5 float autocvar_g_nexball_basketball_bouncefactor;
6 float autocvar_g_nexball_basketball_bouncestop;
7 float autocvar_g_nexball_basketball_carrier_highspeed;
8 bool autocvar_g_nexball_basketball_meter;
9 float autocvar_g_nexball_basketball_meter_maxpower;
10 float autocvar_g_nexball_basketball_meter_minpower;
11 float autocvar_g_nexball_delay_collect;
12 float autocvar_g_nexball_delay_goal;
13 float autocvar_g_nexball_delay_start;
14 float autocvar_g_nexball_football_bouncefactor;
15 float autocvar_g_nexball_football_bouncestop;
16 bool autocvar_g_nexball_radar_showallplayers;
17 bool autocvar_g_nexball_sound_bounce;
18 int autocvar_g_nexball_trail_color;
20 float autocvar_g_nexball_safepass_turnrate;
21 float autocvar_g_nexball_safepass_maxdist;
22 float autocvar_g_nexball_safepass_holdtime;
23 float autocvar_g_nexball_viewmodel_scale;
24 float autocvar_g_nexball_tackling;
25 vector autocvar_g_nexball_viewmodel_offset;
27 void basketball_touch();
28 void football_touch();
30 const int NBM_NONE = 0;
31 const int NBM_FOOTBALL = 2;
32 const int NBM_BASKETBALL = 4;
35 float OtherTeam(float t) //works only if there are two teams on the map!
38 e = find(world, classname, "nexball_team");
40 e = find(e, classname, "nexball_team");
44 const float ST_NEXBALL_GOALS = 1;
45 const float SP_NEXBALL_GOALS = 4;
46 const float SP_NEXBALL_FAULTS = 5;
47 void nb_ScoreRules(float teams)
49 ScoreRules_basics(teams, 0, 0, true);
50 ScoreInfo_SetLabel_TeamScore( ST_NEXBALL_GOALS, "goals", SFL_SORT_PRIO_PRIMARY);
51 ScoreInfo_SetLabel_PlayerScore( SP_NEXBALL_GOALS, "goals", SFL_SORT_PRIO_PRIMARY);
52 ScoreInfo_SetLabel_PlayerScore(SP_NEXBALL_FAULTS, "faults", SFL_SORT_PRIO_SECONDARY | SFL_LOWER_IS_BETTER);
53 ScoreRules_basics_end();
56 void LogNB(string mode, entity actor)
59 if(!autocvar_sv_eventlog)
61 s = strcat(":nexball:", mode);
63 s = strcat(s, ":", ftos(actor.playerid));
67 void ball_restart(void)
70 DropBall(self, self.owner.origin, '0 0 0');
74 void nexball_setstatus(void)
76 self.items &= ~IT_KEY1;
79 if(self.ballcarried.teamtime && (self.ballcarried.teamtime < time))
81 bprint("The ", Team_ColoredFullName(self.team), " held the ball for too long.\n");
82 setself(self.ballcarried);
83 DropBall(self, self.owner.origin, '0 0 0');
88 self.items |= IT_KEY1;
92 void relocate_nexball(void)
94 tracebox(self.origin, BALL_MINS, BALL_MAXS, self.origin, true, self);
99 if(!move_out_of_solid(self))
100 objerror("could not get out of solid at all!");
101 LOG_INFO("^1NOTE: this map needs FIXING. ", self.classname, " at ", vtos(o - '0 0 1'));
102 LOG_INFO(" needs to be moved out of solid, e.g. by '", ftos(self.origin.x - o.x));
103 LOG_INFO(" ", ftos(self.origin.y - o.y));
104 LOG_INFO(" ", ftos(self.origin.z - o.z), "'\n");
113 DropBall(self, ownr.origin, ownr.velocity);
114 makevectors(ownr.v_angle.y * '0 1 0');
115 ownr.velocity += ('0 0 0.75' - v_forward) * 1000;
116 ownr.flags &= ~FL_ONGROUND;
119 void GiveBall(entity plyr, entity ball)
123 if((ownr = ball.owner))
125 ownr.effects &= ~autocvar_g_nexball_basketball_effects_default;
126 ownr.ballcarried = world;
130 ownr.weaponentity.state = WS_READY;
132 WaypointSprite_Kill(ownr.waypointsprite_attachedforcarrier);
136 WaypointSprite_Kill(ball.waypointsprite_attachedforcarrier);
139 //setattachment(ball, plyr, "");
140 setorigin(ball, plyr.origin + plyr.view_ofs);
142 if(ball.team != plyr.team)
143 ball.teamtime = time + autocvar_g_nexball_basketball_delay_hold_forteam;
145 ball.owner = ball.pusher = plyr; //"owner" is set to the player carrying, "pusher" to the last player who touched it
146 ball.team = plyr.team;
147 plyr.ballcarried = ball;
148 ball.nb_dropper = plyr;
150 plyr.effects |= autocvar_g_nexball_basketball_effects_default;
151 ball.effects &= ~autocvar_g_nexball_basketball_effects_default;
153 ball.velocity = '0 0 0';
154 ball.movetype = MOVETYPE_NONE;
155 ball.touch = func_null;
156 ball.effects |= EF_NOSHADOW;
157 ball.scale = 1; // scale down.
159 WaypointSprite_AttachCarrier(WP_NbBall, plyr, RADARICON_FLAGCARRIER);
160 WaypointSprite_UpdateRule(plyr.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
162 if(autocvar_g_nexball_basketball_delay_hold)
164 ball.think = DropOwner;
165 ball.nextthink = time + autocvar_g_nexball_basketball_delay_hold;
168 plyr.weaponentity.weapons = plyr.weapons;
169 plyr.weaponentity.switchweapon = plyr.weapon;
170 plyr.weapons = WEPSET(NEXBALL);
172 Weapon w = WEP_NEXBALL;
174 plyr.switchweapon = WEP_NEXBALL.m_id;
175 W_SwitchWeapon(WEP_NEXBALL.m_id);
179 void DropBall(entity ball, vector org, vector vel)
181 ball.effects |= autocvar_g_nexball_basketball_effects_default;
182 ball.effects &= ~EF_NOSHADOW;
183 ball.owner.effects &= ~autocvar_g_nexball_basketball_effects_default;
185 setattachment(ball, world, "");
186 setorigin(ball, org);
187 ball.movetype = MOVETYPE_BOUNCE;
188 ball.flags &= ~FL_ONGROUND;
189 ball.scale = ball_scale;
191 ball.nb_droptime = time;
192 ball.touch = basketball_touch;
193 ball.think = ResetBall;
194 ball.nextthink = min(time + autocvar_g_nexball_delay_idle, ball.teamtime);
196 if(ball.owner.metertime)
198 ball.owner.metertime = 0;
199 ball.owner.weaponentity.state = WS_READY;
202 WaypointSprite_Kill(ball.owner.waypointsprite_attachedforcarrier);
203 WaypointSprite_Spawn(WP_NbBall, 0, 0, ball, '0 0 64', world, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER); // no health bar please
204 WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
206 ball.owner.ballcarried = world;
213 self.flags &= ~FL_ONGROUND;
214 self.movetype = MOVETYPE_BOUNCE;
215 if(self.classname == "nexball_basketball")
216 self.touch = basketball_touch;
217 else if(self.classname == "nexball_football")
218 self.touch = football_touch;
220 self.think = ResetBall;
221 self.nextthink = time + autocvar_g_nexball_delay_idle + 3;
225 _sound(self, CH_TRIGGER, self.noise1, VOL_BASE, ATTEN_NORM);
226 WaypointSprite_Ping(self.waypointsprite_attachedforcarrier);
227 LogNB("init", world);
232 if(self.cnt < 2) // step 1
234 if(time == self.teamtime)
235 bprint("The ", Team_ColoredFullName(self.team), " held the ball for too long.\n");
237 self.touch = func_null;
238 self.movetype = MOVETYPE_NOCLIP;
239 self.velocity = '0 0 0'; // just in case?
241 LogNB("resetidle", world);
243 self.nextthink = time;
245 else if(self.cnt < 4) // step 2 and 3
247 // dprint("Step ", ftos(self.cnt), ": Calculated velocity: ", vtos(self.spawnorigin - self.origin), ", time: ", ftos(time), "\n");
248 self.velocity = (self.spawnorigin - self.origin) * (self.cnt - 1); // 1 or 0.5 second movement
249 self.nextthink = time + 0.5;
254 // dprint("Step 4: time: ", ftos(time), "\n");
255 if(vlen(self.origin - self.spawnorigin) > 10) // should not happen anymore
256 LOG_TRACE("The ball moved too far away from its spawn origin.\nOffset: ",
257 vtos(self.origin - self.spawnorigin), " Velocity: ", vtos(self.velocity), "\n");
258 self.velocity = '0 0 0';
259 setorigin(self, self.spawnorigin); // make sure it's positioned correctly anyway
260 self.movetype = MOVETYPE_NONE;
261 self.think = InitBall;
262 self.nextthink = max(time, game_starttime) + autocvar_g_nexball_delay_start;
266 void football_touch(void)
268 if(other.solid == SOLID_BSP)
270 if(time > self.lastground + 0.1)
272 _sound(self, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
273 self.lastground = time;
275 if(vlen(self.velocity) && !self.cnt)
276 self.nextthink = time + autocvar_g_nexball_delay_idle;
279 if (!IS_PLAYER(other))
284 self.nextthink = time + autocvar_g_nexball_delay_idle;
287 self.team = other.team;
289 if(autocvar_g_nexball_football_physics == -1) // MrBougo try 1, before decompiling Rev's original
291 if(vlen(other.velocity))
292 self.velocity = other.velocity * 1.5 + '0 0 1' * autocvar_g_nexball_football_boost_up;
294 else if(autocvar_g_nexball_football_physics == 1) // MrBougo's modded Rev style: partially independant of the height of the aiming point
296 makevectors(other.v_angle);
297 self.velocity = other.velocity + v_forward * autocvar_g_nexball_football_boost_forward + '0 0 1' * autocvar_g_nexball_football_boost_up;
299 else if(autocvar_g_nexball_football_physics == 2) // 2nd mod try: totally independant. Really playable!
301 makevectors(other.v_angle.y * '0 1 0');
302 self.velocity = other.velocity + v_forward * autocvar_g_nexball_football_boost_forward + v_up * autocvar_g_nexball_football_boost_up;
304 else // Revenant's original style (from the original mod's disassembly, acknowledged by Revenant)
306 makevectors(other.v_angle);
307 self.velocity = other.velocity + v_forward * autocvar_g_nexball_football_boost_forward + v_up * autocvar_g_nexball_football_boost_up;
309 self.avelocity = -250 * v_forward; // maybe there is a way to make it look better?
312 void basketball_touch(void)
314 if(other.ballcarried)
319 if(!self.cnt && IS_PLAYER(other) && !other.frozen && !other.deadflag && (other != self.nb_dropper || time > self.nb_droptime + autocvar_g_nexball_delay_collect))
321 if(other.health <= 0)
323 LogNB("caught", other);
324 GiveBall(other, self);
326 else if(other.solid == SOLID_BSP)
328 _sound(self, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
329 if(vlen(self.velocity) && !self.cnt)
330 self.nextthink = min(time + autocvar_g_nexball_delay_idle, self.teamtime);
337 float isclient, pscore, otherteam;
341 if((self.spawnflags & GOAL_TOUCHPLAYER) && other.ballcarried)
342 ball = other.ballcarried;
345 if(ball.classname != "nexball_basketball")
346 if(ball.classname != "nexball_football")
348 if((!ball.pusher && self.team != GOAL_OUT) || ball.cnt)
354 otherteam = OtherTeam(ball.team);
358 if((isclient = IS_CLIENT(ball.pusher)))
359 pname = ball.pusher.netname;
361 pname = "Someone (?)";
363 if(ball.team == self.team) //owngoal (regular goals)
365 LogNB("owngoal", ball.pusher);
366 bprint("Boo! ", pname, "^7 scored a goal against their own team!\n");
369 else if(self.team == GOAL_FAULT)
371 LogNB("fault", ball.pusher);
373 bprint(Team_ColoredFullName(otherteam), " gets a point due to ", pname, "^7's silliness.\n");
375 bprint(Team_ColoredFullName(ball.team), " loses a point due to ", pname, "^7's silliness.\n");
378 else if(self.team == GOAL_OUT)
380 LogNB("out", ball.pusher);
381 if((self.spawnflags & GOAL_TOUCHPLAYER) && ball.owner)
382 bprint(pname, "^7 went out of bounds.\n");
384 bprint("The ball was returned.\n");
389 LogNB(strcat("goal:", ftos(self.team)), ball.pusher);
390 bprint("Goaaaaal! ", pname, "^7 scored a point for the ", Team_ColoredFullName(ball.team), ".\n");
394 _sound(ball, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NONE);
396 if(ball.team && pscore)
398 if(nb_teams == 2 && pscore < 0)
399 TeamScore_AddToTeam(otherteam, ST_NEXBALL_GOALS, -pscore);
401 TeamScore_AddToTeam(ball.team, ST_NEXBALL_GOALS, pscore);
406 PlayerScore_Add(ball.pusher, SP_NEXBALL_GOALS, pscore);
408 PlayerScore_Add(ball.pusher, SP_NEXBALL_FAULTS, -pscore);
411 if(ball.owner) // Happens on spawnflag GOAL_TOUCHPLAYER
412 DropBall(ball, ball.owner.origin, ball.owner.velocity);
414 WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
417 ball.think = ResetBall;
418 if(ball.classname == "nexball_basketball")
419 ball.touch = football_touch; // better than func_null: football control until the ball gets reset
420 ball.nextthink = time + autocvar_g_nexball_delay_goal * (self.team != GOAL_OUT);
423 //=======================//
425 //=======================//
426 spawnfunc(nexball_team)
433 self.team = self.cnt + 1;
436 void nb_spawnteam(string teamname, float teamcolor)
438 LOG_TRACE("^2spawned team ", teamname, "\n");
441 e.classname = "nexball_team";
442 e.netname = teamname;
448 void nb_spawnteams(void)
450 bool t_red = false, t_blue = false, t_yellow = false, t_pink = false;
452 for(e = world; (e = find(e, classname, "nexball_goal"));)
459 nb_spawnteam("Red", e.team-1) ;
466 nb_spawnteam("Blue", e.team-1) ;
473 nb_spawnteam("Yellow", e.team-1);
480 nb_spawnteam("Pink", e.team-1) ;
488 void nb_delayedinit(void)
490 if(find(world, classname, "nexball_team") == world)
492 nb_ScoreRules(nb_teams);
496 //=======================//
498 //=======================//
502 if(!g_nexball) { remove(self); return; }
504 // balls += 4; // using the remaining bits to count balls will leave more than the max edict count, so it's fine
508 self.model = "models/nexball/ball.md3";
512 precache_model(self.model);
513 _setmodel(self, self.model);
514 setsize(self, BALL_MINS, BALL_MAXS);
515 ball_scale = self.scale;
518 self.spawnorigin = self.origin;
520 self.effects = self.effects | EF_LOWPRECISION;
522 if(cvar(strcat("g_", self.classname, "_trail"))) //nexball_basketball :p
524 self.glow_color = autocvar_g_nexball_trail_color;
525 self.glow_trail = true;
528 self.movetype = MOVETYPE_FLY;
530 if(!autocvar_g_nexball_sound_bounce)
532 else if(self.noise == "")
533 self.noise = SND(NB_BOUNCE);
534 //bounce sound placeholder (FIXME)
535 if(self.noise1 == "")
536 self.noise1 = SND(NB_DROP);
537 //ball drop sound placeholder (FIXME)
538 if(self.noise2 == "")
539 self.noise2 = SND(NB_STEAL);
540 //stealing sound placeholder (FIXME)
541 if(self.noise) precache_sound(self.noise);
542 precache_sound(self.noise1);
543 precache_sound(self.noise2);
545 WaypointSprite_AttachCarrier(WP_NbBall, self, RADARICON_FLAGCARRIER); // the ball's team is not set yet, no rule update needed
547 self.reset = ball_restart;
548 self.think = InitBall;
549 self.nextthink = game_starttime + autocvar_g_nexball_delay_start;
552 spawnfunc(nexball_basketball)
554 nexball_mode |= NBM_BASKETBALL;
555 self.classname = "nexball_basketball";
556 if (!(balls & BALL_BASKET))
559 CVTOV(g_nexball_basketball_effects_default);
560 CVTOV(g_nexball_basketball_delay_hold);
561 CVTOV(g_nexball_basketball_delay_hold_forteam);
562 CVTOV(g_nexball_basketball_teamsteal);
564 autocvar_g_nexball_basketball_effects_default = autocvar_g_nexball_basketball_effects_default & BALL_EFFECTMASK;
567 self.effects = autocvar_g_nexball_basketball_effects_default;
568 self.solid = SOLID_TRIGGER;
569 balls |= BALL_BASKET;
570 self.bouncefactor = autocvar_g_nexball_basketball_bouncefactor;
571 self.bouncestop = autocvar_g_nexball_basketball_bouncestop;
575 spawnfunc(nexball_football)
577 nexball_mode |= NBM_FOOTBALL;
578 self.classname = "nexball_football";
579 self.solid = SOLID_TRIGGER;
581 self.bouncefactor = autocvar_g_nexball_football_bouncefactor;
582 self.bouncestop = autocvar_g_nexball_football_bouncestop;
586 float nb_Goal_Customize()
589 e = WaypointSprite_getviewentity(other);
590 wp_owner = self.owner;
591 if(SAME_TEAM(e, wp_owner)) { return false; }
598 if(!g_nexball) { remove(self); return; }
602 if(self.team != GOAL_OUT && Team_TeamToNumber(self.team) != -1)
604 entity wp = WaypointSprite_SpawnFixed(WP_NbGoal, (self.absmin + self.absmax) * 0.5, self, sprite, RADARICON_NONE);
605 wp.colormod = ((self.team) ? Team_ColorRGB(self.team) : '1 0.5 0');
606 self.sprite.customizeentityforclient = nb_Goal_Customize;
609 self.classname = "nexball_goal";
611 self.noise = "ctf/respawn.wav";
612 precache_sound(self.noise);
613 self.touch = GoalTouch;
616 spawnfunc(nexball_redgoal)
618 self.team = NUM_TEAM_1;
621 spawnfunc(nexball_bluegoal)
623 self.team = NUM_TEAM_2;
626 spawnfunc(nexball_yellowgoal)
628 self.team = NUM_TEAM_3;
631 spawnfunc(nexball_pinkgoal)
633 self.team = NUM_TEAM_4;
637 spawnfunc(nexball_fault)
639 self.team = GOAL_FAULT;
641 self.noise = SND(TYPEHIT);
645 spawnfunc(nexball_out)
647 self.team = GOAL_OUT;
649 self.noise = SND(TYPEHIT);
654 //Spawnfuncs preserved for compatibility
659 spawnfunc_nexball_football(this);
661 spawnfunc(ball_football)
663 spawnfunc_nexball_football(this);
665 spawnfunc(ball_basketball)
667 spawnfunc_nexball_basketball(this);
669 // The "red goal" is defended by blue team. A ball in there counts as a point for red.
670 spawnfunc(ball_redgoal)
672 spawnfunc_nexball_bluegoal(this); // I blame Revenant
674 spawnfunc(ball_bluegoal)
676 spawnfunc_nexball_redgoal(this); // but he didn't mean to cause trouble :p
678 spawnfunc(ball_fault)
680 spawnfunc_nexball_fault(this);
682 spawnfunc(ball_bound)
684 spawnfunc_nexball_out(this);
687 //=======================//
689 //=======================//
692 void W_Nexball_Think()
694 //dprint("W_Nexball_Think\n");
695 //vector new_dir = steerlib_arrive(self.enemy.origin, 2500);
696 vector new_dir = normalize(self.enemy.origin + '0 0 50' - self.origin);
697 vector old_dir = normalize(self.velocity);
698 float _speed = vlen(self.velocity);
699 vector new_vel = normalize(old_dir + (new_dir * autocvar_g_nexball_safepass_turnrate)) * _speed;
700 //vector new_vel = (new_dir * autocvar_g_nexball_safepass_turnrate
702 self.velocity = new_vel;
704 self.nextthink = time;
707 void W_Nexball_Touch(void)
709 entity ball, attacker;
710 attacker = self.owner;
711 //self.think = func_null;
712 //self.enemy = world;
715 if(attacker.team != other.team || autocvar_g_nexball_basketball_teamsteal)
716 if((ball = other.ballcarried) && !other.frozen && !other.deadflag && (IS_PLAYER(attacker)))
718 other.velocity = other.velocity + normalize(self.velocity) * other.damageforcescale * autocvar_g_balance_nexball_secondary_force;
719 other.flags &= ~FL_ONGROUND;
720 if(!attacker.ballcarried)
722 LogNB("stole", attacker);
723 _sound(other, CH_TRIGGER, ball.noise2, VOL_BASE, ATTEN_NORM);
725 if(SAME_TEAM(attacker, other) && time > attacker.teamkill_complain)
727 attacker.teamkill_complain = time + 5;
728 attacker.teamkill_soundtime = time + 0.4;
729 attacker.teamkill_soundsource = other;
732 GiveBall(attacker, other.ballcarried);
738 void W_Nexball_Attack(float t)
742 if(!(ball = self.ballcarried))
745 W_SetupShot(self, false, 4, SND(NB_SHOOT1), CH_WEAPON_A, 0);
746 tracebox(w_shotorg, BALL_MINS, BALL_MAXS, w_shotorg, MOVE_WORLDONLY, world);
750 self.metertime = 0; // Shot failed, hide the power meter
754 //Calculate multiplier
759 mi = autocvar_g_nexball_basketball_meter_minpower;
760 ma = max(mi, autocvar_g_nexball_basketball_meter_maxpower); // avoid confusion
761 //One triangle wave period with 1 as max
762 mul = 2 * (t % g_nexball_meter_period) / g_nexball_meter_period;
765 mul = mi + (ma - mi) * mul; // range from the minimal power to the maximal power
768 DropBall(ball, w_shotorg, W_CalculateProjectileVelocity(self.velocity, w_shotdir * autocvar_g_balance_nexball_primary_speed * mul, false));
771 //TODO: use the speed_up cvar too ??
774 vector trigger_push_calculatevelocity(vector org, entity tgt, float ht);
776 void W_Nexball_Attack2(void)
778 if(self.ballcarried.enemy)
780 entity _ball = self.ballcarried;
781 W_SetupShot(self, false, 4, SND(NB_SHOOT1), CH_WEAPON_A, 0);
782 DropBall(_ball, w_shotorg, trigger_push_calculatevelocity(_ball.origin, _ball.enemy, 32));
783 _ball.think = W_Nexball_Think;
784 _ball.nextthink = time;
788 if(!autocvar_g_nexball_tackling)
791 W_SetupShot(self, false, 2, SND(NB_SHOOT2), CH_WEAPON_A, 0);
792 entity missile = spawn();
794 missile.owner = self;
795 missile.classname = "ballstealer";
797 missile.movetype = MOVETYPE_FLY;
798 PROJECTILE_MAKETRIGGER(missile);
800 //setmodel(missile, "models/elaser.mdl"); // precision set below
801 setsize(missile, '0 0 0', '0 0 0');
802 setorigin(missile, w_shotorg);
804 W_SetupProjVelocity_Basic(missile, autocvar_g_balance_nexball_secondary_speed, 0);
805 missile.angles = vectoangles(missile.velocity);
806 missile.touch = W_Nexball_Touch;
807 missile.think = SUB_Remove;
808 missile.nextthink = time + autocvar_g_balance_nexball_secondary_lifetime; //FIXME: use a distance instead?
810 missile.effects = EF_BRIGHTFIELD | EF_LOWPRECISION;
811 missile.flags = FL_PROJECTILE;
813 CSQCProjectile(missile, true, PROJECTILE_ELECTRO, true);
816 float ball_customize()
820 self.effects &= ~EF_FLAME;
822 self.customizeentityforclient = func_null;
826 if(other == self.owner)
828 self.scale = autocvar_g_nexball_viewmodel_scale;
830 self.effects |= EF_FLAME;
832 self.effects &= ~EF_FLAME;
836 self.effects &= ~EF_FLAME;
843 METHOD(BallStealer, wr_think, void(BallStealer thiswep, entity actor, bool fire1, bool fire2))
846 if(weapon_prepareattack(thiswep, actor, false, autocvar_g_balance_nexball_primary_refire))
847 if(autocvar_g_nexball_basketball_meter)
849 if(self.ballcarried && !self.metertime)
850 self.metertime = time;
852 weapon_thinkf(actor, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
856 W_Nexball_Attack(-1);
857 weapon_thinkf(actor, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
860 if(weapon_prepareattack(thiswep, actor, true, autocvar_g_balance_nexball_secondary_refire))
863 weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_balance_nexball_secondary_animtime, w_ready);
866 if(!fire1 && self.metertime && self.ballcarried)
868 W_Nexball_Attack(time - self.metertime);
869 // DropBall or stealing will set metertime back to 0
870 weapon_thinkf(actor, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
873 METHOD(BallStealer, wr_setup, void(BallStealer thiswep))
875 //weapon_setup(WEP_PORTO.m_id);
877 METHOD(BallStealer, wr_checkammo1, bool(BallStealer thiswep))
881 METHOD(BallStealer, wr_checkammo2, bool(BallStealer thiswep))
886 MUTATOR_HOOKFUNCTION(nexball_BallDrop)
888 if(self.ballcarried && g_nexball)
889 DropBall(self.ballcarried, self.origin, self.velocity);
894 MUTATOR_HOOKFUNCTION(nexball_PlayerPreThink)
896 makevectors(self.v_angle);
897 if(nexball_mode & NBM_BASKETBALL)
902 self.ballcarried.velocity = self.velocity;
903 self.ballcarried.customizeentityforclient = ball_customize;
905 setorigin(self.ballcarried, self.origin + self.view_ofs +
906 v_forward * autocvar_g_nexball_viewmodel_offset.x +
907 v_right * autocvar_g_nexball_viewmodel_offset.y +
908 v_up * autocvar_g_nexball_viewmodel_offset.z);
911 if(autocvar_g_nexball_safepass_maxdist)
913 if(self.ballcarried.wait < time && self.ballcarried.enemy)
915 //centerprint(self, sprintf("Lost lock on %s", self.ballcarried.enemy.netname));
916 self.ballcarried.enemy = world;
920 //tracebox(self.origin + self.view_ofs, '-2 -2 -2', '2 2 2', self.origin + self.view_ofs + v_forward * autocvar_g_nexball_safepass_maxdist);
921 crosshair_trace(self);
923 IS_CLIENT(trace_ent) &&
924 trace_ent.deadflag == DEAD_NO &&
925 trace_ent.team == self.team &&
926 vlen(trace_ent.origin - self.origin) <= autocvar_g_nexball_safepass_maxdist )
929 //if(self.ballcarried.enemy != trace_ent)
930 // centerprint(self, sprintf("Locked to %s", trace_ent.netname));
931 self.ballcarried.enemy = trace_ent;
932 self.ballcarried.wait = time + autocvar_g_nexball_safepass_holdtime;
940 if(self.weaponentity.weapons)
942 self.weapons = self.weaponentity.weapons;
943 Weapon w = WEP_NEXBALL;
945 self.switchweapon = self.weaponentity.switchweapon;
946 W_SwitchWeapon(self.switchweapon);
948 self.weaponentity.weapons = '0 0 0';
959 MUTATOR_HOOKFUNCTION(nexball_PlayerSpawn)
961 self.weaponentity.weapons = '0 0 0';
963 if(nexball_mode & NBM_BASKETBALL)
964 self.weapons |= WEPSET(NEXBALL);
966 self.weapons = '0 0 0';
971 .float stat_sv_airspeedlimit_nonqw;
972 .float stat_sv_maxspeed;
974 MUTATOR_HOOKFUNCTION(nexball_PlayerPhysics)
978 self.stat_sv_airspeedlimit_nonqw *= autocvar_g_nexball_basketball_carrier_highspeed;
979 self.stat_sv_maxspeed *= autocvar_g_nexball_basketball_carrier_highspeed;
984 MUTATOR_HOOKFUNCTION(nexball_ForbidThrowing)
986 if(self.weapon == WEP_NEXBALL.m_id)
992 MUTATOR_HOOKFUNCTION(nexball_FilterItem)
994 if(self.classname == "droppedweapon")
995 if(self.weapon == WEP_NEXBALL.m_id)
1001 MUTATOR_DEFINITION(gamemode_nexball)
1003 MUTATOR_HOOK(PlayerDies, nexball_BallDrop, CBC_ORDER_ANY);
1004 MUTATOR_HOOK(MakePlayerObserver, nexball_BallDrop, CBC_ORDER_ANY);
1005 MUTATOR_HOOK(ClientDisconnect, nexball_BallDrop, CBC_ORDER_ANY);
1006 MUTATOR_HOOK(PlayerSpawn, nexball_PlayerSpawn, CBC_ORDER_ANY);
1007 MUTATOR_HOOK(PlayerPreThink, nexball_PlayerPreThink, CBC_ORDER_ANY);
1008 MUTATOR_HOOK(PlayerPhysics, nexball_PlayerPhysics, CBC_ORDER_ANY);
1009 MUTATOR_HOOK(ForbidThrowCurrentWeapon, nexball_ForbidThrowing, CBC_ORDER_ANY);
1010 MUTATOR_HOOK(FilterItem, nexball_FilterItem, CBC_ORDER_ANY);
1014 g_nexball_meter_period = autocvar_g_nexball_meter_period;
1015 if(g_nexball_meter_period <= 0)
1016 g_nexball_meter_period = 2; // avoid division by zero etc. due to silly users
1017 g_nexball_meter_period = rint(g_nexball_meter_period * 32) / 32; //Round to 1/32ths to send as a byte multiplied by 32
1018 addstat(STAT_NB_METERSTART, AS_FLOAT, metertime);
1022 CVTOV(g_nexball_football_boost_forward); //100
1023 CVTOV(g_nexball_football_boost_up); //200
1024 CVTOV(g_nexball_delay_idle); //10
1025 CVTOV(g_nexball_football_physics); //0
1027 radar_showennemies = autocvar_g_nexball_radar_showallplayers;
1029 InitializeEntity(world, nb_delayedinit, INITPRIO_GAMETYPE);
1030 WEP_NEXBALL.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
1033 MUTATOR_ONROLLBACK_OR_REMOVE
1035 WEP_NEXBALL.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
1036 // we actually cannot roll back nb_delayedinit here
1037 // BUT: we don't need to! If this gets called, adding always
1043 LOG_INFO("This is a game type and it cannot be removed at runtime.");