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';
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);
- e.solid = SOLID_TRIGGER; // before setsize to ensure area grid linking
- 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.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);
-
- 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
-{
- g_kaballs = IL_NEW();
- ka_Handler = new_pure(ka_Handler);
- setthink(ka_Handler, ka_Handler_CheckBall);
- ka_Handler.nextthink = time;
-}
-
// ================
// Bot player logic
}
}
-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);
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
{
M_ARGV(4, float) *= autocvar_g_keepaway_ballcarrier_damage;
M_ARGV(6, vector) *= autocvar_g_keepaway_ballcarrier_force;
}
}
- else // if the target is a noncarrier
+ else // if the attacker is a noncarrier
{
if(frag_target == frag_attacker) // damage done to yourself
{