#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;
string autocvar_g_nades_nade_type;
bool autocvar_g_nades_client_select;

bool autocvar_g_nades_bonus;
string 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_lifetime;
.float nade_refire;
.float nade_special_time;
.string pokenade_type;
.entity nade_damage_target;
.string cvar_cl_nade_type;
.string cvar_cl_pokenade_type;
.float toss_time;

bool orb_send(entity this, entity to, int sf);

/// Spawns an orb for some nade types
entity nades_spawn_orb(entity this, float orb_lifetime, float orb_rad);

/// Remove nades that are being thrown
void nades_Clear(entity player);

/// Remove nades and bonus nades from a player
void nades_RemovePlayer(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);
