]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/mutators/mutator/gamemode_keepaway.qc
Merge branch 'martin-t/angles' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / mutator / gamemode_keepaway.qc
index a430ab5368b0fc92049d5b6e885ad7bee7d5402b..c28fd5eb8e7eab4f30378ad5fdaeccc2b84dc909 100644 (file)
@@ -1,5 +1,7 @@
 #include "gamemode_keepaway.qh"
 
+#include <common/effects/all.qh>
+
 int autocvar_g_keepaway_ballcarrier_effects;
 float autocvar_g_keepaway_ballcarrier_damage;
 float autocvar_g_keepaway_ballcarrier_force;
@@ -38,10 +40,9 @@ void ka_EventLog(string mode, entity actor) // use an alias for easy changing an
 }
 
 void ka_TouchEvent(entity this, entity toucher);
-void ka_RespawnBall(entity this);
 void ka_RespawnBall(entity this) // runs whenever the ball needs to be relocated
 {
-       if(gameover) { return; }
+       if(game_stopped) return;
        vector oldballorigin = this.origin;
 
        if(!MoveToRandomMapLocation(this, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
@@ -59,6 +60,7 @@ void ka_RespawnBall(entity this) // runs whenever the ball needs to be relocated
        settouch(this, ka_TouchEvent);
        setthink(this, ka_RespawnBall);
        this.nextthink = time + autocvar_g_keepawayball_respawntime;
+       navigation_dynamicgoal_set(this);
 
        Send_Effect(EFFECT_ELECTRO_COMBO, oldballorigin, '0 0 0', 1);
        Send_Effect(EFFECT_ELECTRO_COMBO, this.origin, '0 0 0', 1);
@@ -83,8 +85,8 @@ void ka_TimeScoring(entity this)
 
 void ka_TouchEvent(entity this, entity toucher) // runs any time that the ball comes in contact with something
 {
-       if(gameover) { return; }
-       if(!this) { return; }
+       if(game_stopped) return;
+       if(!this) return;
        if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
        { // The ball fell off the map, respawn it since players can't get to it
                ka_RespawnBall(this);
@@ -114,6 +116,7 @@ void ka_TouchEvent(entity this, entity toucher) // runs any time that the ball c
        setthink(this, ka_TimeScoring);
        this.nextthink = time + autocvar_g_keepaway_score_timeinterval;
        this.takedamage = DAMAGE_NO;
+       navigation_dynamicgoal_unset(this);
 
        // apply effects to player
        toucher.glow_color = autocvar_g_keepawayball_trail_color;
@@ -158,6 +161,7 @@ void ka_DropEvent(entity plyr) // runs any time that a player is supposed to los
        ball.velocity = '0 0 200' + '0 100 0'*crandom() + '100 0 0'*crandom();
        ball.owner.ballcarried = world; // I hope nothing checks to see if the world has the ball in the rest of my code :P
        ball.owner = NULL;
+       navigation_dynamicgoal_set(ball);
 
        // reset the player effects
        plyr.glow_trail = false;
@@ -231,7 +235,7 @@ void havocbot_role_ka_carrier(entity this)
                navigation_goalrating_start(this);
                havocbot_goalrating_items(this, 10000, this.origin, 10000);
                havocbot_goalrating_enemyplayers(this, 20000, this.origin, 10000);
-               //havocbot_goalrating_waypoints(1, this.origin, 1000);
+               havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
                navigation_goalrating_end(this);
        }
 
@@ -323,7 +327,7 @@ MUTATOR_HOOKFUNCTION(ka, PlayerUseKey)
        }
 }
 
-MUTATOR_HOOKFUNCTION(ka, PlayerDamage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc
+MUTATOR_HOOKFUNCTION(ka, Damage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc
 {
        entity frag_attacker = M_ARGV(1, entity);
        entity frag_target = M_ARGV(2, entity);
@@ -451,11 +455,13 @@ void ka_SpawnBall() // loads various values for the ball, runs only once at star
        e.glow_color = autocvar_g_keepawayball_trail_color;
        e.glow_trail = true;
        e.flags = FL_ITEM;
+       IL_PUSH(g_items, e);
        e.pushable = true;
        e.reset = ka_Reset;
        settouch(e, ka_TouchEvent);
        e.owner = NULL;
        ka_ball = e;
+       navigation_dynamicgoal_init(ka_ball, false);
 
        InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So.
 }