4 int autocvar_cl_eventchase_nexball = 1;
6 REGISTER_MUTATOR(cl_nb, true);
8 MUTATOR_HOOKFUNCTION(cl_nb, WantEventchase)
10 if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WEPSET(NEXBALL)))
16 .float metertime = _STAT(NB_METERSTART);
18 int autocvar_g_nexball_goalleadlimit;
19 #define autocvar_g_nexball_goallimit cvar("g_nexball_goallimit")
21 bool autocvar_g_nexball_basketball_jumppad = true;
22 float autocvar_g_nexball_basketball_bouncefactor;
23 float autocvar_g_nexball_basketball_bouncestop;
24 float autocvar_g_nexball_basketball_carrier_highspeed;
25 bool autocvar_g_nexball_basketball_meter;
26 float autocvar_g_nexball_basketball_meter_maxpower;
27 float autocvar_g_nexball_basketball_meter_minpower;
28 float autocvar_g_nexball_delay_collect;
29 float autocvar_g_nexball_delay_goal;
30 float autocvar_g_nexball_delay_start;
31 bool autocvar_g_nexball_football_jumppad = true;
32 float autocvar_g_nexball_football_bouncefactor;
33 float autocvar_g_nexball_football_bouncestop;
34 bool autocvar_g_nexball_radar_showallplayers;
35 bool autocvar_g_nexball_sound_bounce;
36 int autocvar_g_nexball_trail_color;
38 float autocvar_g_nexball_safepass_turnrate;
39 float autocvar_g_nexball_safepass_maxdist;
40 float autocvar_g_nexball_safepass_holdtime;
41 float autocvar_g_nexball_viewmodel_scale;
42 float autocvar_g_nexball_tackling;
43 vector autocvar_g_nexball_viewmodel_offset;
45 float autocvar_g_balance_nexball_primary_animtime;
46 float autocvar_g_balance_nexball_primary_refire;
47 float autocvar_g_balance_nexball_primary_speed;
48 float autocvar_g_balance_nexball_secondary_animtime;
49 float autocvar_g_balance_nexball_secondary_force;
50 float autocvar_g_balance_nexball_secondary_lifetime;
51 float autocvar_g_balance_nexball_secondary_refire;
52 float autocvar_g_balance_nexball_secondary_speed;
54 void basketball_touch(entity this, entity toucher);
55 void football_touch(entity this, entity toucher);
56 void ResetBall(entity this);
57 const int NBM_NONE = 0;
58 const int NBM_FOOTBALL = 2;
59 const int NBM_BASKETBALL = 4;
62 float OtherTeam(float t) //works only if there are two teams on the map!
65 e = find(NULL, classname, "nexball_team");
67 e = find(e, classname, "nexball_team");
71 const float ST_NEXBALL_GOALS = 1;
72 void nb_ScoreRules(int teams)
74 ScoreRules_basics(teams, 0, 0, true);
75 ScoreInfo_SetLabel_TeamScore( ST_NEXBALL_GOALS, "goals", SFL_SORT_PRIO_PRIMARY);
76 ScoreInfo_SetLabel_PlayerScore( SP_NEXBALL_GOALS, "goals", SFL_SORT_PRIO_PRIMARY);
77 ScoreInfo_SetLabel_PlayerScore(SP_NEXBALL_FAULTS, "faults", SFL_SORT_PRIO_SECONDARY | SFL_LOWER_IS_BETTER);
78 ScoreRules_basics_end();
81 void LogNB(string mode, entity actor)
84 if(!autocvar_sv_eventlog)
86 s = strcat(":nexball:", mode);
88 s = strcat(s, ":", ftos(actor.playerid));
92 void ball_restart(entity this)
95 DropBall(this, this.owner.origin, '0 0 0');
99 void nexball_setstatus(entity this)
101 this.items &= ~IT_KEY1;
104 if(this.ballcarried.teamtime && (this.ballcarried.teamtime < time))
106 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_NEXBALL_RETURN_HELD));
107 entity e = this.ballcarried;
108 DropBall(this.ballcarried, this.ballcarried.owner.origin, '0 0 0');
112 this.items |= IT_KEY1;
116 void relocate_nexball(entity this)
118 tracebox(this.origin, BALL_MINS, BALL_MAXS, this.origin, true, this);
123 if(!move_out_of_solid(this))
124 objerror(this, "could not get out of solid at all!");
125 LOG_INFO("^1NOTE: this map needs FIXING. ", this.classname, " at ", vtos(o - '0 0 1'));
126 LOG_INFO(" needs to be moved out of solid, e.g. by '", ftos(this.origin.x - o.x));
127 LOG_INFO(" ", ftos(this.origin.y - o.y));
128 LOG_INFO(" ", ftos(this.origin.z - o.z), "'\n");
133 void DropOwner(entity this)
137 DropBall(this, ownr.origin, ownr.velocity);
138 makevectors(ownr.v_angle.y * '0 1 0');
139 ownr.velocity += ('0 0 0.75' - v_forward) * 1000;
140 UNSET_ONGROUND(ownr);
143 void GiveBall(entity plyr, entity ball)
145 .entity weaponentity = weaponentities[0]; // TODO: find ballstealer
146 entity ownr = ball.owner;
149 ownr.effects &= ~autocvar_g_nexball_basketball_effects_default;
150 ownr.ballcarried = NULL;
154 ownr.(weaponentity).state = WS_READY;
156 WaypointSprite_Kill(ownr.waypointsprite_attachedforcarrier);
160 WaypointSprite_Kill(ball.waypointsprite_attachedforcarrier);
163 //setattachment(ball, plyr, "");
164 setorigin(ball, plyr.origin + plyr.view_ofs);
166 if(ball.team != plyr.team)
167 ball.teamtime = time + autocvar_g_nexball_basketball_delay_hold_forteam;
169 ball.owner = ball.pusher = plyr; //"owner" is set to the player carrying, "pusher" to the last player who touched it
170 ball.weaponentity_fld = weaponentity;
171 ball.team = plyr.team;
172 plyr.ballcarried = ball;
173 ball.nb_dropper = plyr;
175 plyr.effects |= autocvar_g_nexball_basketball_effects_default;
176 ball.effects &= ~autocvar_g_nexball_basketball_effects_default;
178 ball.velocity = '0 0 0';
179 set_movetype(ball, MOVETYPE_NONE);
180 settouch(ball, func_null);
181 ball.effects |= EF_NOSHADOW;
182 ball.scale = 1; // scale down.
184 WaypointSprite_AttachCarrier(WP_NbBall, plyr, RADARICON_FLAGCARRIER);
185 WaypointSprite_UpdateRule(plyr.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
187 if(autocvar_g_nexball_basketball_delay_hold)
189 setthink(ball, DropOwner);
190 ball.nextthink = time + autocvar_g_nexball_basketball_delay_hold;
193 plyr.(weaponentity).weapons = plyr.weapons;
194 plyr.m_switchweapon = plyr.(weaponentity).m_weapon;
195 plyr.weapons = WEPSET(NEXBALL);
196 Weapon w = WEP_NEXBALL;
197 w.wr_resetplayer(w, plyr);
198 plyr.(weaponentity).m_switchweapon = WEP_NEXBALL;
199 W_SwitchWeapon(plyr, WEP_NEXBALL, weaponentity);
202 void DropBall(entity ball, vector org, vector vel)
204 ball.effects |= autocvar_g_nexball_basketball_effects_default;
205 ball.effects &= ~EF_NOSHADOW;
206 ball.owner.effects &= ~autocvar_g_nexball_basketball_effects_default;
208 setattachment(ball, NULL, "");
209 setorigin(ball, org);
210 set_movetype(ball, MOVETYPE_BOUNCE);
211 UNSET_ONGROUND(ball);
212 ball.scale = ball_scale;
214 ball.nb_droptime = time;
215 settouch(ball, basketball_touch);
216 setthink(ball, ResetBall);
217 ball.nextthink = min(time + autocvar_g_nexball_delay_idle, ball.teamtime);
219 if(ball.owner.metertime)
221 ball.owner.metertime = 0;
222 .entity weaponentity = ball.weaponentity_fld;
223 ball.owner.(weaponentity).state = WS_READY;
226 WaypointSprite_Kill(ball.owner.waypointsprite_attachedforcarrier);
227 WaypointSprite_Spawn(WP_NbBall, 0, 0, ball, '0 0 64', NULL, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER); // no health bar please
228 WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
230 ball.owner.ballcarried = NULL;
234 void InitBall(entity this)
237 UNSET_ONGROUND(this);
238 set_movetype(this, MOVETYPE_BOUNCE);
239 if(this.classname == "nexball_basketball")
240 settouch(this, basketball_touch);
241 else if(this.classname == "nexball_football")
242 settouch(this, football_touch);
244 setthink(this, ResetBall);
245 this.nextthink = time + autocvar_g_nexball_delay_idle + 3;
249 _sound(this, CH_TRIGGER, this.noise1, VOL_BASE, ATTEN_NORM);
250 WaypointSprite_Ping(this.waypointsprite_attachedforcarrier);
254 void ResetBall(entity this)
256 if(this.cnt < 2) // step 1
258 if(time == this.teamtime)
259 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_NEXBALL_RETURN_HELD));
261 settouch(this, func_null);
262 set_movetype(this, MOVETYPE_NOCLIP);
263 this.velocity = '0 0 0'; // just in case?
265 LogNB("resetidle", NULL);
267 this.nextthink = time;
269 else if(this.cnt < 4) // step 2 and 3
271 // dprint("Step ", ftos(this.cnt), ": Calculated velocity: ", vtos(this.spawnorigin - this.origin), ", time: ", ftos(time), "\n");
272 this.velocity = (this.spawnorigin - this.origin) * (this.cnt - 1); // 1 or 0.5 second movement
273 this.nextthink = time + 0.5;
278 // dprint("Step 4: time: ", ftos(time), "\n");
279 if(vdist(this.origin - this.spawnorigin, >, 10)) // should not happen anymore
280 LOG_TRACE("The ball moved too far away from its spawn origin.\nOffset: ",
281 vtos(this.origin - this.spawnorigin), " Velocity: ", vtos(this.velocity), "\n");
282 this.velocity = '0 0 0';
283 setorigin(this, this.spawnorigin); // make sure it's positioned correctly anyway
284 set_movetype(this, MOVETYPE_NONE);
285 setthink(this, InitBall);
286 this.nextthink = max(time, game_starttime) + autocvar_g_nexball_delay_start;
290 void football_touch(entity this, entity toucher)
292 if(toucher.solid == SOLID_BSP)
294 if(time > this.lastground + 0.1)
296 _sound(this, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
297 this.lastground = time;
299 if(this.velocity && !this.cnt)
300 this.nextthink = time + autocvar_g_nexball_delay_idle;
303 if (!IS_PLAYER(toucher))
305 if(toucher.health < 1)
308 this.nextthink = time + autocvar_g_nexball_delay_idle;
310 this.pusher = toucher;
311 this.team = toucher.team;
313 if(autocvar_g_nexball_football_physics == -1) // MrBougo try 1, before decompiling Rev's original
316 this.velocity = toucher.velocity * 1.5 + '0 0 1' * autocvar_g_nexball_football_boost_up;
318 else if(autocvar_g_nexball_football_physics == 1) // MrBougo's modded Rev style: partially independant of the height of the aiming point
320 makevectors(toucher.v_angle);
321 this.velocity = toucher.velocity + v_forward * autocvar_g_nexball_football_boost_forward + '0 0 1' * autocvar_g_nexball_football_boost_up;
323 else if(autocvar_g_nexball_football_physics == 2) // 2nd mod try: totally independant. Really playable!
325 makevectors(toucher.v_angle.y * '0 1 0');
326 this.velocity = toucher.velocity + v_forward * autocvar_g_nexball_football_boost_forward + v_up * autocvar_g_nexball_football_boost_up;
328 else // Revenant's original style (from the original mod's disassembly, acknowledged by Revenant)
330 makevectors(toucher.v_angle);
331 this.velocity = toucher.velocity + v_forward * autocvar_g_nexball_football_boost_forward + v_up * autocvar_g_nexball_football_boost_up;
333 this.avelocity = -250 * v_forward; // maybe there is a way to make it look better?
336 void basketball_touch(entity this, entity toucher)
338 if(toucher.ballcarried)
340 football_touch(this, toucher);
343 if(!this.cnt && IS_PLAYER(toucher) && !STAT(FROZEN, toucher) && !IS_DEAD(toucher) && (toucher != this.nb_dropper || time > this.nb_droptime + autocvar_g_nexball_delay_collect))
345 if(toucher.health <= 0)
347 LogNB("caught", toucher);
348 GiveBall(toucher, this);
350 else if(toucher.solid == SOLID_BSP)
352 _sound(this, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
353 if(this.velocity && !this.cnt)
354 this.nextthink = min(time + autocvar_g_nexball_delay_idle, this.teamtime);
358 void GoalTouch(entity this, entity toucher)
361 float isclient, pscore, otherteam;
365 if((this.spawnflags & GOAL_TOUCHPLAYER) && toucher.ballcarried)
366 ball = toucher.ballcarried;
369 if(ball.classname != "nexball_basketball")
370 if(ball.classname != "nexball_football")
372 if((!ball.pusher && this.team != GOAL_OUT) || ball.cnt)
374 EXACTTRIGGER_TOUCH(this, toucher);
377 if(NumTeams(nb_teams) == 2)
378 otherteam = OtherTeam(ball.team);
382 if((isclient = IS_CLIENT(ball.pusher)))
383 pname = ball.pusher.netname;
385 pname = "Someone (?)";
387 if(ball.team == this.team) //owngoal (regular goals)
389 LogNB("owngoal", ball.pusher);
390 bprint("Boo! ", pname, "^7 scored a goal against their own team!\n");
393 else if(this.team == GOAL_FAULT)
395 LogNB("fault", ball.pusher);
396 if(NumTeams(nb_teams) == 2)
397 bprint(Team_ColoredFullName(otherteam), " gets a point due to ", pname, "^7's silliness.\n");
399 bprint(Team_ColoredFullName(ball.team), " loses a point due to ", pname, "^7's silliness.\n");
402 else if(this.team == GOAL_OUT)
404 LogNB("out", ball.pusher);
405 if((this.spawnflags & GOAL_TOUCHPLAYER) && ball.owner)
406 bprint(pname, "^7 went out of bounds.\n");
408 bprint("The ball was returned.\n");
413 LogNB(strcat("goal:", ftos(this.team)), ball.pusher);
414 bprint("Goaaaaal! ", pname, "^7 scored a point for the ", Team_ColoredFullName(ball.team), ".\n");
418 _sound(ball, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NONE);
420 if(ball.team && pscore)
422 if(NumTeams(nb_teams) == 2 && pscore < 0)
423 TeamScore_AddToTeam(otherteam, ST_NEXBALL_GOALS, -pscore);
425 TeamScore_AddToTeam(ball.team, ST_NEXBALL_GOALS, pscore);
430 PlayerScore_Add(ball.pusher, SP_NEXBALL_GOALS, pscore);
432 PlayerScore_Add(ball.pusher, SP_NEXBALL_FAULTS, -pscore);
435 if(ball.owner) // Happens on spawnflag GOAL_TOUCHPLAYER
436 DropBall(ball, ball.owner.origin, ball.owner.velocity);
438 WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
441 setthink(ball, ResetBall);
442 if(ball.classname == "nexball_basketball")
443 settouch(ball, football_touch); // better than func_null: football control until the ball gets reset
444 ball.nextthink = time + autocvar_g_nexball_delay_goal * (this.team != GOAL_OUT);
447 //=======================//
449 //=======================//
450 spawnfunc(nexball_team)
457 this.team = this.cnt + 1;
460 void nb_spawnteam(string teamname, float teamcolor)
462 LOG_TRACE("^2spawned team ", teamname);
463 entity e = new(nexball_team);
464 e.netname = teamname;
472 bool t_red = false, t_blue = false, t_yellow = false, t_pink = false;
474 for(e = NULL; (e = find(e, classname, "nexball_goal"));)
481 nb_spawnteam("Red", e.team-1) ;
489 nb_spawnteam("Blue", e.team-1) ;
497 nb_spawnteam("Yellow", e.team-1);
505 nb_spawnteam("Pink", e.team-1) ;
514 void nb_delayedinit(entity this)
516 if(find(NULL, classname, "nexball_team") == NULL)
518 nb_ScoreRules(nb_teams);
522 //=======================//
524 //=======================//
526 void SpawnBall(entity this)
528 if(!g_nexball) { delete(this); return; }
530 // balls += 4; // using the remaining bits to count balls will leave more than the max edict count, so it's fine
534 this.model = "models/nexball/ball.md3";
538 precache_model(this.model);
539 _setmodel(this, this.model);
540 setsize(this, BALL_MINS, BALL_MAXS);
541 ball_scale = this.scale;
543 relocate_nexball(this);
544 this.spawnorigin = this.origin;
546 this.effects = this.effects | EF_LOWPRECISION;
548 if(cvar(strcat("g_", this.classname, "_trail"))) //nexball_basketball :p
550 this.glow_color = autocvar_g_nexball_trail_color;
551 this.glow_trail = true;
554 set_movetype(this, MOVETYPE_FLY);
556 if(!autocvar_g_nexball_sound_bounce)
558 else if(this.noise == "")
559 this.noise = strzone(SND(NB_BOUNCE));
560 //bounce sound placeholder (FIXME)
561 if(this.noise1 == "")
562 this.noise1 = strzone(SND(NB_DROP));
563 //ball drop sound placeholder (FIXME)
564 if(this.noise2 == "")
565 this.noise2 = strzone(SND(NB_STEAL));
566 //stealing sound placeholder (FIXME)
567 if(this.noise) precache_sound(this.noise);
568 precache_sound(this.noise1);
569 precache_sound(this.noise2);
571 WaypointSprite_AttachCarrier(WP_NbBall, this, RADARICON_FLAGCARRIER); // the ball's team is not set yet, no rule update needed
573 this.reset = ball_restart;
574 setthink(this, InitBall);
575 this.nextthink = game_starttime + autocvar_g_nexball_delay_start;
578 spawnfunc(nexball_basketball)
580 nexball_mode |= NBM_BASKETBALL;
581 this.classname = "nexball_basketball";
582 if (!(balls & BALL_BASKET))
585 CVTOV(g_nexball_basketball_effects_default);
586 CVTOV(g_nexball_basketball_delay_hold);
587 CVTOV(g_nexball_basketball_delay_hold_forteam);
588 CVTOV(g_nexball_basketball_teamsteal);
590 autocvar_g_nexball_basketball_effects_default = autocvar_g_nexball_basketball_effects_default & BALL_EFFECTMASK;
593 this.effects = autocvar_g_nexball_basketball_effects_default;
594 this.solid = SOLID_TRIGGER;
595 this.pushable = autocvar_g_nexball_basketball_jumppad;
596 balls |= BALL_BASKET;
597 this.bouncefactor = autocvar_g_nexball_basketball_bouncefactor;
598 this.bouncestop = autocvar_g_nexball_basketball_bouncestop;
602 spawnfunc(nexball_football)
604 nexball_mode |= NBM_FOOTBALL;
605 this.classname = "nexball_football";
606 this.solid = SOLID_TRIGGER;
608 this.pushable = autocvar_g_nexball_football_jumppad;
609 this.bouncefactor = autocvar_g_nexball_football_bouncefactor;
610 this.bouncestop = autocvar_g_nexball_football_bouncestop;
614 bool nb_Goal_Customize(entity this, entity client)
616 entity e = WaypointSprite_getviewentity(client);
617 entity wp_owner = this.owner;
618 if(SAME_TEAM(e, wp_owner)) { return false; }
623 void SpawnGoal(entity this)
625 if(!g_nexball) { delete(this); return; }
629 if(this.team != GOAL_OUT && Team_TeamToNumber(this.team) != -1)
631 entity wp = WaypointSprite_SpawnFixed(WP_NbGoal, (this.absmin + this.absmax) * 0.5, this, sprite, RADARICON_NONE);
632 wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0.5 0');
633 setcefc(this.sprite, nb_Goal_Customize);
636 this.classname = "nexball_goal";
638 this.noise = "ctf/respawn.wav";
639 precache_sound(this.noise);
640 settouch(this, GoalTouch);
643 spawnfunc(nexball_redgoal)
645 this.team = NUM_TEAM_1;
648 spawnfunc(nexball_bluegoal)
650 this.team = NUM_TEAM_2;
653 spawnfunc(nexball_yellowgoal)
655 this.team = NUM_TEAM_3;
658 spawnfunc(nexball_pinkgoal)
660 this.team = NUM_TEAM_4;
664 spawnfunc(nexball_fault)
666 this.team = GOAL_FAULT;
668 this.noise = strzone(SND(TYPEHIT));
672 spawnfunc(nexball_out)
674 this.team = GOAL_OUT;
676 this.noise = strzone(SND(TYPEHIT));
681 //Spawnfuncs preserved for compatibility
686 spawnfunc_nexball_football(this);
688 spawnfunc(ball_football)
690 spawnfunc_nexball_football(this);
692 spawnfunc(ball_basketball)
694 spawnfunc_nexball_basketball(this);
696 // The "red goal" is defended by blue team. A ball in there counts as a point for red.
697 spawnfunc(ball_redgoal)
699 spawnfunc_nexball_bluegoal(this); // I blame Revenant
701 spawnfunc(ball_bluegoal)
703 spawnfunc_nexball_redgoal(this); // but he didn't mean to cause trouble :p
705 spawnfunc(ball_fault)
707 spawnfunc_nexball_fault(this);
709 spawnfunc(ball_bound)
711 spawnfunc_nexball_out(this);
714 //=======================//
716 //=======================//
719 void W_Nexball_Think(entity this)
721 //dprint("W_Nexball_Think\n");
722 //vector new_dir = steerlib_arrive(this.enemy.origin, 2500);
723 vector new_dir = normalize(this.enemy.origin + '0 0 50' - this.origin);
724 vector old_dir = normalize(this.velocity);
725 float _speed = vlen(this.velocity);
726 vector new_vel = normalize(old_dir + (new_dir * autocvar_g_nexball_safepass_turnrate)) * _speed;
727 //vector new_vel = (new_dir * autocvar_g_nexball_safepass_turnrate
729 this.velocity = new_vel;
731 this.nextthink = time;
734 void W_Nexball_Touch(entity this, entity toucher)
736 entity ball, attacker;
737 attacker = this.owner;
738 //this.think = func_null;
741 PROJECTILE_TOUCH(this, toucher);
742 if(attacker.team != toucher.team || autocvar_g_nexball_basketball_teamsteal)
743 if((ball = toucher.ballcarried) && !STAT(FROZEN, toucher) && !IS_DEAD(toucher) && (IS_PLAYER(attacker)))
745 toucher.velocity = toucher.velocity + normalize(this.velocity) * toucher.damageforcescale * autocvar_g_balance_nexball_secondary_force;
746 UNSET_ONGROUND(toucher);
747 if(!attacker.ballcarried)
749 LogNB("stole", attacker);
750 _sound(toucher, CH_TRIGGER, ball.noise2, VOL_BASE, ATTEN_NORM);
752 if(SAME_TEAM(attacker, toucher) && time > attacker.teamkill_complain)
754 attacker.teamkill_complain = time + 5;
755 attacker.teamkill_soundtime = time + 0.4;
756 attacker.teamkill_soundsource = toucher;
759 GiveBall(attacker, toucher.ballcarried);
765 void W_Nexball_Attack(entity actor, .entity weaponentity, float t)
769 if(!(ball = actor.ballcarried))
772 W_SetupShot(actor, weaponentity, false, 4, SND_NB_SHOOT1, CH_WEAPON_A, 0);
773 tracebox(w_shotorg, BALL_MINS, BALL_MAXS, w_shotorg, MOVE_WORLDONLY, NULL);
777 actor.metertime = 0; // Shot failed, hide the power meter
781 //Calculate multiplier
786 mi = autocvar_g_nexball_basketball_meter_minpower;
787 ma = max(mi, autocvar_g_nexball_basketball_meter_maxpower); // avoid confusion
788 //One triangle wave period with 1 as max
789 mul = 2 * (t % g_nexball_meter_period) / g_nexball_meter_period;
792 mul = mi + (ma - mi) * mul; // range from the minimal power to the maximal power
795 DropBall(ball, w_shotorg, W_CalculateProjectileVelocity(actor, actor.velocity, w_shotdir * autocvar_g_balance_nexball_primary_speed * mul, false));
798 //TODO: use the speed_up cvar too ??
801 vector trigger_push_calculatevelocity(vector org, entity tgt, float ht);
803 void W_Nexball_Attack2(entity actor, .entity weaponentity)
805 if(actor.ballcarried.enemy)
807 entity _ball = actor.ballcarried;
808 W_SetupShot(actor, weaponentity, false, 4, SND_NB_SHOOT1, CH_WEAPON_A, 0);
809 DropBall(_ball, w_shotorg, trigger_push_calculatevelocity(_ball.origin, _ball.enemy, 32));
810 setthink(_ball, W_Nexball_Think);
811 _ball.nextthink = time;
815 if(!autocvar_g_nexball_tackling)
818 W_SetupShot(actor, weaponentity, false, 2, SND_NB_SHOOT2, CH_WEAPON_A, 0);
819 entity missile = new(ballstealer);
821 missile.owner = actor;
823 set_movetype(missile, MOVETYPE_FLY);
824 PROJECTILE_MAKETRIGGER(missile);
826 //setmodel(missile, "models/elaser.mdl"); // precision set below
827 setsize(missile, '0 0 0', '0 0 0');
828 setorigin(missile, w_shotorg);
830 W_SetupProjVelocity_Basic(missile, autocvar_g_balance_nexball_secondary_speed, 0);
831 missile.angles = vectoangles(missile.velocity);
832 settouch(missile, W_Nexball_Touch);
833 setthink(missile, SUB_Remove);
834 missile.nextthink = time + autocvar_g_balance_nexball_secondary_lifetime; //FIXME: use a distance instead?
836 missile.effects = EF_BRIGHTFIELD | EF_LOWPRECISION;
837 missile.flags = FL_PROJECTILE;
838 IL_PUSH(g_projectiles, missile);
839 IL_PUSH(g_bot_dodge, missile);
841 CSQCProjectile(missile, true, PROJECTILE_ELECTRO, true);
844 bool ball_customize(entity this, entity client)
848 this.effects &= ~EF_FLAME;
850 setcefc(this, func_null);
854 if(client == this.owner)
856 this.scale = autocvar_g_nexball_viewmodel_scale;
858 this.effects |= EF_FLAME;
860 this.effects &= ~EF_FLAME;
864 this.effects &= ~EF_FLAME;
871 METHOD(BallStealer, wr_think, void(BallStealer thiswep, entity actor, .entity weaponentity, int fire))
873 TC(BallStealer, thiswep);
875 if(weapon_prepareattack(thiswep, actor, weaponentity, false, autocvar_g_balance_nexball_primary_refire))
876 if(autocvar_g_nexball_basketball_meter)
878 if(actor.ballcarried && !actor.metertime)
879 actor.metertime = time;
881 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
885 W_Nexball_Attack(actor, weaponentity, -1);
886 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
889 if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_nexball_secondary_refire))
891 W_Nexball_Attack2(actor, weaponentity);
892 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_nexball_secondary_animtime, w_ready);
895 if(!(fire & 1) && actor.metertime && actor.ballcarried)
897 W_Nexball_Attack(actor, weaponentity, time - actor.metertime);
898 // DropBall or stealing will set metertime back to 0
899 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
903 METHOD(BallStealer, wr_setup, void(BallStealer this, entity actor, .entity weaponentity))
905 TC(BallStealer, this);
906 //weapon_setup(WEP_PORTO.m_id);
909 METHOD(BallStealer, wr_checkammo1, bool(BallStealer this, entity actor, .entity weaponentity))
911 TC(BallStealer, this);
915 METHOD(BallStealer, wr_checkammo2, bool(BallStealer this, entity actor, .entity weaponentity))
917 TC(BallStealer, this);
921 void nb_DropBall(entity player)
923 if(player.ballcarried && g_nexball)
924 DropBall(player.ballcarried, player.origin, player.velocity);
927 MUTATOR_HOOKFUNCTION(nb, ClientDisconnect)
929 entity player = M_ARGV(0, entity);
934 MUTATOR_HOOKFUNCTION(nb, PlayerDies)
936 entity frag_target = M_ARGV(2, entity);
938 nb_DropBall(frag_target);
941 MUTATOR_HOOKFUNCTION(nb, MakePlayerObserver)
943 entity player = M_ARGV(0, entity);
949 MUTATOR_HOOKFUNCTION(nb, PlayerPreThink)
951 entity player = M_ARGV(0, entity);
953 makevectors(player.v_angle);
954 if(nexball_mode & NBM_BASKETBALL)
956 if(player.ballcarried)
959 player.ballcarried.velocity = player.velocity;
960 setcefc(player.ballcarried, ball_customize);
962 vector org = player.origin + player.view_ofs +
963 v_forward * autocvar_g_nexball_viewmodel_offset.x +
964 v_right * autocvar_g_nexball_viewmodel_offset.y +
965 v_up * autocvar_g_nexball_viewmodel_offset.z;
966 setorigin(player.ballcarried, org);
969 if(autocvar_g_nexball_safepass_maxdist)
971 if(player.ballcarried.wait < time && player.ballcarried.enemy)
973 //centerprint(player, sprintf("Lost lock on %s", player.ballcarried.enemy.netname));
974 player.ballcarried.enemy = NULL;
978 //tracebox(player.origin + player.view_ofs, '-2 -2 -2', '2 2 2', player.origin + player.view_ofs + v_forward * autocvar_g_nexball_safepass_maxdist);
979 crosshair_trace(player);
981 IS_CLIENT(trace_ent) &&
982 !IS_DEAD(trace_ent) &&
983 trace_ent.team == player.team &&
984 vdist(trace_ent.origin - player.origin, <=, autocvar_g_nexball_safepass_maxdist) )
987 //if(player.ballcarried.enemy != trace_ent)
988 // centerprint(player, sprintf("Locked to %s", trace_ent.netname));
989 player.ballcarried.enemy = trace_ent;
990 player.ballcarried.wait = time + autocvar_g_nexball_safepass_holdtime;
998 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1000 .entity weaponentity = weaponentities[slot];
1002 if(player.(weaponentity).weapons)
1004 player.weapons = player.(weaponentity).weapons;
1005 Weapon w = WEP_NEXBALL;
1006 w.wr_resetplayer(w, player);
1007 player.(weaponentity).m_switchweapon = player.m_switchweapon;
1008 W_SwitchWeapon(player, player.(weaponentity).m_switchweapon, weaponentity);
1010 player.(weaponentity).weapons = '0 0 0';
1017 nexball_setstatus(player);
1020 MUTATOR_HOOKFUNCTION(nb, SpectateCopy)
1022 entity spectatee = M_ARGV(0, entity);
1023 entity client = M_ARGV(1, entity);
1025 client.metertime = spectatee.metertime;
1028 MUTATOR_HOOKFUNCTION(nb, PlayerSpawn)
1030 entity player = M_ARGV(0, entity);
1032 player.metertime = 0;
1033 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1035 .entity weaponentity = weaponentities[slot];
1036 player.(weaponentity).weapons = '0 0 0';
1039 if (nexball_mode & NBM_BASKETBALL)
1040 player.weapons |= WEPSET(NEXBALL);
1042 player.weapons = '0 0 0';
1047 .float stat_sv_airspeedlimit_nonqw;
1048 .float stat_sv_maxspeed;
1050 MUTATOR_HOOKFUNCTION(nb, PlayerPhysics)
1052 entity player = M_ARGV(0, entity);
1054 if(player.ballcarried)
1056 player.stat_sv_airspeedlimit_nonqw *= autocvar_g_nexball_basketball_carrier_highspeed;
1057 player.stat_sv_maxspeed *= autocvar_g_nexball_basketball_carrier_highspeed;
1061 MUTATOR_HOOKFUNCTION(nb, ForbidThrowCurrentWeapon)
1063 //entity player = M_ARGV(0, entity);
1064 entity wepent = M_ARGV(1, entity);
1066 return wepent.m_weapon == WEP_NEXBALL;
1069 MUTATOR_HOOKFUNCTION(nb, ForbidDropCurrentWeapon)
1071 //entity player = M_ARGV(0, entity);
1072 int wep = M_ARGV(1, int);
1074 return wep == WEP_MORTAR.m_id; // TODO: what is this for?
1077 MUTATOR_HOOKFUNCTION(nb, FilterItem)
1079 entity item = M_ARGV(0, entity);
1081 if(item.classname == "droppedweapon")
1082 if(item.weapon == WEP_NEXBALL.m_id)
1088 MUTATOR_HOOKFUNCTION(nb, ItemTouch)
1090 entity item = M_ARGV(0, entity);
1091 entity toucher = M_ARGV(1, entity);
1093 if(item.weapon && toucher.ballcarried)
1094 return MUT_ITEMTOUCH_RETURN; // no new weapons for you, mister!
1096 return MUT_ITEMTOUCH_CONTINUE;
1099 MUTATOR_HOOKFUNCTION(nb, CheckAllowedTeams)
1101 M_ARGV(1, string) = "nexball_team";
1105 MUTATOR_HOOKFUNCTION(nb, WantWeapon)
1107 M_ARGV(1, float) = 0; // weapon is set a few lines later, apparently
1111 MUTATOR_HOOKFUNCTION(nb, DropSpecialItems)
1113 entity frag_target = M_ARGV(0, entity);
1115 if(frag_target.ballcarried)
1116 DropBall(frag_target.ballcarried, frag_target.origin, frag_target.velocity);
1121 MUTATOR_HOOKFUNCTION(nb, SendWaypoint)
1123 M_ARGV(2, int) &= ~0x80;
1126 REGISTER_MUTATOR(nb, g_nexball)
1130 g_nexball_meter_period = autocvar_g_nexball_meter_period;
1131 if(g_nexball_meter_period <= 0)
1132 g_nexball_meter_period = 2; // avoid division by zero etc. due to silly users
1133 g_nexball_meter_period = rint(g_nexball_meter_period * 32) / 32; //Round to 1/32ths to send as a byte multiplied by 32
1137 CVTOV(g_nexball_football_boost_forward); //100
1138 CVTOV(g_nexball_football_boost_up); //200
1139 CVTOV(g_nexball_delay_idle); //10
1140 CVTOV(g_nexball_football_physics); //0
1142 radar_showennemies = autocvar_g_nexball_radar_showallplayers;
1144 InitializeEntity(NULL, nb_delayedinit, INITPRIO_GAMETYPE);
1145 WEP_NEXBALL.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
1148 SetLimits(autocvar_g_nexball_goallimit, autocvar_g_nexball_goalleadlimit, autocvar_timelimit_override, -1);
1149 have_team_spawns = -1; // request team spawns
1152 MUTATOR_ONROLLBACK_OR_REMOVE
1154 WEP_NEXBALL.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
1155 // we actually cannot roll back nb_delayedinit here
1156 // BUT: we don't need to! If this gets called, adding always
1162 LOG_INFO("This is a game type and it cannot be removed at runtime.");