#include "nades.qh" #include "nade/_mod.qh" #ifdef SVQC bool autocvar_g_nades_nade_small; float autocvar_g_nades_spread = 0.04; #endif #ifdef GAMEQC REGISTER_STAT(NADES_SMALL, INT, autocvar_g_nades_nade_small) REPLICATE(cvar_cl_nade_type, string, "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) { if (it.m_trail[j].eent_eff_name) return it.m_trail[j]; break; } }); return EFFECT_Null; } #endif // GAMEQC #ifdef MENUQC #include "../hook/hook.qh" #include "../offhand_blaster/offhand_blaster.qh" #include "../overkill/overkill.qh" METHOD(MutatorNades, describe, string(MutatorNades this)) { TC(MutatorNades, this); PAGE_TEXT_INIT(); PAR(_("The %s mutator gives all players offhand nades that can be primed then thrown by pressing %s twice. " "If the %s and %s mutators are disabled, they can also be thrown by holding then releasing %s."), COLORED_NAME(this), strcat("^3", _("drop weapon"), "^7"), COLORED_NAME(MUTATOR_offhand_blaster), COLORED_NAME(MUTATOR_hook), strcat("^3", _("hook"), "^7")); PAR(_("There are multiple types of nades that can be selected, and many configuration options for this mutator, " "so they may act a little differently depending on the server you play on.")); PAR(_("This mutator is enabled by default in %s."), COLORED_NAME(MUTATOR_ok)); return PAGE_TEXT; } #endif // MENUQC