#pragma once #include "nades.qh" bool autocvar_g_nades; bool autocvar_g_nades_override_dropweapon = true; vector autocvar_g_nades_throw_offset; bool autocvar_g_nades_onspawn; int autocvar_g_nades_spawn_count; float autocvar_g_nades_spawn_health_respawn; float autocvar_g_nades_spawn_destroy_damage = 25; bool autocvar_g_nades_pickup = true; float autocvar_g_nades_pickup_time = 2; float autocvar_g_nades_nade_lifetime; float autocvar_g_nades_nade_minforce; float autocvar_g_nades_nade_maxforce; float autocvar_g_nades_nade_health; float autocvar_g_nades_nade_refire; float autocvar_g_nades_nade_damage; float autocvar_g_nades_nade_edgedamage; float autocvar_g_nades_nade_radius; float autocvar_g_nades_nade_force; int autocvar_g_nades_nade_newton_style; int autocvar_g_nades_nade_type; bool autocvar_g_nades_client_select; bool autocvar_g_nades_bonus; int autocvar_g_nades_bonus_type; bool autocvar_g_nades_bonus_client_select; bool autocvar_g_nades_bonus_onstrength; bool autocvar_g_nades_bonus_only; int autocvar_g_nades_bonus_max; int autocvar_g_nades_bonus_score_max; int autocvar_g_nades_bonus_score_time; int autocvar_g_nades_bonus_score_time_flagcarrier; int autocvar_g_nades_bonus_score_minor; int autocvar_g_nades_bonus_score_low; int autocvar_g_nades_bonus_score_high; int autocvar_g_nades_bonus_score_medium; int autocvar_g_nades_bonus_score_spree; .entity nade; .entity fake_nade; .float nade_refire; .float nade_special_time; .string pokenade_type; .entity nade_damage_target; .int cvar_cl_nade_type; .string cvar_cl_pokenade_type; .float toss_time; .float nade_show_particles; bool orb_send(entity this, entity to, int sf); // Remove nades that are being thrown void nades_Clear(entity player); // Give a bonus grenade to a player void nades_GiveBonus(entity player, float score); /** * called to adjust nade damage and force on hit */ #define EV_Nade_Damage(i, o) \ /** 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);