float autocvar_g_nexball_safepass_maxdist;
float autocvar_g_nexball_safepass_holdtime;
float autocvar_g_nexball_viewmodel_scale;
+float autocvar_g_nexball_tackling;
vector autocvar_g_nexball_viewmodel_offset;
void basketball_touch();
self = plyr;
self.weaponentity.weapons = self.weapons;
self.weaponentity.switchweapon = self.weapon;
- self.weapons = W_WeaponBit(WEP_PORTO);
+ self.weapons = W_WeaponBit(WEP_PORTO);
weapon_action(WEP_PORTO, WR_RESETPLAYER);
self.switchweapon = WEP_PORTO;
W_SwitchWeapon(WEP_PORTO);
void W_Nexball_Think()
{
- dprint("W_Nexball_Think\n");
+ //dprint("W_Nexball_Think\n");
//vector new_dir = steerlib_arrive(self.enemy.origin, 2500);
- vector new_dir = steerlib_pull(self.enemy.origin);
+ vector new_dir = normalize(self.enemy.origin - self.origin);
vector old_dir = normalize(self.velocity);
- float _speed = vlen(self.velocity);
+ float _speed = vlen(self.velocity);
+ vector new_vel = normalize(old_dir + (new_dir * autocvar_g_nexball_safepass_turnrate)) * _speed;
+ //vector new_vel = (new_dir * autocvar_g_nexball_safepass_turnrate
- vector new_vel = (old_dir + (new_dir * autocvar_g_nexball_safepass_turnrate)) * _speed;
self.velocity = new_vel;
self.nextthink = time;
mul = mi + (ma - mi) * mul; // range from the minimal power to the maximal power
}
- if(ball.enemy)
- {
- ball.think = W_Nexball_Think;
- ball.nextthink = time;
- DropBall(ball, w_shotorg, trigger_push_calculatevelocity(ball.origin, ball.enemy, 32));
- }
- else
- DropBall(ball, w_shotorg, W_CalculateProjectileVelocity(self.velocity, w_shotdir * autocvar_g_balance_nexball_primary_speed * mul, FALSE));
+ DropBall(ball, w_shotorg, W_CalculateProjectileVelocity(self.velocity, w_shotdir * autocvar_g_balance_nexball_primary_speed * mul, FALSE));
//TODO: use the speed_up cvar too ??
void W_Nexball_Attack2(void)
{
+ if(self.ballcarried.enemy)
+ {
+ entity _ball = self.ballcarried;
+ W_SetupShot(self, FALSE, 4, "nexball/shoot1.wav", CH_WEAPON_A, 0);
+ DropBall(_ball, w_shotorg, trigger_push_calculatevelocity(_ball.origin, _ball.enemy, 32));
+ _ball.think = W_Nexball_Think;
+ _ball.nextthink = time;
+ return;
+ }
+
+ if(!autocvar_g_nexball_tackling)
+ return;
+
entity missile;
if(!(balls & BALL_BASKET))
return;
return FALSE;
}
-
MUTATOR_HOOKFUNCTION(nexball_PlayerSpawn)
{
self.weaponentity.weapons = 0;
if(nexball_mode & NBM_BASKETBALL)
- return FALSE;
-
- if(autocvar_g_weapon_stay)
- return FALSE;
+ self.weapons |= W_WeaponBit(WEP_PORTO);
+ else
+ self.weapons = 0; //W_WeaponBit(WEP_PORTO);
- self.weapons = 0;
return FALSE;
}