1 void ka_SpawnBall(void);
2 void ka_TouchEvent(void);
3 void ka_RespawnBall(void);
4 void ka_DropEvent(entity);
5 void ka_TimeScoring(void);
7 float ka_ballcarrier_waypointsprite_visible_for_player(entity);
9 void ka_Initialize() // run at the start of a match, initiates game mode
14 precache_sound("keepaway/pickedup.wav");
15 precache_sound("keepaway/dropped.wav");
16 precache_sound("keepaway/respawn.wav");
17 precache_sound("keepaway/touch.wav");
19 ScoreRules_keepaway();
23 void ka_Reset() // used to clear the ballcarrier whenever the match switches from warmup to normal
26 if(self.owner.classname == "player")
27 ka_DropEvent(self.owner);
32 void ka_SpawnBall() // loads various values for the ball, runs only once at start of match
34 if(!g_keepaway) { return; }
38 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 = autocvar_g_keepawayball_damageforcescale;
44 e.takedamage = DAMAGE_YES;
45 e.solid = SOLID_TRIGGER;
46 e.movetype = MOVETYPE_BOUNCE;
47 e.glow_color = autocvar_g_keepawayball_trail_color;
51 e.touch = ka_TouchEvent;
54 InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So.
57 void ka_RespawnBall() // runs whenever the ball needs to be relocated
59 if(gameover) { return; }
60 vector oldballorigin = self.origin;
62 if(MoveToRandomMapLocation(self, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
64 makevectors(self.angles);
65 self.movetype = MOVETYPE_BOUNCE;
66 self.velocity = '0 0 200';
67 self.angles = '0 0 0';
68 self.effects = autocvar_g_keepawayball_effects;
69 self.think = ka_RespawnBall;
70 self.nextthink = time + autocvar_g_keepawayball_respawntime;
72 pointparticles(particleeffectnum("electro_combo"), oldballorigin, '0 0 0', 1);
73 pointparticles(particleeffectnum("electro_combo"), self.origin, '0 0 0', 1);
75 WaypointSprite_Spawn("ka-ball", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attachedforcarrier, FALSE);
76 WaypointSprite_UpdateTeamRadar(self.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '0 1 1');
77 WaypointSprite_Ping(self.waypointsprite_attachedforcarrier);
79 sound(self, CHAN_AUTO, "keepaway/respawn.wav", VOL_BASE, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere)
83 ka_RespawnBall(); // finding a location failed, retry
87 void ka_TouchEvent() // runs any time that the ball comes in contact with something
89 if(gameover) { return; }
91 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
92 { // The ball fell off the map, respawn it since players can't get to it
96 if(other.deadflag != DEAD_NO) { return; }
97 if(other.classname != "player")
98 { // The ball just touched an object, most likely the world
99 pointparticles(particleeffectnum("kaball_sparks"), self.origin, '0 0 0', 1);
100 sound(self, CHAN_AUTO, "keepaway/touch.wav", VOL_BASE, ATTN_NORM);
103 else if(self.wait > time) { return; }
105 // attach the ball to the player
107 other.ballcarried = self;
108 setattachment(self, other, "");
109 setorigin(self, '0 0 0');
111 // make the ball invisible/unable to do anything/set up time scoring
112 self.velocity = '0 0 0';
113 self.movetype = MOVETYPE_NONE;
114 self.effects |= EF_NODRAW;
115 self.touch = SUB_Null;
116 self.think = ka_TimeScoring;
117 self.nextthink = time + autocvar_g_keepaway_score_timeinterval;
118 self.takedamage = DAMAGE_NO;
120 // apply effects to player
121 other.glow_color = autocvar_g_keepawayball_trail_color;
122 other.glow_trail = TRUE;
123 other.effects |= autocvar_g_keepaway_ballcarrier_effects;
125 // messages and sounds
126 Send_KillNotification(other.netname, "", "", KA_PICKUPBALL, MSG_KA);
127 WriteByte(MSG_BROADCAST, SVC_CENTERPRINT);
128 WriteString(MSG_BROADCAST, strcat("\n\n", other.netname, "^7 has picked up the ball!\n"));
129 sound(self.owner, CHAN_AUTO, "keepaway/pickedup.wav", VOL_BASE, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere)
132 PlayerScore_Add(other, SP_KEEPAWAY_PICKUPS, 1);
135 WaypointSprite_AttachCarrier("ka-ballcarrier", other);
136 other.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = ka_ballcarrier_waypointsprite_visible_for_player;
137 WaypointSprite_UpdateRule(other.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
138 WaypointSprite_UpdateTeamRadar(other.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '1 0 0');
139 WaypointSprite_Ping(other.waypointsprite_attachedforcarrier);
140 WaypointSprite_Kill(self.waypointsprite_attachedforcarrier);
143 void ka_DropEvent(entity plyr) // runs any time that a player is supposed to lose the ball
146 ball = plyr.ballcarried;
148 if(!ball) { return; }
151 setattachment(ball, world, "");
152 ball.movetype = MOVETYPE_BOUNCE;
153 ball.wait = time + 1;
154 ball.touch = ka_TouchEvent;
155 ball.think = ka_RespawnBall;
156 ball.nextthink = time + autocvar_g_keepawayball_respawntime;
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.glow_trail = FALSE;
166 plyr.effects &~= autocvar_g_keepaway_ballcarrier_effects;
168 // messages and sounds
169 Send_KillNotification(plyr.netname, "", "", KA_DROPBALL, MSG_KA);
170 WriteByte(MSG_BROADCAST, SVC_CENTERPRINT);
171 WriteString(MSG_BROADCAST, strcat("\n\n", plyr.netname, "^7 has dropped the ball!\n"));
172 sound(other, CHAN_AUTO, "keepaway/dropped.wav", VOL_BASE, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere)
175 PlayerScore_Add(plyr, SP_KEEPAWAY_DROPS, 1);
178 WaypointSprite_Spawn("ka-ball", 0, 0, ball, '0 0 64', world, ball.team, ball, waypointsprite_attachedforcarrier, FALSE);
179 WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
180 WaypointSprite_UpdateTeamRadar(ball.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '0 1 1');
181 WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
182 WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier);
185 float ka_ballcarrier_waypointsprite_visible_for_player(entity e) // runs on waypoints which are attached to ballcarriers, updates once per frame
188 if(other.classname == "spectator")
189 return FALSE; // we don't want spectators of the ballcarrier to see the attached waypoint on the top of their screen
191 // TODO: Make the ballcarrier lack a waypointsprite whenever they have the invisibility powerup
196 void ka_TimeScoring()
198 if(self.owner.ballcarried)
199 { // add points for holding the ball after a certain amount of time
200 if(autocvar_g_keepaway_score_timepoints)
201 PlayerScore_Add(self.owner, SP_SCORE, autocvar_g_keepaway_score_timepoints);
203 PlayerScore_Add(self.owner, SP_KEEPAWAY_TIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds"
204 self.nextthink = time + autocvar_g_keepaway_score_timeinterval;
208 MUTATOR_HOOKFUNCTION(ka_Scoring)
210 if((frag_attacker != frag_target) && (frag_attacker.classname == "player"))
212 if(frag_target.ballcarried) { // add to amount of times killing carrier
213 PlayerScore_Add(frag_attacker, SP_KEEPAWAY_CARRIERKILLS, 1);
214 if(autocvar_g_keepaway_score_bckill) // add bckills to the score
215 PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_bckill);
217 else if(!frag_attacker.ballcarried)
218 if(autocvar_g_keepaway_noncarrier_warn)
219 centerprint_atprio(frag_attacker, (CENTERPRIO_SPAM + 5), "Killing people while you don't have the ball gives no points!");
221 if(frag_attacker.ballcarried) // add to amount of kills while ballcarrier
222 PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_killac);
225 if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has died, drop it
229 MUTATOR_HOOKFUNCTION(ka_GiveFragsForKill)
231 frag_score = 0; // no frags counted in keepaway
232 return 1; // you deceptive little bugger ;3 This needs to be true in order for this function to even count.
235 MUTATOR_HOOKFUNCTION(ka_PlayerPreThink)
237 // clear the item used for the ball in keepaway
238 self.items &~= IT_KEY1;
240 // if the player has the ball, make sure they have the item for it (Used for HUD primarily)
242 self.items |= IT_KEY1;
244 // drop the ball if the player presses the use button
246 if(self.ballcarried) { ka_DropEvent(self); }
251 MUTATOR_HOOKFUNCTION(ka_PlayerDamage) // for changing damage and force values that are applied to players in g_damage.qc
253 if(frag_attacker.ballcarried) // if the attacker is a ballcarrier
255 if(frag_target == frag_attacker) // damage done to yourself
257 frag_damage *= autocvar_g_keepaway_ballcarrier_selfdamage;
258 frag_force *= autocvar_g_keepaway_ballcarrier_selfforce;
260 else // damage done to noncarriers
262 frag_damage *= autocvar_g_keepaway_ballcarrier_damage;
263 frag_force *= autocvar_g_keepaway_ballcarrier_force;
266 else if not(frag_target.ballcarried) // if the target is a noncarrier
268 if(frag_target == frag_attacker) // damage done to yourself
270 frag_damage *= autocvar_g_keepaway_noncarrier_selfdamage;
271 frag_force *= autocvar_g_keepaway_noncarrier_selfforce;
273 else // damage done to other noncarriers
275 frag_damage *= autocvar_g_keepaway_noncarrier_damage;
276 frag_force *= autocvar_g_keepaway_noncarrier_force;
282 MUTATOR_HOOKFUNCTION(ka_RemovePlayer)
284 if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has left the match, drop it
288 MUTATOR_HOOKFUNCTION(ka_PlayerPowerups)
290 // In the future this hook is supposed to allow me to do some extra stuff with waypointsprites and invisibility powerup
291 // So bare with me until I can fix a certain bug with ka_ballcarrier_waypointsprite_visible_for_player()
293 self.effects &~= autocvar_g_keepaway_ballcarrier_effects;
296 self.effects |= autocvar_g_keepaway_ballcarrier_effects;
301 MUTATOR_DEFINITION(gamemode_keepaway)
303 MUTATOR_HOOK(MakePlayerObserver, ka_RemovePlayer, CBC_ORDER_ANY);
304 MUTATOR_HOOK(ClientDisconnect, ka_RemovePlayer, CBC_ORDER_ANY);
305 MUTATOR_HOOK(PlayerDies, ka_Scoring, CBC_ORDER_ANY);
306 MUTATOR_HOOK(GiveFragsForKill, ka_GiveFragsForKill, CBC_ORDER_ANY);
307 MUTATOR_HOOK(PlayerPreThink, ka_PlayerPreThink, CBC_ORDER_ANY);
308 MUTATOR_HOOK(PlayerDamage_Calculate, ka_PlayerDamage, CBC_ORDER_ANY);
309 MUTATOR_HOOK(PlayerPowerups, ka_PlayerPowerups, CBC_ORDER_ANY);
313 if(time > 1) // game loads at time 1
314 error("This is a game type and it cannot be added at runtime.");
322 error("This is a game type and it cannot be removed at runtime.");