]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/mutators/gamemode_nexball.qc
Merge remote-tracking branch 'origin/master' into samual/mutator_ctf
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / gamemode_nexball.qc
index 14c7348bcda50ac49b98cfcdd464f4879a87ba8c..1b94746356c85ee15576d809f3e0ce3b57f9c076 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();
@@ -116,7 +117,7 @@ void GiveBall(entity plyr, entity ball)
        ball.owner = ball.pusher = plyr; //"owner" is set to the player carrying, "pusher" to the last player who touched it
        ball.team = plyr.team;
        plyr.ballcarried = ball;
-       ball.dropperid = plyr.playerid;
+       ball.ctf_dropper = plyr;
 
        plyr.effects |= autocvar_g_nexball_basketball_effects_default;
        ball.effects &~= autocvar_g_nexball_basketball_effects_default;
@@ -138,9 +139,9 @@ void GiveBall(entity plyr, entity ball)
        
     ownr = self;
     self = plyr;    
-    self.weaponentity.weapons = self.weapons;
+    WEPSET_COPY_EE(self.weaponentity, self);
     self.weaponentity.switchweapon = self.weapon;
-    self.weapons = W_WeaponBit(WEP_PORTO);            
+    WEPSET_COPY_EW(self, WEP_PORTO);
     weapon_action(WEP_PORTO, WR_RESETPLAYER);
     self.switchweapon = WEP_PORTO;
     W_SwitchWeapon(WEP_PORTO);
@@ -286,7 +287,7 @@ void basketball_touch(void)
                football_touch();
                return;
        }
-       if(!self.cnt && other.classname == "player" && (other.playerid != self.dropperid || time > self.ctf_droptime + autocvar_g_nexball_delay_collect))
+       if(!self.cnt && other.classname == "player" && (other != self.ctf_dropper || time > self.ctf_droptime + autocvar_g_nexball_delay_collect))
        {
                if(other.health <= 0)
                        return;
@@ -322,6 +323,8 @@ void GoalTouch(void)
 
        if(nb_teams == 2)
                otherteam = OtherTeam(ball.team);
+       else
+               otherteam = 0;
 
        if((isclient = ball.pusher.flags & FL_CLIENT))
                pname = ball.pusher.netname;
@@ -415,7 +418,7 @@ void nb_spawnteam(string teamname, float teamcolor)
 
 void nb_spawnteams(void)
 {
-       float t_r, t_b, t_y, t_p;
+       float t_r = 0, t_b = 0, t_y = 0, t_p = 0;
        entity e;
        for(e = world; (e = find(e, classname, "nexball_goal"));)
        {
@@ -648,13 +651,14 @@ 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 +725,7 @@ 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 +733,19 @@ 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;
@@ -913,14 +923,14 @@ MUTATOR_HOOKFUNCTION(nexball_PlayerPreThink)
         }
         else
         {            
-            if(self.weaponentity.weapons)
+            if(!WEPSET_EMPTY_E(self.weaponentity))
             {
-                self.weapons = self.weaponentity.weapons;        
+                WEPSET_COPY_EE(self, self.weaponentity);
                 weapon_action(WEP_PORTO, WR_RESETPLAYER);
                 self.switchweapon = self.weaponentity.switchweapon;
                 W_SwitchWeapon(self.switchweapon);
                 
-                self.weaponentity.weapons = 0;
+               WEPSET_CLEAR_E(self.weaponentity);
             }
         }
         
@@ -928,18 +938,15 @@ MUTATOR_HOOKFUNCTION(nexball_PlayerPreThink)
     return FALSE;
 }
 
-
 MUTATOR_HOOKFUNCTION(nexball_PlayerSpawn)
 {    
-    self.weaponentity.weapons = 0;
+    WEPSET_CLEAR_E(self.weaponentity);
     
     if(nexball_mode & NBM_BASKETBALL)
-        return FALSE;
-    
-    if(autocvar_g_weapon_stay)
-        return FALSE;
+        WEPSET_OR_EW(self, WEP_PORTO);
+    else
+        WEPSET_CLEAR_E(self);
 
-    self.weapons = 0;
     return FALSE;
 }
 
@@ -955,7 +962,6 @@ MUTATOR_DEFINITION(gamemode_nexball)
 
        MUTATOR_ONADD
        {
-           g_nexball = 1;
                g_nexball_meter_period = autocvar_g_nexball_meter_period;
                if(g_nexball_meter_period <= 0)
                        g_nexball_meter_period = 2; // avoid division by zero etc. due to silly users