1 #include "gamemode_nexball.qh"
6 #include "../../common/triggers/trigger/jumppads.qh"
8 float autocvar_g_nexball_basketball_bouncefactor;
9 float autocvar_g_nexball_basketball_bouncestop;
10 float autocvar_g_nexball_basketball_carrier_highspeed;
11 bool autocvar_g_nexball_basketball_meter;
12 float autocvar_g_nexball_basketball_meter_maxpower;
13 float autocvar_g_nexball_basketball_meter_minpower;
14 float autocvar_g_nexball_delay_collect;
15 float autocvar_g_nexball_delay_goal;
16 float autocvar_g_nexball_delay_start;
17 float autocvar_g_nexball_football_bouncefactor;
18 float autocvar_g_nexball_football_bouncestop;
19 bool autocvar_g_nexball_radar_showallplayers;
20 bool autocvar_g_nexball_sound_bounce;
21 int autocvar_g_nexball_trail_color;
23 float autocvar_g_nexball_safepass_turnrate;
24 float autocvar_g_nexball_safepass_maxdist;
25 float autocvar_g_nexball_safepass_holdtime;
26 float autocvar_g_nexball_viewmodel_scale;
27 float autocvar_g_nexball_tackling;
28 vector autocvar_g_nexball_viewmodel_offset;
30 void basketball_touch();
31 void football_touch();
33 const float NBM_NONE = 0;
34 const float NBM_FOOTBALL = 2;
35 const float NBM_BASKETBALL = 4;
38 float OtherTeam(float t) //works only if there are two teams on the map!
41 e = find(world, classname, "nexball_team");
43 e = find(e, classname, "nexball_team");
47 const float ST_NEXBALL_GOALS = 1;
48 const float SP_NEXBALL_GOALS = 4;
49 const float SP_NEXBALL_FAULTS = 5;
50 void nb_ScoreRules(float teams)
52 ScoreRules_basics(teams, 0, 0, true);
53 ScoreInfo_SetLabel_TeamScore( ST_NEXBALL_GOALS, "goals", SFL_SORT_PRIO_PRIMARY);
54 ScoreInfo_SetLabel_PlayerScore( SP_NEXBALL_GOALS, "goals", SFL_SORT_PRIO_PRIMARY);
55 ScoreInfo_SetLabel_PlayerScore(SP_NEXBALL_FAULTS, "faults", SFL_SORT_PRIO_SECONDARY | SFL_LOWER_IS_BETTER);
56 ScoreRules_basics_end();
59 void LogNB(string mode, entity actor)
62 if(!autocvar_sv_eventlog)
64 s = strcat(":nexball:", mode);
66 s = strcat(s, ":", ftos(actor.playerid));
70 void ball_restart(void)
73 DropBall(self, self.owner.origin, '0 0 0');
77 void nexball_setstatus(void)
79 self.items &= ~IT_KEY1;
82 if(self.ballcarried.teamtime && (self.ballcarried.teamtime < time))
84 bprint("The ", Team_ColoredFullName(self.team), " held the ball for too long.\n");
85 setself(self.ballcarried);
86 DropBall(self, self.owner.origin, '0 0 0');
91 self.items |= IT_KEY1;
95 void relocate_nexball(void)
97 tracebox(self.origin, BALL_MINS, BALL_MAXS, self.origin, true, self);
102 if(!move_out_of_solid(self))
103 objerror("could not get out of solid at all!");
104 LOG_INFO("^1NOTE: this map needs FIXING. ", self.classname, " at ", vtos(o - '0 0 1'));
105 LOG_INFO(" needs to be moved out of solid, e.g. by '", ftos(self.origin.x - o.x));
106 LOG_INFO(" ", ftos(self.origin.y - o.y));
107 LOG_INFO(" ", ftos(self.origin.z - o.z), "'\n");
116 DropBall(self, ownr.origin, ownr.velocity);
117 makevectors(ownr.v_angle.y * '0 1 0');
118 ownr.velocity += ('0 0 0.75' - v_forward) * 1000;
119 ownr.flags &= ~FL_ONGROUND;
122 void GiveBall(entity plyr, entity ball)
126 if((ownr = ball.owner))
128 ownr.effects &= ~autocvar_g_nexball_basketball_effects_default;
129 ownr.ballcarried = world;
133 ownr.weaponentity.state = WS_READY;
135 WaypointSprite_Kill(ownr.waypointsprite_attachedforcarrier);
139 WaypointSprite_Kill(ball.waypointsprite_attachedforcarrier);
142 //setattachment(ball, plyr, "");
143 setorigin(ball, plyr.origin + plyr.view_ofs);
145 if(ball.team != plyr.team)
146 ball.teamtime = time + autocvar_g_nexball_basketball_delay_hold_forteam;
148 ball.owner = ball.pusher = plyr; //"owner" is set to the player carrying, "pusher" to the last player who touched it
149 ball.team = plyr.team;
150 plyr.ballcarried = ball;
151 ball.nb_dropper = plyr;
153 plyr.effects |= autocvar_g_nexball_basketball_effects_default;
154 ball.effects &= ~autocvar_g_nexball_basketball_effects_default;
156 ball.velocity = '0 0 0';
157 ball.movetype = MOVETYPE_NONE;
158 ball.touch = func_null;
159 ball.effects |= EF_NOSHADOW;
160 ball.scale = 1; // scale down.
162 WaypointSprite_AttachCarrier(WP_NbBall, plyr, RADARICON_FLAGCARRIER);
163 WaypointSprite_UpdateRule(plyr.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
165 if(autocvar_g_nexball_basketball_delay_hold)
167 ball.think = DropOwner;
168 ball.nextthink = time + autocvar_g_nexball_basketball_delay_hold;
171 plyr.weaponentity.weapons = plyr.weapons;
172 plyr.weaponentity.switchweapon = plyr.weapon;
173 plyr.weapons = WEPSET(NEXBALL);
175 Weapon w = WEP_NEXBALL;
177 plyr.switchweapon = WEP_NEXBALL.m_id;
178 W_SwitchWeapon(WEP_NEXBALL.m_id);
182 void DropBall(entity ball, vector org, vector vel)
184 ball.effects |= autocvar_g_nexball_basketball_effects_default;
185 ball.effects &= ~EF_NOSHADOW;
186 ball.owner.effects &= ~autocvar_g_nexball_basketball_effects_default;
188 setattachment(ball, world, "");
189 setorigin(ball, org);
190 ball.movetype = MOVETYPE_BOUNCE;
191 ball.flags &= ~FL_ONGROUND;
192 ball.scale = ball_scale;
194 ball.nb_droptime = time;
195 ball.touch = basketball_touch;
196 ball.think = ResetBall;
197 ball.nextthink = min(time + autocvar_g_nexball_delay_idle, ball.teamtime);
199 if(ball.owner.metertime)
201 ball.owner.metertime = 0;
202 ball.owner.weaponentity.state = WS_READY;
205 WaypointSprite_Kill(ball.owner.waypointsprite_attachedforcarrier);
206 WaypointSprite_Spawn(WP_NbBall, 0, 0, ball, '0 0 64', world, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER); // no health bar please
207 WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
209 ball.owner.ballcarried = world;
216 self.flags &= ~FL_ONGROUND;
217 self.movetype = MOVETYPE_BOUNCE;
218 if(self.classname == "nexball_basketball")
219 self.touch = basketball_touch;
220 else if(self.classname == "nexball_football")
221 self.touch = football_touch;
223 self.think = ResetBall;
224 self.nextthink = time + autocvar_g_nexball_delay_idle + 3;
228 _sound(self, CH_TRIGGER, self.noise1, VOL_BASE, ATTEN_NORM);
229 WaypointSprite_Ping(self.waypointsprite_attachedforcarrier);
230 LogNB("init", world);
235 if(self.cnt < 2) // step 1
237 if(time == self.teamtime)
238 bprint("The ", Team_ColoredFullName(self.team), " held the ball for too long.\n");
240 self.touch = func_null;
241 self.movetype = MOVETYPE_NOCLIP;
242 self.velocity = '0 0 0'; // just in case?
244 LogNB("resetidle", world);
246 self.nextthink = time;
248 else if(self.cnt < 4) // step 2 and 3
250 // dprint("Step ", ftos(self.cnt), ": Calculated velocity: ", vtos(self.spawnorigin - self.origin), ", time: ", ftos(time), "\n");
251 self.velocity = (self.spawnorigin - self.origin) * (self.cnt - 1); // 1 or 0.5 second movement
252 self.nextthink = time + 0.5;
257 // dprint("Step 4: time: ", ftos(time), "\n");
258 if(vlen(self.origin - self.spawnorigin) > 10) // should not happen anymore
259 LOG_TRACE("The ball moved too far away from its spawn origin.\nOffset: ",
260 vtos(self.origin - self.spawnorigin), " Velocity: ", vtos(self.velocity), "\n");
261 self.velocity = '0 0 0';
262 setorigin(self, self.spawnorigin); // make sure it's positioned correctly anyway
263 self.movetype = MOVETYPE_NONE;
264 self.think = InitBall;
265 self.nextthink = max(time, game_starttime) + autocvar_g_nexball_delay_start;
269 void football_touch(void)
271 if(other.solid == SOLID_BSP)
273 if(time > self.lastground + 0.1)
275 _sound(self, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
276 self.lastground = time;
278 if(vlen(self.velocity) && !self.cnt)
279 self.nextthink = time + autocvar_g_nexball_delay_idle;
282 if (!IS_PLAYER(other))
287 self.nextthink = time + autocvar_g_nexball_delay_idle;
290 self.team = other.team;
292 if(autocvar_g_nexball_football_physics == -1) // MrBougo try 1, before decompiling Rev's original
294 if(vlen(other.velocity))
295 self.velocity = other.velocity * 1.5 + '0 0 1' * autocvar_g_nexball_football_boost_up;
297 else if(autocvar_g_nexball_football_physics == 1) // MrBougo's modded Rev style: partially independant of the height of the aiming point
299 makevectors(other.v_angle);
300 self.velocity = other.velocity + v_forward * autocvar_g_nexball_football_boost_forward + '0 0 1' * autocvar_g_nexball_football_boost_up;
302 else if(autocvar_g_nexball_football_physics == 2) // 2nd mod try: totally independant. Really playable!
304 makevectors(other.v_angle.y * '0 1 0');
305 self.velocity = other.velocity + v_forward * autocvar_g_nexball_football_boost_forward + v_up * autocvar_g_nexball_football_boost_up;
307 else // Revenant's original style (from the original mod's disassembly, acknowledged by Revenant)
309 makevectors(other.v_angle);
310 self.velocity = other.velocity + v_forward * autocvar_g_nexball_football_boost_forward + v_up * autocvar_g_nexball_football_boost_up;
312 self.avelocity = -250 * v_forward; // maybe there is a way to make it look better?
315 void basketball_touch(void)
317 if(other.ballcarried)
322 if(!self.cnt && IS_PLAYER(other) && !other.frozen && !other.deadflag && (other != self.nb_dropper || time > self.nb_droptime + autocvar_g_nexball_delay_collect))
324 if(other.health <= 0)
326 LogNB("caught", other);
327 GiveBall(other, self);
329 else if(other.solid == SOLID_BSP)
331 _sound(self, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
332 if(vlen(self.velocity) && !self.cnt)
333 self.nextthink = min(time + autocvar_g_nexball_delay_idle, self.teamtime);
340 float isclient, pscore, otherteam;
344 if((self.spawnflags & GOAL_TOUCHPLAYER) && other.ballcarried)
345 ball = other.ballcarried;
348 if(ball.classname != "nexball_basketball")
349 if(ball.classname != "nexball_football")
351 if((!ball.pusher && self.team != GOAL_OUT) || ball.cnt)
357 otherteam = OtherTeam(ball.team);
361 if((isclient = IS_CLIENT(ball.pusher)))
362 pname = ball.pusher.netname;
364 pname = "Someone (?)";
366 if(ball.team == self.team) //owngoal (regular goals)
368 LogNB("owngoal", ball.pusher);
369 bprint("Boo! ", pname, "^7 scored a goal against their own team!\n");
372 else if(self.team == GOAL_FAULT)
374 LogNB("fault", ball.pusher);
376 bprint(Team_ColoredFullName(otherteam), " gets a point due to ", pname, "^7's silliness.\n");
378 bprint(Team_ColoredFullName(ball.team), " loses a point due to ", pname, "^7's silliness.\n");
381 else if(self.team == GOAL_OUT)
383 LogNB("out", ball.pusher);
384 if((self.spawnflags & GOAL_TOUCHPLAYER) && ball.owner)
385 bprint(pname, "^7 went out of bounds.\n");
387 bprint("The ball was returned.\n");
392 LogNB(strcat("goal:", ftos(self.team)), ball.pusher);
393 bprint("Goaaaaal! ", pname, "^7 scored a point for the ", Team_ColoredFullName(ball.team), ".\n");
397 _sound(ball, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NONE);
399 if(ball.team && pscore)
401 if(nb_teams == 2 && pscore < 0)
402 TeamScore_AddToTeam(otherteam, ST_NEXBALL_GOALS, -pscore);
404 TeamScore_AddToTeam(ball.team, ST_NEXBALL_GOALS, pscore);
409 PlayerScore_Add(ball.pusher, SP_NEXBALL_GOALS, pscore);
411 PlayerScore_Add(ball.pusher, SP_NEXBALL_FAULTS, -pscore);
414 if(ball.owner) // Happens on spawnflag GOAL_TOUCHPLAYER
415 DropBall(ball, ball.owner.origin, ball.owner.velocity);
417 WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
420 ball.think = ResetBall;
421 if(ball.classname == "nexball_basketball")
422 ball.touch = football_touch; // better than func_null: football control until the ball gets reset
423 ball.nextthink = time + autocvar_g_nexball_delay_goal * (self.team != GOAL_OUT);
426 //=======================//
428 //=======================//
429 spawnfunc(nexball_team)
436 self.team = self.cnt + 1;
439 void nb_spawnteam(string teamname, float teamcolor)
441 LOG_TRACE("^2spawned team ", teamname, "\n");
444 e.classname = "nexball_team";
445 e.netname = teamname;
451 void nb_spawnteams(void)
453 bool t_red = false, t_blue = false, t_yellow = false, t_pink = false;
455 for(e = world; (e = find(e, classname, "nexball_goal"));)
462 nb_spawnteam("Red", e.team-1) ;
469 nb_spawnteam("Blue", e.team-1) ;
476 nb_spawnteam("Yellow", e.team-1);
483 nb_spawnteam("Pink", e.team-1) ;
491 void nb_delayedinit(void)
493 if(find(world, classname, "nexball_team") == world)
495 nb_ScoreRules(nb_teams);
499 //=======================//
501 //=======================//
505 if(!g_nexball) { remove(self); return; }
507 // balls += 4; // using the remaining bits to count balls will leave more than the max edict count, so it's fine
511 self.model = "models/nexball/ball.md3";
515 precache_model(self.model);
516 _setmodel(self, self.model);
517 setsize(self, BALL_MINS, BALL_MAXS);
518 ball_scale = self.scale;
521 self.spawnorigin = self.origin;
523 self.effects = self.effects | EF_LOWPRECISION;
525 if(cvar(strcat("g_", self.classname, "_trail"))) //nexball_basketball :p
527 self.glow_color = autocvar_g_nexball_trail_color;
528 self.glow_trail = true;
531 self.movetype = MOVETYPE_FLY;
533 if(!autocvar_g_nexball_sound_bounce)
535 else if(self.noise == "")
536 self.noise = SND(NB_BOUNCE);
537 //bounce sound placeholder (FIXME)
538 if(self.noise1 == "")
539 self.noise1 = SND(NB_DROP);
540 //ball drop sound placeholder (FIXME)
541 if(self.noise2 == "")
542 self.noise2 = SND(NB_STEAL);
543 //stealing sound placeholder (FIXME)
544 if(self.noise) precache_sound(self.noise);
545 precache_sound(self.noise1);
546 precache_sound(self.noise2);
548 WaypointSprite_AttachCarrier(WP_NbBall, self, RADARICON_FLAGCARRIER); // the ball's team is not set yet, no rule update needed
550 self.reset = ball_restart;
551 self.think = InitBall;
552 self.nextthink = game_starttime + autocvar_g_nexball_delay_start;
555 spawnfunc(nexball_basketball)
557 nexball_mode |= NBM_BASKETBALL;
558 self.classname = "nexball_basketball";
559 if (!(balls & BALL_BASKET))
562 CVTOV(g_nexball_basketball_effects_default);
563 CVTOV(g_nexball_basketball_delay_hold);
564 CVTOV(g_nexball_basketball_delay_hold_forteam);
565 CVTOV(g_nexball_basketball_teamsteal);
567 autocvar_g_nexball_basketball_effects_default = autocvar_g_nexball_basketball_effects_default & BALL_EFFECTMASK;
570 self.effects = autocvar_g_nexball_basketball_effects_default;
571 self.solid = SOLID_TRIGGER;
572 balls |= BALL_BASKET;
573 self.bouncefactor = autocvar_g_nexball_basketball_bouncefactor;
574 self.bouncestop = autocvar_g_nexball_basketball_bouncestop;
578 spawnfunc(nexball_football)
580 nexball_mode |= NBM_FOOTBALL;
581 self.classname = "nexball_football";
582 self.solid = SOLID_TRIGGER;
584 self.bouncefactor = autocvar_g_nexball_football_bouncefactor;
585 self.bouncestop = autocvar_g_nexball_football_bouncestop;
589 float nb_Goal_Customize()
592 e = WaypointSprite_getviewentity(other);
593 wp_owner = self.owner;
594 if(SAME_TEAM(e, wp_owner)) { return false; }
601 if(!g_nexball) { remove(self); return; }
605 if(self.team != GOAL_OUT && Team_TeamToNumber(self.team) != -1)
607 entity wp = WaypointSprite_SpawnFixed(WP_NbGoal, (self.absmin + self.absmax) * 0.5, self, sprite, RADARICON_NONE);
608 wp.colormod = ((self.team) ? Team_ColorRGB(self.team) : '1 0.5 0');
609 self.sprite.customizeentityforclient = nb_Goal_Customize;
612 self.classname = "nexball_goal";
614 self.noise = "ctf/respawn.wav";
615 precache_sound(self.noise);
616 self.touch = GoalTouch;
619 spawnfunc(nexball_redgoal)
621 self.team = NUM_TEAM_1;
624 spawnfunc(nexball_bluegoal)
626 self.team = NUM_TEAM_2;
629 spawnfunc(nexball_yellowgoal)
631 self.team = NUM_TEAM_3;
634 spawnfunc(nexball_pinkgoal)
636 self.team = NUM_TEAM_4;
640 spawnfunc(nexball_fault)
642 self.team = GOAL_FAULT;
644 self.noise = SND(TYPEHIT);
648 spawnfunc(nexball_out)
650 self.team = GOAL_OUT;
652 self.noise = SND(TYPEHIT);
657 //Spawnfuncs preserved for compatibility
662 spawnfunc_nexball_football(this);
664 spawnfunc(ball_football)
666 spawnfunc_nexball_football(this);
668 spawnfunc(ball_basketball)
670 spawnfunc_nexball_basketball(this);
672 // The "red goal" is defended by blue team. A ball in there counts as a point for red.
673 spawnfunc(ball_redgoal)
675 spawnfunc_nexball_bluegoal(this); // I blame Revenant
677 spawnfunc(ball_bluegoal)
679 spawnfunc_nexball_redgoal(this); // but he didn't mean to cause trouble :p
681 spawnfunc(ball_fault)
683 spawnfunc_nexball_fault(this);
685 spawnfunc(ball_bound)
687 spawnfunc_nexball_out(this);
690 //=======================//
692 //=======================//
695 void W_Nexball_Think()
697 //dprint("W_Nexball_Think\n");
698 //vector new_dir = steerlib_arrive(self.enemy.origin, 2500);
699 vector new_dir = normalize(self.enemy.origin + '0 0 50' - self.origin);
700 vector old_dir = normalize(self.velocity);
701 float _speed = vlen(self.velocity);
702 vector new_vel = normalize(old_dir + (new_dir * autocvar_g_nexball_safepass_turnrate)) * _speed;
703 //vector new_vel = (new_dir * autocvar_g_nexball_safepass_turnrate
705 self.velocity = new_vel;
707 self.nextthink = time;
710 void W_Nexball_Touch(void)
712 entity ball, attacker;
713 attacker = self.owner;
714 //self.think = func_null;
715 //self.enemy = world;
718 if(attacker.team != other.team || autocvar_g_nexball_basketball_teamsteal)
719 if((ball = other.ballcarried) && !other.frozen && !other.deadflag && (IS_PLAYER(attacker)))
721 other.velocity = other.velocity + normalize(self.velocity) * other.damageforcescale * autocvar_g_balance_nexball_secondary_force;
722 other.flags &= ~FL_ONGROUND;
723 if(!attacker.ballcarried)
725 LogNB("stole", attacker);
726 _sound(other, CH_TRIGGER, ball.noise2, VOL_BASE, ATTEN_NORM);
728 if(SAME_TEAM(attacker, other) && time > attacker.teamkill_complain)
730 attacker.teamkill_complain = time + 5;
731 attacker.teamkill_soundtime = time + 0.4;
732 attacker.teamkill_soundsource = other;
735 GiveBall(attacker, other.ballcarried);
741 void W_Nexball_Attack(float t)
745 if(!(ball = self.ballcarried))
748 W_SetupShot(self, false, 4, SND(NB_SHOOT1), CH_WEAPON_A, 0);
749 tracebox(w_shotorg, BALL_MINS, BALL_MAXS, w_shotorg, MOVE_WORLDONLY, world);
753 self.metertime = 0; // Shot failed, hide the power meter
757 //Calculate multiplier
762 mi = autocvar_g_nexball_basketball_meter_minpower;
763 ma = max(mi, autocvar_g_nexball_basketball_meter_maxpower); // avoid confusion
764 //One triangle wave period with 1 as max
765 mul = 2 * (t % g_nexball_meter_period) / g_nexball_meter_period;
768 mul = mi + (ma - mi) * mul; // range from the minimal power to the maximal power
771 DropBall(ball, w_shotorg, W_CalculateProjectileVelocity(self.velocity, w_shotdir * autocvar_g_balance_nexball_primary_speed * mul, false));
774 //TODO: use the speed_up cvar too ??
777 void W_Nexball_Attack2(void)
779 if(self.ballcarried.enemy)
781 entity _ball = self.ballcarried;
782 W_SetupShot(self, false, 4, SND(NB_SHOOT1), CH_WEAPON_A, 0);
783 DropBall(_ball, w_shotorg, trigger_push_calculatevelocity(_ball.origin, _ball.enemy, 32));
784 _ball.think = W_Nexball_Think;
785 _ball.nextthink = time;
789 if(!autocvar_g_nexball_tackling)
792 W_SetupShot(self, false, 2, SND(NB_SHOOT2), CH_WEAPON_A, 0);
793 entity missile = spawn();
795 missile.owner = self;
796 missile.classname = "ballstealer";
798 missile.movetype = MOVETYPE_FLY;
799 PROJECTILE_MAKETRIGGER(missile);
801 //setmodel(missile, "models/elaser.mdl"); // precision set below
802 setsize(missile, '0 0 0', '0 0 0');
803 setorigin(missile, w_shotorg);
805 W_SetupProjVelocity_Basic(missile, autocvar_g_balance_nexball_secondary_speed, 0);
806 missile.angles = vectoangles(missile.velocity);
807 missile.touch = W_Nexball_Touch;
808 missile.think = SUB_Remove;
809 missile.nextthink = time + autocvar_g_balance_nexball_secondary_lifetime; //FIXME: use a distance instead?
811 missile.effects = EF_BRIGHTFIELD | EF_LOWPRECISION;
812 missile.flags = FL_PROJECTILE;
814 CSQCProjectile(missile, true, PROJECTILE_ELECTRO, true);
817 float ball_customize()
821 self.effects &= ~EF_FLAME;
823 self.customizeentityforclient = func_null;
827 if(other == self.owner)
829 self.scale = autocvar_g_nexball_viewmodel_scale;
831 self.effects |= EF_FLAME;
833 self.effects &= ~EF_FLAME;
837 self.effects &= ~EF_FLAME;
844 METHOD(BallStealer, wr_think, void(BallStealer thiswep, entity actor, bool fire1, bool fire2))
847 if(weapon_prepareattack(thiswep, actor, false, autocvar_g_balance_nexball_primary_refire))
848 if(autocvar_g_nexball_basketball_meter)
850 if(self.ballcarried && !self.metertime)
851 self.metertime = time;
853 weapon_thinkf(actor, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
857 W_Nexball_Attack(-1);
858 weapon_thinkf(actor, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
861 if(weapon_prepareattack(thiswep, actor, true, autocvar_g_balance_nexball_secondary_refire))
864 weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_balance_nexball_secondary_animtime, w_ready);
867 if(!fire1 && self.metertime && self.ballcarried)
869 W_Nexball_Attack(time - self.metertime);
870 // DropBall or stealing will set metertime back to 0
871 weapon_thinkf(actor, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
874 METHOD(BallStealer, wr_setup, void(BallStealer thiswep))
876 //weapon_setup(WEP_PORTO.m_id);
878 METHOD(BallStealer, wr_checkammo1, bool(BallStealer thiswep))
882 METHOD(BallStealer, wr_checkammo2, bool(BallStealer thiswep))
887 MUTATOR_HOOKFUNCTION(nexball_BallDrop)
889 if(self.ballcarried && g_nexball)
890 DropBall(self.ballcarried, self.origin, self.velocity);
895 MUTATOR_HOOKFUNCTION(nexball_PlayerPreThink)
897 makevectors(self.v_angle);
898 if(nexball_mode & NBM_BASKETBALL)
903 self.ballcarried.velocity = self.velocity;
904 self.ballcarried.customizeentityforclient = ball_customize;
906 setorigin(self.ballcarried, self.origin + self.view_ofs +
907 v_forward * autocvar_g_nexball_viewmodel_offset.x +
908 v_right * autocvar_g_nexball_viewmodel_offset.y +
909 v_up * autocvar_g_nexball_viewmodel_offset.z);
912 if(autocvar_g_nexball_safepass_maxdist)
914 if(self.ballcarried.wait < time && self.ballcarried.enemy)
916 //centerprint(self, sprintf("Lost lock on %s", self.ballcarried.enemy.netname));
917 self.ballcarried.enemy = world;
921 //tracebox(self.origin + self.view_ofs, '-2 -2 -2', '2 2 2', self.origin + self.view_ofs + v_forward * autocvar_g_nexball_safepass_maxdist);
922 crosshair_trace(self);
924 IS_CLIENT(trace_ent) &&
925 trace_ent.deadflag == DEAD_NO &&
926 trace_ent.team == self.team &&
927 vlen(trace_ent.origin - self.origin) <= autocvar_g_nexball_safepass_maxdist )
930 //if(self.ballcarried.enemy != trace_ent)
931 // centerprint(self, sprintf("Locked to %s", trace_ent.netname));
932 self.ballcarried.enemy = trace_ent;
933 self.ballcarried.wait = time + autocvar_g_nexball_safepass_holdtime;
941 if(self.weaponentity.weapons)
943 self.weapons = self.weaponentity.weapons;
944 Weapon w = WEP_NEXBALL;
946 self.switchweapon = self.weaponentity.switchweapon;
947 W_SwitchWeapon(self.switchweapon);
949 self.weaponentity.weapons = '0 0 0';
960 MUTATOR_HOOKFUNCTION(nexball_PlayerSpawn)
962 self.weaponentity.weapons = '0 0 0';
964 if(nexball_mode & NBM_BASKETBALL)
965 self.weapons |= WEPSET(NEXBALL);
967 self.weapons = '0 0 0';
972 MUTATOR_HOOKFUNCTION(nexball_PlayerPhysics)
976 self.stat_sv_airspeedlimit_nonqw *= autocvar_g_nexball_basketball_carrier_highspeed;
977 self.stat_sv_maxspeed *= autocvar_g_nexball_basketball_carrier_highspeed;
982 MUTATOR_HOOKFUNCTION(nexball_ForbidThrowing)
984 if(self.weapon == WEP_NEXBALL.m_id)
990 MUTATOR_HOOKFUNCTION(nexball_FilterItem)
992 if(self.classname == "droppedweapon")
993 if(self.weapon == WEP_NEXBALL.m_id)
999 MUTATOR_DEFINITION(gamemode_nexball)
1001 MUTATOR_HOOK(PlayerDies, nexball_BallDrop, CBC_ORDER_ANY);
1002 MUTATOR_HOOK(MakePlayerObserver, nexball_BallDrop, CBC_ORDER_ANY);
1003 MUTATOR_HOOK(ClientDisconnect, nexball_BallDrop, CBC_ORDER_ANY);
1004 MUTATOR_HOOK(PlayerSpawn, nexball_PlayerSpawn, CBC_ORDER_ANY);
1005 MUTATOR_HOOK(PlayerPreThink, nexball_PlayerPreThink, CBC_ORDER_ANY);
1006 MUTATOR_HOOK(PlayerPhysics, nexball_PlayerPhysics, CBC_ORDER_ANY);
1007 MUTATOR_HOOK(ForbidThrowCurrentWeapon, nexball_ForbidThrowing, CBC_ORDER_ANY);
1008 MUTATOR_HOOK(FilterItem, nexball_FilterItem, CBC_ORDER_ANY);
1012 g_nexball_meter_period = autocvar_g_nexball_meter_period;
1013 if(g_nexball_meter_period <= 0)
1014 g_nexball_meter_period = 2; // avoid division by zero etc. due to silly users
1015 g_nexball_meter_period = rint(g_nexball_meter_period * 32) / 32; //Round to 1/32ths to send as a byte multiplied by 32
1016 addstat(STAT_NB_METERSTART, AS_FLOAT, metertime);
1020 CVTOV(g_nexball_football_boost_forward); //100
1021 CVTOV(g_nexball_football_boost_up); //200
1022 CVTOV(g_nexball_delay_idle); //10
1023 CVTOV(g_nexball_football_physics); //0
1025 radar_showennemies = autocvar_g_nexball_radar_showallplayers;
1027 InitializeEntity(world, nb_delayedinit, INITPRIO_GAMETYPE);
1028 WEP_NEXBALL.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
1031 MUTATOR_ONROLLBACK_OR_REMOVE
1033 WEP_NEXBALL.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
1034 // we actually cannot roll back nb_delayedinit here
1035 // BUT: we don't need to! If this gets called, adding always
1041 LOG_INFO("This is a game type and it cannot be removed at runtime.");