#include "normal.qh" #ifdef SVQC void nade_normal_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); } #endif // SVQC #ifdef MENUQC METHOD(NormalNade, describe, string(NormalNade this)) { TC(NormalNade, this); PAGE_TEXT_INIT(); PAR(_("The (normal) %s explodes after a short delay, dealing damage to nearby players. " "If other nade types are destroyed before they detonate, they instead explode similar to this, without doing their special effects."), COLORED_NAME(this)); PAR(_("Make sure you remember to throw it with %s, or else it will blow up in your hands!"), strcat("^3", _("drop weapon"), "^7")); return PAGE_TEXT; } #endif // MENUQC