GameLogEcho(strcat(":ka:", mode, ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : "")));
}
-void ka_TouchEvent(entity this, entity toucher);
void ka_RespawnBall(entity this) // runs whenever the ball needs to be relocated
{
if(game_stopped) return;
sound(this, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
}
+.float timepoints_counter;
+MUTATOR_HOOKFUNCTION(ka, reset_map_global)
+{
+ FOREACH_CLIENT(true,
+ {
+ it.timepoints_counter = 0;
+ });
+ return true;
+}
+
void ka_TimeScoring(entity this)
{
if(this.owner.ballcarried)
{ // add points for holding the ball after a certain amount of time
+ float timescore = 0;
if(autocvar_g_keepaway_score_timepoints)
- GameRules_scoring_add(this.owner, SCORE, autocvar_g_keepaway_score_timepoints);
+ timescore = autocvar_g_keepaway_score_timepoints / max(0.001, autocvar_g_keepaway_score_timeinterval);
- GameRules_scoring_add(this.owner, KEEPAWAY_BCTIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds"
- this.nextthink = time + autocvar_g_keepaway_score_timeinterval;
+ if (timescore)
+ GameRules_scoring_add_float2int(this.owner, SCORE, timescore, timepoints_counter, 1);
+
+ GameRules_scoring_add(this.owner, KEEPAWAY_BCTIME, 1);
+ this.nextthink = time + 1;
}
}
+void ka_DamageEvent(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
+{
+ if(ITEM_DAMAGE_NEEDKILL(deathtype))
+ ka_RespawnBall(this);
+}
+
void ka_TouchEvent(entity this, entity toucher) // runs any time that the ball comes in contact with something
{
if (!this || game_stopped)
this.effects |= EF_NODRAW;
settouch(this, func_null);
setthink(this, ka_TimeScoring);
- this.nextthink = time + autocvar_g_keepaway_score_timeinterval;
+ this.nextthink = time + 1;
this.takedamage = DAMAGE_NO;
+ this.event_damage = func_null;
+ this.damagedbycontents = false;
+ IL_REMOVE(g_damagedbycontents, this);
navigation_dynamicgoal_unset(this);
// apply effects to player
setthink(ball, ka_RespawnBall);
ball.nextthink = time + autocvar_g_keepawayball_respawntime;
ball.takedamage = DAMAGE_YES;
+ ball.event_damage = ka_DamageEvent;
+ ball.damagedbycontents = true;
+ IL_PUSH(g_damagedbycontents, ball);
ball.effects &= ~EF_NODRAW;
setorigin(ball, player.origin + '0 0 10');
ball.velocity = '0 0 200' + '0 100 0'*crandom() + '100 0 0'*crandom();
{
entity e = new(keepawayball);
setmodel(e, MDL_KA_BALL);
+ e.solid = SOLID_TRIGGER; // before setsize to ensure area grid linking
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
e.damageforcescale = autocvar_g_keepawayball_damageforcescale;
e.takedamage = DAMAGE_YES;
- e.solid = SOLID_TRIGGER;
+ e.event_damage = ka_DamageEvent;
+ e.damagedbycontents = true;
+ IL_PUSH(g_damagedbycontents, e);
set_movetype(e, MOVETYPE_BOUNCE);
e.glow_color = autocvar_g_keepawayball_trail_color;
e.glow_trail = true;
void ka_Initialize() // run at the start of a match, initiates game mode
{
- ka_Handler = new(ka_Handler);
+ g_kaballs = IL_NEW();
+ ka_Handler = new_pure(ka_Handler);
setthink(ka_Handler, ka_Handler_CheckBall);
ka_Handler.nextthink = time;
}
{
entity player = M_ARGV(0, entity);
- // clear the item used for the ball in keepaway
- player.items &= ~IT_KEY1;
-
// if the player has the ball, make sure they have the item for it (Used for HUD primarily)
- if(player.ballcarried)
- player.items |= IT_KEY1;
+ STAT(OBJECTIVE_STATUS, player) = BITSET(STAT(OBJECTIVE_STATUS, player), KA_CARRYING, player.ballcarried != NULL);
}
MUTATOR_HOOKFUNCTION(ka, PlayerUseKey)
}
}
-MUTATOR_HOOKFUNCTION(ka, Damage_Calculate) // for changing damage and force values that are applied to players in damage.qc
+MUTATOR_HOOKFUNCTION(ka, Damage_Calculate) // for changing damage and force values that are applied to players
{
entity frag_attacker = M_ARGV(1, entity);
entity frag_target = M_ARGV(2, entity);
- float frag_damage = M_ARGV(4, float);
- vector frag_force = M_ARGV(6, vector);
+
+ // as a gamemode rule, only apply scaling to player versus player combat
+ if(!IS_PLAYER(frag_attacker) || !IS_PLAYER(frag_target))
+ return;
if(frag_attacker.ballcarried) // if the attacker is a ballcarrier
{
if(frag_target == frag_attacker) // damage done to yourself
{
- frag_damage *= autocvar_g_keepaway_ballcarrier_selfdamage;
- frag_force *= autocvar_g_keepaway_ballcarrier_selfforce;
+ M_ARGV(4, float) *= autocvar_g_keepaway_ballcarrier_selfdamage;
+ M_ARGV(6, vector) *= autocvar_g_keepaway_ballcarrier_selfforce;
}
- else // damage done to noncarriers
+ else // damage done to other ballcarriers
{
- frag_damage *= autocvar_g_keepaway_ballcarrier_damage;
- frag_force *= autocvar_g_keepaway_ballcarrier_force;
+ M_ARGV(4, float) *= autocvar_g_keepaway_ballcarrier_damage;
+ M_ARGV(6, vector) *= autocvar_g_keepaway_ballcarrier_force;
}
}
- else if (IS_PLAYER(frag_attacker) && !frag_target.ballcarried) // if the target is a noncarrier
+ else // if the attacker is a noncarrier
{
if(frag_target == frag_attacker) // damage done to yourself
{
- frag_damage *= autocvar_g_keepaway_noncarrier_selfdamage;
- frag_force *= autocvar_g_keepaway_noncarrier_selfforce;
+ M_ARGV(4, float) *= autocvar_g_keepaway_noncarrier_selfdamage;
+ M_ARGV(6, vector) *= autocvar_g_keepaway_noncarrier_selfforce;
}
else // damage done to other noncarriers
{
- frag_damage *= autocvar_g_keepaway_noncarrier_damage;
- frag_force *= autocvar_g_keepaway_noncarrier_force;
+ M_ARGV(4, float) *= autocvar_g_keepaway_noncarrier_damage;
+ M_ARGV(6, vector) *= autocvar_g_keepaway_noncarrier_force;
}
}
-
- M_ARGV(4, float) = frag_damage;
- M_ARGV(6, vector) = frag_force;
}
MUTATOR_HOOKFUNCTION(ka, ClientDisconnect)