]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/mutators/gamemode_nexball.qc
Get rid of some fugly nexball hakks
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / gamemode_nexball.qc
index 14c7348bcda50ac49b98cfcdd464f4879a87ba8c..198ee9c8b144b48b20405dd64d0ccc229e7db797 100644 (file)
@@ -2,6 +2,7 @@ float autocvar_g_nexball_safepass_turnrate;
 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();
@@ -140,7 +141,7 @@ void GiveBall(entity plyr, entity ball)
     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);
@@ -648,13 +649,14 @@ void spawnfunc_ball_bound(void)
 
 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;
@@ -721,14 +723,7 @@ void W_Nexball_Attack(float t)
                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 ??
@@ -736,6 +731,19 @@ void W_Nexball_Attack(float t)
 
 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;
@@ -928,18 +936,15 @@ MUTATOR_HOOKFUNCTION(nexball_PlayerPreThink)
     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;
 }