1 void ka_SpawnBall(void);
2 void ka_TouchEvent(void);
3 void ka_RespawnBall(void);
4 void ka_DropEvent(entity);
5 void ka_TimeScoring(void);
9 float ka_ballcarrier_waypointsprite_visible_for_player(entity);
11 void ka_Initialize() // run at the start of a match, initiates game mode
16 precache_sound("keepaway/pickedup.wav");
17 precache_sound("keepaway/dropped.wav");
18 precache_sound("keepaway/respawn.wav");
19 precache_sound("keepaway/touch.wav");
21 ScoreRules_keepaway();
25 void ka_Reset() // used to clear the ballcarrier whenever the match switches from warmup to normal
28 if(self.owner.classname == "player")
29 ka_DropEvent(self.owner);
34 void ka_SpawnBall() // loads various values for the ball, runs only once at start of match
36 if(!g_keepaway) { return; }
40 e.model = "models/orbs/orbblue.md3";
41 precache_model(e.model);
43 setsize(e, '-16 -16 -20', '16 16 20'); // 20 20 20 was too big, player is only 16 16 24... gotta cheat with the Z (20) axis so that the particle isn't cut off
44 e.classname = "keepawayball";
45 e.damageforcescale = autocvar_g_keepawayball_damageforcescale;
46 e.takedamage = DAMAGE_YES;
47 e.solid = SOLID_TRIGGER;
48 e.movetype = MOVETYPE_BOUNCE;
49 e.glow_color = autocvar_g_keepawayball_trail_color;
53 e.touch = ka_TouchEvent;
57 InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So.
60 void ka_RespawnBall() // runs whenever the ball needs to be relocated
62 if(gameover) { return; }
63 vector oldballorigin = self.origin;
65 if(MoveToRandomMapLocation(self, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
67 makevectors(self.angles);
68 self.movetype = MOVETYPE_BOUNCE;
69 self.velocity = '0 0 200';
70 self.angles = '0 0 0';
71 self.effects = autocvar_g_keepawayball_effects;
72 self.think = ka_RespawnBall;
73 self.nextthink = time + autocvar_g_keepawayball_respawntime;
75 pointparticles(particleeffectnum("electro_combo"), oldballorigin, '0 0 0', 1);
76 pointparticles(particleeffectnum("electro_combo"), self.origin, '0 0 0', 1);
78 WaypointSprite_Spawn("ka-ball", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attachedforcarrier, FALSE, RADARICON_FLAGCARRIER, '0 1 1');
79 WaypointSprite_Ping(self.waypointsprite_attachedforcarrier);
81 sound(self, CH_TRIGGER, "keepaway/respawn.wav", VOL_BASE, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere)
85 ka_RespawnBall(); // finding a location failed, retry
89 void ka_TouchEvent() // runs any time that the ball comes in contact with something
91 if(gameover) { return; }
93 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
94 { // The ball fell off the map, respawn it since players can't get to it
98 if(other.deadflag != DEAD_NO) { return; }
99 if(other.classname != "player")
100 { // The ball just touched an object, most likely the world
101 pointparticles(particleeffectnum("kaball_sparks"), self.origin, '0 0 0', 1);
102 sound(self, CH_TRIGGER, "keepaway/touch.wav", VOL_BASE, ATTN_NORM);
105 else if(self.wait > time) { return; }
107 // attach the ball to the player
109 other.ballcarried = self;
110 setattachment(self, other, "");
111 setorigin(self, '0 0 0');
113 // make the ball invisible/unable to do anything/set up time scoring
114 self.velocity = '0 0 0';
115 self.movetype = MOVETYPE_NONE;
116 self.effects |= EF_NODRAW;
117 self.touch = SUB_Null;
118 self.think = ka_TimeScoring;
119 self.nextthink = time + autocvar_g_keepaway_score_timeinterval;
120 self.takedamage = DAMAGE_NO;
122 // apply effects to player
123 other.glow_color = autocvar_g_keepawayball_trail_color;
124 other.glow_trail = TRUE;
125 other.effects |= autocvar_g_keepaway_ballcarrier_effects;
127 // messages and sounds
128 Send_KillNotification(other.netname, "", "", KA_PICKUPBALL, MSG_KA);
129 WriteByte(MSG_BROADCAST, SVC_CENTERPRINT);
130 WriteString(MSG_BROADCAST, strcat(other.netname, "^7 has picked up the ball!"));
131 sound(self.owner, CH_TRIGGER, "keepaway/pickedup.wav", VOL_BASE, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere)
134 PlayerScore_Add(other, SP_KEEPAWAY_PICKUPS, 1);
137 WaypointSprite_AttachCarrier("ka-ballcarrier", other, RADARICON_FLAGCARRIER, '1 0 0');
138 other.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = ka_ballcarrier_waypointsprite_visible_for_player;
139 WaypointSprite_UpdateRule(other.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
140 WaypointSprite_Ping(other.waypointsprite_attachedforcarrier);
141 WaypointSprite_Kill(self.waypointsprite_attachedforcarrier);
144 void ka_DropEvent(entity plyr) // runs any time that a player is supposed to lose the ball
147 ball = plyr.ballcarried;
149 if(!ball) { return; }
152 setattachment(ball, world, "");
153 ball.movetype = MOVETYPE_BOUNCE;
154 ball.wait = time + 1;
155 ball.touch = ka_TouchEvent;
156 ball.think = ka_RespawnBall;
157 ball.nextthink = time + autocvar_g_keepawayball_respawntime;
158 ball.takedamage = DAMAGE_YES;
159 ball.effects &~= EF_NODRAW;
160 setorigin(ball, plyr.origin + '0 0 10');
161 ball.velocity = '0 0 200' + '0 100 0'*crandom() + '100 0 0'*crandom();
162 ball.owner.ballcarried = world; // I hope nothing checks to see if the world has the ball in the rest of my code :P
165 // reset the player effects
166 plyr.glow_trail = FALSE;
167 plyr.effects &~= autocvar_g_keepaway_ballcarrier_effects;
169 // messages and sounds
170 Send_KillNotification(plyr.netname, "", "", KA_DROPBALL, MSG_KA);
171 WriteByte(MSG_BROADCAST, SVC_CENTERPRINT);
172 WriteString(MSG_BROADCAST, strcat(plyr.netname, "^7 has dropped the ball!"));
173 sound(other, CH_TRIGGER, "keepaway/dropped.wav", VOL_BASE, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere)
176 // PlayerScore_Add(plyr, SP_KEEPAWAY_DROPS, 1); Not anymore, this is 100% the same as pickups and is useless.
179 WaypointSprite_Spawn("ka-ball", 0, 0, ball, '0 0 64', world, ball.team, ball, waypointsprite_attachedforcarrier, FALSE, RADARICON_FLAGCARRIER, '0 1 1');
180 WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
181 WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
182 WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier);
185 float ka_ballcarrier_waypointsprite_visible_for_player(entity e) // runs on waypoints which are attached to ballcarriers, updates once per frame
188 if(other.classname == "spectator")
189 return FALSE; // we don't want spectators of the ballcarrier to see the attached waypoint on the top of their screen
191 // TODO: Make the ballcarrier lack a waypointsprite whenever they have the invisibility powerup
196 void ka_TimeScoring()
198 if(self.owner.ballcarried)
199 { // add points for holding the ball after a certain amount of time
200 if(autocvar_g_keepaway_score_timepoints)
201 PlayerScore_Add(self.owner, SP_SCORE, autocvar_g_keepaway_score_timepoints);
203 PlayerScore_Add(self.owner, SP_KEEPAWAY_BCTIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds"
204 self.nextthink = time + autocvar_g_keepaway_score_timeinterval;
208 MUTATOR_HOOKFUNCTION(ka_Scoring)
210 if((frag_attacker != frag_target) && (frag_attacker.classname == "player"))
212 if(frag_target.ballcarried) { // add to amount of times killing carrier
213 PlayerScore_Add(frag_attacker, SP_KEEPAWAY_CARRIERKILLS, 1);
214 if(autocvar_g_keepaway_score_bckill) // add bckills to the score
215 PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_bckill);
217 else if(!frag_attacker.ballcarried)
218 if(autocvar_g_keepaway_noncarrier_warn)
219 centerprint(frag_attacker, "Killing people while you don't have the ball gives no points!");
221 if(frag_attacker.ballcarried) // add to amount of kills while ballcarrier
222 PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_killac);
225 if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has died, drop it
229 MUTATOR_HOOKFUNCTION(ka_GiveFragsForKill)
231 frag_score = 0; // no frags counted in keepaway
232 return 1; // you deceptive little bugger ;3 This needs to be true in order for this function to even count.
235 MUTATOR_HOOKFUNCTION(ka_PlayerPreThink)
237 // clear the item used for the ball in keepaway
238 self.items &~= IT_KEY1;
240 // if the player has the ball, make sure they have the item for it (Used for HUD primarily)
242 self.items |= IT_KEY1;
247 MUTATOR_HOOKFUNCTION(ka_PlayerUseKey)
249 if(MUTATOR_RETURNVALUE == 0)
258 MUTATOR_HOOKFUNCTION(ka_PlayerDamage) // for changing damage and force values that are applied to players in g_damage.qc
260 if(frag_attacker.ballcarried) // if the attacker is a ballcarrier
262 if(frag_target == frag_attacker) // damage done to yourself
264 frag_damage *= autocvar_g_keepaway_ballcarrier_selfdamage;
265 frag_force *= autocvar_g_keepaway_ballcarrier_selfforce;
267 else // damage done to noncarriers
269 frag_damage *= autocvar_g_keepaway_ballcarrier_damage;
270 frag_force *= autocvar_g_keepaway_ballcarrier_force;
273 else if not(frag_target.ballcarried) // if the target is a noncarrier
275 if(frag_target == frag_attacker) // damage done to yourself
277 frag_damage *= autocvar_g_keepaway_noncarrier_selfdamage;
278 frag_force *= autocvar_g_keepaway_noncarrier_selfforce;
280 else // damage done to other noncarriers
282 frag_damage *= autocvar_g_keepaway_noncarrier_damage;
283 frag_force *= autocvar_g_keepaway_noncarrier_force;
289 MUTATOR_HOOKFUNCTION(ka_RemovePlayer)
291 if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has left the match, drop it
295 MUTATOR_HOOKFUNCTION(ka_PlayerPowerups)
297 // In the future this hook is supposed to allow me to do some extra stuff with waypointsprites and invisibility powerup
298 // So bare with me until I can fix a certain bug with ka_ballcarrier_waypointsprite_visible_for_player()
300 self.effects &~= autocvar_g_keepaway_ballcarrier_effects;
303 self.effects |= autocvar_g_keepaway_ballcarrier_effects;
308 MUTATOR_DEFINITION(gamemode_keepaway)
310 MUTATOR_HOOK(MakePlayerObserver, ka_RemovePlayer, CBC_ORDER_ANY);
311 MUTATOR_HOOK(ClientDisconnect, ka_RemovePlayer, CBC_ORDER_ANY);
312 MUTATOR_HOOK(PlayerDies, ka_Scoring, CBC_ORDER_ANY);
313 MUTATOR_HOOK(GiveFragsForKill, ka_GiveFragsForKill, CBC_ORDER_ANY);
314 MUTATOR_HOOK(PlayerPreThink, ka_PlayerPreThink, CBC_ORDER_ANY);
315 MUTATOR_HOOK(PlayerDamage_Calculate, ka_PlayerDamage, CBC_ORDER_ANY);
316 MUTATOR_HOOK(PlayerPowerups, ka_PlayerPowerups, CBC_ORDER_ANY);
317 MUTATOR_HOOK(PlayerUseKey, ka_PlayerUseKey, CBC_ORDER_ANY);
321 if(time > 1) // game loads at time 1
322 error("This is a game type and it cannot be added at runtime.");
330 error("This is a game type and it cannot be removed at runtime.");