GameLogEcho(strcat(":ka:", mode, ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : "")));
}
-void ka_TouchEvent(entity this, entity toucher);
void ka_RespawnBall(entity this) // runs whenever the ball needs to be relocated
{
if(game_stopped) return;
vector oldballorigin = this.origin;
if(!MoveToRandomMapLocation(this, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
- {
- entity spot = SelectSpawnPoint(this, true);
- setorigin(this, spot.origin);
- this.angles = spot.angles;
- }
+ setorigin(this, SelectSpawnPoint(this, true).origin);
- makevectors(this.angles);
set_movetype(this, MOVETYPE_BOUNCE);
this.velocity = '0 0 200';
this.angles = '0 0 0';
sound(this, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
}
+.float timepoints_counter;
+MUTATOR_HOOKFUNCTION(ka, reset_map_global)
+{
+ FOREACH_CLIENT(true,
+ {
+ it.timepoints_counter = 0;
+ });
+ return true;
+}
+
void ka_TimeScoring(entity this)
{
if(this.owner.ballcarried)
{ // add points for holding the ball after a certain amount of time
+ float timescore = 0;
if(autocvar_g_keepaway_score_timepoints)
- GameRules_scoring_add(this.owner, SCORE, autocvar_g_keepaway_score_timepoints);
+ timescore = autocvar_g_keepaway_score_timepoints / max(0.001, autocvar_g_keepaway_score_timeinterval);
- GameRules_scoring_add(this.owner, KEEPAWAY_BCTIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds"
- this.nextthink = time + autocvar_g_keepaway_score_timeinterval;
+ if (timescore)
+ GameRules_scoring_add_float2int(this.owner, SCORE, timescore, timepoints_counter, 1);
+
+ GameRules_scoring_add(this.owner, KEEPAWAY_BCTIME, 1);
+ this.nextthink = time + 1;
}
}
+void ka_DamageEvent(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
+{
+ if(ITEM_DAMAGE_NEEDKILL(deathtype))
+ ka_RespawnBall(this);
+}
+
void ka_TouchEvent(entity this, entity toucher) // runs any time that the ball comes in contact with something
{
if (!this || game_stopped)
this.effects |= EF_NODRAW;
settouch(this, func_null);
setthink(this, ka_TimeScoring);
- this.nextthink = time + autocvar_g_keepaway_score_timeinterval;
+ this.nextthink = time + 1;
this.takedamage = DAMAGE_NO;
+ this.event_damage = func_null;
+ this.damagedbycontents = false;
+ IL_REMOVE(g_damagedbycontents, this);
navigation_dynamicgoal_unset(this);
// apply effects to player
setthink(ball, ka_RespawnBall);
ball.nextthink = time + autocvar_g_keepawayball_respawntime;
ball.takedamage = DAMAGE_YES;
+ ball.event_damage = ka_DamageEvent;
+ ball.damagedbycontents = true;
+ IL_PUSH(g_damagedbycontents, ball);
ball.effects &= ~EF_NODRAW;
setorigin(ball, player.origin + '0 0 10');
+ nudgeoutofsolid(ball); // a ball has a horizontally bigger bbox than a player
ball.velocity = '0 0 200' + '0 100 0'*crandom() + '100 0 0'*crandom();
ball.owner = NULL;
navigation_dynamicgoal_set(ball, player);
MODEL(KA_BALL, "models/orbs/orbblue.md3");
-void ka_RemoveBall(entity ball)
-{
- entity player = ball.owner;
- if (player) // it was attached
- ka_PlayerReset(player);
- else
- WaypointSprite_DetachCarrier(ball);
- delete(ball);
-}
-
void ka_RemoveBalls()
{
IL_EACH(g_kaballs, true,
{
- ka_RemoveBall(it);
+ if (it.owner) // it was attached
+ ka_PlayerReset(it.owner);
+ else
+ WaypointSprite_DetachCarrier(it);
+ delete(it);
});
}
-void ka_SpawnBall()
+void ka_SpawnBalls()
{
- entity e = new(keepawayball);
- setmodel(e, MDL_KA_BALL);
- 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
- e.damageforcescale = autocvar_g_keepawayball_damageforcescale;
- e.takedamage = DAMAGE_YES;
- e.solid = SOLID_TRIGGER;
- set_movetype(e, MOVETYPE_BOUNCE);
- e.glow_color = autocvar_g_keepawayball_trail_color;
- e.glow_trail = true;
- e.flags = FL_ITEM;
- IL_PUSH(g_items, e);
- e.pushable = true;
- settouch(e, ka_TouchEvent);
- e.owner = NULL;
- IL_PUSH(g_kaballs, e);
- navigation_dynamicgoal_init(e, false);
-
- InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So.
-}
-
-void ka_SpawnBalls(int ballcount)
-{
- int realballcount = max(1, ballcount); // never allow less than 1 ball to spawn
- for(int j = 0; j < realballcount; ++j)
+ int i = 0;
+ do // never allow less than 1 ball to spawn
{
- ka_SpawnBall();
+ entity e = new(keepawayball);
+ setmodel(e, MDL_KA_BALL);
+ e.solid = SOLID_TRIGGER; // before setsize to ensure area grid linking
+ // 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
+ // bones_was_here: that was WITH sv_legacy_bbox_expand 1 and FL_ITEM (mins -= '15 15 1'; maxs += '15 15 1')
+ // it's round so should have a symmetrical bbox, same height as pickup items so it can't be jumped over in any physics
+ setsize(e, '-24 -24 -24', '24 24 24');
+ e.damageforcescale = autocvar_g_keepawayball_damageforcescale;
+ e.takedamage = DAMAGE_YES;
+ e.event_damage = ka_DamageEvent;
+ e.damagedbycontents = true;
+ IL_PUSH(g_damagedbycontents, e);
+ set_movetype(e, MOVETYPE_BOUNCE);
+ e.glow_color = autocvar_g_keepawayball_trail_color;
+ e.glow_trail = true;
+ e.flags = FL_ITEM;
+ IL_PUSH(g_items, e);
+ e.pushable = true;
+ settouch(e, ka_TouchEvent);
+ e.owner = NULL;
+ IL_PUSH(g_kaballs, e);
+ navigation_dynamicgoal_init(e, false);
+
+ ka_RespawnBall(e);
+
+ ++i;
}
+ while (i < KA_BALL_COUNT);
}
void ka_Handler_CheckBall(entity this)
else
{
if (IL_EMPTY(g_kaballs))
- ka_SpawnBalls(KA_BALL_COUNT); // ;)
+ ka_SpawnBalls(); // ;)
}
this.nextthink = time;
}
-void ka_Initialize() // run at the start of a match, initiates game mode
-{
- ka_Handler = new_pure(ka_Handler);
- setthink(ka_Handler, ka_Handler_CheckBall);
- ka_Handler.nextthink = time;
-}
-
// ================
// Bot player logic
{
entity player = M_ARGV(0, entity);
- // clear the item used for the ball in keepaway
- player.items &= ~IT_KEY1;
-
// if the player has the ball, make sure they have the item for it (Used for HUD primarily)
- if(player.ballcarried)
- player.items |= IT_KEY1;
+ STAT(OBJECTIVE_STATUS, player) = BITSET(STAT(OBJECTIVE_STATUS, player), KA_CARRYING, player.ballcarried != NULL);
}
MUTATOR_HOOKFUNCTION(ka, PlayerUseKey)
}
}
-MUTATOR_HOOKFUNCTION(ka, Damage_Calculate) // for changing damage and force values that are applied to players in damage.qc
+MUTATOR_HOOKFUNCTION(ka, Damage_Calculate) // for changing damage and force values that are applied to players
{
entity frag_attacker = M_ARGV(1, entity);
entity frag_target = M_ARGV(2, entity);
- float frag_damage = M_ARGV(4, float);
- vector frag_force = M_ARGV(6, vector);
+
+ // as a gamemode rule, only apply scaling to player versus player combat
+ if(!IS_PLAYER(frag_attacker) || !IS_PLAYER(frag_target))
+ return;
if(frag_attacker.ballcarried) // if the attacker is a ballcarrier
{
if(frag_target == frag_attacker) // damage done to yourself
{
- frag_damage *= autocvar_g_keepaway_ballcarrier_selfdamage;
- frag_force *= autocvar_g_keepaway_ballcarrier_selfforce;
+ M_ARGV(4, float) *= autocvar_g_keepaway_ballcarrier_selfdamage;
+ M_ARGV(6, vector) *= autocvar_g_keepaway_ballcarrier_selfforce;
}
- else // damage done to noncarriers
+ else // damage done to other ballcarriers
{
- frag_damage *= autocvar_g_keepaway_ballcarrier_damage;
- frag_force *= autocvar_g_keepaway_ballcarrier_force;
+ M_ARGV(4, float) *= autocvar_g_keepaway_ballcarrier_damage;
+ M_ARGV(6, vector) *= autocvar_g_keepaway_ballcarrier_force;
}
}
- else if (IS_PLAYER(frag_attacker) && !frag_target.ballcarried) // if the target is a noncarrier
+ else // if the attacker is a noncarrier
{
if(frag_target == frag_attacker) // damage done to yourself
{
- frag_damage *= autocvar_g_keepaway_noncarrier_selfdamage;
- frag_force *= autocvar_g_keepaway_noncarrier_selfforce;
+ M_ARGV(4, float) *= autocvar_g_keepaway_noncarrier_selfdamage;
+ M_ARGV(6, vector) *= autocvar_g_keepaway_noncarrier_selfforce;
}
else // damage done to other noncarriers
{
- frag_damage *= autocvar_g_keepaway_noncarrier_damage;
- frag_force *= autocvar_g_keepaway_noncarrier_force;
+ M_ARGV(4, float) *= autocvar_g_keepaway_noncarrier_damage;
+ M_ARGV(6, vector) *= autocvar_g_keepaway_noncarrier_force;
}
}
-
- M_ARGV(4, float) = frag_damage;
- M_ARGV(6, vector) = frag_force;
}
MUTATOR_HOOKFUNCTION(ka, ClientDisconnect)