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;
38 float autocvar_g_nexball_safepass_turnrate;
39 float autocvar_g_nexball_safepass_maxdist;
40 float autocvar_g_nexball_safepass_holdtime;
41 float autocvar_g_nexball_viewmodel_scale;
42 float autocvar_g_nexball_tackling;
43 vector autocvar_g_nexball_viewmodel_offset;
45 float autocvar_g_balance_nexball_primary_animtime;
46 float autocvar_g_balance_nexball_primary_refire;
47 float autocvar_g_balance_nexball_primary_speed;
48 float autocvar_g_balance_nexball_secondary_animtime;
49 float autocvar_g_balance_nexball_secondary_force;
50 float autocvar_g_balance_nexball_secondary_lifetime;
51 float autocvar_g_balance_nexball_secondary_refire;
52 float autocvar_g_balance_nexball_secondary_speed;
54 void basketball_touch(entity this, entity toucher);
55 void football_touch(entity this, entity toucher);
56 void ResetBall(entity this);
57 const int NBM_NONE = 0;
58 const int NBM_FOOTBALL = 2;
59 const int NBM_BASKETBALL = 4;
62 float OtherTeam(float t) //works only if there are two teams on the map!
65 e = find(NULL, classname, "nexball_team");
67 e = find(e, classname, "nexball_team");
71 const float ST_NEXBALL_GOALS = 1;
72 void nb_ScoreRules(int teams)
74 ScoreRules_basics(teams, 0, 0, true);
75 ScoreInfo_SetLabel_TeamScore( ST_NEXBALL_GOALS, "goals", SFL_SORT_PRIO_PRIMARY);
76 ScoreInfo_SetLabel_PlayerScore( SP_NEXBALL_GOALS, "goals", SFL_SORT_PRIO_PRIMARY);
77 ScoreInfo_SetLabel_PlayerScore(SP_NEXBALL_FAULTS, "faults", SFL_SORT_PRIO_SECONDARY | SFL_LOWER_IS_BETTER);
78 ScoreRules_basics_end();
81 void LogNB(string mode, entity actor)
84 if(!autocvar_sv_eventlog)
86 s = strcat(":nexball:", mode);
88 s = strcat(s, ":", ftos(actor.playerid));
92 void ball_restart(entity this)
95 DropBall(this, this.owner.origin, '0 0 0');
99 void nexball_setstatus(entity this)
101 this.items &= ~IT_KEY1;
104 if(this.ballcarried.teamtime && (this.ballcarried.teamtime < time))
106 bprint("The ", Team_ColoredFullName(this.team), " held the ball for too long.\n");
107 DropBall(this.ballcarried, this.ballcarried.owner.origin, '0 0 0');
108 entity e = this.ballcarried;
112 this.items |= IT_KEY1;
116 void relocate_nexball(entity this)
118 tracebox(this.origin, BALL_MINS, BALL_MAXS, this.origin, true, this);
123 if(!move_out_of_solid(this))
124 objerror(this, "could not get out of solid at all!");
125 LOG_INFO("^1NOTE: this map needs FIXING. ", this.classname, " at ", vtos(o - '0 0 1'));
126 LOG_INFO(" needs to be moved out of solid, e.g. by '", ftos(this.origin.x - o.x));
127 LOG_INFO(" ", ftos(this.origin.y - o.y));
128 LOG_INFO(" ", ftos(this.origin.z - o.z), "'\n");
133 void DropOwner(entity this)
137 DropBall(this, ownr.origin, ownr.velocity);
138 makevectors(ownr.v_angle.y * '0 1 0');
139 ownr.velocity += ('0 0 0.75' - v_forward) * 1000;
140 UNSET_ONGROUND(ownr);
143 void GiveBall(entity plyr, entity ball)
145 .entity weaponentity = weaponentities[0]; // TODO: find ballstealer
146 entity ownr = ball.owner;
149 ownr.effects &= ~autocvar_g_nexball_basketball_effects_default;
150 ownr.ballcarried = NULL;
154 ownr.(weaponentity).state = WS_READY;
156 WaypointSprite_Kill(ownr.waypointsprite_attachedforcarrier);
160 WaypointSprite_Kill(ball.waypointsprite_attachedforcarrier);
163 //setattachment(ball, plyr, "");
164 setorigin(ball, plyr.origin + plyr.view_ofs);
166 if(ball.team != plyr.team)
167 ball.teamtime = time + autocvar_g_nexball_basketball_delay_hold_forteam;
169 ball.owner = ball.pusher = plyr; //"owner" is set to the player carrying, "pusher" to the last player who touched it
170 ball.team = plyr.team;
171 plyr.ballcarried = ball;
172 ball.nb_dropper = plyr;
174 plyr.effects |= autocvar_g_nexball_basketball_effects_default;
175 ball.effects &= ~autocvar_g_nexball_basketball_effects_default;
177 ball.velocity = '0 0 0';
178 set_movetype(ball, MOVETYPE_NONE);
179 settouch(ball, func_null);
180 ball.effects |= EF_NOSHADOW;
181 ball.scale = 1; // scale down.
183 WaypointSprite_AttachCarrier(WP_NbBall, plyr, RADARICON_FLAGCARRIER);
184 WaypointSprite_UpdateRule(plyr.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
186 if(autocvar_g_nexball_basketball_delay_hold)
188 setthink(ball, DropOwner);
189 ball.nextthink = time + autocvar_g_nexball_basketball_delay_hold;
192 plyr.(weaponentity).weapons = plyr.weapons;
193 plyr.(weaponentity).m_switchweapon = PS(plyr).m_weapon;
194 plyr.weapons = WEPSET(NEXBALL);
195 Weapon w = WEP_NEXBALL;
196 w.wr_resetplayer(w, plyr);
197 PS(plyr).m_switchweapon = WEP_NEXBALL;
198 W_SwitchWeapon(plyr, WEP_NEXBALL);
201 void DropBall(entity ball, vector org, vector vel)
203 ball.effects |= autocvar_g_nexball_basketball_effects_default;
204 ball.effects &= ~EF_NOSHADOW;
205 ball.owner.effects &= ~autocvar_g_nexball_basketball_effects_default;
207 setattachment(ball, NULL, "");
208 setorigin(ball, org);
209 set_movetype(ball, MOVETYPE_BOUNCE);
210 UNSET_ONGROUND(ball);
211 ball.scale = ball_scale;
213 ball.nb_droptime = time;
214 settouch(ball, basketball_touch);
215 setthink(ball, ResetBall);
216 ball.nextthink = min(time + autocvar_g_nexball_delay_idle, ball.teamtime);
218 if(ball.owner.metertime)
220 ball.owner.metertime = 0;
221 .entity weaponentity = weaponentities[0]; // TODO: find ballstealer
222 ball.owner.(weaponentity).state = WS_READY;
225 WaypointSprite_Kill(ball.owner.waypointsprite_attachedforcarrier);
226 WaypointSprite_Spawn(WP_NbBall, 0, 0, ball, '0 0 64', NULL, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER); // no health bar please
227 WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
229 ball.owner.ballcarried = NULL;
233 void InitBall(entity this)
236 UNSET_ONGROUND(this);
237 set_movetype(this, MOVETYPE_BOUNCE);
238 if(this.classname == "nexball_basketball")
239 settouch(this, basketball_touch);
240 else if(this.classname == "nexball_football")
241 settouch(this, football_touch);
243 setthink(this, ResetBall);
244 this.nextthink = time + autocvar_g_nexball_delay_idle + 3;
248 _sound(this, CH_TRIGGER, this.noise1, VOL_BASE, ATTEN_NORM);
249 WaypointSprite_Ping(this.waypointsprite_attachedforcarrier);
253 void ResetBall(entity this)
255 if(this.cnt < 2) // step 1
257 if(time == this.teamtime)
258 bprint("The ", Team_ColoredFullName(this.team), " held the ball for too long.\n");
260 settouch(this, func_null);
261 set_movetype(this, MOVETYPE_NOCLIP);
262 this.velocity = '0 0 0'; // just in case?
264 LogNB("resetidle", NULL);
266 this.nextthink = time;
268 else if(this.cnt < 4) // step 2 and 3
270 // dprint("Step ", ftos(this.cnt), ": Calculated velocity: ", vtos(this.spawnorigin - this.origin), ", time: ", ftos(time), "\n");
271 this.velocity = (this.spawnorigin - this.origin) * (this.cnt - 1); // 1 or 0.5 second movement
272 this.nextthink = time + 0.5;
277 // dprint("Step 4: time: ", ftos(time), "\n");
278 if(vdist(this.origin - this.spawnorigin, >, 10)) // should not happen anymore
279 LOG_TRACE("The ball moved too far away from its spawn origin.\nOffset: ",
280 vtos(this.origin - this.spawnorigin), " Velocity: ", vtos(this.velocity), "\n");
281 this.velocity = '0 0 0';
282 setorigin(this, this.spawnorigin); // make sure it's positioned correctly anyway
283 set_movetype(this, MOVETYPE_NONE);
284 setthink(this, InitBall);
285 this.nextthink = max(time, game_starttime) + autocvar_g_nexball_delay_start;
289 void football_touch(entity this, entity toucher)
291 if(toucher.solid == SOLID_BSP)
293 if(time > this.lastground + 0.1)
295 _sound(this, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
296 this.lastground = time;
298 if(this.velocity && !this.cnt)
299 this.nextthink = time + autocvar_g_nexball_delay_idle;
302 if (!IS_PLAYER(toucher))
304 if(toucher.health < 1)
307 this.nextthink = time + autocvar_g_nexball_delay_idle;
309 this.pusher = toucher;
310 this.team = toucher.team;
312 if(autocvar_g_nexball_football_physics == -1) // MrBougo try 1, before decompiling Rev's original
315 this.velocity = toucher.velocity * 1.5 + '0 0 1' * autocvar_g_nexball_football_boost_up;
317 else if(autocvar_g_nexball_football_physics == 1) // MrBougo's modded Rev style: partially independant of the height of the aiming point
319 makevectors(toucher.v_angle);
320 this.velocity = toucher.velocity + v_forward * autocvar_g_nexball_football_boost_forward + '0 0 1' * autocvar_g_nexball_football_boost_up;
322 else if(autocvar_g_nexball_football_physics == 2) // 2nd mod try: totally independant. Really playable!
324 makevectors(toucher.v_angle.y * '0 1 0');
325 this.velocity = toucher.velocity + v_forward * autocvar_g_nexball_football_boost_forward + v_up * autocvar_g_nexball_football_boost_up;
327 else // Revenant's original style (from the original mod's disassembly, acknowledged by Revenant)
329 makevectors(toucher.v_angle);
330 this.velocity = toucher.velocity + v_forward * autocvar_g_nexball_football_boost_forward + v_up * autocvar_g_nexball_football_boost_up;
332 this.avelocity = -250 * v_forward; // maybe there is a way to make it look better?
335 void basketball_touch(entity this, entity toucher)
337 if(toucher.ballcarried)
339 football_touch(this, toucher);
342 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))
344 if(toucher.health <= 0)
346 LogNB("caught", toucher);
347 GiveBall(toucher, this);
349 else if(toucher.solid == SOLID_BSP)
351 _sound(this, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
352 if(this.velocity && !this.cnt)
353 this.nextthink = min(time + autocvar_g_nexball_delay_idle, this.teamtime);
357 void GoalTouch(entity this, entity toucher)
360 float isclient, pscore, otherteam;
364 if((this.spawnflags & GOAL_TOUCHPLAYER) && toucher.ballcarried)
365 ball = toucher.ballcarried;
368 if(ball.classname != "nexball_basketball")
369 if(ball.classname != "nexball_football")
371 if((!ball.pusher && this.team != GOAL_OUT) || ball.cnt)
373 EXACTTRIGGER_TOUCH(this, toucher);
376 if(NumTeams(nb_teams) == 2)
377 otherteam = OtherTeam(ball.team);
381 if((isclient = IS_CLIENT(ball.pusher)))
382 pname = ball.pusher.netname;
384 pname = "Someone (?)";
386 if(ball.team == this.team) //owngoal (regular goals)
388 LogNB("owngoal", ball.pusher);
389 bprint("Boo! ", pname, "^7 scored a goal against their own team!\n");
392 else if(this.team == GOAL_FAULT)
394 LogNB("fault", ball.pusher);
395 if(NumTeams(nb_teams) == 2)
396 bprint(Team_ColoredFullName(otherteam), " gets a point due to ", pname, "^7's silliness.\n");
398 bprint(Team_ColoredFullName(ball.team), " loses a point due to ", pname, "^7's silliness.\n");
401 else if(this.team == GOAL_OUT)
403 LogNB("out", ball.pusher);
404 if((this.spawnflags & GOAL_TOUCHPLAYER) && ball.owner)
405 bprint(pname, "^7 went out of bounds.\n");
407 bprint("The ball was returned.\n");
412 LogNB(strcat("goal:", ftos(this.team)), ball.pusher);
413 bprint("Goaaaaal! ", pname, "^7 scored a point for the ", Team_ColoredFullName(ball.team), ".\n");
417 _sound(ball, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NONE);
419 if(ball.team && pscore)
421 if(NumTeams(nb_teams) == 2 && pscore < 0)
422 TeamScore_AddToTeam(otherteam, ST_NEXBALL_GOALS, -pscore);
424 TeamScore_AddToTeam(ball.team, ST_NEXBALL_GOALS, pscore);
429 PlayerScore_Add(ball.pusher, SP_NEXBALL_GOALS, pscore);
431 PlayerScore_Add(ball.pusher, SP_NEXBALL_FAULTS, -pscore);
434 if(ball.owner) // Happens on spawnflag GOAL_TOUCHPLAYER
435 DropBall(ball, ball.owner.origin, ball.owner.velocity);
437 WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
440 setthink(ball, ResetBall);
441 if(ball.classname == "nexball_basketball")
442 settouch(ball, football_touch); // better than func_null: football control until the ball gets reset
443 ball.nextthink = time + autocvar_g_nexball_delay_goal * (this.team != GOAL_OUT);
446 //=======================//
448 //=======================//
449 spawnfunc(nexball_team)
456 this.team = this.cnt + 1;
459 void nb_spawnteam(string teamname, float teamcolor)
461 LOG_TRACE("^2spawned team ", teamname);
462 entity e = new(nexball_team);
463 e.netname = teamname;
471 bool t_red = false, t_blue = false, t_yellow = false, t_pink = false;
473 for(e = NULL; (e = find(e, classname, "nexball_goal"));)
480 nb_spawnteam("Red", e.team-1) ;
488 nb_spawnteam("Blue", e.team-1) ;
496 nb_spawnteam("Yellow", e.team-1);
504 nb_spawnteam("Pink", e.team-1) ;
513 void nb_delayedinit(entity this)
515 if(find(NULL, classname, "nexball_team") == NULL)
517 nb_ScoreRules(nb_teams);
521 //=======================//
523 //=======================//
525 void SpawnBall(entity this)
527 if(!g_nexball) { delete(this); return; }
529 // balls += 4; // using the remaining bits to count balls will leave more than the max edict count, so it's fine
533 this.model = "models/nexball/ball.md3";
537 precache_model(this.model);
538 _setmodel(this, this.model);
539 setsize(this, BALL_MINS, BALL_MAXS);
540 ball_scale = this.scale;
542 relocate_nexball(this);
543 this.spawnorigin = this.origin;
545 this.effects = this.effects | EF_LOWPRECISION;
547 if(cvar(strcat("g_", this.classname, "_trail"))) //nexball_basketball :p
549 this.glow_color = autocvar_g_nexball_trail_color;
550 this.glow_trail = true;
553 set_movetype(this, MOVETYPE_FLY);
555 if(!autocvar_g_nexball_sound_bounce)
557 else if(this.noise == "")
558 this.noise = strzone(SND(NB_BOUNCE));
559 //bounce sound placeholder (FIXME)
560 if(this.noise1 == "")
561 this.noise1 = strzone(SND(NB_DROP));
562 //ball drop sound placeholder (FIXME)
563 if(this.noise2 == "")
564 this.noise2 = strzone(SND(NB_STEAL));
565 //stealing sound placeholder (FIXME)
566 if(this.noise) precache_sound(this.noise);
567 precache_sound(this.noise1);
568 precache_sound(this.noise2);
570 WaypointSprite_AttachCarrier(WP_NbBall, this, RADARICON_FLAGCARRIER); // the ball's team is not set yet, no rule update needed
572 this.reset = ball_restart;
573 setthink(this, InitBall);
574 this.nextthink = game_starttime + autocvar_g_nexball_delay_start;
577 spawnfunc(nexball_basketball)
579 nexball_mode |= NBM_BASKETBALL;
580 this.classname = "nexball_basketball";
581 if (!(balls & BALL_BASKET))
584 CVTOV(g_nexball_basketball_effects_default);
585 CVTOV(g_nexball_basketball_delay_hold);
586 CVTOV(g_nexball_basketball_delay_hold_forteam);
587 CVTOV(g_nexball_basketball_teamsteal);
589 autocvar_g_nexball_basketball_effects_default = autocvar_g_nexball_basketball_effects_default & BALL_EFFECTMASK;
592 this.effects = autocvar_g_nexball_basketball_effects_default;
593 this.solid = SOLID_TRIGGER;
594 this.pushable = autocvar_g_nexball_basketball_jumppad;
595 balls |= BALL_BASKET;
596 this.bouncefactor = autocvar_g_nexball_basketball_bouncefactor;
597 this.bouncestop = autocvar_g_nexball_basketball_bouncestop;
601 spawnfunc(nexball_football)
603 nexball_mode |= NBM_FOOTBALL;
604 this.classname = "nexball_football";
605 this.solid = SOLID_TRIGGER;
607 this.pushable = autocvar_g_nexball_football_jumppad;
608 this.bouncefactor = autocvar_g_nexball_football_bouncefactor;
609 this.bouncestop = autocvar_g_nexball_football_bouncestop;
613 bool nb_Goal_Customize(entity this, entity client)
615 entity e = WaypointSprite_getviewentity(client);
616 entity wp_owner = this.owner;
617 if(SAME_TEAM(e, wp_owner)) { return false; }
622 void SpawnGoal(entity this)
624 if(!g_nexball) { delete(this); return; }
628 if(this.team != GOAL_OUT && Team_TeamToNumber(this.team) != -1)
630 entity wp = WaypointSprite_SpawnFixed(WP_NbGoal, (this.absmin + this.absmax) * 0.5, this, sprite, RADARICON_NONE);
631 wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0.5 0');
632 setcefc(this.sprite, nb_Goal_Customize);
635 this.classname = "nexball_goal";
637 this.noise = "ctf/respawn.wav";
638 precache_sound(this.noise);
639 settouch(this, GoalTouch);
642 spawnfunc(nexball_redgoal)
644 this.team = NUM_TEAM_1;
647 spawnfunc(nexball_bluegoal)
649 this.team = NUM_TEAM_2;
652 spawnfunc(nexball_yellowgoal)
654 this.team = NUM_TEAM_3;
657 spawnfunc(nexball_pinkgoal)
659 this.team = NUM_TEAM_4;
663 spawnfunc(nexball_fault)
665 this.team = GOAL_FAULT;
667 this.noise = strzone(SND(TYPEHIT));
671 spawnfunc(nexball_out)
673 this.team = GOAL_OUT;
675 this.noise = strzone(SND(TYPEHIT));
680 //Spawnfuncs preserved for compatibility
685 spawnfunc_nexball_football(this);
687 spawnfunc(ball_football)
689 spawnfunc_nexball_football(this);
691 spawnfunc(ball_basketball)
693 spawnfunc_nexball_basketball(this);
695 // The "red goal" is defended by blue team. A ball in there counts as a point for red.
696 spawnfunc(ball_redgoal)
698 spawnfunc_nexball_bluegoal(this); // I blame Revenant
700 spawnfunc(ball_bluegoal)
702 spawnfunc_nexball_redgoal(this); // but he didn't mean to cause trouble :p
704 spawnfunc(ball_fault)
706 spawnfunc_nexball_fault(this);
708 spawnfunc(ball_bound)
710 spawnfunc_nexball_out(this);
713 //=======================//
715 //=======================//
718 void W_Nexball_Think(entity this)
720 //dprint("W_Nexball_Think\n");
721 //vector new_dir = steerlib_arrive(this.enemy.origin, 2500);
722 vector new_dir = normalize(this.enemy.origin + '0 0 50' - this.origin);
723 vector old_dir = normalize(this.velocity);
724 float _speed = vlen(this.velocity);
725 vector new_vel = normalize(old_dir + (new_dir * autocvar_g_nexball_safepass_turnrate)) * _speed;
726 //vector new_vel = (new_dir * autocvar_g_nexball_safepass_turnrate
728 this.velocity = new_vel;
730 this.nextthink = time;
733 void W_Nexball_Touch(entity this, entity toucher)
735 entity ball, attacker;
736 attacker = this.owner;
737 //this.think = func_null;
740 PROJECTILE_TOUCH(this, toucher);
741 if(attacker.team != toucher.team || autocvar_g_nexball_basketball_teamsteal)
742 if((ball = toucher.ballcarried) && !STAT(FROZEN, toucher) && !IS_DEAD(toucher) && (IS_PLAYER(attacker)))
744 toucher.velocity = toucher.velocity + normalize(this.velocity) * toucher.damageforcescale * autocvar_g_balance_nexball_secondary_force;
745 UNSET_ONGROUND(toucher);
746 if(!attacker.ballcarried)
748 LogNB("stole", attacker);
749 _sound(toucher, CH_TRIGGER, ball.noise2, VOL_BASE, ATTEN_NORM);
751 if(SAME_TEAM(attacker, toucher) && time > attacker.teamkill_complain)
753 attacker.teamkill_complain = time + 5;
754 attacker.teamkill_soundtime = time + 0.4;
755 attacker.teamkill_soundsource = toucher;
758 GiveBall(attacker, toucher.ballcarried);
764 void W_Nexball_Attack(entity actor, .entity weaponentity, float t)
768 if(!(ball = actor.ballcarried))
771 W_SetupShot(actor, weaponentity, false, 4, SND_NB_SHOOT1, CH_WEAPON_A, 0);
772 tracebox(w_shotorg, BALL_MINS, BALL_MAXS, w_shotorg, MOVE_WORLDONLY, NULL);
776 actor.metertime = 0; // Shot failed, hide the power meter
780 //Calculate multiplier
785 mi = autocvar_g_nexball_basketball_meter_minpower;
786 ma = max(mi, autocvar_g_nexball_basketball_meter_maxpower); // avoid confusion
787 //One triangle wave period with 1 as max
788 mul = 2 * (t % g_nexball_meter_period) / g_nexball_meter_period;
791 mul = mi + (ma - mi) * mul; // range from the minimal power to the maximal power
794 DropBall(ball, w_shotorg, W_CalculateProjectileVelocity(actor, actor.velocity, w_shotdir * autocvar_g_balance_nexball_primary_speed * mul, false));
797 //TODO: use the speed_up cvar too ??
800 vector trigger_push_calculatevelocity(vector org, entity tgt, float ht);
802 void W_Nexball_Attack2(entity actor, .entity weaponentity)
804 if(actor.ballcarried.enemy)
806 entity _ball = actor.ballcarried;
807 W_SetupShot(actor, weaponentity, false, 4, SND_NB_SHOOT1, CH_WEAPON_A, 0);
808 DropBall(_ball, w_shotorg, trigger_push_calculatevelocity(_ball.origin, _ball.enemy, 32));
809 setthink(_ball, W_Nexball_Think);
810 _ball.nextthink = time;
814 if(!autocvar_g_nexball_tackling)
817 W_SetupShot(actor, weaponentity, false, 2, SND_NB_SHOOT2, CH_WEAPON_A, 0);
818 entity missile = new(ballstealer);
820 missile.owner = actor;
822 set_movetype(missile, MOVETYPE_FLY);
823 PROJECTILE_MAKETRIGGER(missile);
825 //setmodel(missile, "models/elaser.mdl"); // precision set below
826 setsize(missile, '0 0 0', '0 0 0');
827 setorigin(missile, w_shotorg);
829 W_SetupProjVelocity_Basic(missile, autocvar_g_balance_nexball_secondary_speed, 0);
830 missile.angles = vectoangles(missile.velocity);
831 settouch(missile, W_Nexball_Touch);
832 setthink(missile, SUB_Remove);
833 missile.nextthink = time + autocvar_g_balance_nexball_secondary_lifetime; //FIXME: use a distance instead?
835 missile.effects = EF_BRIGHTFIELD | EF_LOWPRECISION;
836 missile.flags = FL_PROJECTILE;
837 IL_PUSH(g_projectiles, missile);
839 CSQCProjectile(missile, true, PROJECTILE_ELECTRO, true);
842 bool ball_customize(entity this, entity client)
846 this.effects &= ~EF_FLAME;
848 setcefc(this, func_null);
852 if(client == this.owner)
854 this.scale = autocvar_g_nexball_viewmodel_scale;
856 this.effects |= EF_FLAME;
858 this.effects &= ~EF_FLAME;
862 this.effects &= ~EF_FLAME;
869 METHOD(BallStealer, wr_think, void(BallStealer thiswep, entity actor, .entity weaponentity, int fire))
871 TC(BallStealer, thiswep);
873 if(weapon_prepareattack(thiswep, actor, weaponentity, false, autocvar_g_balance_nexball_primary_refire))
874 if(autocvar_g_nexball_basketball_meter)
876 if(actor.ballcarried && !actor.metertime)
877 actor.metertime = time;
879 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
883 W_Nexball_Attack(actor, weaponentity, -1);
884 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
887 if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_nexball_secondary_refire))
889 W_Nexball_Attack2(actor, weaponentity);
890 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_nexball_secondary_animtime, w_ready);
893 if(!(fire & 1) && actor.metertime && actor.ballcarried)
895 W_Nexball_Attack(actor, weaponentity, time - actor.metertime);
896 // DropBall or stealing will set metertime back to 0
897 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
901 METHOD(BallStealer, wr_setup, void(BallStealer this, entity actor))
903 TC(BallStealer, this);
904 //weapon_setup(WEP_PORTO.m_id);
907 METHOD(BallStealer, wr_checkammo1, bool(BallStealer this, entity actor))
909 TC(BallStealer, this);
913 METHOD(BallStealer, wr_checkammo2, bool(BallStealer this, entity actor))
915 TC(BallStealer, this);
919 void nb_DropBall(entity player)
921 if(player.ballcarried && g_nexball)
922 DropBall(player.ballcarried, player.origin, player.velocity);
925 MUTATOR_HOOKFUNCTION(nb, ClientDisconnect)
927 entity player = M_ARGV(0, entity);
932 MUTATOR_HOOKFUNCTION(nb, PlayerDies)
934 entity frag_target = M_ARGV(2, entity);
936 nb_DropBall(frag_target);
939 MUTATOR_HOOKFUNCTION(nb, MakePlayerObserver)
941 entity player = M_ARGV(0, entity);
947 MUTATOR_HOOKFUNCTION(nb, PlayerPreThink)
949 entity player = M_ARGV(0, entity);
951 makevectors(player.v_angle);
952 if(nexball_mode & NBM_BASKETBALL)
954 if(player.ballcarried)
957 player.ballcarried.velocity = player.velocity;
958 setcefc(player.ballcarried, ball_customize);
960 vector org = player.origin + player.view_ofs +
961 v_forward * autocvar_g_nexball_viewmodel_offset.x +
962 v_right * autocvar_g_nexball_viewmodel_offset.y +
963 v_up * autocvar_g_nexball_viewmodel_offset.z;
964 setorigin(player.ballcarried, org);
967 if(autocvar_g_nexball_safepass_maxdist)
969 if(player.ballcarried.wait < time && player.ballcarried.enemy)
971 //centerprint(player, sprintf("Lost lock on %s", player.ballcarried.enemy.netname));
972 player.ballcarried.enemy = NULL;
976 //tracebox(player.origin + player.view_ofs, '-2 -2 -2', '2 2 2', player.origin + player.view_ofs + v_forward * autocvar_g_nexball_safepass_maxdist);
977 crosshair_trace(player);
979 IS_CLIENT(trace_ent) &&
980 !IS_DEAD(trace_ent) &&
981 trace_ent.team == player.team &&
982 vdist(trace_ent.origin - player.origin, <=, autocvar_g_nexball_safepass_maxdist) )
985 //if(player.ballcarried.enemy != trace_ent)
986 // centerprint(player, sprintf("Locked to %s", trace_ent.netname));
987 player.ballcarried.enemy = trace_ent;
988 player.ballcarried.wait = time + autocvar_g_nexball_safepass_holdtime;
996 .entity weaponentity = weaponentities[0]; // TODO
997 if(player.(weaponentity).weapons)
999 player.weapons = player.(weaponentity).weapons;
1000 Weapon w = WEP_NEXBALL;
1001 w.wr_resetplayer(w, player);
1002 PS(player).m_switchweapon = player.(weaponentity).m_switchweapon;
1003 W_SwitchWeapon(player, PS(player).m_switchweapon);
1005 player.(weaponentity).weapons = '0 0 0';
1011 nexball_setstatus(player);
1014 MUTATOR_HOOKFUNCTION(nb, SpectateCopy)
1016 entity spectatee = M_ARGV(0, entity);
1017 entity client = M_ARGV(1, entity);
1019 client.metertime = spectatee.metertime;
1022 MUTATOR_HOOKFUNCTION(nb, PlayerSpawn)
1024 entity player = M_ARGV(0, entity);
1026 player.metertime = 0;
1027 .entity weaponentity = weaponentities[0];
1028 player.(weaponentity).weapons = '0 0 0';
1030 if (nexball_mode & NBM_BASKETBALL)
1031 player.weapons |= WEPSET(NEXBALL);
1033 player.weapons = '0 0 0';
1038 .float stat_sv_airspeedlimit_nonqw;
1039 .float stat_sv_maxspeed;
1041 MUTATOR_HOOKFUNCTION(nb, PlayerPhysics)
1043 entity player = M_ARGV(0, entity);
1045 if(player.ballcarried)
1047 player.stat_sv_airspeedlimit_nonqw *= autocvar_g_nexball_basketball_carrier_highspeed;
1048 player.stat_sv_maxspeed *= autocvar_g_nexball_basketball_carrier_highspeed;
1052 MUTATOR_HOOKFUNCTION(nb, ForbidThrowCurrentWeapon)
1054 entity player = M_ARGV(0, entity);
1056 return PS(player).m_weapon == WEP_NEXBALL;
1059 MUTATOR_HOOKFUNCTION(nb, ForbidDropCurrentWeapon)
1061 entity player = M_ARGV(0, entity);
1063 return PS(player).m_weapon == WEP_MORTAR; // TODO: what is this for?
1066 MUTATOR_HOOKFUNCTION(nb, FilterItem)
1068 entity item = M_ARGV(0, entity);
1070 if(item.classname == "droppedweapon")
1071 if(item.weapon == WEP_NEXBALL.m_id)
1077 MUTATOR_HOOKFUNCTION(nb, ItemTouch)
1079 entity item = M_ARGV(0, entity);
1080 entity toucher = M_ARGV(1, entity);
1082 if(item.weapon && toucher.ballcarried)
1083 return MUT_ITEMTOUCH_RETURN; // no new weapons for you, mister!
1085 return MUT_ITEMTOUCH_CONTINUE;
1088 MUTATOR_HOOKFUNCTION(nb, GetTeamCount)
1090 M_ARGV(1, string) = "nexball_team";
1094 MUTATOR_HOOKFUNCTION(nb, WantWeapon)
1096 M_ARGV(1, float) = 0; // weapon is set a few lines later, apparently
1100 MUTATOR_HOOKFUNCTION(nb, DropSpecialItems)
1102 entity frag_target = M_ARGV(0, entity);
1104 if(frag_target.ballcarried)
1105 DropBall(frag_target.ballcarried, frag_target.origin, frag_target.velocity);
1110 MUTATOR_HOOKFUNCTION(nb, SendWaypoint)
1112 M_ARGV(2, int) &= ~0x80;
1115 REGISTER_MUTATOR(nb, g_nexball)
1119 g_nexball_meter_period = autocvar_g_nexball_meter_period;
1120 if(g_nexball_meter_period <= 0)
1121 g_nexball_meter_period = 2; // avoid division by zero etc. due to silly users
1122 g_nexball_meter_period = rint(g_nexball_meter_period * 32) / 32; //Round to 1/32ths to send as a byte multiplied by 32
1126 CVTOV(g_nexball_football_boost_forward); //100
1127 CVTOV(g_nexball_football_boost_up); //200
1128 CVTOV(g_nexball_delay_idle); //10
1129 CVTOV(g_nexball_football_physics); //0
1131 radar_showennemies = autocvar_g_nexball_radar_showallplayers;
1133 InitializeEntity(NULL, nb_delayedinit, INITPRIO_GAMETYPE);
1134 WEP_NEXBALL.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
1137 SetLimits(autocvar_g_nexball_goallimit, autocvar_g_nexball_goalleadlimit, autocvar_timelimit_override, -1);
1138 have_team_spawns = -1; // request team spawns
1141 MUTATOR_ONROLLBACK_OR_REMOVE
1143 WEP_NEXBALL.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
1144 // we actually cannot roll back nb_delayedinit here
1145 // BUT: we don't need to! If this gets called, adding always
1151 LOG_INFO("This is a game type and it cannot be removed at runtime.");