5 int autocvar_cl_eventchase_nexball = 1;
7 REGISTER_MUTATOR(cl_nb, true);
9 MUTATOR_HOOKFUNCTION(cl_nb, WantEventchase)
11 if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WEPSET(NEXBALL)))
17 .float metertime = _STAT(NB_METERSTART);
19 int autocvar_g_nexball_goalleadlimit;
20 #define autocvar_g_nexball_goallimit cvar("g_nexball_goallimit")
22 bool autocvar_g_nexball_basketball_jumppad = true;
23 float autocvar_g_nexball_basketball_bouncefactor;
24 float autocvar_g_nexball_basketball_bouncestop;
25 float autocvar_g_nexball_basketball_carrier_highspeed;
26 bool autocvar_g_nexball_basketball_meter;
27 float autocvar_g_nexball_basketball_meter_maxpower;
28 float autocvar_g_nexball_basketball_meter_minpower;
29 float autocvar_g_nexball_delay_collect;
30 float autocvar_g_nexball_delay_goal;
31 float autocvar_g_nexball_delay_start;
32 bool autocvar_g_nexball_football_jumppad = true;
33 float autocvar_g_nexball_football_bouncefactor;
34 float autocvar_g_nexball_football_bouncestop;
35 bool autocvar_g_nexball_radar_showallplayers;
36 bool autocvar_g_nexball_sound_bounce;
37 int autocvar_g_nexball_trail_color;
39 float autocvar_g_nexball_safepass_turnrate;
40 float autocvar_g_nexball_safepass_maxdist;
41 float autocvar_g_nexball_safepass_holdtime;
42 float autocvar_g_nexball_viewmodel_scale;
43 float autocvar_g_nexball_tackling;
44 vector autocvar_g_nexball_viewmodel_offset;
46 float autocvar_g_balance_nexball_primary_animtime;
47 float autocvar_g_balance_nexball_primary_refire;
48 float autocvar_g_balance_nexball_primary_speed;
49 float autocvar_g_balance_nexball_secondary_animtime;
50 float autocvar_g_balance_nexball_secondary_force;
51 float autocvar_g_balance_nexball_secondary_lifetime;
52 float autocvar_g_balance_nexball_secondary_refire;
53 float autocvar_g_balance_nexball_secondary_speed;
55 void basketball_touch(entity this);
56 void football_touch(entity this);
57 void ResetBall(entity this);
58 const int NBM_NONE = 0;
59 const int NBM_FOOTBALL = 2;
60 const int NBM_BASKETBALL = 4;
63 float OtherTeam(float t) //works only if there are two teams on the map!
66 e = find(world, classname, "nexball_team");
68 e = find(e, classname, "nexball_team");
72 const float ST_NEXBALL_GOALS = 1;
73 const float SP_NEXBALL_GOALS = 4;
74 const float SP_NEXBALL_FAULTS = 5;
75 void nb_ScoreRules(float teams)
77 ScoreRules_basics(teams, 0, 0, true);
78 ScoreInfo_SetLabel_TeamScore( ST_NEXBALL_GOALS, "goals", SFL_SORT_PRIO_PRIMARY);
79 ScoreInfo_SetLabel_PlayerScore( SP_NEXBALL_GOALS, "goals", SFL_SORT_PRIO_PRIMARY);
80 ScoreInfo_SetLabel_PlayerScore(SP_NEXBALL_FAULTS, "faults", SFL_SORT_PRIO_SECONDARY | SFL_LOWER_IS_BETTER);
81 ScoreRules_basics_end();
84 void LogNB(string mode, entity actor)
87 if(!autocvar_sv_eventlog)
89 s = strcat(":nexball:", mode);
91 s = strcat(s, ":", ftos(actor.playerid));
95 void ball_restart(entity this)
98 DropBall(this, this.owner.origin, '0 0 0');
102 void nexball_setstatus(entity this)
104 this.items &= ~IT_KEY1;
107 if(this.ballcarried.teamtime && (this.ballcarried.teamtime < time))
109 bprint("The ", Team_ColoredFullName(this.team), " held the ball for too long.\n");
110 DropBall(this.ballcarried, this.ballcarried.owner.origin, '0 0 0');
111 entity e = this.ballcarried;
112 WITHSELF(e, ResetBall(e));
115 this.items |= IT_KEY1;
119 void relocate_nexball(entity this)
121 tracebox(this.origin, BALL_MINS, BALL_MAXS, this.origin, true, this);
126 if(!move_out_of_solid(this))
127 objerror("could not get out of solid at all!");
128 LOG_INFO("^1NOTE: this map needs FIXING. ", this.classname, " at ", vtos(o - '0 0 1'));
129 LOG_INFO(" needs to be moved out of solid, e.g. by '", ftos(this.origin.x - o.x));
130 LOG_INFO(" ", ftos(this.origin.y - o.y));
131 LOG_INFO(" ", ftos(this.origin.z - o.z), "'\n");
136 void DropOwner(entity this)
140 DropBall(this, ownr.origin, ownr.velocity);
141 makevectors(ownr.v_angle.y * '0 1 0');
142 ownr.velocity += ('0 0 0.75' - v_forward) * 1000;
143 UNSET_ONGROUND(ownr);
146 void GiveBall(entity plyr, entity ball)
148 .entity weaponentity = weaponentities[0]; // TODO: find ballstealer
149 entity ownr = ball.owner;
152 ownr.effects &= ~autocvar_g_nexball_basketball_effects_default;
153 ownr.ballcarried = world;
157 ownr.(weaponentity).state = WS_READY;
159 WaypointSprite_Kill(ownr.waypointsprite_attachedforcarrier);
163 WaypointSprite_Kill(ball.waypointsprite_attachedforcarrier);
166 //setattachment(ball, plyr, "");
167 setorigin(ball, plyr.origin + plyr.view_ofs);
169 if(ball.team != plyr.team)
170 ball.teamtime = time + autocvar_g_nexball_basketball_delay_hold_forteam;
172 ball.owner = ball.pusher = plyr; //"owner" is set to the player carrying, "pusher" to the last player who touched it
173 ball.team = plyr.team;
174 plyr.ballcarried = ball;
175 ball.nb_dropper = plyr;
177 plyr.effects |= autocvar_g_nexball_basketball_effects_default;
178 ball.effects &= ~autocvar_g_nexball_basketball_effects_default;
180 ball.velocity = '0 0 0';
181 ball.movetype = MOVETYPE_NONE;
182 settouch(ball, func_null);
183 ball.effects |= EF_NOSHADOW;
184 ball.scale = 1; // scale down.
186 WaypointSprite_AttachCarrier(WP_NbBall, plyr, RADARICON_FLAGCARRIER);
187 WaypointSprite_UpdateRule(plyr.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
189 if(autocvar_g_nexball_basketball_delay_hold)
191 setthink(ball, DropOwner);
192 ball.nextthink = time + autocvar_g_nexball_basketball_delay_hold;
195 plyr.(weaponentity).weapons = plyr.weapons;
196 plyr.(weaponentity).m_switchweapon = PS(plyr).m_weapon;
197 plyr.weapons = WEPSET(NEXBALL);
198 Weapon w = WEP_NEXBALL;
199 WITHSELF(plyr, w.wr_resetplayer(w, plyr));
200 PS(plyr).m_switchweapon = WEP_NEXBALL;
201 WITHSELF(plyr, W_SwitchWeapon(plyr, WEP_NEXBALL));
204 void DropBall(entity ball, vector org, vector vel)
206 ball.effects |= autocvar_g_nexball_basketball_effects_default;
207 ball.effects &= ~EF_NOSHADOW;
208 ball.owner.effects &= ~autocvar_g_nexball_basketball_effects_default;
210 setattachment(ball, world, "");
211 setorigin(ball, org);
212 ball.movetype = MOVETYPE_BOUNCE;
213 UNSET_ONGROUND(ball);
214 ball.scale = ball_scale;
216 ball.nb_droptime = time;
217 settouch(ball, basketball_touch);
218 setthink(ball, ResetBall);
219 ball.nextthink = min(time + autocvar_g_nexball_delay_idle, ball.teamtime);
221 if(ball.owner.metertime)
223 ball.owner.metertime = 0;
224 .entity weaponentity = weaponentities[0]; // TODO: find ballstealer
225 ball.owner.(weaponentity).state = WS_READY;
228 WaypointSprite_Kill(ball.owner.waypointsprite_attachedforcarrier);
229 WaypointSprite_Spawn(WP_NbBall, 0, 0, ball, '0 0 64', world, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER); // no health bar please
230 WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
232 ball.owner.ballcarried = world;
236 void InitBall(entity this)
239 UNSET_ONGROUND(this);
240 this.movetype = MOVETYPE_BOUNCE;
241 if(this.classname == "nexball_basketball")
242 settouch(this, basketball_touch);
243 else if(this.classname == "nexball_football")
244 settouch(this, football_touch);
246 setthink(this, ResetBall);
247 this.nextthink = time + autocvar_g_nexball_delay_idle + 3;
251 _sound(this, CH_TRIGGER, this.noise1, VOL_BASE, ATTEN_NORM);
252 WaypointSprite_Ping(this.waypointsprite_attachedforcarrier);
253 LogNB("init", world);
256 void ResetBall(entity this)
258 if(this.cnt < 2) // step 1
260 if(time == this.teamtime)
261 bprint("The ", Team_ColoredFullName(this.team), " held the ball for too long.\n");
263 settouch(this, func_null);
264 this.movetype = MOVETYPE_NOCLIP;
265 this.velocity = '0 0 0'; // just in case?
267 LogNB("resetidle", world);
269 this.nextthink = time;
271 else if(this.cnt < 4) // step 2 and 3
273 // dprint("Step ", ftos(this.cnt), ": Calculated velocity: ", vtos(this.spawnorigin - this.origin), ", time: ", ftos(time), "\n");
274 this.velocity = (this.spawnorigin - this.origin) * (this.cnt - 1); // 1 or 0.5 second movement
275 this.nextthink = time + 0.5;
280 // dprint("Step 4: time: ", ftos(time), "\n");
281 if(vlen(this.origin - this.spawnorigin) > 10) // should not happen anymore
282 LOG_TRACE("The ball moved too far away from its spawn origin.\nOffset: ",
283 vtos(this.origin - this.spawnorigin), " Velocity: ", vtos(this.velocity), "\n");
284 this.velocity = '0 0 0';
285 setorigin(this, this.spawnorigin); // make sure it's positioned correctly anyway
286 this.movetype = MOVETYPE_NONE;
287 setthink(this, InitBall);
288 this.nextthink = max(time, game_starttime) + autocvar_g_nexball_delay_start;
292 void football_touch(entity this)
294 if(other.solid == SOLID_BSP)
296 if(time > self.lastground + 0.1)
298 _sound(self, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
299 self.lastground = time;
301 if(vlen(self.velocity) && !self.cnt)
302 self.nextthink = time + autocvar_g_nexball_delay_idle;
305 if (!IS_PLAYER(other))
310 self.nextthink = time + autocvar_g_nexball_delay_idle;
313 self.team = other.team;
315 if(autocvar_g_nexball_football_physics == -1) // MrBougo try 1, before decompiling Rev's original
317 if(vlen(other.velocity))
318 self.velocity = other.velocity * 1.5 + '0 0 1' * autocvar_g_nexball_football_boost_up;
320 else if(autocvar_g_nexball_football_physics == 1) // MrBougo's modded Rev style: partially independant of the height of the aiming point
322 makevectors(other.v_angle);
323 self.velocity = other.velocity + v_forward * autocvar_g_nexball_football_boost_forward + '0 0 1' * autocvar_g_nexball_football_boost_up;
325 else if(autocvar_g_nexball_football_physics == 2) // 2nd mod try: totally independant. Really playable!
327 makevectors(other.v_angle.y * '0 1 0');
328 self.velocity = other.velocity + v_forward * autocvar_g_nexball_football_boost_forward + v_up * autocvar_g_nexball_football_boost_up;
330 else // Revenant's original style (from the original mod's disassembly, acknowledged by Revenant)
332 makevectors(other.v_angle);
333 self.velocity = other.velocity + v_forward * autocvar_g_nexball_football_boost_forward + v_up * autocvar_g_nexball_football_boost_up;
335 self.avelocity = -250 * v_forward; // maybe there is a way to make it look better?
338 void basketball_touch(entity this)
340 if(other.ballcarried)
342 football_touch(this);
345 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))
347 if(other.health <= 0)
349 LogNB("caught", other);
350 GiveBall(other, self);
352 else if(other.solid == SOLID_BSP)
354 _sound(self, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
355 if(vlen(self.velocity) && !self.cnt)
356 self.nextthink = min(time + autocvar_g_nexball_delay_idle, self.teamtime);
360 void GoalTouch(entity this)
363 float isclient, pscore, otherteam;
367 if((self.spawnflags & GOAL_TOUCHPLAYER) && other.ballcarried)
368 ball = other.ballcarried;
371 if(ball.classname != "nexball_basketball")
372 if(ball.classname != "nexball_football")
374 if((!ball.pusher && self.team != GOAL_OUT) || ball.cnt)
380 otherteam = OtherTeam(ball.team);
384 if((isclient = IS_CLIENT(ball.pusher)))
385 pname = ball.pusher.netname;
387 pname = "Someone (?)";
389 if(ball.team == self.team) //owngoal (regular goals)
391 LogNB("owngoal", ball.pusher);
392 bprint("Boo! ", pname, "^7 scored a goal against their own team!\n");
395 else if(self.team == GOAL_FAULT)
397 LogNB("fault", ball.pusher);
399 bprint(Team_ColoredFullName(otherteam), " gets a point due to ", pname, "^7's silliness.\n");
401 bprint(Team_ColoredFullName(ball.team), " loses a point due to ", pname, "^7's silliness.\n");
404 else if(self.team == GOAL_OUT)
406 LogNB("out", ball.pusher);
407 if((self.spawnflags & GOAL_TOUCHPLAYER) && ball.owner)
408 bprint(pname, "^7 went out of bounds.\n");
410 bprint("The ball was returned.\n");
415 LogNB(strcat("goal:", ftos(self.team)), ball.pusher);
416 bprint("Goaaaaal! ", pname, "^7 scored a point for the ", Team_ColoredFullName(ball.team), ".\n");
420 _sound(ball, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NONE);
422 if(ball.team && pscore)
424 if(nb_teams == 2 && pscore < 0)
425 TeamScore_AddToTeam(otherteam, ST_NEXBALL_GOALS, -pscore);
427 TeamScore_AddToTeam(ball.team, ST_NEXBALL_GOALS, pscore);
432 PlayerScore_Add(ball.pusher, SP_NEXBALL_GOALS, pscore);
434 PlayerScore_Add(ball.pusher, SP_NEXBALL_FAULTS, -pscore);
437 if(ball.owner) // Happens on spawnflag GOAL_TOUCHPLAYER
438 DropBall(ball, ball.owner.origin, ball.owner.velocity);
440 WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
443 setthink(ball, ResetBall);
444 if(ball.classname == "nexball_basketball")
445 settouch(ball, football_touch); // better than func_null: football control until the ball gets reset
446 ball.nextthink = time + autocvar_g_nexball_delay_goal * (self.team != GOAL_OUT);
449 //=======================//
451 //=======================//
452 spawnfunc(nexball_team)
459 this.team = this.cnt + 1;
462 void nb_spawnteam(string teamname, float teamcolor)
464 LOG_TRACE("^2spawned team ", teamname, "\n");
465 entity e = new(nexball_team);
466 e.netname = teamname;
474 bool t_red = false, t_blue = false, t_yellow = false, t_pink = false;
476 for(e = world; (e = find(e, classname, "nexball_goal"));)
483 nb_spawnteam("Red", e.team-1) ;
490 nb_spawnteam("Blue", e.team-1) ;
497 nb_spawnteam("Yellow", e.team-1);
504 nb_spawnteam("Pink", e.team-1) ;
512 void nb_delayedinit(entity this)
514 if(find(world, classname, "nexball_team") == world)
516 nb_ScoreRules(nb_teams);
520 //=======================//
522 //=======================//
524 void SpawnBall(entity this)
526 if(!g_nexball) { remove(this); return; }
528 // balls += 4; // using the remaining bits to count balls will leave more than the max edict count, so it's fine
532 this.model = "models/nexball/ball.md3";
536 precache_model(this.model);
537 _setmodel(this, this.model);
538 setsize(this, BALL_MINS, BALL_MAXS);
539 ball_scale = this.scale;
541 relocate_nexball(this);
542 this.spawnorigin = this.origin;
544 this.effects = this.effects | EF_LOWPRECISION;
546 if(cvar(strcat("g_", this.classname, "_trail"))) //nexball_basketball :p
548 this.glow_color = autocvar_g_nexball_trail_color;
549 this.glow_trail = true;
552 this.movetype = MOVETYPE_FLY;
554 if(!autocvar_g_nexball_sound_bounce)
556 else if(this.noise == "")
557 this.noise = strzone(SND(NB_BOUNCE));
558 //bounce sound placeholder (FIXME)
559 if(this.noise1 == "")
560 this.noise1 = strzone(SND(NB_DROP));
561 //ball drop sound placeholder (FIXME)
562 if(this.noise2 == "")
563 this.noise2 = strzone(SND(NB_STEAL));
564 //stealing sound placeholder (FIXME)
565 if(this.noise) precache_sound(this.noise);
566 precache_sound(this.noise1);
567 precache_sound(this.noise2);
569 WaypointSprite_AttachCarrier(WP_NbBall, this, RADARICON_FLAGCARRIER); // the ball's team is not set yet, no rule update needed
571 this.reset = ball_restart;
572 setthink(this, InitBall);
573 this.nextthink = game_starttime + autocvar_g_nexball_delay_start;
576 spawnfunc(nexball_basketball)
578 nexball_mode |= NBM_BASKETBALL;
579 this.classname = "nexball_basketball";
580 if (!(balls & BALL_BASKET))
583 CVTOV(g_nexball_basketball_effects_default);
584 CVTOV(g_nexball_basketball_delay_hold);
585 CVTOV(g_nexball_basketball_delay_hold_forteam);
586 CVTOV(g_nexball_basketball_teamsteal);
588 autocvar_g_nexball_basketball_effects_default = autocvar_g_nexball_basketball_effects_default & BALL_EFFECTMASK;
591 this.effects = autocvar_g_nexball_basketball_effects_default;
592 this.solid = SOLID_TRIGGER;
593 this.pushable = autocvar_g_nexball_basketball_jumppad;
594 balls |= BALL_BASKET;
595 this.bouncefactor = autocvar_g_nexball_basketball_bouncefactor;
596 this.bouncestop = autocvar_g_nexball_basketball_bouncestop;
600 spawnfunc(nexball_football)
602 nexball_mode |= NBM_FOOTBALL;
603 this.classname = "nexball_football";
604 this.solid = SOLID_TRIGGER;
606 this.pushable = autocvar_g_nexball_football_jumppad;
607 this.bouncefactor = autocvar_g_nexball_football_bouncefactor;
608 this.bouncestop = autocvar_g_nexball_football_bouncestop;
612 float nb_Goal_Customize(entity this)
615 e = WaypointSprite_getviewentity(other);
616 wp_owner = self.owner;
617 if(SAME_TEAM(e, wp_owner)) { return false; }
622 void SpawnGoal(entity this)
624 if(!g_nexball) { remove(this); return; }
628 if(this.team != GOAL_OUT && Team_TeamToNumber(this.team) != -1)
630 entity wp = WaypointSprite_SpawnFixed(WP_NbGoal, (this.absmin + this.absmax) * 0.5, this, sprite, RADARICON_NONE);
631 wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0.5 0');
632 setcefc(this.sprite, nb_Goal_Customize);
635 this.classname = "nexball_goal";
637 this.noise = "ctf/respawn.wav";
638 precache_sound(this.noise);
639 settouch(this, GoalTouch);
642 spawnfunc(nexball_redgoal)
644 this.team = NUM_TEAM_1;
647 spawnfunc(nexball_bluegoal)
649 this.team = NUM_TEAM_2;
652 spawnfunc(nexball_yellowgoal)
654 this.team = NUM_TEAM_3;
657 spawnfunc(nexball_pinkgoal)
659 this.team = NUM_TEAM_4;
663 spawnfunc(nexball_fault)
665 this.team = GOAL_FAULT;
667 this.noise = strzone(SND(TYPEHIT));
671 spawnfunc(nexball_out)
673 this.team = GOAL_OUT;
675 this.noise = strzone(SND(TYPEHIT));
680 //Spawnfuncs preserved for compatibility
685 spawnfunc_nexball_football(this);
687 spawnfunc(ball_football)
689 spawnfunc_nexball_football(this);
691 spawnfunc(ball_basketball)
693 spawnfunc_nexball_basketball(this);
695 // The "red goal" is defended by blue team. A ball in there counts as a point for red.
696 spawnfunc(ball_redgoal)
698 spawnfunc_nexball_bluegoal(this); // I blame Revenant
700 spawnfunc(ball_bluegoal)
702 spawnfunc_nexball_redgoal(this); // but he didn't mean to cause trouble :p
704 spawnfunc(ball_fault)
706 spawnfunc_nexball_fault(this);
708 spawnfunc(ball_bound)
710 spawnfunc_nexball_out(this);
713 //=======================//
715 //=======================//
718 void W_Nexball_Think(entity this)
720 //dprint("W_Nexball_Think\n");
721 //vector new_dir = steerlib_arrive(this.enemy.origin, 2500);
722 vector new_dir = normalize(this.enemy.origin + '0 0 50' - this.origin);
723 vector old_dir = normalize(this.velocity);
724 float _speed = vlen(this.velocity);
725 vector new_vel = normalize(old_dir + (new_dir * autocvar_g_nexball_safepass_turnrate)) * _speed;
726 //vector new_vel = (new_dir * autocvar_g_nexball_safepass_turnrate
728 this.velocity = new_vel;
730 this.nextthink = time;
733 void W_Nexball_Touch(entity this)
735 entity ball, attacker;
736 attacker = this.owner;
737 //this.think = func_null;
738 //this.enemy = world;
740 PROJECTILE_TOUCH(this);
741 if(attacker.team != other.team || autocvar_g_nexball_basketball_teamsteal)
742 if((ball = other.ballcarried) && !STAT(FROZEN, other) && !IS_DEAD(other) && (IS_PLAYER(attacker)))
744 other.velocity = other.velocity + normalize(this.velocity) * other.damageforcescale * autocvar_g_balance_nexball_secondary_force;
745 UNSET_ONGROUND(other);
746 if(!attacker.ballcarried)
748 LogNB("stole", attacker);
749 _sound(other, CH_TRIGGER, ball.noise2, VOL_BASE, ATTEN_NORM);
751 if(SAME_TEAM(attacker, other) && time > attacker.teamkill_complain)
753 attacker.teamkill_complain = time + 5;
754 attacker.teamkill_soundtime = time + 0.4;
755 attacker.teamkill_soundsource = other;
758 GiveBall(attacker, other.ballcarried);
764 void W_Nexball_Attack(entity actor, float t)
768 if(!(ball = actor.ballcarried))
771 W_SetupShot(actor, false, 4, SND_NB_SHOOT1, CH_WEAPON_A, 0);
772 tracebox(w_shotorg, BALL_MINS, BALL_MAXS, w_shotorg, MOVE_WORLDONLY, world);
776 actor.metertime = 0; // Shot failed, hide the power meter
780 //Calculate multiplier
785 mi = autocvar_g_nexball_basketball_meter_minpower;
786 ma = max(mi, autocvar_g_nexball_basketball_meter_maxpower); // avoid confusion
787 //One triangle wave period with 1 as max
788 mul = 2 * (t % g_nexball_meter_period) / g_nexball_meter_period;
791 mul = mi + (ma - mi) * mul; // range from the minimal power to the maximal power
794 DropBall(ball, w_shotorg, W_CalculateProjectileVelocity(actor, actor.velocity, w_shotdir * autocvar_g_balance_nexball_primary_speed * mul, false));
797 //TODO: use the speed_up cvar too ??
800 vector trigger_push_calculatevelocity(vector org, entity tgt, float ht);
802 void W_Nexball_Attack2(entity actor)
804 if(actor.ballcarried.enemy)
806 entity _ball = actor.ballcarried;
807 W_SetupShot(actor, false, 4, SND_NB_SHOOT1, CH_WEAPON_A, 0);
808 DropBall(_ball, w_shotorg, trigger_push_calculatevelocity(_ball.origin, _ball.enemy, 32));
809 setthink(_ball, W_Nexball_Think);
810 _ball.nextthink = time;
814 if(!autocvar_g_nexball_tackling)
817 W_SetupShot(actor, false, 2, SND_NB_SHOOT2, CH_WEAPON_A, 0);
818 entity missile = new(ballstealer);
820 missile.owner = actor;
822 missile.movetype = MOVETYPE_FLY;
823 PROJECTILE_MAKETRIGGER(missile);
825 //setmodel(missile, "models/elaser.mdl"); // precision set below
826 setsize(missile, '0 0 0', '0 0 0');
827 setorigin(missile, w_shotorg);
829 W_SetupProjVelocity_Basic(missile, autocvar_g_balance_nexball_secondary_speed, 0);
830 missile.angles = vectoangles(missile.velocity);
831 settouch(missile, W_Nexball_Touch);
832 setthink(missile, SUB_Remove);
833 missile.nextthink = time + autocvar_g_balance_nexball_secondary_lifetime; //FIXME: use a distance instead?
835 missile.effects = EF_BRIGHTFIELD | EF_LOWPRECISION;
836 missile.flags = FL_PROJECTILE;
838 CSQCProjectile(missile, true, PROJECTILE_ELECTRO, true);
841 float ball_customize(entity this)
845 self.effects &= ~EF_FLAME;
847 setcefc(self, func_null);
851 if(other == self.owner)
853 self.scale = autocvar_g_nexball_viewmodel_scale;
855 self.effects |= EF_FLAME;
857 self.effects &= ~EF_FLAME;
861 self.effects &= ~EF_FLAME;
868 METHOD(BallStealer, wr_think, void(BallStealer thiswep, entity actor, .entity weaponentity, int fire))
870 TC(BallStealer, thiswep);
872 if(weapon_prepareattack(thiswep, actor, weaponentity, false, autocvar_g_balance_nexball_primary_refire))
873 if(autocvar_g_nexball_basketball_meter)
875 if(actor.ballcarried && !actor.metertime)
876 actor.metertime = time;
878 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
882 W_Nexball_Attack(actor, -1);
883 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
886 if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_nexball_secondary_refire))
888 W_Nexball_Attack2(actor);
889 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_nexball_secondary_animtime, w_ready);
892 if(!(fire & 1) && actor.metertime && actor.ballcarried)
894 W_Nexball_Attack(actor, time - actor.metertime);
895 // DropBall or stealing will set metertime back to 0
896 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
900 METHOD(BallStealer, wr_setup, void(BallStealer this, entity actor))
902 TC(BallStealer, this);
903 //weapon_setup(WEP_PORTO.m_id);
906 METHOD(BallStealer, wr_checkammo1, bool(BallStealer this, entity actor))
908 TC(BallStealer, this);
912 METHOD(BallStealer, wr_checkammo2, bool(BallStealer this, entity actor))
914 TC(BallStealer, this);
918 void nb_DropBall(entity player)
920 if(player.ballcarried && g_nexball)
921 DropBall(player.ballcarried, player.origin, player.velocity);
924 MUTATOR_HOOKFUNCTION(nb, ClientDisconnect)
926 entity player = M_ARGV(0, entity);
931 MUTATOR_HOOKFUNCTION(nb, PlayerDies)
933 entity frag_target = M_ARGV(2, entity);
935 nb_DropBall(frag_target);
938 MUTATOR_HOOKFUNCTION(nb, MakePlayerObserver)
940 entity player = M_ARGV(0, entity);
946 MUTATOR_HOOKFUNCTION(nb, PlayerPreThink)
948 makevectors(self.v_angle);
949 if(nexball_mode & NBM_BASKETBALL)
954 self.ballcarried.velocity = self.velocity;
955 setcefc(self.ballcarried, ball_customize);
957 vector org = self.origin + self.view_ofs +
958 v_forward * autocvar_g_nexball_viewmodel_offset.x +
959 v_right * autocvar_g_nexball_viewmodel_offset.y +
960 v_up * autocvar_g_nexball_viewmodel_offset.z;
961 setorigin(self.ballcarried, org);
964 if(autocvar_g_nexball_safepass_maxdist)
966 if(self.ballcarried.wait < time && self.ballcarried.enemy)
968 //centerprint(self, sprintf("Lost lock on %s", self.ballcarried.enemy.netname));
969 self.ballcarried.enemy = world;
973 //tracebox(self.origin + self.view_ofs, '-2 -2 -2', '2 2 2', self.origin + self.view_ofs + v_forward * autocvar_g_nexball_safepass_maxdist);
974 crosshair_trace(self);
976 IS_CLIENT(trace_ent) &&
977 !IS_DEAD(trace_ent) &&
978 trace_ent.team == self.team &&
979 vlen(trace_ent.origin - self.origin) <= autocvar_g_nexball_safepass_maxdist )
982 //if(self.ballcarried.enemy != trace_ent)
983 // centerprint(self, sprintf("Locked to %s", trace_ent.netname));
984 self.ballcarried.enemy = trace_ent;
985 self.ballcarried.wait = time + autocvar_g_nexball_safepass_holdtime;
993 .entity weaponentity = weaponentities[0]; // TODO
994 if(self.(weaponentity).weapons)
996 self.weapons = self.(weaponentity).weapons;
997 Weapon w = WEP_NEXBALL;
998 w.wr_resetplayer(w, self);
999 PS(self).m_switchweapon = self.(weaponentity).m_switchweapon;
1000 W_SwitchWeapon(self, PS(self).m_switchweapon);
1002 self.(weaponentity).weapons = '0 0 0';
1008 nexball_setstatus(self);
1013 MUTATOR_HOOKFUNCTION(nb, SpectateCopy)
1015 entity spectatee = M_ARGV(0, entity);
1016 entity client = M_ARGV(1, entity);
1018 client.metertime = spectatee.metertime;
1021 MUTATOR_HOOKFUNCTION(nb, PlayerSpawn)
1023 entity player = M_ARGV(0, entity);
1025 player.metertime = 0;
1026 .entity weaponentity = weaponentities[0];
1027 player.(weaponentity).weapons = '0 0 0';
1029 if (nexball_mode & NBM_BASKETBALL)
1030 player.weapons |= WEPSET(NEXBALL);
1032 player.weapons = '0 0 0';
1037 .float stat_sv_airspeedlimit_nonqw;
1038 .float stat_sv_maxspeed;
1040 MUTATOR_HOOKFUNCTION(nb, PlayerPhysics)
1042 if(self.ballcarried)
1044 self.stat_sv_airspeedlimit_nonqw *= autocvar_g_nexball_basketball_carrier_highspeed;
1045 self.stat_sv_maxspeed *= autocvar_g_nexball_basketball_carrier_highspeed;
1050 MUTATOR_HOOKFUNCTION(nb, ForbidThrowCurrentWeapon)
1052 entity player = M_ARGV(0, entity);
1054 return PS(player).m_weapon == WEP_NEXBALL;
1057 MUTATOR_HOOKFUNCTION(nb, ForbidDropCurrentWeapon)
1059 entity player = M_ARGV(0, entity);
1061 return PS(player).m_weapon == WEP_MORTAR; // TODO: what is this for?
1064 MUTATOR_HOOKFUNCTION(nb, FilterItem)
1066 entity item = M_ARGV(0, entity);
1068 if(item.classname == "droppedweapon")
1069 if(item.weapon == WEP_NEXBALL.m_id)
1075 MUTATOR_HOOKFUNCTION(nb, GetTeamCount)
1077 M_ARGV(1, string) = "nexball_team";
1081 MUTATOR_HOOKFUNCTION(nb, WantWeapon)
1083 M_ARGV(1, float) = 0; // weapon is set a few lines later, apparently
1087 MUTATOR_HOOKFUNCTION(nb, DropSpecialItems)
1089 entity frag_target = M_ARGV(0, entity);
1091 if(frag_target.ballcarried)
1092 DropBall(frag_target.ballcarried, frag_target.origin, frag_target.velocity);
1097 MUTATOR_HOOKFUNCTION(nb, SendWaypoint)
1099 M_ARGV(2, int) &= ~0x80;
1102 REGISTER_MUTATOR(nb, g_nexball)
1106 g_nexball_meter_period = autocvar_g_nexball_meter_period;
1107 if(g_nexball_meter_period <= 0)
1108 g_nexball_meter_period = 2; // avoid division by zero etc. due to silly users
1109 g_nexball_meter_period = rint(g_nexball_meter_period * 32) / 32; //Round to 1/32ths to send as a byte multiplied by 32
1113 CVTOV(g_nexball_football_boost_forward); //100
1114 CVTOV(g_nexball_football_boost_up); //200
1115 CVTOV(g_nexball_delay_idle); //10
1116 CVTOV(g_nexball_football_physics); //0
1118 radar_showennemies = autocvar_g_nexball_radar_showallplayers;
1120 InitializeEntity(world, nb_delayedinit, INITPRIO_GAMETYPE);
1121 WEP_NEXBALL.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
1124 SetLimits(autocvar_g_nexball_goallimit, autocvar_g_nexball_goalleadlimit, autocvar_timelimit_override, -1);
1125 have_team_spawns = -1; // request team spawns
1128 MUTATOR_ONROLLBACK_OR_REMOVE
1130 WEP_NEXBALL.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
1131 // we actually cannot roll back nb_delayedinit here
1132 // BUT: we don't need to! If this gets called, adding always
1138 LOG_INFO("This is a game type and it cannot be removed at runtime.");