5 .float metertime = _STAT(NB_METERSTART);
7 int autocvar_g_nexball_goalleadlimit;
8 #define autocvar_g_nexball_goallimit cvar("g_nexball_goallimit")
10 bool autocvar_g_nexball_basketball_jumppad = true;
11 float autocvar_g_nexball_basketball_bouncefactor;
12 float autocvar_g_nexball_basketball_bouncestop;
13 float autocvar_g_nexball_basketball_carrier_highspeed;
14 bool autocvar_g_nexball_basketball_meter;
15 float autocvar_g_nexball_basketball_meter_maxpower;
16 float autocvar_g_nexball_basketball_meter_minpower;
17 float autocvar_g_nexball_delay_collect;
18 float autocvar_g_nexball_delay_goal;
19 float autocvar_g_nexball_delay_start;
20 bool autocvar_g_nexball_football_jumppad = true;
21 float autocvar_g_nexball_football_bouncefactor;
22 float autocvar_g_nexball_football_bouncestop;
23 bool autocvar_g_nexball_radar_showallplayers;
24 bool autocvar_g_nexball_sound_bounce;
25 int autocvar_g_nexball_trail_color;
27 float autocvar_g_nexball_safepass_turnrate;
28 float autocvar_g_nexball_safepass_maxdist;
29 float autocvar_g_nexball_safepass_holdtime;
30 float autocvar_g_nexball_viewmodel_scale;
31 float autocvar_g_nexball_tackling;
32 vector autocvar_g_nexball_viewmodel_offset;
34 float autocvar_g_balance_nexball_primary_animtime;
35 float autocvar_g_balance_nexball_primary_refire;
36 float autocvar_g_balance_nexball_primary_speed;
37 float autocvar_g_balance_nexball_secondary_animtime;
38 float autocvar_g_balance_nexball_secondary_force;
39 float autocvar_g_balance_nexball_secondary_lifetime;
40 float autocvar_g_balance_nexball_secondary_refire;
41 float autocvar_g_balance_nexball_secondary_speed;
43 void basketball_touch();
44 void football_touch();
46 const int NBM_NONE = 0;
47 const int NBM_FOOTBALL = 2;
48 const int NBM_BASKETBALL = 4;
51 float OtherTeam(float t) //works only if there are two teams on the map!
54 e = find(world, classname, "nexball_team");
56 e = find(e, classname, "nexball_team");
60 const float ST_NEXBALL_GOALS = 1;
61 const float SP_NEXBALL_GOALS = 4;
62 const float SP_NEXBALL_FAULTS = 5;
63 void nb_ScoreRules(float teams)
65 ScoreRules_basics(teams, 0, 0, true);
66 ScoreInfo_SetLabel_TeamScore( ST_NEXBALL_GOALS, "goals", SFL_SORT_PRIO_PRIMARY);
67 ScoreInfo_SetLabel_PlayerScore( SP_NEXBALL_GOALS, "goals", SFL_SORT_PRIO_PRIMARY);
68 ScoreInfo_SetLabel_PlayerScore(SP_NEXBALL_FAULTS, "faults", SFL_SORT_PRIO_SECONDARY | SFL_LOWER_IS_BETTER);
69 ScoreRules_basics_end();
72 void LogNB(string mode, entity actor)
75 if(!autocvar_sv_eventlog)
77 s = strcat(":nexball:", mode);
79 s = strcat(s, ":", ftos(actor.playerid));
83 void ball_restart(entity this)
86 DropBall(this, this.owner.origin, '0 0 0');
90 void nexball_setstatus()
92 this.items &= ~IT_KEY1;
95 if(this.ballcarried.teamtime && (this.ballcarried.teamtime < time))
97 bprint("The ", Team_ColoredFullName(this.team), " held the ball for too long.\n");
98 DropBall(this.ballcarried, this.ballcarried.owner.origin, '0 0 0');
99 WITHSELF(this.ballcarried, ResetBall());
102 this.items |= IT_KEY1;
106 void relocate_nexball(entity this)
108 tracebox(this.origin, BALL_MINS, BALL_MAXS, this.origin, true, this);
113 if(!move_out_of_solid(this))
114 objerror("could not get out of solid at all!");
115 LOG_INFO("^1NOTE: this map needs FIXING. ", this.classname, " at ", vtos(o - '0 0 1'));
116 LOG_INFO(" needs to be moved out of solid, e.g. by '", ftos(this.origin.x - o.x));
117 LOG_INFO(" ", ftos(this.origin.y - o.y));
118 LOG_INFO(" ", ftos(this.origin.z - o.z), "'\n");
127 DropBall(this, ownr.origin, ownr.velocity);
128 makevectors(ownr.v_angle.y * '0 1 0');
129 ownr.velocity += ('0 0 0.75' - v_forward) * 1000;
130 UNSET_ONGROUND(ownr);
133 void GiveBall(entity plyr, entity ball)
135 .entity weaponentity = weaponentities[0]; // TODO: find ballstealer
136 entity ownr = ball.owner;
139 ownr.effects &= ~autocvar_g_nexball_basketball_effects_default;
140 ownr.ballcarried = world;
144 ownr.(weaponentity).state = WS_READY;
146 WaypointSprite_Kill(ownr.waypointsprite_attachedforcarrier);
150 WaypointSprite_Kill(ball.waypointsprite_attachedforcarrier);
153 //setattachment(ball, plyr, "");
154 setorigin(ball, plyr.origin + plyr.view_ofs);
156 if(ball.team != plyr.team)
157 ball.teamtime = time + autocvar_g_nexball_basketball_delay_hold_forteam;
159 ball.owner = ball.pusher = plyr; //"owner" is set to the player carrying, "pusher" to the last player who touched it
160 ball.team = plyr.team;
161 plyr.ballcarried = ball;
162 ball.nb_dropper = plyr;
164 plyr.effects |= autocvar_g_nexball_basketball_effects_default;
165 ball.effects &= ~autocvar_g_nexball_basketball_effects_default;
167 ball.velocity = '0 0 0';
168 ball.movetype = MOVETYPE_NONE;
169 settouch(ball, func_null);
170 ball.effects |= EF_NOSHADOW;
171 ball.scale = 1; // scale down.
173 WaypointSprite_AttachCarrier(WP_NbBall, plyr, RADARICON_FLAGCARRIER);
174 WaypointSprite_UpdateRule(plyr.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
176 if(autocvar_g_nexball_basketball_delay_hold)
178 setthink(ball, DropOwner);
179 ball.nextthink = time + autocvar_g_nexball_basketball_delay_hold;
182 plyr.(weaponentity).weapons = plyr.weapons;
183 plyr.(weaponentity).m_switchweapon = PS(plyr).m_weapon;
184 plyr.weapons = WEPSET(NEXBALL);
185 Weapon w = WEP_NEXBALL;
186 WITHSELF(plyr, w.wr_resetplayer(w));
187 PS(plyr).m_switchweapon = WEP_NEXBALL;
188 WITHSELF(plyr, W_SwitchWeapon(plyr, WEP_NEXBALL));
191 void DropBall(entity ball, vector org, vector vel)
193 ball.effects |= autocvar_g_nexball_basketball_effects_default;
194 ball.effects &= ~EF_NOSHADOW;
195 ball.owner.effects &= ~autocvar_g_nexball_basketball_effects_default;
197 setattachment(ball, world, "");
198 setorigin(ball, org);
199 ball.movetype = MOVETYPE_BOUNCE;
200 UNSET_ONGROUND(ball);
201 ball.scale = ball_scale;
203 ball.nb_droptime = time;
204 settouch(ball, basketball_touch);
205 setthink(ball, ResetBall);
206 ball.nextthink = min(time + autocvar_g_nexball_delay_idle, ball.teamtime);
208 if(ball.owner.metertime)
210 ball.owner.metertime = 0;
211 .entity weaponentity = weaponentities[0]; // TODO: find ballstealer
212 ball.owner.(weaponentity).state = WS_READY;
215 WaypointSprite_Kill(ball.owner.waypointsprite_attachedforcarrier);
216 WaypointSprite_Spawn(WP_NbBall, 0, 0, ball, '0 0 64', world, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER); // no health bar please
217 WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
219 ball.owner.ballcarried = world;
226 UNSET_ONGROUND(this);
227 this.movetype = MOVETYPE_BOUNCE;
228 if(this.classname == "nexball_basketball")
229 settouch(this, basketball_touch);
230 else if(this.classname == "nexball_football")
231 settouch(this, football_touch);
233 setthink(this, ResetBall);
234 this.nextthink = time + autocvar_g_nexball_delay_idle + 3;
238 _sound(this, CH_TRIGGER, this.noise1, VOL_BASE, ATTEN_NORM);
239 WaypointSprite_Ping(this.waypointsprite_attachedforcarrier);
240 LogNB("init", world);
245 if(this.cnt < 2) // step 1
247 if(time == this.teamtime)
248 bprint("The ", Team_ColoredFullName(this.team), " held the ball for too long.\n");
250 settouch(this, func_null);
251 this.movetype = MOVETYPE_NOCLIP;
252 this.velocity = '0 0 0'; // just in case?
254 LogNB("resetidle", world);
256 this.nextthink = time;
258 else if(this.cnt < 4) // step 2 and 3
260 // dprint("Step ", ftos(this.cnt), ": Calculated velocity: ", vtos(this.spawnorigin - this.origin), ", time: ", ftos(time), "\n");
261 this.velocity = (this.spawnorigin - this.origin) * (this.cnt - 1); // 1 or 0.5 second movement
262 this.nextthink = time + 0.5;
267 // dprint("Step 4: time: ", ftos(time), "\n");
268 if(vlen(this.origin - this.spawnorigin) > 10) // should not happen anymore
269 LOG_TRACE("The ball moved too far away from its spawn origin.\nOffset: ",
270 vtos(this.origin - this.spawnorigin), " Velocity: ", vtos(this.velocity), "\n");
271 this.velocity = '0 0 0';
272 setorigin(this, this.spawnorigin); // make sure it's positioned correctly anyway
273 this.movetype = MOVETYPE_NONE;
274 setthink(this, InitBall);
275 this.nextthink = max(time, game_starttime) + autocvar_g_nexball_delay_start;
279 void football_touch()
281 if(other.solid == SOLID_BSP)
283 if(time > self.lastground + 0.1)
285 _sound(self, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
286 self.lastground = time;
288 if(vlen(self.velocity) && !self.cnt)
289 self.nextthink = time + autocvar_g_nexball_delay_idle;
292 if (!IS_PLAYER(other))
297 self.nextthink = time + autocvar_g_nexball_delay_idle;
300 self.team = other.team;
302 if(autocvar_g_nexball_football_physics == -1) // MrBougo try 1, before decompiling Rev's original
304 if(vlen(other.velocity))
305 self.velocity = other.velocity * 1.5 + '0 0 1' * autocvar_g_nexball_football_boost_up;
307 else if(autocvar_g_nexball_football_physics == 1) // MrBougo's modded Rev style: partially independant of the height of the aiming point
309 makevectors(other.v_angle);
310 self.velocity = other.velocity + v_forward * autocvar_g_nexball_football_boost_forward + '0 0 1' * autocvar_g_nexball_football_boost_up;
312 else if(autocvar_g_nexball_football_physics == 2) // 2nd mod try: totally independant. Really playable!
314 makevectors(other.v_angle.y * '0 1 0');
315 self.velocity = other.velocity + v_forward * autocvar_g_nexball_football_boost_forward + v_up * autocvar_g_nexball_football_boost_up;
317 else // Revenant's original style (from the original mod's disassembly, acknowledged by Revenant)
319 makevectors(other.v_angle);
320 self.velocity = other.velocity + v_forward * autocvar_g_nexball_football_boost_forward + v_up * autocvar_g_nexball_football_boost_up;
322 self.avelocity = -250 * v_forward; // maybe there is a way to make it look better?
325 void basketball_touch()
327 if(other.ballcarried)
332 if(!self.cnt && IS_PLAYER(other) && !STAT(FROZEN, other) && !IS_DEAD(other) && (other != self.nb_dropper || time > self.nb_droptime + autocvar_g_nexball_delay_collect))
334 if(other.health <= 0)
336 LogNB("caught", other);
337 GiveBall(other, self);
339 else if(other.solid == SOLID_BSP)
341 _sound(self, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
342 if(vlen(self.velocity) && !self.cnt)
343 self.nextthink = min(time + autocvar_g_nexball_delay_idle, self.teamtime);
350 float isclient, pscore, otherteam;
354 if((self.spawnflags & GOAL_TOUCHPLAYER) && other.ballcarried)
355 ball = other.ballcarried;
358 if(ball.classname != "nexball_basketball")
359 if(ball.classname != "nexball_football")
361 if((!ball.pusher && self.team != GOAL_OUT) || ball.cnt)
367 otherteam = OtherTeam(ball.team);
371 if((isclient = IS_CLIENT(ball.pusher)))
372 pname = ball.pusher.netname;
374 pname = "Someone (?)";
376 if(ball.team == self.team) //owngoal (regular goals)
378 LogNB("owngoal", ball.pusher);
379 bprint("Boo! ", pname, "^7 scored a goal against their own team!\n");
382 else if(self.team == GOAL_FAULT)
384 LogNB("fault", ball.pusher);
386 bprint(Team_ColoredFullName(otherteam), " gets a point due to ", pname, "^7's silliness.\n");
388 bprint(Team_ColoredFullName(ball.team), " loses a point due to ", pname, "^7's silliness.\n");
391 else if(self.team == GOAL_OUT)
393 LogNB("out", ball.pusher);
394 if((self.spawnflags & GOAL_TOUCHPLAYER) && ball.owner)
395 bprint(pname, "^7 went out of bounds.\n");
397 bprint("The ball was returned.\n");
402 LogNB(strcat("goal:", ftos(self.team)), ball.pusher);
403 bprint("Goaaaaal! ", pname, "^7 scored a point for the ", Team_ColoredFullName(ball.team), ".\n");
407 _sound(ball, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NONE);
409 if(ball.team && pscore)
411 if(nb_teams == 2 && pscore < 0)
412 TeamScore_AddToTeam(otherteam, ST_NEXBALL_GOALS, -pscore);
414 TeamScore_AddToTeam(ball.team, ST_NEXBALL_GOALS, pscore);
419 PlayerScore_Add(ball.pusher, SP_NEXBALL_GOALS, pscore);
421 PlayerScore_Add(ball.pusher, SP_NEXBALL_FAULTS, -pscore);
424 if(ball.owner) // Happens on spawnflag GOAL_TOUCHPLAYER
425 DropBall(ball, ball.owner.origin, ball.owner.velocity);
427 WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
430 setthink(ball, ResetBall);
431 if(ball.classname == "nexball_basketball")
432 settouch(ball, football_touch); // better than func_null: football control until the ball gets reset
433 ball.nextthink = time + autocvar_g_nexball_delay_goal * (self.team != GOAL_OUT);
436 //=======================//
438 //=======================//
439 spawnfunc(nexball_team)
446 this.team = this.cnt + 1;
449 void nb_spawnteam(string teamname, float teamcolor)
451 LOG_TRACE("^2spawned team ", teamname, "\n");
452 entity e = new(nexball_team);
453 e.netname = teamname;
461 bool t_red = false, t_blue = false, t_yellow = false, t_pink = false;
463 for(e = world; (e = find(e, classname, "nexball_goal"));)
470 nb_spawnteam("Red", e.team-1) ;
477 nb_spawnteam("Blue", e.team-1) ;
484 nb_spawnteam("Yellow", e.team-1);
491 nb_spawnteam("Pink", e.team-1) ;
499 void nb_delayedinit(entity this)
501 if(find(world, classname, "nexball_team") == world)
503 nb_ScoreRules(nb_teams);
507 //=======================//
509 //=======================//
511 void SpawnBall(entity this)
513 if(!g_nexball) { remove(this); return; }
515 // balls += 4; // using the remaining bits to count balls will leave more than the max edict count, so it's fine
519 this.model = "models/nexball/ball.md3";
523 precache_model(this.model);
524 _setmodel(this, this.model);
525 setsize(this, BALL_MINS, BALL_MAXS);
526 ball_scale = this.scale;
528 relocate_nexball(this);
529 this.spawnorigin = this.origin;
531 this.effects = this.effects | EF_LOWPRECISION;
533 if(cvar(strcat("g_", this.classname, "_trail"))) //nexball_basketball :p
535 this.glow_color = autocvar_g_nexball_trail_color;
536 this.glow_trail = true;
539 this.movetype = MOVETYPE_FLY;
541 if(!autocvar_g_nexball_sound_bounce)
543 else if(this.noise == "")
544 this.noise = strzone(SND(NB_BOUNCE));
545 //bounce sound placeholder (FIXME)
546 if(this.noise1 == "")
547 this.noise1 = strzone(SND(NB_DROP));
548 //ball drop sound placeholder (FIXME)
549 if(this.noise2 == "")
550 this.noise2 = strzone(SND(NB_STEAL));
551 //stealing sound placeholder (FIXME)
552 if(this.noise) precache_sound(this.noise);
553 precache_sound(this.noise1);
554 precache_sound(this.noise2);
556 WaypointSprite_AttachCarrier(WP_NbBall, this, RADARICON_FLAGCARRIER); // the ball's team is not set yet, no rule update needed
558 this.reset = ball_restart;
559 setthink(this, InitBall);
560 this.nextthink = game_starttime + autocvar_g_nexball_delay_start;
563 spawnfunc(nexball_basketball)
565 nexball_mode |= NBM_BASKETBALL;
566 this.classname = "nexball_basketball";
567 if (!(balls & BALL_BASKET))
570 CVTOV(g_nexball_basketball_effects_default);
571 CVTOV(g_nexball_basketball_delay_hold);
572 CVTOV(g_nexball_basketball_delay_hold_forteam);
573 CVTOV(g_nexball_basketball_teamsteal);
575 autocvar_g_nexball_basketball_effects_default = autocvar_g_nexball_basketball_effects_default & BALL_EFFECTMASK;
578 this.effects = autocvar_g_nexball_basketball_effects_default;
579 this.solid = SOLID_TRIGGER;
580 this.pushable = autocvar_g_nexball_basketball_jumppad;
581 balls |= BALL_BASKET;
582 this.bouncefactor = autocvar_g_nexball_basketball_bouncefactor;
583 this.bouncestop = autocvar_g_nexball_basketball_bouncestop;
587 spawnfunc(nexball_football)
589 nexball_mode |= NBM_FOOTBALL;
590 this.classname = "nexball_football";
591 this.solid = SOLID_TRIGGER;
593 this.pushable = autocvar_g_nexball_football_jumppad;
594 this.bouncefactor = autocvar_g_nexball_football_bouncefactor;
595 this.bouncestop = autocvar_g_nexball_football_bouncestop;
599 float nb_Goal_Customize()
602 e = WaypointSprite_getviewentity(other);
603 wp_owner = self.owner;
604 if(SAME_TEAM(e, wp_owner)) { return false; }
609 void SpawnGoal(entity this)
611 if(!g_nexball) { remove(this); return; }
615 if(this.team != GOAL_OUT && Team_TeamToNumber(this.team) != -1)
617 entity wp = WaypointSprite_SpawnFixed(WP_NbGoal, (this.absmin + this.absmax) * 0.5, this, sprite, RADARICON_NONE);
618 wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0.5 0');
619 this.sprite.customizeentityforclient = nb_Goal_Customize;
622 this.classname = "nexball_goal";
624 this.noise = "ctf/respawn.wav";
625 precache_sound(this.noise);
626 settouch(this, GoalTouch);
629 spawnfunc(nexball_redgoal)
631 this.team = NUM_TEAM_1;
634 spawnfunc(nexball_bluegoal)
636 this.team = NUM_TEAM_2;
639 spawnfunc(nexball_yellowgoal)
641 this.team = NUM_TEAM_3;
644 spawnfunc(nexball_pinkgoal)
646 this.team = NUM_TEAM_4;
650 spawnfunc(nexball_fault)
652 this.team = GOAL_FAULT;
654 this.noise = strzone(SND(TYPEHIT));
658 spawnfunc(nexball_out)
660 this.team = GOAL_OUT;
662 this.noise = strzone(SND(TYPEHIT));
667 //Spawnfuncs preserved for compatibility
672 spawnfunc_nexball_football(this);
674 spawnfunc(ball_football)
676 spawnfunc_nexball_football(this);
678 spawnfunc(ball_basketball)
680 spawnfunc_nexball_basketball(this);
682 // The "red goal" is defended by blue team. A ball in there counts as a point for red.
683 spawnfunc(ball_redgoal)
685 spawnfunc_nexball_bluegoal(this); // I blame Revenant
687 spawnfunc(ball_bluegoal)
689 spawnfunc_nexball_redgoal(this); // but he didn't mean to cause trouble :p
691 spawnfunc(ball_fault)
693 spawnfunc_nexball_fault(this);
695 spawnfunc(ball_bound)
697 spawnfunc_nexball_out(this);
700 //=======================//
702 //=======================//
705 void W_Nexball_Think()
707 //dprint("W_Nexball_Think\n");
708 //vector new_dir = steerlib_arrive(this.enemy.origin, 2500);
709 vector new_dir = normalize(this.enemy.origin + '0 0 50' - this.origin);
710 vector old_dir = normalize(this.velocity);
711 float _speed = vlen(this.velocity);
712 vector new_vel = normalize(old_dir + (new_dir * autocvar_g_nexball_safepass_turnrate)) * _speed;
713 //vector new_vel = (new_dir * autocvar_g_nexball_safepass_turnrate
715 this.velocity = new_vel;
717 this.nextthink = time;
720 void W_Nexball_Touch()
722 entity ball, attacker;
723 attacker = self.owner;
724 //self.think = func_null;
725 //self.enemy = world;
728 if(attacker.team != other.team || autocvar_g_nexball_basketball_teamsteal)
729 if((ball = other.ballcarried) && !STAT(FROZEN, other) && !IS_DEAD(other) && (IS_PLAYER(attacker)))
731 other.velocity = other.velocity + normalize(self.velocity) * other.damageforcescale * autocvar_g_balance_nexball_secondary_force;
732 UNSET_ONGROUND(other);
733 if(!attacker.ballcarried)
735 LogNB("stole", attacker);
736 _sound(other, CH_TRIGGER, ball.noise2, VOL_BASE, ATTEN_NORM);
738 if(SAME_TEAM(attacker, other) && time > attacker.teamkill_complain)
740 attacker.teamkill_complain = time + 5;
741 attacker.teamkill_soundtime = time + 0.4;
742 attacker.teamkill_soundsource = other;
745 GiveBall(attacker, other.ballcarried);
751 void W_Nexball_Attack(float t)
755 if(!(ball = self.ballcarried))
758 W_SetupShot(self, false, 4, SND_NB_SHOOT1, CH_WEAPON_A, 0);
759 tracebox(w_shotorg, BALL_MINS, BALL_MAXS, w_shotorg, MOVE_WORLDONLY, world);
763 self.metertime = 0; // Shot failed, hide the power meter
767 //Calculate multiplier
772 mi = autocvar_g_nexball_basketball_meter_minpower;
773 ma = max(mi, autocvar_g_nexball_basketball_meter_maxpower); // avoid confusion
774 //One triangle wave period with 1 as max
775 mul = 2 * (t % g_nexball_meter_period) / g_nexball_meter_period;
778 mul = mi + (ma - mi) * mul; // range from the minimal power to the maximal power
781 DropBall(ball, w_shotorg, W_CalculateProjectileVelocity(self.velocity, w_shotdir * autocvar_g_balance_nexball_primary_speed * mul, false));
784 //TODO: use the speed_up cvar too ??
787 vector trigger_push_calculatevelocity(vector org, entity tgt, float ht);
789 void W_Nexball_Attack2()
791 if(self.ballcarried.enemy)
793 entity _ball = self.ballcarried;
794 W_SetupShot(self, false, 4, SND_NB_SHOOT1, CH_WEAPON_A, 0);
795 DropBall(_ball, w_shotorg, trigger_push_calculatevelocity(_ball.origin, _ball.enemy, 32));
796 setthink(_ball, W_Nexball_Think);
797 _ball.nextthink = time;
801 if(!autocvar_g_nexball_tackling)
804 W_SetupShot(self, false, 2, SND_NB_SHOOT2, CH_WEAPON_A, 0);
805 entity missile = new(ballstealer);
807 missile.owner = self;
809 missile.movetype = MOVETYPE_FLY;
810 PROJECTILE_MAKETRIGGER(missile);
812 //setmodel(missile, "models/elaser.mdl"); // precision set below
813 setsize(missile, '0 0 0', '0 0 0');
814 setorigin(missile, w_shotorg);
816 W_SetupProjVelocity_Basic(missile, autocvar_g_balance_nexball_secondary_speed, 0);
817 missile.angles = vectoangles(missile.velocity);
818 settouch(missile, W_Nexball_Touch);
819 setthink(missile, SUB_Remove_self);
820 missile.nextthink = time + autocvar_g_balance_nexball_secondary_lifetime; //FIXME: use a distance instead?
822 missile.effects = EF_BRIGHTFIELD | EF_LOWPRECISION;
823 missile.flags = FL_PROJECTILE;
825 CSQCProjectile(missile, true, PROJECTILE_ELECTRO, true);
828 float ball_customize()
832 self.effects &= ~EF_FLAME;
834 self.customizeentityforclient = func_null;
838 if(other == self.owner)
840 self.scale = autocvar_g_nexball_viewmodel_scale;
842 self.effects |= EF_FLAME;
844 self.effects &= ~EF_FLAME;
848 self.effects &= ~EF_FLAME;
855 METHOD(BallStealer, wr_think, void(BallStealer thiswep, entity actor, .entity weaponentity, int fire))
858 TC(BallStealer, thiswep);
860 if(weapon_prepareattack(thiswep, actor, weaponentity, false, autocvar_g_balance_nexball_primary_refire))
861 if(autocvar_g_nexball_basketball_meter)
863 if(self.ballcarried && !self.metertime)
864 self.metertime = time;
866 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
870 W_Nexball_Attack(-1);
871 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
874 if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_nexball_secondary_refire))
877 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_nexball_secondary_animtime, w_ready);
880 if(!(fire & 1) && self.metertime && self.ballcarried)
882 W_Nexball_Attack(time - self.metertime);
883 // DropBall or stealing will set metertime back to 0
884 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
888 METHOD(BallStealer, wr_setup, void(BallStealer this))
890 TC(BallStealer, this);
891 //weapon_setup(WEP_PORTO.m_id);
894 METHOD(BallStealer, wr_checkammo1, bool(BallStealer this, entity actor))
896 TC(BallStealer, this);
900 METHOD(BallStealer, wr_checkammo2, bool(BallStealer this, entity actor))
902 TC(BallStealer, this);
906 void nb_DropBall(entity player)
908 if(player.ballcarried && g_nexball)
909 DropBall(player.ballcarried, player.origin, player.velocity);
912 MUTATOR_HOOKFUNCTION(nb, ClientDisconnect)
918 MUTATOR_HOOKFUNCTION(nb, PlayerDies)
920 nb_DropBall(frag_target);
924 MUTATOR_HOOKFUNCTION(nb, MakePlayerObserver)
930 MUTATOR_HOOKFUNCTION(nb, PlayerPreThink)
932 makevectors(self.v_angle);
933 if(nexball_mode & NBM_BASKETBALL)
938 self.ballcarried.velocity = self.velocity;
939 self.ballcarried.customizeentityforclient = ball_customize;
941 vector org = self.origin + self.view_ofs +
942 v_forward * autocvar_g_nexball_viewmodel_offset.x +
943 v_right * autocvar_g_nexball_viewmodel_offset.y +
944 v_up * autocvar_g_nexball_viewmodel_offset.z;
945 setorigin(self.ballcarried, org);
948 if(autocvar_g_nexball_safepass_maxdist)
950 if(self.ballcarried.wait < time && self.ballcarried.enemy)
952 //centerprint(self, sprintf("Lost lock on %s", self.ballcarried.enemy.netname));
953 self.ballcarried.enemy = world;
957 //tracebox(self.origin + self.view_ofs, '-2 -2 -2', '2 2 2', self.origin + self.view_ofs + v_forward * autocvar_g_nexball_safepass_maxdist);
958 crosshair_trace(self);
960 IS_CLIENT(trace_ent) &&
961 !IS_DEAD(trace_ent) &&
962 trace_ent.team == self.team &&
963 vlen(trace_ent.origin - self.origin) <= autocvar_g_nexball_safepass_maxdist )
966 //if(self.ballcarried.enemy != trace_ent)
967 // centerprint(self, sprintf("Locked to %s", trace_ent.netname));
968 self.ballcarried.enemy = trace_ent;
969 self.ballcarried.wait = time + autocvar_g_nexball_safepass_holdtime;
977 .entity weaponentity = weaponentities[0]; // TODO
978 if(self.(weaponentity).weapons)
980 self.weapons = self.(weaponentity).weapons;
981 Weapon w = WEP_NEXBALL;
983 PS(self).m_switchweapon = self.(weaponentity).m_switchweapon;
984 W_SwitchWeapon(self, PS(self).m_switchweapon);
986 self.(weaponentity).weapons = '0 0 0';
997 MUTATOR_HOOKFUNCTION(nb, SpectateCopy)
1000 this.metertime = other.metertime;
1003 MUTATOR_HOOKFUNCTION(nb, PlayerSpawn)
1007 .entity weaponentity = weaponentities[0];
1008 this.(weaponentity).weapons = '0 0 0';
1010 if (nexball_mode & NBM_BASKETBALL)
1011 this.weapons |= WEPSET(NEXBALL);
1013 this.weapons = '0 0 0';
1018 .float stat_sv_airspeedlimit_nonqw;
1019 .float stat_sv_maxspeed;
1021 MUTATOR_HOOKFUNCTION(nb, PlayerPhysics)
1023 if(self.ballcarried)
1025 self.stat_sv_airspeedlimit_nonqw *= autocvar_g_nexball_basketball_carrier_highspeed;
1026 self.stat_sv_maxspeed *= autocvar_g_nexball_basketball_carrier_highspeed;
1031 MUTATOR_HOOKFUNCTION(nb, ForbidThrowCurrentWeapon)
1033 return PS(self).m_weapon == WEP_NEXBALL;
1036 MUTATOR_HOOKFUNCTION(nb, ForbidDropCurrentWeapon)
1038 return PS(self).m_weapon == WEP_MORTAR; // TODO: what is this for?
1041 MUTATOR_HOOKFUNCTION(nb, FilterItem)
1043 if(self.classname == "droppedweapon")
1044 if(self.weapon == WEP_NEXBALL.m_id)
1050 MUTATOR_HOOKFUNCTION(nb, GetTeamCount)
1052 ret_string = "nexball_team";
1056 MUTATOR_HOOKFUNCTION(nb, WantWeapon)
1058 ret_float = 0; // weapon is set a few lines later, apparently
1062 MUTATOR_HOOKFUNCTION(nb, DropSpecialItems)
1064 if(frag_target.ballcarried)
1065 DropBall(frag_target.ballcarried, frag_target.origin, frag_target.velocity);
1070 MUTATOR_HOOKFUNCTION(nb, SendWaypoint)
1072 wp_sendflags &= ~0x80;
1076 REGISTER_MUTATOR(nb, g_nexball)
1080 g_nexball_meter_period = autocvar_g_nexball_meter_period;
1081 if(g_nexball_meter_period <= 0)
1082 g_nexball_meter_period = 2; // avoid division by zero etc. due to silly users
1083 g_nexball_meter_period = rint(g_nexball_meter_period * 32) / 32; //Round to 1/32ths to send as a byte multiplied by 32
1087 CVTOV(g_nexball_football_boost_forward); //100
1088 CVTOV(g_nexball_football_boost_up); //200
1089 CVTOV(g_nexball_delay_idle); //10
1090 CVTOV(g_nexball_football_physics); //0
1092 radar_showennemies = autocvar_g_nexball_radar_showallplayers;
1094 InitializeEntity(world, nb_delayedinit, INITPRIO_GAMETYPE);
1095 WEP_NEXBALL.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
1098 SetLimits(autocvar_g_nexball_goallimit, autocvar_g_nexball_goalleadlimit, autocvar_timelimit_override, -1);
1099 have_team_spawns = -1; // request team spawns
1102 MUTATOR_ONROLLBACK_OR_REMOVE
1104 WEP_NEXBALL.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
1105 // we actually cannot roll back nb_delayedinit here
1106 // BUT: we don't need to! If this gets called, adding always
1112 LOG_INFO("This is a game type and it cannot be removed at runtime.");