4 int autocvar_cl_eventchase_nexball = 1;
6 REGISTER_MUTATOR(cl_nb, true);
8 MUTATOR_HOOKFUNCTION(cl_nb, WantEventchase)
10 if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WEPSET(NEXBALL)))
16 .float metertime = _STAT(NB_METERSTART);
18 int autocvar_g_nexball_goalleadlimit;
19 #define autocvar_g_nexball_goallimit cvar("g_nexball_goallimit")
21 bool autocvar_g_nexball_basketball_jumppad = true;
22 float autocvar_g_nexball_basketball_bouncefactor;
23 float autocvar_g_nexball_basketball_bouncestop;
24 float autocvar_g_nexball_basketball_carrier_highspeed;
25 bool autocvar_g_nexball_basketball_meter;
26 float autocvar_g_nexball_basketball_meter_maxpower;
27 float autocvar_g_nexball_basketball_meter_minpower;
28 float autocvar_g_nexball_delay_collect;
29 float autocvar_g_nexball_delay_goal;
30 float autocvar_g_nexball_delay_start;
31 bool autocvar_g_nexball_football_jumppad = true;
32 float autocvar_g_nexball_football_bouncefactor;
33 float autocvar_g_nexball_football_bouncestop;
34 bool autocvar_g_nexball_radar_showallplayers;
35 bool autocvar_g_nexball_sound_bounce;
36 int autocvar_g_nexball_trail_color;
37 bool autocvar_g_nexball_playerclip_collisions = true;
39 float autocvar_g_nexball_safepass_turnrate;
40 float autocvar_g_nexball_safepass_maxdist;
41 float autocvar_g_nexball_safepass_holdtime;
42 float autocvar_g_nexball_viewmodel_scale;
43 float autocvar_g_nexball_tackling;
44 vector autocvar_g_nexball_viewmodel_offset;
46 float autocvar_g_balance_nexball_primary_animtime;
47 float autocvar_g_balance_nexball_primary_refire;
48 float autocvar_g_balance_nexball_primary_speed;
49 float autocvar_g_balance_nexball_secondary_animtime;
50 float autocvar_g_balance_nexball_secondary_force;
51 float autocvar_g_balance_nexball_secondary_lifetime;
52 float autocvar_g_balance_nexball_secondary_refire;
53 float autocvar_g_balance_nexball_secondary_speed;
55 void basketball_touch(entity this, entity toucher);
56 void football_touch(entity this, entity toucher);
57 void ResetBall(entity this);
58 const int NBM_NONE = 0;
59 const int NBM_FOOTBALL = 2;
60 const int NBM_BASKETBALL = 4;
63 float OtherTeam(float t) //works only if there are two teams on the map!
66 e = find(NULL, classname, "nexball_team");
68 e = find(e, classname, "nexball_team");
72 const float ST_NEXBALL_GOALS = 1;
73 void nb_ScoreRules(int teams)
75 GameRules_scoring(teams, 0, 0, {
76 field_team(ST_NEXBALL_GOALS, "goals", SFL_SORT_PRIO_PRIMARY);
77 field(SP_NEXBALL_GOALS, "goals", SFL_SORT_PRIO_PRIMARY);
78 field(SP_NEXBALL_FAULTS, "faults", SFL_SORT_PRIO_SECONDARY | SFL_LOWER_IS_BETTER);
82 void LogNB(string mode, entity actor)
85 if(!autocvar_sv_eventlog)
87 s = strcat(":nexball:", mode);
89 s = strcat(s, ":", ftos(actor.playerid));
93 void ball_restart(entity this)
96 DropBall(this, this.owner.origin, '0 0 0');
100 void nexball_setstatus(entity this)
102 this.items &= ~IT_KEY1;
105 if(this.ballcarried.teamtime && (this.ballcarried.teamtime < time))
107 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_NEXBALL_RETURN_HELD));
108 entity e = this.ballcarried;
109 DropBall(this.ballcarried, this.ballcarried.owner.origin, '0 0 0');
113 this.items |= IT_KEY1;
117 void relocate_nexball(entity this)
119 tracebox(this.origin, BALL_MINS, BALL_MAXS, this.origin, true, this);
122 vector o = this.origin;
123 if (!move_out_of_solid(this)) {
124 objerror(this, "could not get out of solid at all!");
127 "^1NOTE: this map needs FIXING. %s at %s needs to be moved out of solid, e.g. by %s",
130 vtos(this.origin - o)
136 void DropOwner(entity this)
140 DropBall(this, ownr.origin, ownr.velocity);
141 makevectors(ownr.v_angle.y * '0 1 0');
142 ownr.velocity += ('0 0 0.75' - v_forward) * 1000;
143 UNSET_ONGROUND(ownr);
146 void GiveBall(entity plyr, entity ball)
148 .entity weaponentity = weaponentities[0]; // TODO: find ballstealer
149 entity ownr = ball.owner;
152 ownr.effects &= ~autocvar_g_nexball_basketball_effects_default;
153 ownr.ballcarried = NULL;
157 ownr.(weaponentity).state = WS_READY;
159 WaypointSprite_Kill(ownr.waypointsprite_attachedforcarrier);
163 WaypointSprite_Kill(ball.waypointsprite_attachedforcarrier);
166 //setattachment(ball, plyr, "");
167 setorigin(ball, plyr.origin + plyr.view_ofs);
169 if(ball.team != plyr.team)
170 ball.teamtime = time + autocvar_g_nexball_basketball_delay_hold_forteam;
172 ball.owner = ball.pusher = plyr; //"owner" is set to the player carrying, "pusher" to the last player who touched it
173 ball.weaponentity_fld = weaponentity;
174 ball.team = plyr.team;
175 plyr.ballcarried = ball;
176 ball.nb_dropper = plyr;
178 plyr.effects |= autocvar_g_nexball_basketball_effects_default;
179 ball.effects &= ~autocvar_g_nexball_basketball_effects_default;
181 ball.velocity = '0 0 0';
182 set_movetype(ball, MOVETYPE_NONE);
183 settouch(ball, func_null);
184 ball.effects |= EF_NOSHADOW;
185 ball.scale = 1; // scale down.
187 WaypointSprite_AttachCarrier(WP_NbBall, plyr, RADARICON_FLAGCARRIER);
188 WaypointSprite_UpdateRule(plyr.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
190 if(autocvar_g_nexball_basketball_delay_hold)
192 setthink(ball, DropOwner);
193 ball.nextthink = time + autocvar_g_nexball_basketball_delay_hold;
196 plyr.(weaponentity).weapons = plyr.weapons;
197 plyr.m_switchweapon = plyr.(weaponentity).m_weapon;
198 plyr.weapons = WEPSET(NEXBALL);
199 Weapon w = WEP_NEXBALL;
200 w.wr_resetplayer(w, plyr);
201 plyr.(weaponentity).m_switchweapon = WEP_NEXBALL;
202 W_SwitchWeapon(plyr, WEP_NEXBALL, weaponentity);
205 void DropBall(entity ball, vector org, vector vel)
207 ball.effects |= autocvar_g_nexball_basketball_effects_default;
208 ball.effects &= ~EF_NOSHADOW;
209 ball.owner.effects &= ~autocvar_g_nexball_basketball_effects_default;
211 setattachment(ball, NULL, "");
212 setorigin(ball, org);
213 set_movetype(ball, MOVETYPE_BOUNCE);
214 UNSET_ONGROUND(ball);
215 ball.scale = ball_scale;
217 ball.nb_droptime = time;
218 settouch(ball, basketball_touch);
219 setthink(ball, ResetBall);
220 ball.nextthink = min(time + autocvar_g_nexball_delay_idle, ball.teamtime);
222 if(ball.owner.metertime)
224 ball.owner.metertime = 0;
225 .entity weaponentity = ball.weaponentity_fld;
226 ball.owner.(weaponentity).state = WS_READY;
229 WaypointSprite_Kill(ball.owner.waypointsprite_attachedforcarrier);
230 WaypointSprite_Spawn(WP_NbBall, 0, 0, ball, '0 0 64', NULL, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER); // no health bar please
231 WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
233 ball.owner.ballcarried = NULL;
237 void InitBall(entity this)
239 if(game_stopped) return;
240 UNSET_ONGROUND(this);
241 set_movetype(this, MOVETYPE_BOUNCE);
242 if(this.classname == "nexball_basketball")
243 settouch(this, basketball_touch);
244 else if(this.classname == "nexball_football")
245 settouch(this, football_touch);
247 setthink(this, ResetBall);
248 this.nextthink = time + autocvar_g_nexball_delay_idle + 3;
252 _sound(this, CH_TRIGGER, this.noise1, VOL_BASE, ATTEN_NORM);
253 WaypointSprite_Ping(this.waypointsprite_attachedforcarrier);
257 void ResetBall(entity this)
259 if(this.cnt < 2) // step 1
261 if(time == this.teamtime)
262 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_NEXBALL_RETURN_HELD));
264 settouch(this, func_null);
265 set_movetype(this, MOVETYPE_NOCLIP);
266 this.velocity = '0 0 0'; // just in case?
268 LogNB("resetidle", NULL);
270 this.nextthink = time;
272 else if(this.cnt < 4) // step 2 and 3
274 // dprint("Step ", ftos(this.cnt), ": Calculated velocity: ", vtos(this.spawnorigin - this.origin), ", time: ", ftos(time), "\n");
275 this.velocity = (this.spawnorigin - this.origin) * (this.cnt - 1); // 1 or 0.5 second movement
276 this.nextthink = time + 0.5;
281 // dprint("Step 4: time: ", ftos(time), "\n");
282 if(vdist(this.origin - this.spawnorigin, >, 10)) // should not happen anymore
283 LOG_TRACE("The ball moved too far away from its spawn origin.\nOffset: ",
284 vtos(this.origin - this.spawnorigin), " Velocity: ", vtos(this.velocity), "\n");
285 this.velocity = '0 0 0';
286 setorigin(this, this.spawnorigin); // make sure it's positioned correctly anyway
287 set_movetype(this, MOVETYPE_NONE);
288 setthink(this, InitBall);
289 this.nextthink = max(time, game_starttime) + autocvar_g_nexball_delay_start;
293 void football_touch(entity this, entity toucher)
295 if(toucher.solid == SOLID_BSP)
297 if(time > this.lastground + 0.1)
299 _sound(this, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
300 this.lastground = time;
302 if(this.velocity && !this.cnt)
303 this.nextthink = time + autocvar_g_nexball_delay_idle;
306 if (!IS_PLAYER(toucher))
308 if(toucher.health < 1)
311 this.nextthink = time + autocvar_g_nexball_delay_idle;
313 this.pusher = toucher;
314 this.team = toucher.team;
316 if(autocvar_g_nexball_football_physics == -1) // MrBougo try 1, before decompiling Rev's original
319 this.velocity = toucher.velocity * 1.5 + '0 0 1' * autocvar_g_nexball_football_boost_up;
321 else if(autocvar_g_nexball_football_physics == 1) // MrBougo's modded Rev style: partially independant of the height of the aiming point
323 makevectors(toucher.v_angle);
324 this.velocity = toucher.velocity + v_forward * autocvar_g_nexball_football_boost_forward + '0 0 1' * autocvar_g_nexball_football_boost_up;
326 else if(autocvar_g_nexball_football_physics == 2) // 2nd mod try: totally independant. Really playable!
328 makevectors(toucher.v_angle.y * '0 1 0');
329 this.velocity = toucher.velocity + v_forward * autocvar_g_nexball_football_boost_forward + v_up * autocvar_g_nexball_football_boost_up;
331 else // Revenant's original style (from the original mod's disassembly, acknowledged by Revenant)
333 makevectors(toucher.v_angle);
334 this.velocity = toucher.velocity + v_forward * autocvar_g_nexball_football_boost_forward + v_up * autocvar_g_nexball_football_boost_up;
336 this.avelocity = -250 * v_forward; // maybe there is a way to make it look better?
339 void basketball_touch(entity this, entity toucher)
341 if(toucher.ballcarried)
343 football_touch(this, toucher);
346 if(!this.cnt && IS_PLAYER(toucher) && !STAT(FROZEN, toucher) && !IS_DEAD(toucher) && (toucher != this.nb_dropper || time > this.nb_droptime + autocvar_g_nexball_delay_collect))
348 if(toucher.health <= 0)
350 LogNB("caught", toucher);
351 GiveBall(toucher, this);
353 else if(toucher.solid == SOLID_BSP)
355 _sound(this, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
356 if(this.velocity && !this.cnt)
357 this.nextthink = min(time + autocvar_g_nexball_delay_idle, this.teamtime);
361 void GoalTouch(entity this, entity toucher)
364 float isclient, pscore, otherteam;
367 if(game_stopped) return;
368 if((this.spawnflags & GOAL_TOUCHPLAYER) && toucher.ballcarried)
369 ball = toucher.ballcarried;
372 if(ball.classname != "nexball_basketball")
373 if(ball.classname != "nexball_football")
375 if((!ball.pusher && this.team != GOAL_OUT) || ball.cnt)
377 EXACTTRIGGER_TOUCH(this, toucher);
380 if(NumTeams(nb_teams) == 2)
381 otherteam = OtherTeam(ball.team);
385 if((isclient = IS_CLIENT(ball.pusher)))
386 pname = ball.pusher.netname;
388 pname = "Someone (?)";
390 if(ball.team == this.team) //owngoal (regular goals)
392 LogNB("owngoal", ball.pusher);
393 bprint("Boo! ", pname, "^7 scored a goal against their own team!\n");
396 else if(this.team == GOAL_FAULT)
398 LogNB("fault", ball.pusher);
399 if(NumTeams(nb_teams) == 2)
400 bprint(Team_ColoredFullName(otherteam), " gets a point due to ", pname, "^7's silliness.\n");
402 bprint(Team_ColoredFullName(ball.team), " loses a point due to ", pname, "^7's silliness.\n");
405 else if(this.team == GOAL_OUT)
407 LogNB("out", ball.pusher);
408 if((this.spawnflags & GOAL_TOUCHPLAYER) && ball.owner)
409 bprint(pname, "^7 went out of bounds.\n");
411 bprint("The ball was returned.\n");
416 LogNB(strcat("goal:", ftos(this.team)), ball.pusher);
417 bprint("Goaaaaal! ", pname, "^7 scored a point for the ", Team_ColoredFullName(ball.team), ".\n");
421 _sound(ball, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NONE);
423 if(ball.team && pscore)
425 if(NumTeams(nb_teams) == 2 && pscore < 0)
426 TeamScore_AddToTeam(otherteam, ST_NEXBALL_GOALS, -pscore);
428 TeamScore_AddToTeam(ball.team, ST_NEXBALL_GOALS, pscore);
433 PlayerScore_Add(ball.pusher, SP_NEXBALL_GOALS, pscore);
435 PlayerScore_Add(ball.pusher, SP_NEXBALL_FAULTS, -pscore);
438 if(ball.owner) // Happens on spawnflag GOAL_TOUCHPLAYER
439 DropBall(ball, ball.owner.origin, ball.owner.velocity);
441 WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
444 setthink(ball, ResetBall);
445 if(ball.classname == "nexball_basketball")
446 settouch(ball, football_touch); // better than func_null: football control until the ball gets reset
447 ball.nextthink = time + autocvar_g_nexball_delay_goal * (this.team != GOAL_OUT);
450 //=======================//
452 //=======================//
453 spawnfunc(nexball_team)
460 this.team = this.cnt + 1;
463 void nb_spawnteam(string teamname, float teamcolor)
465 LOG_TRACE("^2spawned team ", teamname);
466 entity e = new(nexball_team);
467 e.netname = teamname;
475 bool t_red = false, t_blue = false, t_yellow = false, t_pink = false;
477 for(e = NULL; (e = find(e, classname, "nexball_goal"));)
484 nb_spawnteam("Red", e.team-1) ;
492 nb_spawnteam("Blue", e.team-1) ;
500 nb_spawnteam("Yellow", e.team-1);
508 nb_spawnteam("Pink", e.team-1) ;
517 void nb_delayedinit(entity this)
519 if(find(NULL, classname, "nexball_team") == NULL)
521 nb_ScoreRules(nb_teams);
525 //=======================//
527 //=======================//
529 void SpawnBall(entity this)
531 if(!g_nexball) { delete(this); return; }
533 // balls += 4; // using the remaining bits to count balls will leave more than the max edict count, so it's fine
537 this.model = "models/nexball/ball.md3";
541 precache_model(this.model);
542 _setmodel(this, this.model);
543 setsize(this, BALL_MINS, BALL_MAXS);
544 ball_scale = this.scale;
546 relocate_nexball(this);
547 this.spawnorigin = this.origin;
549 this.effects = this.effects | EF_LOWPRECISION;
551 if(cvar(strcat("g_", this.classname, "_trail"))) //nexball_basketball :p
553 this.glow_color = autocvar_g_nexball_trail_color;
554 this.glow_trail = true;
557 set_movetype(this, MOVETYPE_FLY);
559 if(autocvar_g_nexball_playerclip_collisions)
560 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP;
562 if(!autocvar_g_nexball_sound_bounce)
564 else if(this.noise == "")
565 this.noise = strzone(SND(NB_BOUNCE));
566 //bounce sound placeholder (FIXME)
567 if(this.noise1 == "")
568 this.noise1 = strzone(SND(NB_DROP));
569 //ball drop sound placeholder (FIXME)
570 if(this.noise2 == "")
571 this.noise2 = strzone(SND(NB_STEAL));
572 //stealing sound placeholder (FIXME)
573 if(this.noise) precache_sound(this.noise);
574 precache_sound(this.noise1);
575 precache_sound(this.noise2);
577 WaypointSprite_AttachCarrier(WP_NbBall, this, RADARICON_FLAGCARRIER); // the ball's team is not set yet, no rule update needed
579 this.reset = ball_restart;
580 setthink(this, InitBall);
581 this.nextthink = game_starttime + autocvar_g_nexball_delay_start;
584 spawnfunc(nexball_basketball)
586 nexball_mode |= NBM_BASKETBALL;
587 this.classname = "nexball_basketball";
588 if (!(balls & BALL_BASKET))
591 CVTOV(g_nexball_basketball_effects_default);
592 CVTOV(g_nexball_basketball_delay_hold);
593 CVTOV(g_nexball_basketball_delay_hold_forteam);
594 CVTOV(g_nexball_basketball_teamsteal);
596 autocvar_g_nexball_basketball_effects_default = autocvar_g_nexball_basketball_effects_default & BALL_EFFECTMASK;
599 this.effects = autocvar_g_nexball_basketball_effects_default;
600 this.solid = SOLID_TRIGGER;
601 this.pushable = autocvar_g_nexball_basketball_jumppad;
602 balls |= BALL_BASKET;
603 this.bouncefactor = autocvar_g_nexball_basketball_bouncefactor;
604 this.bouncestop = autocvar_g_nexball_basketball_bouncestop;
608 spawnfunc(nexball_football)
610 nexball_mode |= NBM_FOOTBALL;
611 this.classname = "nexball_football";
612 this.solid = SOLID_TRIGGER;
614 this.pushable = autocvar_g_nexball_football_jumppad;
615 this.bouncefactor = autocvar_g_nexball_football_bouncefactor;
616 this.bouncestop = autocvar_g_nexball_football_bouncestop;
620 bool nb_Goal_Customize(entity this, entity client)
622 entity e = WaypointSprite_getviewentity(client);
623 entity wp_owner = this.owner;
624 if(SAME_TEAM(e, wp_owner)) { return false; }
629 void SpawnGoal(entity this)
631 if(!g_nexball) { delete(this); return; }
635 if(this.team != GOAL_OUT && Team_TeamToNumber(this.team) != -1)
637 entity wp = WaypointSprite_SpawnFixed(WP_NbGoal, (this.absmin + this.absmax) * 0.5, this, sprite, RADARICON_NONE);
638 wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0.5 0');
639 setcefc(this.sprite, nb_Goal_Customize);
642 this.classname = "nexball_goal";
644 this.noise = "ctf/respawn.wav";
645 precache_sound(this.noise);
646 settouch(this, GoalTouch);
649 spawnfunc(nexball_redgoal)
651 this.team = NUM_TEAM_1;
654 spawnfunc(nexball_bluegoal)
656 this.team = NUM_TEAM_2;
659 spawnfunc(nexball_yellowgoal)
661 this.team = NUM_TEAM_3;
664 spawnfunc(nexball_pinkgoal)
666 this.team = NUM_TEAM_4;
670 spawnfunc(nexball_fault)
672 this.team = GOAL_FAULT;
674 this.noise = strzone(SND(TYPEHIT));
678 spawnfunc(nexball_out)
680 this.team = GOAL_OUT;
682 this.noise = strzone(SND(TYPEHIT));
687 //Spawnfuncs preserved for compatibility
692 spawnfunc_nexball_football(this);
694 spawnfunc(ball_football)
696 spawnfunc_nexball_football(this);
698 spawnfunc(ball_basketball)
700 spawnfunc_nexball_basketball(this);
702 // The "red goal" is defended by blue team. A ball in there counts as a point for red.
703 spawnfunc(ball_redgoal)
705 spawnfunc_nexball_bluegoal(this); // I blame Revenant
707 spawnfunc(ball_bluegoal)
709 spawnfunc_nexball_redgoal(this); // but he didn't mean to cause trouble :p
711 spawnfunc(ball_fault)
713 spawnfunc_nexball_fault(this);
715 spawnfunc(ball_bound)
717 spawnfunc_nexball_out(this);
720 //=======================//
722 //=======================//
725 void W_Nexball_Think(entity this)
727 //dprint("W_Nexball_Think\n");
728 //vector new_dir = steerlib_arrive(this.enemy.origin, 2500);
729 vector new_dir = normalize(this.enemy.origin + '0 0 50' - this.origin);
730 vector old_dir = normalize(this.velocity);
731 float _speed = vlen(this.velocity);
732 vector new_vel = normalize(old_dir + (new_dir * autocvar_g_nexball_safepass_turnrate)) * _speed;
733 //vector new_vel = (new_dir * autocvar_g_nexball_safepass_turnrate
735 this.velocity = new_vel;
737 this.nextthink = time;
740 void W_Nexball_Touch(entity this, entity toucher)
742 entity ball, attacker;
743 attacker = this.owner;
744 //this.think = func_null;
747 PROJECTILE_TOUCH(this, toucher);
748 if(attacker.team != toucher.team || autocvar_g_nexball_basketball_teamsteal)
749 if((ball = toucher.ballcarried) && !STAT(FROZEN, toucher) && !IS_DEAD(toucher) && (IS_PLAYER(attacker)))
751 toucher.velocity = toucher.velocity + normalize(this.velocity) * toucher.damageforcescale * autocvar_g_balance_nexball_secondary_force;
752 UNSET_ONGROUND(toucher);
753 if(!attacker.ballcarried)
755 LogNB("stole", attacker);
756 _sound(toucher, CH_TRIGGER, ball.noise2, VOL_BASE, ATTEN_NORM);
758 if(SAME_TEAM(attacker, toucher) && time > CS(attacker).teamkill_complain)
760 CS(attacker).teamkill_complain = time + 5;
761 CS(attacker).teamkill_soundtime = time + 0.4;
762 CS(attacker).teamkill_soundsource = toucher;
765 GiveBall(attacker, toucher.ballcarried);
771 void W_Nexball_Attack(entity actor, .entity weaponentity, float t)
775 if(!(ball = actor.ballcarried))
778 W_SetupShot(actor, weaponentity, false, 4, SND_NB_SHOOT1, CH_WEAPON_A, 0);
779 tracebox(w_shotorg, BALL_MINS, BALL_MAXS, w_shotorg, MOVE_WORLDONLY, NULL);
783 actor.metertime = 0; // Shot failed, hide the power meter
787 //Calculate multiplier
792 mi = autocvar_g_nexball_basketball_meter_minpower;
793 ma = max(mi, autocvar_g_nexball_basketball_meter_maxpower); // avoid confusion
794 //One triangle wave period with 1 as max
795 mul = 2 * (t % g_nexball_meter_period) / g_nexball_meter_period;
798 mul = mi + (ma - mi) * mul; // range from the minimal power to the maximal power
801 DropBall(ball, w_shotorg, W_CalculateProjectileVelocity(actor, actor.velocity, w_shotdir * autocvar_g_balance_nexball_primary_speed * mul, false));
804 //TODO: use the speed_up cvar too ??
807 vector trigger_push_calculatevelocity(vector org, entity tgt, float ht);
809 void W_Nexball_Attack2(entity actor, .entity weaponentity)
811 if(actor.ballcarried.enemy)
813 entity _ball = actor.ballcarried;
814 W_SetupShot(actor, weaponentity, false, 4, SND_NB_SHOOT1, CH_WEAPON_A, 0);
815 DropBall(_ball, w_shotorg, trigger_push_calculatevelocity(_ball.origin, _ball.enemy, 32));
816 setthink(_ball, W_Nexball_Think);
817 _ball.nextthink = time;
821 if(!autocvar_g_nexball_tackling)
824 W_SetupShot(actor, weaponentity, false, 2, SND_NB_SHOOT2, CH_WEAPON_A, 0);
825 entity missile = new(ballstealer);
827 missile.owner = actor;
829 set_movetype(missile, MOVETYPE_FLY);
830 PROJECTILE_MAKETRIGGER(missile);
832 //setmodel(missile, "models/elaser.mdl"); // precision set below
833 setsize(missile, '0 0 0', '0 0 0');
834 setorigin(missile, w_shotorg);
836 W_SetupProjVelocity_Basic(missile, autocvar_g_balance_nexball_secondary_speed, 0);
837 missile.angles = vectoangles(missile.velocity);
838 settouch(missile, W_Nexball_Touch);
839 setthink(missile, SUB_Remove);
840 missile.nextthink = time + autocvar_g_balance_nexball_secondary_lifetime; //FIXME: use a distance instead?
842 missile.effects = EF_BRIGHTFIELD | EF_LOWPRECISION;
843 missile.flags = FL_PROJECTILE;
844 IL_PUSH(g_projectiles, missile);
845 IL_PUSH(g_bot_dodge, missile);
847 CSQCProjectile(missile, true, PROJECTILE_ELECTRO, true);
850 bool ball_customize(entity this, entity client)
854 this.effects &= ~EF_FLAME;
856 setcefc(this, func_null);
860 if(client == this.owner)
862 this.scale = autocvar_g_nexball_viewmodel_scale;
864 this.effects |= EF_FLAME;
866 this.effects &= ~EF_FLAME;
870 this.effects &= ~EF_FLAME;
877 METHOD(BallStealer, wr_think, void(BallStealer thiswep, entity actor, .entity weaponentity, int fire))
879 TC(BallStealer, thiswep);
881 if(weapon_prepareattack(thiswep, actor, weaponentity, false, autocvar_g_balance_nexball_primary_refire))
882 if(autocvar_g_nexball_basketball_meter)
884 if(actor.ballcarried && !actor.metertime)
885 actor.metertime = time;
887 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
891 W_Nexball_Attack(actor, weaponentity, -1);
892 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
895 if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_nexball_secondary_refire))
897 W_Nexball_Attack2(actor, weaponentity);
898 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_nexball_secondary_animtime, w_ready);
901 if(!(fire & 1) && actor.metertime && actor.ballcarried)
903 W_Nexball_Attack(actor, weaponentity, time - actor.metertime);
904 // DropBall or stealing will set metertime back to 0
905 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
909 METHOD(BallStealer, wr_setup, void(BallStealer this, entity actor, .entity weaponentity))
911 TC(BallStealer, this);
912 //weapon_setup(WEP_PORTO.m_id);
915 METHOD(BallStealer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
917 TC(BallStealer, this);
920 METHOD(BallStealer, wr_checkammo1, bool(BallStealer this, entity actor, .entity weaponentity))
922 TC(BallStealer, this);
926 METHOD(BallStealer, wr_checkammo2, bool(BallStealer this, entity actor, .entity weaponentity))
928 TC(BallStealer, this);
932 void nb_DropBall(entity player)
934 if(player.ballcarried && g_nexball)
935 DropBall(player.ballcarried, player.origin, player.velocity);
938 MUTATOR_HOOKFUNCTION(nb, ClientDisconnect)
940 entity player = M_ARGV(0, entity);
945 MUTATOR_HOOKFUNCTION(nb, PlayerDies)
947 entity frag_target = M_ARGV(2, entity);
949 nb_DropBall(frag_target);
952 MUTATOR_HOOKFUNCTION(nb, MakePlayerObserver)
954 entity player = M_ARGV(0, entity);
960 MUTATOR_HOOKFUNCTION(nb, PlayerPreThink)
962 entity player = M_ARGV(0, entity);
964 makevectors(player.v_angle);
965 if(nexball_mode & NBM_BASKETBALL)
967 if(player.ballcarried)
970 player.ballcarried.velocity = player.velocity;
971 setcefc(player.ballcarried, ball_customize);
973 vector org = player.origin + player.view_ofs +
974 v_forward * autocvar_g_nexball_viewmodel_offset.x +
975 v_right * autocvar_g_nexball_viewmodel_offset.y +
976 v_up * autocvar_g_nexball_viewmodel_offset.z;
977 setorigin(player.ballcarried, org);
980 if(autocvar_g_nexball_safepass_maxdist)
982 if(player.ballcarried.wait < time && player.ballcarried.enemy)
984 //centerprint(player, sprintf("Lost lock on %s", player.ballcarried.enemy.netname));
985 player.ballcarried.enemy = NULL;
989 //tracebox(player.origin + player.view_ofs, '-2 -2 -2', '2 2 2', player.origin + player.view_ofs + v_forward * autocvar_g_nexball_safepass_maxdist);
990 crosshair_trace(player);
992 IS_CLIENT(trace_ent) &&
993 !IS_DEAD(trace_ent) &&
994 trace_ent.team == player.team &&
995 vdist(trace_ent.origin - player.origin, <=, autocvar_g_nexball_safepass_maxdist) )
998 //if(player.ballcarried.enemy != trace_ent)
999 // centerprint(player, sprintf("Locked to %s", trace_ent.netname));
1000 player.ballcarried.enemy = trace_ent;
1001 player.ballcarried.wait = time + autocvar_g_nexball_safepass_holdtime;
1009 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1011 .entity weaponentity = weaponentities[slot];
1013 if(player.(weaponentity).weapons)
1015 player.weapons = player.(weaponentity).weapons;
1016 Weapon w = WEP_NEXBALL;
1017 w.wr_resetplayer(w, player);
1018 player.(weaponentity).m_switchweapon = player.m_switchweapon;
1019 W_SwitchWeapon(player, player.(weaponentity).m_switchweapon, weaponentity);
1021 player.(weaponentity).weapons = '0 0 0';
1028 nexball_setstatus(player);
1031 MUTATOR_HOOKFUNCTION(nb, SpectateCopy)
1033 entity spectatee = M_ARGV(0, entity);
1034 entity client = M_ARGV(1, entity);
1036 client.metertime = spectatee.metertime;
1039 MUTATOR_HOOKFUNCTION(nb, PlayerSpawn)
1041 entity player = M_ARGV(0, entity);
1043 player.metertime = 0;
1044 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1046 .entity weaponentity = weaponentities[slot];
1047 player.(weaponentity).weapons = '0 0 0';
1050 if (nexball_mode & NBM_BASKETBALL)
1051 player.weapons |= WEPSET(NEXBALL);
1053 player.weapons = '0 0 0';
1058 .float stat_sv_airspeedlimit_nonqw;
1059 .float stat_sv_maxspeed;
1061 MUTATOR_HOOKFUNCTION(nb, PlayerPhysics)
1063 entity player = M_ARGV(0, entity);
1065 if(player.ballcarried)
1067 player.stat_sv_airspeedlimit_nonqw *= autocvar_g_nexball_basketball_carrier_highspeed;
1068 player.stat_sv_maxspeed *= autocvar_g_nexball_basketball_carrier_highspeed;
1072 MUTATOR_HOOKFUNCTION(nb, ForbidThrowCurrentWeapon)
1074 //entity player = M_ARGV(0, entity);
1075 entity wepent = M_ARGV(1, entity);
1077 return wepent.m_weapon == WEP_NEXBALL;
1080 MUTATOR_HOOKFUNCTION(nb, ForbidDropCurrentWeapon)
1082 //entity player = M_ARGV(0, entity);
1083 int wep = M_ARGV(1, int);
1085 return wep == WEP_MORTAR.m_id; // TODO: what is this for?
1088 MUTATOR_HOOKFUNCTION(nb, FilterItem)
1090 entity item = M_ARGV(0, entity);
1092 if(item.classname == "droppedweapon")
1093 if(item.weapon == WEP_NEXBALL.m_id)
1099 MUTATOR_HOOKFUNCTION(nb, ItemTouch)
1101 entity item = M_ARGV(0, entity);
1102 entity toucher = M_ARGV(1, entity);
1104 if(item.weapon && toucher.ballcarried)
1105 return MUT_ITEMTOUCH_RETURN; // no new weapons for you, mister!
1107 return MUT_ITEMTOUCH_CONTINUE;
1110 MUTATOR_HOOKFUNCTION(nb, CheckAllowedTeams)
1112 M_ARGV(1, string) = "nexball_team";
1116 MUTATOR_HOOKFUNCTION(nb, WantWeapon)
1118 M_ARGV(1, float) = 0; // weapon is set a few lines later, apparently
1122 MUTATOR_HOOKFUNCTION(nb, DropSpecialItems)
1124 entity frag_target = M_ARGV(0, entity);
1126 if(frag_target.ballcarried)
1127 DropBall(frag_target.ballcarried, frag_target.origin, frag_target.velocity);
1132 MUTATOR_HOOKFUNCTION(nb, SendWaypoint)
1134 M_ARGV(2, int) &= ~0x80;
1137 REGISTER_MUTATOR(nb, g_nexball)
1141 g_nexball_meter_period = autocvar_g_nexball_meter_period;
1142 if(g_nexball_meter_period <= 0)
1143 g_nexball_meter_period = 2; // avoid division by zero etc. due to silly users
1144 g_nexball_meter_period = rint(g_nexball_meter_period * 32) / 32; //Round to 1/32ths to send as a byte multiplied by 32
1148 CVTOV(g_nexball_football_boost_forward); //100
1149 CVTOV(g_nexball_football_boost_up); //200
1150 CVTOV(g_nexball_delay_idle); //10
1151 CVTOV(g_nexball_football_physics); //0
1153 radar_showennemies = autocvar_g_nexball_radar_showallplayers;
1155 InitializeEntity(NULL, nb_delayedinit, INITPRIO_GAMETYPE);
1156 WEP_NEXBALL.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
1158 GameRules_teams(true);
1159 GameRules_limit_score(autocvar_g_nexball_goallimit);
1160 GameRules_limit_lead(autocvar_g_nexball_goalleadlimit);
1161 have_team_spawns = -1; // request team spawns
1164 MUTATOR_ONROLLBACK_OR_REMOVE
1166 WEP_NEXBALL.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
1167 // we actually cannot roll back nb_delayedinit here
1168 // BUT: we don't need to! If this gets called, adding always
1174 LOG_INFO("This is a game type and it cannot be removed at runtime.");