#ifdef IMPLEMENTATION
#ifdef SVQC
+.float metertime = _STAT(NB_METERSTART);
+
+int autocvar_g_nexball_goalleadlimit;
+#define autocvar_g_nexball_goallimit cvar("g_nexball_goallimit")
+
+bool autocvar_g_nexball_basketball_jumppad = true;
float autocvar_g_nexball_basketball_bouncefactor;
float autocvar_g_nexball_basketball_bouncestop;
float autocvar_g_nexball_basketball_carrier_highspeed;
float autocvar_g_nexball_delay_collect;
float autocvar_g_nexball_delay_goal;
float autocvar_g_nexball_delay_start;
+bool autocvar_g_nexball_football_jumppad = true;
float autocvar_g_nexball_football_bouncefactor;
float autocvar_g_nexball_football_bouncestop;
bool autocvar_g_nexball_radar_showallplayers;
float autocvar_g_nexball_tackling;
vector autocvar_g_nexball_viewmodel_offset;
-void basketball_touch();
-void football_touch();
-void ResetBall();
+float autocvar_g_balance_nexball_primary_animtime;
+float autocvar_g_balance_nexball_primary_refire;
+float autocvar_g_balance_nexball_primary_speed;
+float autocvar_g_balance_nexball_secondary_animtime;
+float autocvar_g_balance_nexball_secondary_force;
+float autocvar_g_balance_nexball_secondary_lifetime;
+float autocvar_g_balance_nexball_secondary_refire;
+float autocvar_g_balance_nexball_secondary_speed;
+
+void basketball_touch(entity this);
+void football_touch(entity this);
+void ResetBall(entity this);
const int NBM_NONE = 0;
const int NBM_FOOTBALL = 2;
const int NBM_BASKETBALL = 4;
GameLogEcho(s);
}
-void ball_restart(void)
-{SELFPARAM();
- if(self.owner)
- DropBall(self, self.owner.origin, '0 0 0');
- ResetBall();
+void ball_restart(entity this)
+{
+ if(this.owner)
+ DropBall(this, this.owner.origin, '0 0 0');
+ ResetBall(this);
}
-void nexball_setstatus(void)
+void nexball_setstatus()
{SELFPARAM();
- self.items &= ~IT_KEY1;
- if(self.ballcarried)
+ this.items &= ~IT_KEY1;
+ if(this.ballcarried)
{
- if(self.ballcarried.teamtime && (self.ballcarried.teamtime < time))
+ if(this.ballcarried.teamtime && (this.ballcarried.teamtime < time))
{
- bprint("The ", Team_ColoredFullName(self.team), " held the ball for too long.\n");
- setself(self.ballcarried);
- DropBall(self, self.owner.origin, '0 0 0');
- ResetBall();
- setself(this);
+ bprint("The ", Team_ColoredFullName(this.team), " held the ball for too long.\n");
+ DropBall(this.ballcarried, this.ballcarried.owner.origin, '0 0 0');
+ entity e = this.ballcarried;
+ WITHSELF(e, ResetBall(e));
}
else
- self.items |= IT_KEY1;
+ this.items |= IT_KEY1;
}
}
-void relocate_nexball(void)
-{SELFPARAM();
- tracebox(self.origin, BALL_MINS, BALL_MAXS, self.origin, true, self);
+void relocate_nexball(entity this)
+{
+ tracebox(this.origin, BALL_MINS, BALL_MAXS, this.origin, true, this);
if(trace_startsolid)
{
vector o;
- o = self.origin;
- if(!move_out_of_solid(self))
+ o = this.origin;
+ if(!move_out_of_solid(this))
objerror("could not get out of solid at all!");
- LOG_INFO("^1NOTE: this map needs FIXING. ", self.classname, " at ", vtos(o - '0 0 1'));
- LOG_INFO(" needs to be moved out of solid, e.g. by '", ftos(self.origin.x - o.x));
- LOG_INFO(" ", ftos(self.origin.y - o.y));
- LOG_INFO(" ", ftos(self.origin.z - o.z), "'\n");
- self.origin = o;
+ LOG_INFO("^1NOTE: this map needs FIXING. ", this.classname, " at ", vtos(o - '0 0 1'));
+ LOG_INFO(" needs to be moved out of solid, e.g. by '", ftos(this.origin.x - o.x));
+ LOG_INFO(" ", ftos(this.origin.y - o.y));
+ LOG_INFO(" ", ftos(this.origin.z - o.z), "'\n");
+ this.origin = o;
}
}
-void DropOwner(void)
-{SELFPARAM();
+void DropOwner(entity this)
+{
entity ownr;
- ownr = self.owner;
- DropBall(self, ownr.origin, ownr.velocity);
+ ownr = this.owner;
+ DropBall(this, ownr.origin, ownr.velocity);
makevectors(ownr.v_angle.y * '0 1 0');
ownr.velocity += ('0 0 0.75' - v_forward) * 1000;
- ownr.flags &= ~FL_ONGROUND;
+ UNSET_ONGROUND(ownr);
}
void GiveBall(entity plyr, entity ball)
-{SELFPARAM();
- entity ownr;
-
- if((ownr = ball.owner))
+{
+ .entity weaponentity = weaponentities[0]; // TODO: find ballstealer
+ entity ownr = ball.owner;
+ if(ownr)
{
ownr.effects &= ~autocvar_g_nexball_basketball_effects_default;
ownr.ballcarried = world;
if(ownr.metertime)
{
ownr.metertime = 0;
- ownr.weaponentity.state = WS_READY;
+ ownr.(weaponentity).state = WS_READY;
}
WaypointSprite_Kill(ownr.waypointsprite_attachedforcarrier);
}
ball.velocity = '0 0 0';
ball.movetype = MOVETYPE_NONE;
- ball.touch = func_null;
+ settouch(ball, func_null);
ball.effects |= EF_NOSHADOW;
ball.scale = 1; // scale down.
if(autocvar_g_nexball_basketball_delay_hold)
{
- ball.think = DropOwner;
+ setthink(ball, DropOwner);
ball.nextthink = time + autocvar_g_nexball_basketball_delay_hold;
}
- plyr.weaponentity.weapons = plyr.weapons;
- plyr.weaponentity.switchweapon = plyr.weapon;
+ plyr.(weaponentity).weapons = plyr.weapons;
+ plyr.(weaponentity).m_switchweapon = PS(plyr).m_weapon;
plyr.weapons = WEPSET(NEXBALL);
- setself(plyr);
Weapon w = WEP_NEXBALL;
- w.wr_resetplayer(w);
- plyr.switchweapon = WEP_NEXBALL.m_id;
- W_SwitchWeapon(WEP_NEXBALL.m_id);
- setself(this);
+ WITHSELF(plyr, w.wr_resetplayer(w, plyr));
+ PS(plyr).m_switchweapon = WEP_NEXBALL;
+ WITHSELF(plyr, W_SwitchWeapon(plyr, WEP_NEXBALL));
}
void DropBall(entity ball, vector org, vector vel)
setattachment(ball, world, "");
setorigin(ball, org);
ball.movetype = MOVETYPE_BOUNCE;
- ball.flags &= ~FL_ONGROUND;
+ UNSET_ONGROUND(ball);
ball.scale = ball_scale;
ball.velocity = vel;
ball.nb_droptime = time;
- ball.touch = basketball_touch;
- ball.think = ResetBall;
+ settouch(ball, basketball_touch);
+ setthink(ball, ResetBall);
ball.nextthink = min(time + autocvar_g_nexball_delay_idle, ball.teamtime);
if(ball.owner.metertime)
{
ball.owner.metertime = 0;
- ball.owner.weaponentity.state = WS_READY;
+ .entity weaponentity = weaponentities[0]; // TODO: find ballstealer
+ ball.owner.(weaponentity).state = WS_READY;
}
WaypointSprite_Kill(ball.owner.waypointsprite_attachedforcarrier);
ball.owner = world;
}
-void InitBall(void)
-{SELFPARAM();
+void InitBall(entity this)
+{
if(gameover) return;
- self.flags &= ~FL_ONGROUND;
- self.movetype = MOVETYPE_BOUNCE;
- if(self.classname == "nexball_basketball")
- self.touch = basketball_touch;
- else if(self.classname == "nexball_football")
- self.touch = football_touch;
- self.cnt = 0;
- self.think = ResetBall;
- self.nextthink = time + autocvar_g_nexball_delay_idle + 3;
- self.teamtime = 0;
- self.pusher = world;
- self.team = false;
- _sound(self, CH_TRIGGER, self.noise1, VOL_BASE, ATTEN_NORM);
- WaypointSprite_Ping(self.waypointsprite_attachedforcarrier);
+ UNSET_ONGROUND(this);
+ this.movetype = MOVETYPE_BOUNCE;
+ if(this.classname == "nexball_basketball")
+ settouch(this, basketball_touch);
+ else if(this.classname == "nexball_football")
+ settouch(this, football_touch);
+ this.cnt = 0;
+ setthink(this, ResetBall);
+ this.nextthink = time + autocvar_g_nexball_delay_idle + 3;
+ this.teamtime = 0;
+ this.pusher = world;
+ this.team = false;
+ _sound(this, CH_TRIGGER, this.noise1, VOL_BASE, ATTEN_NORM);
+ WaypointSprite_Ping(this.waypointsprite_attachedforcarrier);
LogNB("init", world);
}
-void ResetBall(void)
-{SELFPARAM();
- if(self.cnt < 2) // step 1
+void ResetBall(entity this)
+{
+ if(this.cnt < 2) // step 1
{
- if(time == self.teamtime)
- bprint("The ", Team_ColoredFullName(self.team), " held the ball for too long.\n");
+ if(time == this.teamtime)
+ bprint("The ", Team_ColoredFullName(this.team), " held the ball for too long.\n");
- self.touch = func_null;
- self.movetype = MOVETYPE_NOCLIP;
- self.velocity = '0 0 0'; // just in case?
- if(!self.cnt)
+ settouch(this, func_null);
+ this.movetype = MOVETYPE_NOCLIP;
+ this.velocity = '0 0 0'; // just in case?
+ if(!this.cnt)
LogNB("resetidle", world);
- self.cnt = 2;
- self.nextthink = time;
+ this.cnt = 2;
+ this.nextthink = time;
}
- else if(self.cnt < 4) // step 2 and 3
+ else if(this.cnt < 4) // step 2 and 3
{
-// dprint("Step ", ftos(self.cnt), ": Calculated velocity: ", vtos(self.spawnorigin - self.origin), ", time: ", ftos(time), "\n");
- self.velocity = (self.spawnorigin - self.origin) * (self.cnt - 1); // 1 or 0.5 second movement
- self.nextthink = time + 0.5;
- self.cnt += 1;
+// dprint("Step ", ftos(this.cnt), ": Calculated velocity: ", vtos(this.spawnorigin - this.origin), ", time: ", ftos(time), "\n");
+ this.velocity = (this.spawnorigin - this.origin) * (this.cnt - 1); // 1 or 0.5 second movement
+ this.nextthink = time + 0.5;
+ this.cnt += 1;
}
else // step 4
{
// dprint("Step 4: time: ", ftos(time), "\n");
- if(vlen(self.origin - self.spawnorigin) > 10) // should not happen anymore
+ if(vlen(this.origin - this.spawnorigin) > 10) // should not happen anymore
LOG_TRACE("The ball moved too far away from its spawn origin.\nOffset: ",
- vtos(self.origin - self.spawnorigin), " Velocity: ", vtos(self.velocity), "\n");
- self.velocity = '0 0 0';
- setorigin(self, self.spawnorigin); // make sure it's positioned correctly anyway
- self.movetype = MOVETYPE_NONE;
- self.think = InitBall;
- self.nextthink = max(time, game_starttime) + autocvar_g_nexball_delay_start;
+ vtos(this.origin - this.spawnorigin), " Velocity: ", vtos(this.velocity), "\n");
+ this.velocity = '0 0 0';
+ setorigin(this, this.spawnorigin); // make sure it's positioned correctly anyway
+ this.movetype = MOVETYPE_NONE;
+ setthink(this, InitBall);
+ this.nextthink = max(time, game_starttime) + autocvar_g_nexball_delay_start;
}
}
-void football_touch(void)
-{SELFPARAM();
+void football_touch(entity this)
+{
if(other.solid == SOLID_BSP)
{
if(time > self.lastground + 0.1)
self.avelocity = -250 * v_forward; // maybe there is a way to make it look better?
}
-void basketball_touch(void)
-{SELFPARAM();
+void basketball_touch(entity this)
+{
if(other.ballcarried)
{
- football_touch();
+ football_touch(this);
return;
}
- if(!self.cnt && IS_PLAYER(other) && !other.frozen && !other.deadflag && (other != self.nb_dropper || time > self.nb_droptime + autocvar_g_nexball_delay_collect))
+ if(!self.cnt && IS_PLAYER(other) && !STAT(FROZEN, other) && !IS_DEAD(other) && (other != self.nb_dropper || time > self.nb_droptime + autocvar_g_nexball_delay_collect))
{
if(other.health <= 0)
return;
}
}
-void GoalTouch(void)
-{SELFPARAM();
+void GoalTouch(entity this)
+{
entity ball;
float isclient, pscore, otherteam;
string pname;
WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
ball.cnt = 1;
- ball.think = ResetBall;
+ setthink(ball, ResetBall);
if(ball.classname == "nexball_basketball")
- ball.touch = football_touch; // better than func_null: football control until the ball gets reset
+ settouch(ball, 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);
}
{
if(!g_nexball)
{
- remove(self);
+ remove(this);
return;
}
- self.team = self.cnt + 1;
+ this.team = this.cnt + 1;
}
void nb_spawnteam(string teamname, float teamcolor)
{
LOG_TRACE("^2spawned team ", teamname, "\n");
- entity e;
- e = spawn();
- e.classname = "nexball_team";
+ entity e = new(nexball_team);
e.netname = teamname;
e.cnt = teamcolor;
e.team = e.cnt + 1;
nb_teams += 1;
}
-void nb_spawnteams(void)
+void nb_spawnteams()
{
bool t_red = false, t_blue = false, t_yellow = false, t_pink = false;
entity e;
}
}
-void nb_delayedinit(void)
+void nb_delayedinit(entity this)
{
if(find(world, classname, "nexball_team") == world)
nb_spawnteams();
// spawnfuncs //
//=======================//
-void SpawnBall(void)
-{SELFPARAM();
- if(!g_nexball) { remove(self); return; }
+void SpawnBall(entity this)
+{
+ if(!g_nexball) { remove(this); return; }
// balls += 4; // using the remaining bits to count balls will leave more than the max edict count, so it's fine
- if(self.model == "")
+ if(this.model == "")
{
- self.model = "models/nexball/ball.md3";
- self.scale = 1.3;
+ this.model = "models/nexball/ball.md3";
+ this.scale = 1.3;
}
- precache_model(self.model);
- _setmodel(self, self.model);
- setsize(self, BALL_MINS, BALL_MAXS);
- ball_scale = self.scale;
+ precache_model(this.model);
+ _setmodel(this, this.model);
+ setsize(this, BALL_MINS, BALL_MAXS);
+ ball_scale = this.scale;
- relocate_nexball();
- self.spawnorigin = self.origin;
+ relocate_nexball(this);
+ this.spawnorigin = this.origin;
- self.effects = self.effects | EF_LOWPRECISION;
+ this.effects = this.effects | EF_LOWPRECISION;
- if(cvar(strcat("g_", self.classname, "_trail"))) //nexball_basketball :p
+ if(cvar(strcat("g_", this.classname, "_trail"))) //nexball_basketball :p
{
- self.glow_color = autocvar_g_nexball_trail_color;
- self.glow_trail = true;
+ this.glow_color = autocvar_g_nexball_trail_color;
+ this.glow_trail = true;
}
- self.movetype = MOVETYPE_FLY;
+ this.movetype = MOVETYPE_FLY;
if(!autocvar_g_nexball_sound_bounce)
- self.noise = "";
- else if(self.noise == "")
- self.noise = SND(NB_BOUNCE);
+ this.noise = "";
+ else if(this.noise == "")
+ this.noise = strzone(SND(NB_BOUNCE));
//bounce sound placeholder (FIXME)
- if(self.noise1 == "")
- self.noise1 = SND(NB_DROP);
+ if(this.noise1 == "")
+ this.noise1 = strzone(SND(NB_DROP));
//ball drop sound placeholder (FIXME)
- if(self.noise2 == "")
- self.noise2 = SND(NB_STEAL);
+ if(this.noise2 == "")
+ this.noise2 = strzone(SND(NB_STEAL));
//stealing sound placeholder (FIXME)
- if(self.noise) precache_sound(self.noise);
- precache_sound(self.noise1);
- precache_sound(self.noise2);
+ if(this.noise) precache_sound(this.noise);
+ precache_sound(this.noise1);
+ precache_sound(this.noise2);
- WaypointSprite_AttachCarrier(WP_NbBall, self, RADARICON_FLAGCARRIER); // the ball's team is not set yet, no rule update needed
+ WaypointSprite_AttachCarrier(WP_NbBall, this, RADARICON_FLAGCARRIER); // the ball's team is not set yet, no rule update needed
- self.reset = ball_restart;
- self.think = InitBall;
- self.nextthink = game_starttime + autocvar_g_nexball_delay_start;
+ this.reset = ball_restart;
+ setthink(this, InitBall);
+ this.nextthink = game_starttime + autocvar_g_nexball_delay_start;
}
spawnfunc(nexball_basketball)
{
nexball_mode |= NBM_BASKETBALL;
- self.classname = "nexball_basketball";
+ this.classname = "nexball_basketball";
if (!(balls & BALL_BASKET))
{
/*
*/
autocvar_g_nexball_basketball_effects_default = autocvar_g_nexball_basketball_effects_default & BALL_EFFECTMASK;
}
- if(!self.effects)
- self.effects = autocvar_g_nexball_basketball_effects_default;
- self.solid = SOLID_TRIGGER;
+ if(!this.effects)
+ this.effects = autocvar_g_nexball_basketball_effects_default;
+ this.solid = SOLID_TRIGGER;
+ this.pushable = autocvar_g_nexball_basketball_jumppad;
balls |= BALL_BASKET;
- self.bouncefactor = autocvar_g_nexball_basketball_bouncefactor;
- self.bouncestop = autocvar_g_nexball_basketball_bouncestop;
- SpawnBall();
+ this.bouncefactor = autocvar_g_nexball_basketball_bouncefactor;
+ this.bouncestop = autocvar_g_nexball_basketball_bouncestop;
+ SpawnBall(this);
}
spawnfunc(nexball_football)
{
nexball_mode |= NBM_FOOTBALL;
- self.classname = "nexball_football";
- self.solid = SOLID_TRIGGER;
+ this.classname = "nexball_football";
+ this.solid = SOLID_TRIGGER;
balls |= BALL_FOOT;
- self.bouncefactor = autocvar_g_nexball_football_bouncefactor;
- self.bouncestop = autocvar_g_nexball_football_bouncestop;
- SpawnBall();
+ this.pushable = autocvar_g_nexball_football_jumppad;
+ this.bouncefactor = autocvar_g_nexball_football_bouncefactor;
+ this.bouncestop = autocvar_g_nexball_football_bouncestop;
+ SpawnBall(this);
}
float nb_Goal_Customize()
return true;
}
-void SpawnGoal(void)
-{SELFPARAM();
- if(!g_nexball) { remove(self); return; }
+void SpawnGoal(entity this)
+{
+ if(!g_nexball) { remove(this); return; }
EXACTTRIGGER_INIT;
- if(self.team != GOAL_OUT && Team_TeamToNumber(self.team) != -1)
+ if(this.team != GOAL_OUT && Team_TeamToNumber(this.team) != -1)
{
- entity wp = WaypointSprite_SpawnFixed(WP_NbGoal, (self.absmin + self.absmax) * 0.5, self, sprite, RADARICON_NONE);
- wp.colormod = ((self.team) ? Team_ColorRGB(self.team) : '1 0.5 0');
- self.sprite.customizeentityforclient = nb_Goal_Customize;
+ entity wp = WaypointSprite_SpawnFixed(WP_NbGoal, (this.absmin + this.absmax) * 0.5, this, sprite, RADARICON_NONE);
+ wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0.5 0');
+ this.sprite.customizeentityforclient = nb_Goal_Customize;
}
- self.classname = "nexball_goal";
- if(self.noise == "")
- self.noise = "ctf/respawn.wav";
- precache_sound(self.noise);
- self.touch = GoalTouch;
+ this.classname = "nexball_goal";
+ if(this.noise == "")
+ this.noise = "ctf/respawn.wav";
+ precache_sound(this.noise);
+ settouch(this, GoalTouch);
}
spawnfunc(nexball_redgoal)
{
- self.team = NUM_TEAM_1;
- SpawnGoal();
+ this.team = NUM_TEAM_1;
+ SpawnGoal(this);
}
spawnfunc(nexball_bluegoal)
{
- self.team = NUM_TEAM_2;
- SpawnGoal();
+ this.team = NUM_TEAM_2;
+ SpawnGoal(this);
}
spawnfunc(nexball_yellowgoal)
{
- self.team = NUM_TEAM_3;
- SpawnGoal();
+ this.team = NUM_TEAM_3;
+ SpawnGoal(this);
}
spawnfunc(nexball_pinkgoal)
{
- self.team = NUM_TEAM_4;
- SpawnGoal();
+ this.team = NUM_TEAM_4;
+ SpawnGoal(this);
}
spawnfunc(nexball_fault)
{
- self.team = GOAL_FAULT;
- if(self.noise == "")
- self.noise = SND(TYPEHIT);
- SpawnGoal();
+ this.team = GOAL_FAULT;
+ if(this.noise == "")
+ this.noise = strzone(SND(TYPEHIT));
+ SpawnGoal(this);
}
spawnfunc(nexball_out)
{
- self.team = GOAL_OUT;
- if(self.noise == "")
- self.noise = SND(TYPEHIT);
- SpawnGoal();
+ this.team = GOAL_OUT;
+ if(this.noise == "")
+ this.noise = strzone(SND(TYPEHIT));
+ SpawnGoal(this);
}
//
//=======================//
-void W_Nexball_Think()
-{SELFPARAM();
+void W_Nexball_Think(entity this)
+{
//dprint("W_Nexball_Think\n");
- //vector new_dir = steerlib_arrive(self.enemy.origin, 2500);
- vector new_dir = normalize(self.enemy.origin + '0 0 50' - self.origin);
- vector old_dir = normalize(self.velocity);
- float _speed = vlen(self.velocity);
+ //vector new_dir = steerlib_arrive(this.enemy.origin, 2500);
+ vector new_dir = normalize(this.enemy.origin + '0 0 50' - this.origin);
+ vector old_dir = normalize(this.velocity);
+ float _speed = vlen(this.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
- self.velocity = new_vel;
+ this.velocity = new_vel;
- self.nextthink = time;
+ this.nextthink = time;
}
-void W_Nexball_Touch(void)
-{SELFPARAM();
+void W_Nexball_Touch(entity this)
+{
entity ball, attacker;
attacker = self.owner;
//self.think = func_null;
PROJECTILE_TOUCH;
if(attacker.team != other.team || autocvar_g_nexball_basketball_teamsteal)
- if((ball = other.ballcarried) && !other.frozen && !other.deadflag && (IS_PLAYER(attacker)))
+ if((ball = other.ballcarried) && !STAT(FROZEN, other) && !IS_DEAD(other) && (IS_PLAYER(attacker)))
{
other.velocity = other.velocity + normalize(self.velocity) * other.damageforcescale * autocvar_g_balance_nexball_secondary_force;
- other.flags &= ~FL_ONGROUND;
+ UNSET_ONGROUND(other);
if(!attacker.ballcarried)
{
LogNB("stole", attacker);
if(!(ball = self.ballcarried))
return;
- W_SetupShot(self, false, 4, SND(NB_SHOOT1), CH_WEAPON_A, 0);
+ W_SetupShot(self, false, 4, SND_NB_SHOOT1, CH_WEAPON_A, 0);
tracebox(w_shotorg, BALL_MINS, BALL_MAXS, w_shotorg, MOVE_WORLDONLY, world);
if(trace_startsolid)
{
vector trigger_push_calculatevelocity(vector org, entity tgt, float ht);
-void W_Nexball_Attack2(void)
+void W_Nexball_Attack2()
{SELFPARAM();
if(self.ballcarried.enemy)
{
entity _ball = self.ballcarried;
- W_SetupShot(self, false, 4, SND(NB_SHOOT1), CH_WEAPON_A, 0);
+ W_SetupShot(self, false, 4, SND_NB_SHOOT1, CH_WEAPON_A, 0);
DropBall(_ball, w_shotorg, trigger_push_calculatevelocity(_ball.origin, _ball.enemy, 32));
- _ball.think = W_Nexball_Think;
+ setthink(_ball, W_Nexball_Think);
_ball.nextthink = time;
return;
}
if(!autocvar_g_nexball_tackling)
return;
- W_SetupShot(self, false, 2, SND(NB_SHOOT2), CH_WEAPON_A, 0);
- entity missile = spawn();
+ W_SetupShot(self, false, 2, SND_NB_SHOOT2, CH_WEAPON_A, 0);
+ entity missile = new(ballstealer);
missile.owner = self;
- missile.classname = "ballstealer";
missile.movetype = MOVETYPE_FLY;
PROJECTILE_MAKETRIGGER(missile);
W_SetupProjVelocity_Basic(missile, autocvar_g_balance_nexball_secondary_speed, 0);
missile.angles = vectoangles(missile.velocity);
- missile.touch = W_Nexball_Touch;
- missile.think = SUB_Remove;
+ settouch(missile, W_Nexball_Touch);
+ setthink(missile, SUB_Remove);
missile.nextthink = time + autocvar_g_balance_nexball_secondary_lifetime; //FIXME: use a distance instead?
missile.effects = EF_BRIGHTFIELD | EF_LOWPRECISION;
return true;
}
- METHOD(BallStealer, wr_think, void(BallStealer thiswep, entity actor, bool fire1, bool fire2))
- {
- if(fire1)
- if(weapon_prepareattack(thiswep, actor, false, autocvar_g_balance_nexball_primary_refire))
- if(autocvar_g_nexball_basketball_meter)
- {
- if(self.ballcarried && !self.metertime)
- self.metertime = time;
- else
- weapon_thinkf(actor, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
- }
- else
- {
- W_Nexball_Attack(-1);
- weapon_thinkf(actor, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
- }
- if(fire2)
- if(weapon_prepareattack(thiswep, actor, true, autocvar_g_balance_nexball_secondary_refire))
- {
- W_Nexball_Attack2();
- weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_balance_nexball_secondary_animtime, w_ready);
- }
+METHOD(BallStealer, wr_think, void(BallStealer thiswep, entity actor, .entity weaponentity, int fire))
+{
+ SELFPARAM();
+ TC(BallStealer, thiswep);
+ if(fire & 1)
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, autocvar_g_balance_nexball_primary_refire))
+ if(autocvar_g_nexball_basketball_meter)
+ {
+ if(self.ballcarried && !self.metertime)
+ self.metertime = time;
+ else
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
+ }
+ else
+ {
+ W_Nexball_Attack(-1);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
+ }
+ if(fire & 2)
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_nexball_secondary_refire))
+ {
+ W_Nexball_Attack2();
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_nexball_secondary_animtime, w_ready);
+ }
+
+ if(!(fire & 1) && self.metertime && self.ballcarried)
+ {
+ W_Nexball_Attack(time - self.metertime);
+ // DropBall or stealing will set metertime back to 0
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
+ }
+}
- if(!fire1 && self.metertime && self.ballcarried)
- {
- W_Nexball_Attack(time - self.metertime);
- // DropBall or stealing will set metertime back to 0
- weapon_thinkf(actor, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
- }
- }
- METHOD(BallStealer, wr_setup, void(BallStealer thiswep))
- {
- //weapon_setup(WEP_PORTO.m_id);
- }
- METHOD(BallStealer, wr_checkammo1, bool(BallStealer thiswep))
- {
- return true;
- }
- METHOD(BallStealer, wr_checkammo2, bool(BallStealer thiswep))
- {
- return true;
- }
+METHOD(BallStealer, wr_setup, void(BallStealer this, entity actor))
+{
+ TC(BallStealer, this);
+ //weapon_setup(WEP_PORTO.m_id);
+}
+
+METHOD(BallStealer, wr_checkammo1, bool(BallStealer this, entity actor))
+{
+ TC(BallStealer, this);
+ return true;
+}
+
+METHOD(BallStealer, wr_checkammo2, bool(BallStealer this, entity actor))
+{
+ TC(BallStealer, this);
+ return true;
+}
+
+void nb_DropBall(entity player)
+{
+ if(player.ballcarried && g_nexball)
+ DropBall(player.ballcarried, player.origin, player.velocity);
+}
-MUTATOR_HOOKFUNCTION(nexball_BallDrop)
+MUTATOR_HOOKFUNCTION(nb, ClientDisconnect)
{SELFPARAM();
- if(self.ballcarried && g_nexball)
- DropBall(self.ballcarried, self.origin, self.velocity);
+ nb_DropBall(self);
+ return false;
+}
- return 0;
+MUTATOR_HOOKFUNCTION(nb, PlayerDies)
+{
+ nb_DropBall(frag_target);
+ return false;
+}
+
+MUTATOR_HOOKFUNCTION(nb, MakePlayerObserver)
+{SELFPARAM();
+ nb_DropBall(self);
+ return false;
}
-MUTATOR_HOOKFUNCTION(nexball_PlayerPreThink)
+MUTATOR_HOOKFUNCTION(nb, PlayerPreThink)
{SELFPARAM();
makevectors(self.v_angle);
if(nexball_mode & NBM_BASKETBALL)
self.ballcarried.velocity = self.velocity;
self.ballcarried.customizeentityforclient = ball_customize;
- setorigin(self.ballcarried, self.origin + self.view_ofs +
+ vector org = self.origin + self.view_ofs +
v_forward * autocvar_g_nexball_viewmodel_offset.x +
v_right * autocvar_g_nexball_viewmodel_offset.y +
- v_up * autocvar_g_nexball_viewmodel_offset.z);
+ v_up * autocvar_g_nexball_viewmodel_offset.z;
+ setorigin(self.ballcarried, org);
// 'safe passing'
if(autocvar_g_nexball_safepass_maxdist)
crosshair_trace(self);
if( trace_ent &&
IS_CLIENT(trace_ent) &&
- trace_ent.deadflag == DEAD_NO &&
+ !IS_DEAD(trace_ent) &&
trace_ent.team == self.team &&
vlen(trace_ent.origin - self.origin) <= autocvar_g_nexball_safepass_maxdist )
{
}
else
{
- if(self.weaponentity.weapons)
+ .entity weaponentity = weaponentities[0]; // TODO
+ if(self.(weaponentity).weapons)
{
- self.weapons = self.weaponentity.weapons;
+ self.weapons = self.(weaponentity).weapons;
Weapon w = WEP_NEXBALL;
- w.wr_resetplayer(w);
- self.switchweapon = self.weaponentity.switchweapon;
- W_SwitchWeapon(self.switchweapon);
+ w.wr_resetplayer(w, self);
+ PS(self).m_switchweapon = self.(weaponentity).m_switchweapon;
+ W_SwitchWeapon(self, PS(self).m_switchweapon);
- self.weaponentity.weapons = '0 0 0';
+ self.(weaponentity).weapons = '0 0 0';
}
}
return false;
}
-MUTATOR_HOOKFUNCTION(nexball_PlayerSpawn)
-{SELFPARAM();
- self.weaponentity.weapons = '0 0 0';
+MUTATOR_HOOKFUNCTION(nb, SpectateCopy)
+{
+ SELFPARAM();
+ this.metertime = other.metertime;
+}
- if(nexball_mode & NBM_BASKETBALL)
- self.weapons |= WEPSET(NEXBALL);
+MUTATOR_HOOKFUNCTION(nb, PlayerSpawn)
+{
+ SELFPARAM();
+ this.metertime = 0;
+ .entity weaponentity = weaponentities[0];
+ this.(weaponentity).weapons = '0 0 0';
+
+ if (nexball_mode & NBM_BASKETBALL)
+ this.weapons |= WEPSET(NEXBALL);
else
- self.weapons = '0 0 0';
+ this.weapons = '0 0 0';
return false;
}
.float stat_sv_airspeedlimit_nonqw;
.float stat_sv_maxspeed;
-MUTATOR_HOOKFUNCTION(nexball_PlayerPhysics)
+MUTATOR_HOOKFUNCTION(nb, PlayerPhysics)
{SELFPARAM();
if(self.ballcarried)
{
return false;
}
-MUTATOR_HOOKFUNCTION(nexball_ForbidThrowing)
+MUTATOR_HOOKFUNCTION(nb, ForbidThrowCurrentWeapon)
{SELFPARAM();
- if(self.weapon == WEP_NEXBALL.m_id)
- return true;
+ return PS(self).m_weapon == WEP_NEXBALL;
+}
- return false;
+MUTATOR_HOOKFUNCTION(nb, ForbidDropCurrentWeapon)
+{SELFPARAM();
+ return PS(self).m_weapon == WEP_MORTAR; // TODO: what is this for?
}
-MUTATOR_HOOKFUNCTION(nexball_FilterItem)
+MUTATOR_HOOKFUNCTION(nb, FilterItem)
{SELFPARAM();
if(self.classname == "droppedweapon")
if(self.weapon == WEP_NEXBALL.m_id)
return false;
}
-MUTATOR_DEFINITION(gamemode_nexball)
+MUTATOR_HOOKFUNCTION(nb, GetTeamCount)
{
- MUTATOR_HOOK(PlayerDies, nexball_BallDrop, CBC_ORDER_ANY);
- MUTATOR_HOOK(MakePlayerObserver, nexball_BallDrop, CBC_ORDER_ANY);
- MUTATOR_HOOK(ClientDisconnect, nexball_BallDrop, CBC_ORDER_ANY);
- MUTATOR_HOOK(PlayerSpawn, nexball_PlayerSpawn, CBC_ORDER_ANY);
- MUTATOR_HOOK(PlayerPreThink, nexball_PlayerPreThink, CBC_ORDER_ANY);
- MUTATOR_HOOK(PlayerPhysics, nexball_PlayerPhysics, CBC_ORDER_ANY);
- MUTATOR_HOOK(ForbidThrowCurrentWeapon, nexball_ForbidThrowing, CBC_ORDER_ANY);
- MUTATOR_HOOK(FilterItem, nexball_FilterItem, CBC_ORDER_ANY);
+ ret_string = "nexball_team";
+ return true;
+}
+MUTATOR_HOOKFUNCTION(nb, WantWeapon)
+{
+ ret_float = 0; // weapon is set a few lines later, apparently
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(nb, DropSpecialItems)
+{
+ if(frag_target.ballcarried)
+ DropBall(frag_target.ballcarried, frag_target.origin, frag_target.velocity);
+
+ return false;
+}
+
+MUTATOR_HOOKFUNCTION(nb, SendWaypoint)
+{
+ wp_sendflags &= ~0x80;
+ return false;
+}
+
+REGISTER_MUTATOR(nb, g_nexball)
+{
MUTATOR_ONADD
{
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
g_nexball_meter_period = rint(g_nexball_meter_period * 32) / 32; //Round to 1/32ths to send as a byte multiplied by 32
- addstat(STAT_NB_METERSTART, AS_FLOAT, metertime);
// General settings
/*
InitializeEntity(world, nb_delayedinit, INITPRIO_GAMETYPE);
WEP_NEXBALL.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
+
+ ActivateTeamplay();
+ SetLimits(autocvar_g_nexball_goallimit, autocvar_g_nexball_goalleadlimit, autocvar_timelimit_override, -1);
+ have_team_spawns = -1; // request team spawns
}
MUTATOR_ONROLLBACK_OR_REMOVE