#include "nades.qh" #include "../overkill/okmachinegun.qh" #include "../overkill/okshotgun.qh" #ifdef SVQC bool autocvar_g_nades_nade_small; float autocvar_g_nades_spread = 0.04; #endif 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"); entity Nade_TrailEffect(int proj, int nade_team) { switch (proj) { case PROJECTILE_NADE: return EFFECT_NADE_TRAIL(nade_team); case PROJECTILE_NADE_BURN: return EFFECT_NADE_TRAIL_BURN(nade_team); } FOREACH(Nades, true, { for (int j = 0; j < 2; ++j) { if (it.m_projectile[j] == proj) { string trail = it.m_trail[j].eent_eff_name; if (trail) return it.m_trail[j]; break; } } }); return EFFECT_Null; } #endif #ifdef CSQC #include #include bool darkness_fadealpha; void HUD_DarkBlinking() { vector bottomright = vec2(vid_conwidth, vid_conheight); drawfill('0 0 0', bottomright, NADE_TYPE_DARKNESS.m_color, darkness_fadealpha, DRAWFLAG_NORMAL); } REGISTER_MUTATOR(cl_nades, true); MUTATOR_HOOKFUNCTION(cl_nades, HUD_Draw_overlay) { if (STAT(NADE_DARKNESS_TIME) > time) { if (!darkness_fadealpha) sound(csqcplayer, CH_PAIN, SND_BLIND, VOL_BASE, ATTEN_NORM); darkness_fadealpha = min(0.986, darkness_fadealpha + frametime * 7); } else if (darkness_fadealpha > 0) darkness_fadealpha = max(0, darkness_fadealpha - frametime * 7); if (darkness_fadealpha > 0) { HUD_DarkBlinking(); M_ARGV(1, float) = 0; // alpha_multipl 0, don't draw normal overlay return true; } return false; } MUTATOR_HOOKFUNCTION(cl_nades, Ent_Projectile) { entity proj = M_ARGV(0, entity); if (proj.cnt == PROJECTILE_NAPALM_FOUNTAIN) { proj.modelindex = 0; proj.traileffect = EFFECT_FIREBALL.m_id; return true; } if (Nade_FromProjectile(proj.cnt) != NADE_TYPE_Null) { setmodel(proj, MDL_PROJECTILE_NADE); entity trail = Nade_TrailEffect(proj.cnt, proj.team); if (trail.eent_eff_name) proj.traileffect = trail.m_id; return true; } } MUTATOR_HOOKFUNCTION(cl_nades, EditProjectile) { if (!mut_is_active(MUT_NADES)) return; entity proj = M_ARGV(0, entity); if (proj.cnt == PROJECTILE_NAPALM_FOUNTAIN) { loopsound(proj, CH_SHOTS_SINGLE, SND_FIREBALL_FLY2, VOL_BASE, ATTEN_NORM); proj.mins = '-16 -16 -16'; proj.maxs = '16 16 16'; } entity nade_type = Nade_FromProjectile(proj.cnt); if (nade_type == NADE_TYPE_Null) return; if(STAT(NADES_SMALL)) { proj.mins = '-8 -8 -8'; proj.maxs = '8 8 8'; } else { proj.mins = '-16 -16 -16'; proj.maxs = '16 16 16'; } proj.colormod = nade_type.m_color; set_movetype(proj, MOVETYPE_BOUNCE); settouch(proj, func_null); proj.scale = 1.5; proj.avelocity = randomvec() * 720; proj.alphamod = nade_type.m_alpha; if (nade_type == NADE_TYPE_TRANSLOCATE || nade_type == NADE_TYPE_SPAWN) proj.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP; 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", 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; } void DrawAmmoNades(vector myPos, vector mySize, bool draw_expanding, float expand_time) { float bonusNades = STAT(NADE_BONUS); float bonusProgress = STAT(NADE_BONUS_SCORE); float bonusType = STAT(NADE_BONUS_TYPE); Nade def = REGISTRY_GET(Nades, bonusType); vector nadeColor = def.m_color; string nadeIcon = def.m_icon; vector iconPos, textPos; if(autocvar_hud_panel_ammo_iconalign) { iconPos = myPos + eX * 2 * mySize.y; textPos = myPos; } else { iconPos = myPos; textPos = myPos + eX * mySize.y; } if(bonusNades > 0 || bonusProgress > 0) { DrawNadeProgressBar(myPos, mySize, bonusProgress, nadeColor); if(autocvar_hud_panel_ammo_text) drawstring_aspect(textPos, ftos(bonusNades), vec2((2/3) * mySize.x, mySize.y), '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL); if(draw_expanding) drawpic_aspect_skin_expanding(iconPos, nadeIcon, '1 1 0' * mySize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL, expand_time); drawpic_aspect_skin(iconPos, nadeIcon, '1 1 0' * mySize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL); } } #endif #ifdef SVQC #include #include #include #include .float nade_time_primed; .float nade_lifetime; .entity nade_spawnloc; void nade_timer_think(entity this) { this.skin = 8 - (this.owner.wait - time) / (this.owner.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.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 normal_nade_boom(entity this) { RadiusDamage(this, this.realowner, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage, autocvar_g_nades_nade_radius, this, NULL, autocvar_g_nades_nade_force, this.projectiledeathtype, DMG_NOWEP, this.enemy); Damage_DamageInfo(this.origin, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage, autocvar_g_nades_nade_radius, '1 1 1' * autocvar_g_nades_nade_force, this.projectiledeathtype, 0, this); } void napalm_damage(entity this, float dist, float damage, float edgedamage, float burntime) { entity e; float d; vector p; if ( damage < 0 ) return; RandomSelection_Init(); for(e = WarpZone_FindRadius(this.origin, dist, true); e; e = e.chain) if(e.takedamage == DAMAGE_AIM) if(this.realowner != e || autocvar_g_nades_napalm_selfdamage) if(!IS_PLAYER(e) || !this.realowner || DIFF_TEAM(e, this)) if(!STAT(FROZEN, e)) { p = e.origin; p.x += e.mins.x + random() * (e.maxs.x - e.mins.x); p.y += e.mins.y + random() * (e.maxs.y - e.mins.y); p.z += e.mins.z + random() * (e.maxs.z - e.mins.z); d = vlen(WarpZone_UnTransformOrigin(e, this.origin) - p); if(d < dist) { e.fireball_impactvec = p; RandomSelection_AddEnt(e, 1 / (1 + d), !StatusEffects_active(STATUSEFFECT_Burning, e)); } } if(RandomSelection_chosen_ent) { d = vlen(WarpZone_UnTransformOrigin(RandomSelection_chosen_ent, this.origin) - RandomSelection_chosen_ent.fireball_impactvec); d = damage + (edgedamage - damage) * (d / dist); Fire_AddDamage(RandomSelection_chosen_ent, this.realowner, d * burntime, burntime, this.projectiledeathtype); //trailparticles(this, particleeffectnum(EFFECT_FIREBALL_LASER), this.origin, RandomSelection_chosen_ent.fireball_impactvec); Send_Effect(EFFECT_FIREBALL_LASER, this.origin, RandomSelection_chosen_ent.fireball_impactvec - this.origin, 1); } } void napalm_ball_think(entity this) { if(round_handler_IsActive()) if(!round_handler_IsRoundStarted()) { delete(this); return; } if(time > this.pushltime) { delete(this); return; } vector midpoint = ((this.absmin + this.absmax) * 0.5); if(pointcontents(midpoint) == CONTENT_WATER) { this.velocity = this.velocity * 0.5; if(pointcontents(midpoint + '0 0 16') == CONTENT_WATER) { this.velocity_z = 200; } } this.angles = vectoangles(this.velocity); napalm_damage(this, autocvar_g_nades_napalm_ball_radius,autocvar_g_nades_napalm_ball_damage, autocvar_g_nades_napalm_ball_damage,autocvar_g_nades_napalm_burntime); this.nextthink = time + 0.1; } void nade_napalm_ball(entity this) { entity proj; vector kick; spamsound(this, CH_SHOTS, SND_FIREBALL_FIRE, VOL_BASE, ATTEN_NORM); proj = new(grenade); proj.owner = this.owner; proj.realowner = this.realowner; proj.team = this.owner.team; proj.bot_dodge = true; proj.bot_dodgerating = autocvar_g_nades_napalm_ball_damage; set_movetype(proj, MOVETYPE_BOUNCE); proj.projectiledeathtype = DEATH_NADE_NAPALM.m_id; PROJECTILE_MAKETRIGGER(proj); setmodel(proj, MDL_Null); proj.scale = 1;//0.5; setsize(proj, '-4 -4 -4', '4 4 4'); setorigin(proj, this.origin); setthink(proj, napalm_ball_think); proj.nextthink = time; proj.damageforcescale = autocvar_g_nades_napalm_ball_damageforcescale; proj.effects = EF_LOWPRECISION | EF_FLAME; kick.x =(random() - 0.5) * 2 * autocvar_g_nades_napalm_ball_spread; kick.y = (random() - 0.5) * 2 * autocvar_g_nades_napalm_ball_spread; kick.z = (random()/2+0.5) * autocvar_g_nades_napalm_ball_spread; proj.velocity = kick; proj.pushltime = time + autocvar_g_nades_napalm_ball_lifetime; proj.angles = vectoangles(proj.velocity); proj.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, proj); IL_PUSH(g_bot_dodge, proj); proj.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_ARC; //CSQCProjectile(proj, true, PROJECTILE_NAPALM_FIRE, true); } void napalm_fountain_think(entity this) { if(round_handler_IsActive()) if(!round_handler_IsRoundStarted()) { delete(this); return; } if(time >= this.ltime) { delete(this); return; } vector midpoint = ((this.absmin + this.absmax) * 0.5); if(pointcontents(midpoint) == CONTENT_WATER) { this.velocity = this.velocity * 0.5; if(pointcontents(midpoint + '0 0 16') == CONTENT_WATER) { this.velocity_z = 200; } UpdateCSQCProjectile(this); } napalm_damage(this, autocvar_g_nades_napalm_fountain_radius, autocvar_g_nades_napalm_fountain_damage, autocvar_g_nades_napalm_fountain_edgedamage, autocvar_g_nades_napalm_burntime); this.nextthink = time + 0.1; if(time >= this.nade_special_time) { this.nade_special_time = time + autocvar_g_nades_napalm_fountain_delay; nade_napalm_ball(this); } } void nade_napalm_boom(entity this) { for (int c = 0; c < autocvar_g_nades_napalm_ball_count; ++c) nade_napalm_ball(this); entity fountain = new(nade_napalm_fountain); fountain.owner = this.owner; fountain.realowner = this.realowner; fountain.origin = this.origin; fountain.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, fountain); IL_PUSH(g_bot_dodge, fountain); setorigin(fountain, fountain.origin); setthink(fountain, napalm_fountain_think); fountain.nextthink = time; fountain.ltime = time + autocvar_g_nades_napalm_fountain_lifetime; fountain.pushltime = fountain.ltime; fountain.team = this.team; set_movetype(fountain, MOVETYPE_TOSS); 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; setsize(fountain, '-16 -16 -16', '16 16 16'); CSQCProjectile(fountain, true, PROJECTILE_NAPALM_FOUNTAIN, true); } void nade_ice_freeze(entity freezefield, entity frost_target, float freezetime) { frost_target.frozen_by = freezefield.realowner; Send_Effect(EFFECT_ELECTRO_IMPACT, frost_target.origin, '0 0 0', 1); Freeze(frost_target, 1 / freezetime, FROZEN_TEMP_DYING, false); Drop_Special_Items(frost_target); } void nade_ice_think(entity this) { if(round_handler_IsActive()) if(!round_handler_IsRoundStarted()) { delete(this); return; } if(time >= this.ltime) { if ( autocvar_g_nades_ice_explode ) { entity expef = EFFECT_NADE_EXPLODE(this.realowner.team); Send_Effect(expef, this.origin + '0 0 1', '0 0 0', 1); sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM); normal_nade_boom(this); } delete(this); return; } this.nextthink = time + 0.1; // gaussian float randomr; randomr = random(); randomr = exp(-5 * randomr * randomr) * autocvar_g_nades_nade_radius; float randomw; randomw = random() * (2 * M_PI); vector randomp; randomp.x = randomr * cos(randomw); randomp.y = randomr * sin(randomw); randomp.z = 1; Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, this.origin + randomp, '0 0 0', 1); if(time >= this.nade_special_time) { this.nade_special_time = time + 0.7; Send_Effect(EFFECT_ELECTRO_IMPACT, this.origin, '0 0 0', 1); Send_Effect(EFFECT_ICEFIELD, this.origin, '0 0 0', 1); } float current_freeze_time = this.ltime - time - 0.1; FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_nades_nade_radius, it != this && it.takedamage && !IS_DEAD(it) && GetResource(it, RES_HEALTH) > 0 && current_freeze_time > 0 && (!it.revival_time || ((time - it.revival_time) >= 1.5)) && !STAT(FROZEN, it), { switch (autocvar_g_nades_ice_teamcheck) { case 0: break; // affect everyone default: case 2: if(SAME_TEAM(it, this.realowner)) continue; // don't affect teammates // fall through (check case 1 condition too) case 1: if(it == this.realowner) continue; // don't affect the player who threw the nade } nade_ice_freeze(this, it, current_freeze_time); }); } void nade_ice_boom(entity this) { entity fountain = new(nade_ice_fountain); fountain.owner = this.owner; fountain.realowner = this.realowner; fountain.origin = this.origin; setorigin(fountain, fountain.origin); setthink(fountain, nade_ice_think); fountain.nextthink = time; fountain.ltime = time + autocvar_g_nades_ice_freeze_time; fountain.pushltime = fountain.wait = fountain.ltime; fountain.team = this.team; set_movetype(fountain, MOVETYPE_TOSS); 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; fountain.angles = this.angles; if ( autocvar_g_nades_ice_explode ) { setmodel(fountain, MDL_PROJECTILE_GRENADE); entity timer = new(nade_timer); setmodel(timer, MDL_NADE_TIMER); setattachment(timer, fountain, ""); timer.colormap = this.colormap; timer.glowmod = this.glowmod; setthink(timer, nade_timer_think); timer.nextthink = time; timer.wait = fountain.ltime; timer.owner = fountain; timer.skin = 10; } else setmodel(fountain, MDL_Null); } void nade_translocate_boom(entity this) { if(this.realowner.vehicle) return; setsize(this, PL_MIN_CONST-'16 16 16', PL_MAX_CONST+'16 16 16'); if(!move_out_of_solid(this)) { sprint(this.realowner, "^1Couldn't move the translocator out of solid! origin: ", vtos(this.origin), "\n"); return; } vector locout = this.origin + '0 0 1' * (1 - this.realowner.mins.z - 24); tracebox(locout, this.realowner.mins, this.realowner.maxs, locout, MOVE_NOMONSTERS, this.realowner); locout = trace_endpos; makevectors(this.realowner.angles); MUTATOR_CALLHOOK(PortalTeleport, this.realowner); TeleportPlayer(this, this.realowner, locout, this.realowner.angles, v_forward * vlen(this.realowner.velocity), '0 0 0', '0 0 0', TELEPORT_FLAGS_TELEPORTER); } void nade_spawn_boom(entity this) { entity player = this.realowner; entity spawnloc = new(nade_spawn_loc); setorigin(spawnloc, this.origin); setsize(spawnloc, player.mins, player.maxs); set_movetype(spawnloc, MOVETYPE_NONE); spawnloc.solid = SOLID_NOT; spawnloc.drawonlytoclient = player; spawnloc.effects = EF_STARDUST; spawnloc.cnt = autocvar_g_nades_spawn_count; if(player.nade_spawnloc) delete(player.nade_spawnloc); player.nade_spawnloc = spawnloc; } 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 = '1 1 1' * orb.orb_radius / 2; 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_entrap_touch(entity this, entity toucher) { if(DIFF_TEAM(toucher, this.realowner)) // TODO: what if realowner changes team or disconnects? { if (!isPushable(toucher)) return; float pushdeltatime = time - toucher.lastpushtime; if (pushdeltatime > 0.15) pushdeltatime = 0; toucher.lastpushtime = time; if(!pushdeltatime) return; // div0: ticrate independent, 1 = identity (not 20) toucher.velocity = toucher.velocity * (autocvar_g_nades_entrap_strength ** pushdeltatime); #ifdef SVQC UpdateCSQCProjectile(toucher); #endif } if ( IS_REAL_CLIENT(toucher) || (IS_VEHICLE(toucher) && toucher.owner) ) { entity show_tint = (IS_VEHICLE(toucher) && toucher.owner) ? toucher.owner : toucher; show_tint.nade_entrap_time = time + 0.1; } } void nade_entrap_boom(entity this) { entity orb = nades_spawn_orb(this.owner, this.realowner, this.origin, autocvar_g_nades_entrap_time, autocvar_g_nades_entrap_radius); settouch(orb, nade_entrap_touch); orb.colormod = NADE_TYPE_ENTRAP.m_color; } void nade_heal_touch(entity this, entity toucher) { float maxhealth; float health_factor; if(IS_PLAYER(toucher) || IS_MONSTER(toucher) || IS_VEHICLE(toucher)) if(!IS_DEAD(toucher)) if(!STAT(FROZEN, toucher)) { health_factor = autocvar_g_nades_heal_rate*frametime/2; if ( toucher != this.realowner ) health_factor *= (SAME_TEAM(toucher,this)) ? autocvar_g_nades_heal_friend : autocvar_g_nades_heal_foe; if ( health_factor > 0 ) { maxhealth = (IS_MONSTER(toucher)) ? toucher.max_health : g_pickup_healthmega_max; float hp = GetResource(toucher, RES_HEALTH); if (hp < maxhealth) { if (this.nade_show_particles) Send_Effect(EFFECT_HEALING, toucher.origin, '0 0 0', 1); GiveResourceWithLimit(toucher, RES_HEALTH, health_factor, maxhealth); } } else if ( health_factor < 0 ) Damage(toucher,this,this.realowner,-health_factor,DEATH_NADE_HEAL.m_id,DMG_NOWEP,toucher.origin,'0 0 0'); } } void nade_heal_boom(entity this) { entity orb = nades_spawn_orb(this.owner, this.realowner, this.origin, autocvar_g_nades_heal_time, autocvar_g_nades_nade_radius); settouch(orb, nade_heal_touch); orb.colormod = '1 0 0'; } void nade_monster_boom(entity this) { if(!autocvar_g_monsters) return; entity e = spawn(); e.noalign = true; // don't drop to floor e = spawnmonster(e, this.pokenade_type, MON_Null, this.realowner, this.realowner, this.origin, false, false, 1); if(!e) return; // monster failed to be spawned if(autocvar_g_nades_pokenade_monster_lifetime > 0) e.monster_lifetime = time + autocvar_g_nades_pokenade_monster_lifetime; e.monster_skill = MONSTER_SKILL_INSANE; } void nade_veil_touch(entity this, entity toucher) { if ( IS_REAL_CLIENT(toucher) || (IS_VEHICLE(toucher) && toucher.owner) ) { entity show_tint = (IS_VEHICLE(toucher) && toucher.owner) ? toucher.owner : toucher; float tint_alpha = 0.75; if(SAME_TEAM(toucher, this.realowner)) { tint_alpha = 0.45; if(!show_tint.nade_veil_time) { toucher.nade_veil_prevalpha = toucher.alpha; toucher.alpha = -1; } } show_tint.nade_veil_time = time + 0.1; } } void nade_veil_boom(entity this) { entity orb = nades_spawn_orb(this.owner, this.realowner, this.origin, autocvar_g_nades_veil_time, autocvar_g_nades_veil_radius); settouch(orb, nade_veil_touch); orb.colormod = NADE_TYPE_VEIL.m_color; } void nade_ammo_touch(entity this, entity toucher) { float maxammo = 999; float ammo_factor; float amshells = GetResource(toucher, RES_SHELLS); float ambullets = GetResource(toucher, RES_BULLETS); float amrockets = GetResource(toucher, RES_ROCKETS); float amcells = GetResource(toucher, RES_CELLS); if(IS_PLAYER(toucher) || IS_MONSTER(toucher)) if(!IS_DEAD(toucher)) if(!STAT(FROZEN, toucher)) { ammo_factor = autocvar_g_nades_ammo_rate*frametime/2; if ( toucher != this.realowner ) ammo_factor *= (SAME_TEAM(toucher, this)) ? autocvar_g_nades_ammo_friend : autocvar_g_nades_ammo_foe; #define CHECK_AMMO_RESOURCE_LIMIT(amresource, res_resource) \ if (amresource < maxammo) \ GiveResourceWithLimit(toucher, res_resource, ammo_factor, maxammo); #define DROP_AMMO_RESOURCE(amresource, res_resource) \ if (amresource > 0) \ SetResource(toucher, res_resource, amresource + ammo_factor); if ( ammo_factor > 0 ) { CHECK_AMMO_RESOURCE_LIMIT(amshells, RES_SHELLS); CHECK_AMMO_RESOURCE_LIMIT(ambullets, RES_BULLETS); CHECK_AMMO_RESOURCE_LIMIT(amrockets, RES_ROCKETS); CHECK_AMMO_RESOURCE_LIMIT(amcells, RES_CELLS); if (this.nade_show_particles) Send_Effect(EFFECT_HEALING, toucher.origin, '0 0 0', 1); } else if ( ammo_factor < 0 ) { //Foe drops ammo points DROP_AMMO_RESOURCE(amshells, RES_SHELLS); DROP_AMMO_RESOURCE(ambullets, RES_BULLETS); DROP_AMMO_RESOURCE(amrockets, RES_ROCKETS); DROP_AMMO_RESOURCE(amcells, RES_CELLS); return; } } #undef CHECK_AMMO_RESOURCE_LIMIT #undef DROP_AMMO_RESOURCE if ( IS_REAL_CLIENT(toucher) || (IS_VEHICLE(toucher) && toucher.owner) ) { entity show_tint = (IS_VEHICLE(toucher) && toucher.owner) ? toucher.owner : toucher; show_tint.nade_ammo_time = time + 0.1; } } void nade_ammo_boom(entity this) { entity orb = nades_spawn_orb(this.owner, this.realowner, this.origin, autocvar_g_nades_ammo_time, autocvar_g_nades_nade_radius); settouch(orb, nade_ammo_touch); orb.colormod = '0.66 0.33 0'; } void nade_darkness_think(entity this) { if(round_handler_IsActive()) if(!round_handler_IsRoundStarted()) { delete(this); return; } if(time >= this.ltime) { if ( autocvar_g_nades_darkness_explode ) { entity expef = EFFECT_NADE_EXPLODE(this.realowner.team); Send_Effect(expef, this.origin + '0 0 1', '0 0 0', 1); sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM); normal_nade_boom(this); } else Send_Effect(EFFECT_SPAWN_PURPLE, this.origin + '0 0 1', '0 0 0', 1); delete(this); return; } this.nextthink = time + 0.1; // gaussian float randomr; randomr = random(); randomr = exp(-5 * randomr * randomr) * autocvar_g_nades_nade_radius; float randomw; randomw = random() * (2 * M_PI); vector randomp; randomp.x = randomr * cos(randomw); randomp.y = randomr * sin(randomw); randomp.z = 1; Send_Effect(EFFECT_DARKFIELD, this.origin + randomp, '0 0 0', 1); if(time >= this.nade_special_time) { this.nade_special_time = time + 0.7; Send_Effect(EFFECT_DARKFIELD, this.origin, '0 0 0', 1); } float current_dark_time = this.ltime - time - 0.1; FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_nades_nade_radius, it != this && it.takedamage && !IS_DEAD(it) && GetResource(it, RES_HEALTH) > 0 && current_dark_time > 0 && IS_REAL_CLIENT(it), { switch (autocvar_g_nades_darkness_teamcheck) { case 0: break; // affect everyone default: case 2: if(SAME_TEAM(it, this.realowner)) continue; // don't affect teammates // fall through (check case 1 condition too) case 1: if(it == this.realowner) continue; // don't affect the player who threw the nade } STAT(NADE_DARKNESS_TIME, it) = time + 0.1; }); } void nade_darkness_boom(entity this) { entity fountain = new(nade_darkness_fountain); fountain.owner = this.owner; fountain.realowner = this.realowner; fountain.origin = this.origin; setorigin(fountain, fountain.origin); setthink(fountain, nade_darkness_think); fountain.nextthink = time; fountain.ltime = time + autocvar_g_nades_darkness_time; fountain.pushltime = fountain.wait = fountain.ltime; fountain.team = this.team; set_movetype(fountain, MOVETYPE_TOSS); fountain.projectiledeathtype = DEATH_NADE.m_id; fountain.bot_dodge = false; setsize(fountain, '-16 -16 -16', '16 16 16'); fountain.nade_special_time = time + 0.3; fountain.angles = this.angles; if ( autocvar_g_nades_darkness_explode ) { setmodel(fountain, MDL_PROJECTILE_GRENADE); entity timer = new(nade_timer); setmodel(timer, MDL_NADE_TIMER); setattachment(timer, fountain, ""); timer.colormap = this.colormap; timer.glowmod = this.glowmod; setthink(timer, nade_timer_think); timer.nextthink = time; timer.wait = fountain.ltime; timer.owner = fountain; timer.skin = 10; } else setmodel(fountain, MDL_Null); } void nade_boom(entity this) { entity expef = NULL; bool nade_blast = true; #define GET_NADE_TYPE_SPAWN_EFFECT(team_owner) \ ((team_owner) == NUM_TEAM_1 ? EFFECT_SPAWN_RED : \ ((team_owner) == NUM_TEAM_2 ? EFFECT_SPAWN_BLUE : \ ((team_owner) == NUM_TEAM_3 ? EFFECT_SPAWN_YELLOW : \ ((team_owner) == NUM_TEAM_4 ? EFFECT_SPAWN_PINK : \ EFFECT_SPAWN_NEUTRAL)))) #define SET_NADE_EFFECT(nade_type, blast, exp_effect) \ case nade_type: \ nade_blast = blast; \ expef = exp_effect; \ break switch ( REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, this)) ) { SET_NADE_EFFECT(NADE_TYPE_NAPALM, autocvar_g_nades_napalm_blast, EFFECT_EXPLOSION_MEDIUM); SET_NADE_EFFECT(NADE_TYPE_ICE, false, EFFECT_ELECTRO_COMBO /* hookbomb_explode electro_combo bigplasma_impact */); SET_NADE_EFFECT(NADE_TYPE_TRANSLOCATE, false, NULL); SET_NADE_EFFECT(NADE_TYPE_MONSTER, true, (!autocvar_g_monsters) ? EFFECT_NADE_EXPLODE(this.realowner.team) : NULL); SET_NADE_EFFECT(NADE_TYPE_SPAWN, false, GET_NADE_TYPE_SPAWN_EFFECT(this.realowner.team)); SET_NADE_EFFECT(NADE_TYPE_HEAL, false, EFFECT_SPAWN_RED); SET_NADE_EFFECT(NADE_TYPE_ENTRAP, false, EFFECT_SPAWN_YELLOW); SET_NADE_EFFECT(NADE_TYPE_VEIL, false, EFFECT_SPAWN_NEUTRAL); SET_NADE_EFFECT(NADE_TYPE_AMMO, false, EFFECT_SPAWN_BROWN); SET_NADE_EFFECT(NADE_TYPE_DARKNESS, false, EFFECT_EXPLOSION_MEDIUM); SET_NADE_EFFECT(NADE_TYPE_NORMAL, true, EFFECT_NADE_EXPLODE(this.realowner.team)); default: expef = EFFECT_NADE_EXPLODE(this.realowner.team); break; } #undef GET_NADE_TYPE_SPAWN_EFFECT #undef SET_NADE_EFFECT if(expef) Send_Effect(expef, findbetterlocation(this.origin, 8), '0 0 0', 1); 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 if(nade_blast) normal_nade_boom(this); if(this.takedamage) switch ( REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, this)) ) { 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, int ntype, string pntype); void nade_pickup(entity this, entity thenade) { spawn_held_nade(this, thenade.realowner, autocvar_g_nades_pickup_time, STAT(NADE_BONUS_TYPE, thenade), 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; nade_boom(this); 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_SHOCKWAVE) || 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(autocvar_g_nades_spawn_destroy_damage > 0 && STAT(NADE_BONUS_TYPE, this) == NADE_TYPE_SPAWN.m_id) Damage(this.realowner, attacker, attacker, autocvar_g_nades_spawn_destroy_damage, DEATH_TOUCHEXPLODE.m_id, DMG_NOWEP, this.realowner.origin, '0 0 0'); if(autocvar_g_nades_translocate_destroy_damage > 0 && STAT(NADE_BONUS_TYPE, this) == NADE_TYPE_TRANSLOCATE.m_id) { Damage(this.realowner, attacker, attacker, autocvar_g_nades_translocate_destroy_damage, DEATH_TOUCHEXPLODE.m_id, DMG_NOWEP, this.realowner.origin, '0 0 0'); W_PrepareExplosionByDamage(this, this.realowner, nade_boom); // Don't change the owner 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) _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; } 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; } void spawn_held_nade(entity player, entity nowner, float ntime, int ntype, string pntype) { entity n = new(nade), fn = new(fake_nade); n.pokenade_type = pntype; Nade def = REGISTRY_GET(Nades, max(1, ntype)); if(def == NADE_TYPE_Null) def = NADE_TYPE_NORMAL; 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; int ntype; string pntype = this.pokenade_type; if(StatusEffects_active(STATUSEFFECT_Strength, this) && autocvar_g_nades_bonus_onstrength) ntype = STAT(NADE_BONUS_TYPE, this); else if (STAT(NADE_BONUS, this) >= 1) { ntype = STAT(NADE_BONUS_TYPE, this); pntype = this.pokenade_type; STAT(NADE_BONUS, this) -= 1; } else { 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) { 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; } int nades_CheckTypes(entity player, int cl_ntype) { // TODO check what happens without this patch #define CL_NADE_TYPE_CHECK(nade_ent, nade_cvar) \ case nade_ent.m_id: if (nade_cvar) return cl_ntype switch (cl_ntype) { CL_NADE_TYPE_CHECK(NADE_TYPE_NAPALM, autocvar_g_nades_napalm); CL_NADE_TYPE_CHECK(NADE_TYPE_ICE, autocvar_g_nades_ice); CL_NADE_TYPE_CHECK(NADE_TYPE_TRANSLOCATE, autocvar_g_nades_translocate); CL_NADE_TYPE_CHECK(NADE_TYPE_SPAWN, autocvar_g_nades_spawn); CL_NADE_TYPE_CHECK(NADE_TYPE_HEAL, autocvar_g_nades_heal); CL_NADE_TYPE_CHECK(NADE_TYPE_MONSTER, autocvar_g_nades_pokenade); CL_NADE_TYPE_CHECK(NADE_TYPE_ENTRAP, autocvar_g_nades_entrap); CL_NADE_TYPE_CHECK(NADE_TYPE_VEIL, autocvar_g_nades_veil); CL_NADE_TYPE_CHECK(NADE_TYPE_AMMO, autocvar_g_nades_ammo); CL_NADE_TYPE_CHECK(NADE_TYPE_DARKNESS, autocvar_g_nades_darkness); } return NADE_TYPE_NORMAL.m_id; // default to NADE_TYPE_NORMAL for unknown nade types #undef CL_NADE_TYPE_CHECK } 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; } } #ifdef IN_REVIVING_RANGE #undef IN_REVIVING_RANGE #endif // returns true if player is reviving it #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) { 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(player, CS_CVAR(player).cvar_cl_nade_type); player.pokenade_type = CS_CVAR(player).cvar_cl_pokenade_type; } else { STAT(NADE_BONUS_TYPE, player) = autocvar_g_nades_bonus_type; player.pokenade_type = autocvar_g_nades_pokenade_monster_type; } STAT(NADE_BONUS_TYPE, player) = bound(1, STAT(NADE_BONUS_TYPE, player), Nades_COUNT); 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; } if(player.nade_veil_time && player.nade_veil_time <= time) { player.nade_veil_time = 0; if(player.vehicle) player.vehicle.alpha = player.vehicle.nade_veil_prevalpha; else player.alpha = player.nade_veil_prevalpha; } } if (!(frametime && IS_PLAYER(player))) return true; entity revivers_last = NULL; entity revivers_first = NULL; 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) { if ((STAT(FROZEN, player) == FROZEN_TEMP_DYING)) continue; if (!IN_REVIVING_RANGE(player, it, revive_extra_size)) continue; player_is_reviving = true; break; } 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 (!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)); if(STAT(REVIVE_PROGRESS, player) >= 1) { Unfreeze(player, false); 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); } for(entity it = revivers_first; it; it = it.chain) STAT(REVIVE_PROGRESS, it) = STAT(REVIVE_PROGRESS, player); } } MUTATOR_HOOKFUNCTION(nades, PlayerPhysics_UpdateStats) { entity player = M_ARGV(0, entity); // these automatically reset, no need to worry if(player.nade_entrap_time > time) STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_nades_entrap_speed; } MUTATOR_HOOKFUNCTION(nades, MonsterMove) { entity mon = M_ARGV(0, entity); if (mon.nade_entrap_time > time) { M_ARGV(1, float) *= autocvar_g_nades_entrap_speed; // run speed M_ARGV(2, float) *= autocvar_g_nades_entrap_speed; // walk speed } if (mon.nade_veil_time && mon.nade_veil_time <= time) { mon.alpha = mon.nade_veil_prevalpha; mon.nade_veil_time = 0; } } 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) = CS_CVAR(player).cvar_cl_nade_type; 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; } if(autocvar_g_nades_spawn_health_respawn > 0) SetResource(player, RES_HEALTH, autocvar_g_nades_spawn_health_respawn); } } 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) { 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"); } #endif