void ka_TouchEvent(void);
void ka_RespawnBall(void);
void ka_DropEvent(entity);
+void ka_TimeScoring(void);
+
+entity ka_ball;
float ka_ballcarrier_waypointsprite_visible_for_player(entity);
ka_RespawnBall();
}
-void ka_SpawnBall() // loads various values for the ball
+void ka_SpawnBall() // loads various values for the ball, runs only once at start of match
{
if(!g_keepaway) { return; }
entity e;
e = spawn();
e.model = "models/orbs/orbblue.md3";
- e.scale = 1;
precache_model(e.model);
setmodel(e, e.model);
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.classname = "keepawayball";
- e.damageforcescale = cvar("g_keepawayball_damageforcescale");
+ e.damageforcescale = autocvar_g_keepawayball_damageforcescale;
e.takedamage = DAMAGE_YES;
- e.glow_color = cvar("g_keepawayball_trail_color");
- e.glow_trail = TRUE;
+ e.solid = SOLID_TRIGGER;
e.movetype = MOVETYPE_BOUNCE;
- e.touch = ka_TouchEvent;
+ e.glow_color = autocvar_g_keepawayball_trail_color;
+ e.glow_trail = TRUE;
e.flags = FL_ITEM;
e.reset = ka_Reset;
+ e.touch = ka_TouchEvent;
e.owner = world;
+ ka_ball = e;
InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So.
}
void ka_RespawnBall() // runs whenever the ball needs to be relocated
{
+ if(gameover) { return; }
vector oldballorigin = self.origin;
-
+
if(MoveToRandomMapLocation(self, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
{
makevectors(self.angles);
self.movetype = MOVETYPE_BOUNCE;
self.velocity = '0 0 200';
self.angles = '0 0 0';
- self.solid = SOLID_TRIGGER;
+ self.effects = autocvar_g_keepawayball_effects;
self.think = ka_RespawnBall;
- self.nextthink = time + cvar("g_keepawayball_respawntime");
+ self.nextthink = time + autocvar_g_keepawayball_respawntime;
pointparticles(particleeffectnum("electro_combo"), oldballorigin, '0 0 0', 1);
pointparticles(particleeffectnum("electro_combo"), self.origin, '0 0 0', 1);
- WaypointSprite_Spawn("ka-ball", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attachedforcarrier, FALSE);
- WaypointSprite_UpdateTeamRadar(self.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '0 1 1');
+ WaypointSprite_Spawn("ka-ball", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attachedforcarrier, FALSE, RADARICON_FLAGCARRIER, '0 1 1');
WaypointSprite_Ping(self.waypointsprite_attachedforcarrier);
sound(self, CHAN_AUTO, "keepaway/respawn.wav", VOL_BASE, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere)
void ka_TouchEvent() // runs any time that the ball comes in contact with something
{
+ if(gameover) { return; }
if(!self) { return; }
if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
{ // The ball fell off the map, respawn it since players can't get to it
self.owner = other;
other.ballcarried = self;
setattachment(self, other, "");
- setorigin(self, '3 0 20');
+ setorigin(self, '0 0 0');
- // make the ball invisible/unable to do anything
+ // make the ball invisible/unable to do anything/set up time scoring
self.velocity = '0 0 0';
self.movetype = MOVETYPE_NONE;
- self.touch = SUB_Null;
self.effects |= EF_NODRAW;
- self.think = SUB_Null;
- self.nextthink = 0;
+ self.touch = SUB_Null;
+ self.think = ka_TimeScoring;
+ self.nextthink = time + autocvar_g_keepaway_score_timeinterval;
self.takedamage = DAMAGE_NO;
// apply effects to player
- other.glow_color = cvar("g_keepawayball_trail_color");
+ other.glow_color = autocvar_g_keepawayball_trail_color;
other.glow_trail = TRUE;
- other.effects |= EF_DIMLIGHT;
- other.alpha = cvar("g_keepaway_ballcarrier_alpha");
- other.exteriorweaponentity.alpha = cvar("g_keepaway_ballcarrier_alpha");
-
+ other.effects |= autocvar_g_keepaway_ballcarrier_effects;
+
// messages and sounds
Send_KillNotification(other.netname, "", "", KA_PICKUPBALL, MSG_KA);
WriteByte(MSG_BROADCAST, SVC_CENTERPRINT);
- WriteString(MSG_BROADCAST, strcat("\n\n", other.netname, "^7 has picked up the ball!\n"));
+ WriteString(MSG_BROADCAST, strcat(other.netname, "^7 has picked up the ball!"));
sound(self.owner, CHAN_AUTO, "keepaway/pickedup.wav", VOL_BASE, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere)
// scoring
PlayerScore_Add(other, SP_KEEPAWAY_PICKUPS, 1);
// waypoints
- WaypointSprite_AttachCarrier("ka-ballcarrier", other);
+ WaypointSprite_AttachCarrier("ka-ballcarrier", other, RADARICON_FLAGCARRIER, '1 0 0');
other.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = ka_ballcarrier_waypointsprite_visible_for_player;
WaypointSprite_UpdateRule(other.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
- WaypointSprite_UpdateTeamRadar(other.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '1 0 0');
WaypointSprite_Ping(other.waypointsprite_attachedforcarrier);
WaypointSprite_Kill(self.waypointsprite_attachedforcarrier);
}
// reset the ball
setattachment(ball, world, "");
ball.movetype = MOVETYPE_BOUNCE;
- ball.solid = SOLID_TRIGGER; // is this needed?
ball.wait = time + 1;
- ball.think = ka_RespawnBall;
- ball.nextthink = time + cvar("g_keepawayball_respawntime");
ball.touch = ka_TouchEvent;
+ ball.think = ka_RespawnBall;
+ ball.nextthink = time + autocvar_g_keepawayball_respawntime;
ball.takedamage = DAMAGE_YES;
ball.effects &~= EF_NODRAW;
setorigin(ball, plyr.origin + '0 0 10');
ball.owner = world;
// reset the player effects
- plyr.effects &~= EF_DIMLIGHT;
- plyr.alpha = default_player_alpha;
- plyr.exteriorweaponentity.alpha = default_weapon_alpha;
plyr.glow_trail = FALSE;
-
+ plyr.effects &~= autocvar_g_keepaway_ballcarrier_effects;
+
// messages and sounds
Send_KillNotification(plyr.netname, "", "", KA_DROPBALL, MSG_KA);
WriteByte(MSG_BROADCAST, SVC_CENTERPRINT);
- WriteString(MSG_BROADCAST, strcat("\n\n", plyr.netname, "^7 has dropped the ball!\n"));
+ WriteString(MSG_BROADCAST, strcat(plyr.netname, "^7 has dropped the ball!"));
sound(other, CHAN_AUTO, "keepaway/dropped.wav", VOL_BASE, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere)
// scoring
- PlayerScore_Add(plyr, SP_KEEPAWAY_DROPS, 1);
+ // PlayerScore_Add(plyr, SP_KEEPAWAY_DROPS, 1); Not anymore, this is 100% the same as pickups and is useless.
// waypoints
- WaypointSprite_Spawn("ka-ball", 0, 0, ball, '0 0 64', world, ball.team, ball, waypointsprite_attachedforcarrier, FALSE);
+ WaypointSprite_Spawn("ka-ball", 0, 0, ball, '0 0 64', world, ball.team, ball, waypointsprite_attachedforcarrier, FALSE, RADARICON_FLAGCARRIER, '0 1 1');
WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
- WaypointSprite_UpdateTeamRadar(ball.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '0 1 1');
WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier);
}
float ka_ballcarrier_waypointsprite_visible_for_player(entity e) // runs on waypoints which are attached to ballcarriers, updates once per frame
{
if(e.ballcarried)
- {
if(other.classname == "spectator")
return FALSE; // we don't want spectators of the ballcarrier to see the attached waypoint on the top of their screen
- else if(g_minstagib && (e.items & IT_STRENGTH))
- return FALSE; // if the ballcarrier has invisibility, don't draw the waypoint as this is the function of invisibility in keepaway
- }
+
+ // TODO: Make the ballcarrier lack a waypointsprite whenever they have the invisibility powerup
return TRUE;
}
-MUTATOR_HOOKFUNCTION(ka_RemovePlayer)
+void ka_TimeScoring()
{
- if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has left the match, drop it
- return 0;
+ if(self.owner.ballcarried)
+ { // add points for holding the ball after a certain amount of time
+ if(autocvar_g_keepaway_score_timepoints)
+ PlayerScore_Add(self.owner, SP_SCORE, autocvar_g_keepaway_score_timepoints);
+
+ PlayerScore_Add(self.owner, SP_KEEPAWAY_BCTIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds"
+ self.nextthink = time + autocvar_g_keepaway_score_timeinterval;
+ }
}
MUTATOR_HOOKFUNCTION(ka_Scoring)
{
if(frag_target.ballcarried) { // add to amount of times killing carrier
PlayerScore_Add(frag_attacker, SP_KEEPAWAY_CARRIERKILLS, 1);
- if(cvar("g_keepaway_bckillscore")) // add bckills to the score
- PlayerScore_Add(frag_attacker, SP_KEEPAWAY_SCORE, 1);
+ if(autocvar_g_keepaway_score_bckill) // add bckills to the score
+ PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_bckill);
}
else if(!frag_attacker.ballcarried)
- if(cvar("g_keepaway_noncarrier_warn"))
- centerprint_atprio(frag_attacker, (CENTERPRIO_SPAM + 5), "Killing people while you don't have the ball gives no points!");
+ if(autocvar_g_keepaway_noncarrier_warn)
+ centerprint(frag_attacker, "Killing people while you don't have the ball gives no points!");
if(frag_attacker.ballcarried) // add to amount of kills while ballcarrier
- PlayerScore_Add(frag_attacker, SP_KEEPAWAY_SCORE, 1);
+ PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_killac);
}
if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has died, drop it
MUTATOR_HOOKFUNCTION(ka_GiveFragsForKill)
{
frag_score = 0; // no frags counted in keepaway
- return 0;
+ return 1; // you deceptive little bugger ;3 This needs to be true in order for this function to even count.
}
MUTATOR_HOOKFUNCTION(ka_PlayerPreThink)
if(self.ballcarried)
self.items |= IT_KEY1;
- // drop the ball if the player presses the use button
- if(self.BUTTON_USE)
- if(self.ballcarried) { ka_DropEvent(self); }
+ return 0;
+}
+MUTATOR_HOOKFUNCTION(ka_PlayerUseKey)
+{
+ if(MUTATOR_RETURNVALUE == 0)
+ if(self.ballcarried)
+ {
+ ka_DropEvent(self);
+ return 1;
+ }
return 0;
}
{
if(frag_target == frag_attacker) // damage done to yourself
{
- frag_damage *= cvar("g_keepaway_ballcarrier_selfdamage");
- frag_force *= cvar("g_keepaway_ballcarrier_selfforce");
+ frag_damage *= autocvar_g_keepaway_ballcarrier_selfdamage;
+ frag_force *= autocvar_g_keepaway_ballcarrier_selfforce;
}
else // damage done to noncarriers
{
- frag_damage *= cvar("g_keepaway_ballcarrier_damage");
- frag_force *= cvar("g_keepaway_ballcarrier_force");
+ frag_damage *= autocvar_g_keepaway_ballcarrier_damage;
+ frag_force *= autocvar_g_keepaway_ballcarrier_force;
}
}
else if not(frag_target.ballcarried) // if the target is a noncarrier
{
if(frag_target == frag_attacker) // damage done to yourself
{
- frag_damage *= cvar("g_keepaway_noncarrier_selfdamage");
- frag_force *= cvar("g_keepaway_noncarrier_selfforce");
+ frag_damage *= autocvar_g_keepaway_noncarrier_selfdamage;
+ frag_force *= autocvar_g_keepaway_noncarrier_selfforce;
}
else // damage done to other noncarriers
{
- frag_damage *= cvar("g_keepaway_noncarrier_damage");
- frag_force *= cvar("g_keepaway_noncarrier_force");
+ frag_damage *= autocvar_g_keepaway_noncarrier_damage;
+ frag_force *= autocvar_g_keepaway_noncarrier_force;
}
}
return 0;
}
+MUTATOR_HOOKFUNCTION(ka_RemovePlayer)
+{
+ if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has left the match, drop it
+ return 0;
+}
+
MUTATOR_HOOKFUNCTION(ka_PlayerPowerups)
{
- if(self.ballcarried)
- {
- // if the player has the ball, force ballcarrier alpha upon them
- self.alpha = cvar("g_keepaway_ballcarrier_alpha");
- self.exteriorweaponentity.alpha = cvar("g_keepaway_ballcarrier_alpha");
+ // In the future this hook is supposed to allow me to do some extra stuff with waypointsprites and invisibility powerup
+ // So bare with me until I can fix a certain bug with ka_ballcarrier_waypointsprite_visible_for_player()
- // if we're in minstagib and a ballcarrier has just picked up invisibility,
- // notify all the other players that the ballcarrier no longer has a waypoint
- if(g_minstagib)
- {
- if(olditems & IT_STRENGTH)
- {
- if(time > self.strength_finished)
- { // this only runs ONCE right after the player loses invisibility
- bprint(self.netname, "^7 isn't invisible from radar anymore.\n");
- }
- }
- else
- {
- if(time < self.strength_finished)
- { // this only runs ONCE right after the player gains invisibility
- bprint(self.netname, "^7 has picked up invisibility and can no longer be seen on radar!\n");
- }
- }
- }
- }
- else if(g_minstagib)
- {
- // if we're in minstagib and a noncarrier has invisibility, assure that we apply the invisibility effects normally
- if(olditems & IT_STRENGTH)
- {
- self.alpha = g_minstagib_invis_alpha;
- self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
- }
- }
- else
- {
- // if we're a normal player with no powerups that edit alpha make sure the alpha is default.
- // (normal powerups just use EF_ADDITIVE)
- self.alpha = default_player_alpha;
- self.exteriorweaponentity.alpha = default_weapon_alpha;
- }
+ self.effects &~= autocvar_g_keepaway_ballcarrier_effects;
+
+ if(self.ballcarried)
+ self.effects |= autocvar_g_keepaway_ballcarrier_effects;
return 0;
}
MUTATOR_DEFINITION(gamemode_keepaway)
{
- // I don't quite understand these orders, perhaps someone could enlighten me?
MUTATOR_HOOK(MakePlayerObserver, ka_RemovePlayer, CBC_ORDER_ANY);
MUTATOR_HOOK(ClientDisconnect, ka_RemovePlayer, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerDies, ka_Scoring, CBC_ORDER_ANY);
MUTATOR_HOOK(GiveFragsForKill, ka_GiveFragsForKill, CBC_ORDER_ANY);
- MUTATOR_HOOK(PlayerPreThink, ka_PlayerPreThink, CBC_ORDER_FIRST);
+ MUTATOR_HOOK(PlayerPreThink, ka_PlayerPreThink, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerDamage_Calculate, ka_PlayerDamage, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerPowerups, ka_PlayerPowerups, CBC_ORDER_ANY);
+ MUTATOR_HOOK(PlayerUseKey, ka_PlayerUseKey, CBC_ORDER_ANY);
MUTATOR_ONADD
{
}
return 0;
-}
\ No newline at end of file
+}