1 void ka_SpawnBall(void);
2 void ka_TouchEvent(void);
3 void ka_RespawnBall(void);
4 void ka_DropEvent(entity);
6 float ka_ballcarrier_waypointsprite_visible_for_player(entity);
8 void ka_Initialize() // run at the start of a match, initiates game mode
13 precache_sound("keepaway/pickedup.wav");
14 precache_sound("keepaway/dropped.wav");
15 precache_sound("keepaway/respawn.wav");
16 precache_sound("keepaway/touch.wav");
18 ScoreRules_keepaway();
22 void ka_Reset() // used to clear the ballcarrier whenever the match switches from warmup to normal
25 if(self.owner.classname == "player")
26 ka_DropEvent(self.owner);
31 void ka_SpawnBall() // loads various values for the ball
33 if(!g_keepaway) { return; }
37 e.model = "models/orbs/orbblue.md3";
39 precache_model(e.model);
41 setsize(e, '-16 -16 -20', '16 16 20'); // 20 20 20 was too big, player is only 16 16 24... gotta cheat with the Z (20) axis so that the particle isn't cut off
42 e.classname = "keepawayball";
43 e.damageforcescale = cvar("g_keepawayball_damageforcescale");
44 e.takedamage = DAMAGE_YES;
45 e.glow_color = cvar("g_keepawayball_trail_color");
47 e.movetype = MOVETYPE_BOUNCE;
48 e.touch = ka_TouchEvent;
53 InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So.
56 void ka_RespawnBall() // runs whenever the ball needs to be relocated
58 vector oldballorigin = self.origin;
60 if(MoveToRandomMapLocation(self, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
62 makevectors(self.angles);
63 self.movetype = MOVETYPE_BOUNCE;
64 self.velocity = '0 0 200';
65 self.angles = '0 0 0';
66 self.solid = SOLID_TRIGGER;
67 self.think = ka_RespawnBall;
68 self.nextthink = time + cvar("g_keepawayball_respawntime");
70 pointparticles(particleeffectnum("electro_combo"), oldballorigin, '0 0 0', 1);
71 pointparticles(particleeffectnum("electro_combo"), self.origin, '0 0 0', 1);
73 WaypointSprite_Spawn("ka-ball", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attachedforcarrier, FALSE);
74 WaypointSprite_UpdateTeamRadar(self.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '0 1 1');
75 WaypointSprite_Ping(self.waypointsprite_attachedforcarrier);
77 sound(self, CHAN_AUTO, "keepaway/respawn.wav", VOL_BASE, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere)
81 ka_RespawnBall(); // finding a location failed, retry
85 void ka_TouchEvent() // runs any time that the ball comes in contact with something
88 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
89 { // The ball fell off the map, respawn it since players can't get to it
93 if(other.deadflag != DEAD_NO) { return; }
94 if(other.classname != "player")
95 { // The ball just touched an object, most likely the world
96 pointparticles(particleeffectnum("kaball_sparks"), self.origin, '0 0 0', 1);
97 sound(self, CHAN_AUTO, "keepaway/touch.wav", VOL_BASE, ATTN_NORM);
100 else if(self.wait > time) { return; }
102 // attach the ball to the player
104 other.ballcarried = self;
105 setattachment(self, other, "");
106 setorigin(self, '3 0 20');
108 // make the ball invisible/unable to do anything
109 self.velocity = '0 0 0';
110 self.movetype = MOVETYPE_NONE;
111 self.touch = SUB_Null;
112 self.effects |= EF_NODRAW;
113 self.think = SUB_Null;
115 self.takedamage = DAMAGE_NO;
117 // apply effects to player
118 other.glow_color = cvar("g_keepawayball_trail_color");
119 other.glow_trail = TRUE;
120 other.effects |= EF_DIMLIGHT;
121 other.alpha = cvar("g_keepaway_ballcarrier_alpha");
122 other.exteriorweaponentity.alpha = cvar("g_keepaway_ballcarrier_alpha");
124 // messages and sounds
125 Send_KillNotification(other.netname, "", "", KA_PICKUPBALL, MSG_KA);
126 WriteByte(MSG_BROADCAST, SVC_CENTERPRINT);
127 WriteString(MSG_BROADCAST, strcat("\n\n", other.netname, "^7 has picked up the ball!\n"));
128 sound(self.owner, CHAN_AUTO, "keepaway/pickedup.wav", VOL_BASE, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere)
131 PlayerScore_Add(other, SP_KEEPAWAY_PICKUPS, 1);
134 WaypointSprite_AttachCarrier("ka-ballcarrier", other);
135 other.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = ka_ballcarrier_waypointsprite_visible_for_player;
136 WaypointSprite_UpdateRule(other.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
137 WaypointSprite_UpdateTeamRadar(other.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '1 0 0');
138 WaypointSprite_Ping(other.waypointsprite_attachedforcarrier);
139 WaypointSprite_Kill(self.waypointsprite_attachedforcarrier);
142 void ka_DropEvent(entity plyr) // runs any time that a player is supposed to lose the ball
145 ball = plyr.ballcarried;
147 if(!ball) { return; }
150 setattachment(ball, world, "");
151 ball.movetype = MOVETYPE_BOUNCE;
152 ball.solid = SOLID_TRIGGER; // is this needed?
153 ball.wait = time + 1;
154 ball.think = ka_RespawnBall;
155 ball.nextthink = time + cvar("g_keepawayball_respawntime");
156 ball.touch = ka_TouchEvent;
157 ball.takedamage = DAMAGE_YES;
158 ball.effects &~= EF_NODRAW;
159 setorigin(ball, plyr.origin + '0 0 10');
160 ball.velocity = '0 0 200' + '0 100 0'*crandom() + '100 0 0'*crandom();
161 ball.owner.ballcarried = world; // I hope nothing checks to see if the world has the ball in the rest of my code :P
164 // reset the player effects
165 plyr.effects &~= EF_DIMLIGHT;
166 plyr.alpha = default_player_alpha;
167 plyr.exteriorweaponentity.alpha = default_weapon_alpha;
168 plyr.glow_trail = FALSE;
170 // messages and sounds
171 Send_KillNotification(plyr.netname, "", "", KA_DROPBALL, MSG_KA);
172 WriteByte(MSG_BROADCAST, SVC_CENTERPRINT);
173 WriteString(MSG_BROADCAST, strcat("\n\n", plyr.netname, "^7 has dropped the ball!\n"));
174 sound(other, CHAN_AUTO, "keepaway/dropped.wav", VOL_BASE, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere)
177 PlayerScore_Add(plyr, SP_KEEPAWAY_DROPS, 1);
180 WaypointSprite_Spawn("ka-ball", 0, 0, ball, '0 0 64', world, ball.team, ball, waypointsprite_attachedforcarrier, FALSE);
181 WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
182 WaypointSprite_UpdateTeamRadar(ball.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '0 1 1');
183 WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
184 WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier);
187 float ka_ballcarrier_waypointsprite_visible_for_player(entity e) // runs on waypoints which are attached to ballcarriers, updates once per frame
191 if(other.classname == "spectator")
192 return FALSE; // we don't want spectators of the ballcarrier to see the attached waypoint on the top of their screen
193 else if(g_minstagib && (e.items & IT_STRENGTH))
194 return FALSE; // if the ballcarrier has invisibility, don't draw the waypoint as this is the function of invisibility in keepaway
200 MUTATOR_HOOKFUNCTION(ka_RemovePlayer)
202 if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has left the match, drop it
206 MUTATOR_HOOKFUNCTION(ka_Scoring)
208 if((frag_attacker != frag_target) && (frag_attacker.classname == "player"))
210 if(frag_target.ballcarried) { // add to amount of times killing carrier
211 PlayerScore_Add(frag_attacker, SP_KEEPAWAY_CARRIERKILLS, 1);
212 if(cvar("g_keepaway_bckillscore")) // add bckills to the score
213 PlayerScore_Add(frag_attacker, SP_KEEPAWAY_SCORE, 1);
215 else if(!frag_attacker.ballcarried)
216 if(cvar("g_keepaway_noncarrier_warn"))
217 centerprint_atprio(frag_attacker, (CENTERPRIO_SPAM + 5), "Killing people while you don't have the ball gives no points!");
219 if(frag_attacker.ballcarried) // add to amount of kills while ballcarrier
220 PlayerScore_Add(frag_attacker, SP_KEEPAWAY_SCORE, 1);
223 if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has died, drop it
227 MUTATOR_HOOKFUNCTION(ka_GiveFragsForKill)
229 frag_score = 0; // no frags counted in keepaway
233 MUTATOR_HOOKFUNCTION(ka_PlayerPreThink)
235 // clear the item used for the ball in keepaway
236 self.items &~= IT_KEY1;
238 // if the player has the ball, make sure they have the item for it (Used for HUD primarily)
240 self.items |= IT_KEY1;
242 // drop the ball if the player presses the use button
244 if(self.ballcarried) { ka_DropEvent(self); }
249 MUTATOR_HOOKFUNCTION(ka_PlayerDamage) // for changing damage and force values that are applied to players in g_damage.qc
251 if(frag_attacker.ballcarried) // if the attacker is a ballcarrier
253 if(frag_target == frag_attacker) // damage done to yourself
255 frag_damage *= cvar("g_keepaway_ballcarrier_selfdamage");
256 frag_force *= cvar("g_keepaway_ballcarrier_selfforce");
258 else // damage done to noncarriers
260 frag_damage *= cvar("g_keepaway_ballcarrier_damage");
261 frag_force *= cvar("g_keepaway_ballcarrier_force");
264 else if not(frag_target.ballcarried) // if the target is a noncarrier
266 if(frag_target == frag_attacker) // damage done to yourself
268 frag_damage *= cvar("g_keepaway_noncarrier_selfdamage");
269 frag_force *= cvar("g_keepaway_noncarrier_selfforce");
271 else // damage done to other noncarriers
273 frag_damage *= cvar("g_keepaway_noncarrier_damage");
274 frag_force *= cvar("g_keepaway_noncarrier_force");
280 MUTATOR_HOOKFUNCTION(ka_PlayerPowerups)
284 // if the player has the ball, force ballcarrier alpha upon them
285 self.alpha = cvar("g_keepaway_ballcarrier_alpha");
286 self.exteriorweaponentity.alpha = cvar("g_keepaway_ballcarrier_alpha");
288 // if we're in minstagib and a ballcarrier has just picked up invisibility,
289 // notify all the other players that the ballcarrier no longer has a waypoint
292 if(olditems & IT_STRENGTH)
294 if(time > self.strength_finished)
295 { // this only runs ONCE right after the player loses invisibility
296 bprint(self.netname, "^7 isn't invisible from radar anymore.\n");
301 if(time < self.strength_finished)
302 { // this only runs ONCE right after the player gains invisibility
303 bprint(self.netname, "^7 has picked up invisibility and can no longer be seen on radar!\n");
310 // if we're in minstagib and a noncarrier has invisibility, assure that we apply the invisibility effects normally
311 if(olditems & IT_STRENGTH)
313 self.alpha = g_minstagib_invis_alpha;
314 self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
319 // if we're a normal player with no powerups that edit alpha make sure the alpha is default.
320 // (normal powerups just use EF_ADDITIVE)
321 self.alpha = default_player_alpha;
322 self.exteriorweaponentity.alpha = default_weapon_alpha;
328 MUTATOR_DEFINITION(gamemode_keepaway)
330 // I don't quite understand these orders, perhaps someone could enlighten me?
331 MUTATOR_HOOK(MakePlayerObserver, ka_RemovePlayer, CBC_ORDER_ANY);
332 MUTATOR_HOOK(ClientDisconnect, ka_RemovePlayer, CBC_ORDER_ANY);
333 MUTATOR_HOOK(PlayerDies, ka_Scoring, CBC_ORDER_ANY);
334 MUTATOR_HOOK(GiveFragsForKill, ka_GiveFragsForKill, CBC_ORDER_ANY);
335 MUTATOR_HOOK(PlayerPreThink, ka_PlayerPreThink, CBC_ORDER_FIRST);
336 MUTATOR_HOOK(PlayerDamage_Calculate, ka_PlayerDamage, CBC_ORDER_ANY);
337 MUTATOR_HOOK(PlayerPowerups, ka_PlayerPowerups, CBC_ORDER_ANY);
341 if(time > 1) // game loads at time 1
342 error("This is a game type and it cannot be added at runtime.");
350 error("This is a game type and it cannot be removed at runtime.");