pntype = CS_CVAR(this).cvar_cl_pokenade_type; } else { ntype = Nades_FromString(autocvar_g_nades_nade_type); pntype = autocvar_g_nades_pokenade_monster_type; } } spawn_held_nade(this, this, autocvar_g_nades_nade_lifetime, ntype.netname, pntype); } bool CanThrowNade(entity this) { return !(this.vehicle || !autocvar_g_nades || IS_DEAD(this) || !IS_PLAYER(this) || weaponLocked(this)); } .bool nade_altbutton; void nades_CheckThrow(entity this) { if(!CanThrowNade(this)) return; entity held_nade = this.nade; if (!held_nade) { this.nade_altbutton = true; if(time > this.nade_refire) { nade_prime(this); this.nade_refire = time + autocvar_g_nades_nade_refire; } } else { this.nade_altbutton = false; if (time >= held_nade.nade_time_primed + 1) { makevectors(this.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)); vector dir = (v_forward * 0.75 + v_up * 0.2 + v_right * 0.05); dir = W_CalculateSpread(dir, autocvar_g_nades_spread, autocvar_g_weaponspreadfactor, autocvar_g_projectiles_spread_style); toss_nade(this, true, dir * _force, 0); } } } void nades_Clear(entity player) { if(player.nade) delete(player.nade); if(player.fake_nade) delete(player.fake_nade); player.nade = player.fake_nade = NULL; STAT(NADE_TIMER, player) = 0; } MUTATOR_HOOKFUNCTION(nades, VehicleEnter) { entity player = M_ARGV(0, entity); if(player.nade) toss_nade(player, true, '0 0 100', max(player.nade.wait, time + 0.05)); } CLASS(NadeOffhand, OffhandWeapon) METHOD(NadeOffhand, offhand_think, void(NadeOffhand this, entity player, bool key_pressed)) { entity held_nade = player.nade; if (!CanThrowNade(player)) return; if (!(time > player.nade_refire)) return; if (key_pressed) { if (!held_nade) { nade_prime(player); 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)); vector dir = (v_forward * 0.7 + v_up * 0.2 + v_right * 0.1); dir = W_CalculateSpread(dir, autocvar_g_nades_spread, autocvar_g_weaponspreadfactor, autocvar_g_projectiles_spread_style); toss_nade(player, false, dir * _force, 0); } } } ENDCLASS(NadeOffhand) NadeOffhand OFFHAND_NADE; REGISTER_MUTATOR(nades, autocvar_g_nades) { MUTATOR_ONADD { OFFHAND_NADE = NEW(NadeOffhand); } return 0; } MUTATOR_HOOKFUNCTION(nades, ForbidThrowCurrentWeapon, CBC_ORDER_LAST) { entity player = M_ARGV(0, entity); if (player.offhand != OFFHAND_NADE || (STAT(WEAPONS, player) & WEPSET(HOOK)) || autocvar_g_nades_override_dropweapon) { nades_CheckThrow(player); return true; } } MUTATOR_HOOKFUNCTION(nades, PlayerPreThink) { entity player = M_ARGV(0, entity); 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); entity held_nade = player.nade; if (held_nade) { STAT(NADE_TIMER, player) = bound(0, (time - held_nade.nade_time_primed) / held_nade.nade_lifetime, 1); // LOG_TRACEF("%d %d", STAT(NADE_TIMER, player), 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, false, '0 0 0', time + 0.05); Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_NADE_THROW); } } if(IS_PLAYER(player)) { if ( autocvar_g_nades_bonus && autocvar_g_nades ) { entity key; float key_count = 0; FOR_EACH_KH_KEY(key) if(key.owner == player) { ++key_count; } float time_score; if(GameRules_scoring_is_vip(player)) time_score = autocvar_g_nades_bonus_score_time_flagcarrier; else time_score = autocvar_g_nades_bonus_score_time; if(key_count) time_score = autocvar_g_nades_bonus_score_time_flagcarrier * key_count; // multiply by the number of keys the player is holding if(autocvar_g_nades_bonus_client_select) { STAT(NADE_BONUS_TYPE, player) = nades_CheckTypes(Nades_FromString(CS_CVAR(player).cvar_cl_nade_type)).m_id; player.pokenade_type = CS_CVAR(player).cvar_cl_pokenade_type; } else { STAT(NADE_BONUS_TYPE, player) = Nades_FromString(autocvar_g_nades_bonus_type).m_id; player.pokenade_type = autocvar_g_nades_pokenade_monster_type; } if(STAT(NADE_BONUS_SCORE, player) >= 0 && autocvar_g_nades_bonus_score_max) nades_GiveBonus(player, time_score / autocvar_g_nades_bonus_score_max); } else { STAT(NADE_BONUS, player) = STAT(NADE_BONUS_SCORE, player) = 0; } nade_veil_Apply(player); } } MUTATOR_HOOKFUNCTION(nades, PlayerSpawn) { entity player = M_ARGV(0, entity); if (StatusEffects_active(STATUSEFFECT_SpawnShield, player)) player.nade_refire = StatusEffects_gettime(STATUSEFFECT_SpawnShield, player); else player.nade_refire = time; if (!autocvar_g_nades_onspawn) player.nade_refire += autocvar_g_nades_nade_refire; if(autocvar_g_nades_bonus_client_select) STAT(NADE_BONUS_TYPE, player) = Nades_FromString(CS_CVAR(player).cvar_cl_nade_type).m_id; STAT(NADE_TIMER, player) = 0; if (!player.offhand) player.offhand = OFFHAND_NADE; if(player.nade_spawnloc) { setorigin(player, player.nade_spawnloc.origin); player.nade_spawnloc.cnt -= 1; if(player.nade_spawnloc.cnt <= 0) { delete(player.nade_spawnloc); player.nade_spawnloc = NULL; } nade_spawn_SetSpawnHealth(player); } } MUTATOR_HOOKFUNCTION(nades, PlayerDies, CBC_ORDER_LAST) { entity frag_attacker = M_ARGV(1, entity); entity frag_target = M_ARGV(2, entity); if(frag_target.nade) if(!STAT(FROZEN, frag_target) || !autocvar_g_freezetag_revive_nade) toss_nade(frag_target, true, '0 0 100', max(frag_target.nade.wait, time + 0.05)); if(IS_PLAYER(frag_attacker)) { float killcount_bonus = ((CS(frag_attacker).killcount >= 1) ? bound(0, autocvar_g_nades_bonus_score_minor * CS(frag_attacker).killcount, autocvar_g_nades_bonus_score_medium) : autocvar_g_nades_bonus_score_minor); if (SAME_TEAM(frag_attacker, frag_target) || frag_attacker == frag_target) nades_RemoveBonus(frag_attacker); else if(GameRules_scoring_is_vip(frag_target)) nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_medium); else if(autocvar_g_nades_bonus_score_spree && CS(frag_attacker).killcount > 1) { #define SPREE_ITEM(counta,countb,center,normal,gentle) \ case counta: { nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_spree); break; } switch(CS(frag_attacker).killcount) { KILL_SPREE_LIST default: nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_minor); break; } #undef SPREE_ITEM } else nades_GiveBonus(frag_attacker, killcount_bonus); } nades_RemoveBonus(frag_target); } MUTATOR_HOOKFUNCTION(nades, Damage_Calculate) { entity frag_inflictor = M_ARGV(0, entity); entity frag_attacker = M_ARGV(1, entity); entity frag_target = M_ARGV(2, entity); float frag_deathtype = M_ARGV(3, float); if(autocvar_g_freezetag_revive_nade && STAT(FROZEN, frag_target) && frag_attacker == frag_target && frag_deathtype == DEATH_NADE.m_id) if(time - frag_inflictor.toss_time <= 0.1) { freezetag_Unfreeze(frag_target, false); SetResource(frag_target, RES_HEALTH, autocvar_g_freezetag_revive_nade_health); Send_Effect(EFFECT_ICEORGLASS, frag_target.origin, '0 0 0', 3); M_ARGV(4, float) = 0; M_ARGV(6, vector) = '0 0 0'; Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED_NADE, frag_target.netname); Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_REVIVE_SELF); } } MUTATOR_HOOKFUNCTION(nades, MonsterDies) { entity frag_target = M_ARGV(0, entity); entity frag_attacker = M_ARGV(1, entity); if(IS_PLAYER(frag_attacker)) if(DIFF_TEAM(frag_attacker, frag_target)) if(!(frag_target.spawnflags & MONSTERFLAG_SPAWNED)) nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_minor); } MUTATOR_HOOKFUNCTION(nades, DropSpecialItems) { entity frag_target = M_ARGV(0, entity); if(frag_target.nade) toss_nade(frag_target, true, '0 0 0', time + 0.05); } void nades_RemovePlayer(entity this) { nades_Clear(this); nades_RemoveBonus(this); } MUTATOR_HOOKFUNCTION(nades, MakePlayerObserver) { entity player = M_ARGV(0, entity); nades_RemovePlayer(player); } MUTATOR_HOOKFUNCTION(nades, ClientDisconnect) { entity player = M_ARGV(0, entity); nades_RemovePlayer(player); } MUTATOR_HOOKFUNCTION(nades, reset_map_global) { FOREACH_CLIENT(IS_PLAYER(it), { nades_RemovePlayer(it); }); } MUTATOR_HOOKFUNCTION(nades, SpectateCopy) { entity spectatee = M_ARGV(0, entity); entity client = M_ARGV(1, entity); STAT(NADE_TIMER, client) = STAT(NADE_TIMER, spectatee); STAT(NADE_BONUS_TYPE, client) = STAT(NADE_BONUS_TYPE, spectatee); client.pokenade_type = spectatee.pokenade_type; STAT(NADE_BONUS, client) = STAT(NADE_BONUS, spectatee); STAT(NADE_BONUS_SCORE, client) = STAT(NADE_BONUS_SCORE, spectatee); } MUTATOR_HOOKFUNCTION(nades, BuildMutatorsPrettyString) { M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Nades"); } MUTATOR_HOOKFUNCTION(nades, BuildMutatorsString) { M_ARGV(0, string) = strcat(M_ARGV(0, string), ":Nades"); }