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.nb_dropper = plyr;
plyr.effects |= autocvar_g_nexball_basketball_effects_default;
ball.effects &~= autocvar_g_nexball_basketball_effects_default;
ball.velocity = '0 0 0';
ball.movetype = MOVETYPE_NONE;
- ball.touch = SUB_Null;
+ ball.touch = func_null;
ball.effects |= EF_NOSHADOW;
ball.scale = 1; // scale down.
ball.flags &~= FL_ONGROUND;
ball.scale = ball_scale;
ball.velocity = vel;
- ball.ctf_droptime = time;
+ ball.nb_droptime = time;
ball.touch = basketball_touch;
ball.think = ResetBall;
ball.nextthink = min(time + autocvar_g_nexball_delay_idle, ball.teamtime);
{
if(time == self.teamtime)
bprint("The ", ColoredTeamName(self.team), " held the ball for too long.\n");
- self.touch = SUB_Null;
+ self.touch = func_null;
self.movetype = MOVETYPE_NOCLIP;
self.velocity = '0 0 0'; // just in case?
if(!self.cnt)
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.nb_dropper || time > self.nb_droptime + autocvar_g_nexball_delay_collect))
{
if(other.health <= 0)
return;
ball.cnt = 1;
ball.think = ResetBall;
if(ball.classname == "nexball_basketball")
- ball.touch = football_touch; // better than SUB_Null: football control until the ball gets reset
+ ball.touch = football_touch; // better than func_null: football control until the ball gets reset
ball.nextthink = time + autocvar_g_nexball_delay_goal * (self.team != GOAL_OUT);
}
{
entity ball, attacker;
attacker = self.owner;
- //self.think = SUB_Null;
+ //self.think = func_null;
//self.enemy = world;
PROJECTILE_TOUCH;
missile.flags = FL_PROJECTILE;
}
-var const float() nullfunc;
float ball_customize()
{
if(!self.owner)
{
self.effects &~= EF_FLAME;
self.scale = 1;
- self.customizeentityforclient = nullfunc;
+ self.customizeentityforclient = func_null;
return TRUE;
}
InitializeEntity(world, nb_delayedinit, INITPRIO_GAMETYPE);
}
+ MUTATOR_ONROLLBACK_OR_REMOVE
+ {
+ // we actually cannot roll back nb_delayedinit here
+ // BUT: we don't need to! If this gets called, adding always
+ // succeeds.
+ }
+
+ MUTATOR_ONREMOVE
+ {
+ print("This is a game type and it cannot be removed at runtime.");
+ return -1;
+ }
+
return 0;
}