1 #include "sv_nexball.qh"
3 #include <server/client.qh>
4 #include <server/command/vote.qh>
5 #include <server/gamelog.qh>
6 #include <server/world.qh>
7 #include <common/ent_cs.qh>
8 #include <common/mapobjects/triggers.qh>
12 int autocvar_g_nexball_goalleadlimit;
13 #define autocvar_g_nexball_goallimit cvar("g_nexball_goallimit")
15 bool autocvar_g_nexball_basketball_jumppad = true;
16 float autocvar_g_nexball_basketball_bouncefactor;
17 float autocvar_g_nexball_basketball_bouncestop;
18 float autocvar_g_nexball_basketball_carrier_highspeed;
19 bool autocvar_g_nexball_basketball_meter;
20 float autocvar_g_nexball_basketball_meter_maxpower;
21 float autocvar_g_nexball_basketball_meter_minpower;
22 float autocvar_g_nexball_delay_collect;
23 float autocvar_g_nexball_delay_goal;
24 float autocvar_g_nexball_delay_start;
25 bool autocvar_g_nexball_football_jumppad = true;
26 float autocvar_g_nexball_football_bouncefactor;
27 float autocvar_g_nexball_football_bouncestop;
28 bool autocvar_g_nexball_radar_showallplayers;
29 bool autocvar_g_nexball_sound_bounce;
30 int autocvar_g_nexball_trail_color;
31 bool autocvar_g_nexball_playerclip_collisions = true;
33 float autocvar_g_nexball_safepass_turnrate;
34 float autocvar_g_nexball_safepass_maxdist;
35 float autocvar_g_nexball_safepass_holdtime;
36 float autocvar_g_nexball_viewmodel_scale;
37 float autocvar_g_nexball_tackling;
38 vector autocvar_g_nexball_viewmodel_offset;
40 float autocvar_g_balance_nexball_primary_animtime;
41 float autocvar_g_balance_nexball_primary_refire;
42 float autocvar_g_balance_nexball_primary_speed;
43 float autocvar_g_balance_nexball_secondary_animtime;
44 float autocvar_g_balance_nexball_secondary_force;
45 float autocvar_g_balance_nexball_secondary_lifetime;
46 float autocvar_g_balance_nexball_secondary_refire;
47 float autocvar_g_balance_nexball_secondary_speed;
49 void basketball_touch(entity this, entity toucher);
50 void football_touch(entity this, entity toucher);
51 void ResetBall(entity this);
52 const int NBM_NONE = 0;
53 const int NBM_FOOTBALL = 2;
54 const int NBM_BASKETBALL = 4;
57 float OtherTeam(float t) //works only if there are two teams on the map!
60 e = find(NULL, classname, "nexball_team");
62 e = find(e, classname, "nexball_team");
66 const int ST_NEXBALL_GOALS = 1;
67 void nb_ScoreRules(int teams)
69 GameRules_scoring(teams, 0, 0, {
70 field_team(ST_NEXBALL_GOALS, "goals", SFL_SORT_PRIO_PRIMARY);
71 field(SP_NEXBALL_GOALS, "goals", SFL_SORT_PRIO_PRIMARY);
72 field(SP_NEXBALL_FAULTS, "faults", SFL_SORT_PRIO_SECONDARY | SFL_LOWER_IS_BETTER);
76 void LogNB(string mode, entity actor)
79 if(!autocvar_sv_eventlog)
81 s = strcat(":nexball:", mode);
83 s = strcat(s, ":", ftos(actor.playerid));
87 void ball_restart(entity this)
90 DropBall(this, this.owner.origin, '0 0 0');
94 void nexball_setstatus(entity this)
96 this.items &= ~IT_KEY1;
99 if(this.ballcarried.teamtime && (this.ballcarried.teamtime < time))
101 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_NEXBALL_RETURN_HELD));
102 entity e = this.ballcarried;
103 DropBall(this.ballcarried, this.ballcarried.owner.origin, '0 0 0');
107 this.items |= IT_KEY1;
111 void relocate_nexball(entity this)
113 tracebox(this.origin, BALL_MINS, BALL_MAXS, this.origin, true, this);
116 vector o = this.origin;
117 if (!move_out_of_solid(this)) {
118 objerror(this, "could not get out of solid at all!");
121 "^1NOTE: this map needs FIXING. %s at %s needs to be moved out of solid, e.g. by %s",
124 vtos(this.origin - o)
130 void DropOwner(entity this)
134 DropBall(this, ownr.origin, ownr.velocity);
135 makevectors(ownr.v_angle.y * '0 1 0');
136 ownr.velocity += ('0 0 0.75' - v_forward) * 1000;
137 UNSET_ONGROUND(ownr);
140 void GiveBall(entity plyr, entity ball)
142 .entity weaponentity = weaponentities[0]; // TODO: find ballstealer
143 entity ownr = ball.owner;
146 ownr.effects &= ~autocvar_g_nexball_basketball_effects_default;
147 ownr.ballcarried = NULL;
148 GameRules_scoring_vip(ownr, false);
149 if(STAT(NB_METERSTART, ownr))
151 STAT(NB_METERSTART, ownr) = 0;
152 ownr.(weaponentity).state = WS_READY;
154 WaypointSprite_Kill(ownr.waypointsprite_attachedforcarrier);
158 WaypointSprite_Kill(ball.waypointsprite_attachedforcarrier);
161 //setattachment(ball, plyr, "");
162 setorigin(ball, plyr.origin + plyr.view_ofs);
164 if(ball.team != plyr.team)
165 ball.teamtime = time + autocvar_g_nexball_basketball_delay_hold_forteam;
167 ball.owner = ball.pusher = plyr; //"owner" is set to the player carrying, "pusher" to the last player who touched it
168 ball.weaponentity_fld = weaponentity;
169 ball.team = plyr.team;
170 plyr.ballcarried = ball;
171 GameRules_scoring_vip(plyr, true);
172 ball.nb_dropper = plyr;
174 plyr.effects |= autocvar_g_nexball_basketball_effects_default;
175 ball.effects &= ~autocvar_g_nexball_basketball_effects_default;
177 ball.velocity = '0 0 0';
178 set_movetype(ball, MOVETYPE_NONE);
179 settouch(ball, func_null);
180 ball.effects |= EF_NOSHADOW;
181 ball.scale = 1; // scale down.
183 WaypointSprite_AttachCarrier(WP_NbBall, plyr, RADARICON_FLAGCARRIER);
184 WaypointSprite_UpdateRule(plyr.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
186 if(autocvar_g_nexball_basketball_delay_hold)
188 setthink(ball, DropOwner);
189 ball.nextthink = time + autocvar_g_nexball_basketball_delay_hold;
192 STAT(WEAPONS, plyr.(weaponentity)) = STAT(WEAPONS, plyr);
193 plyr.m_switchweapon = plyr.(weaponentity).m_weapon;
194 STAT(WEAPONS, plyr) = WEPSET(NEXBALL);
195 Weapon w = WEP_NEXBALL;
196 w.wr_resetplayer(w, plyr);
197 plyr.(weaponentity).m_switchweapon = WEP_NEXBALL;
198 W_SwitchWeapon(plyr, WEP_NEXBALL, weaponentity);
201 void DropBall(entity ball, vector org, vector vel)
203 ball.effects |= autocvar_g_nexball_basketball_effects_default;
204 ball.effects &= ~EF_NOSHADOW;
205 ball.owner.effects &= ~autocvar_g_nexball_basketball_effects_default;
207 setattachment(ball, NULL, "");
208 setorigin(ball, org);
209 set_movetype(ball, MOVETYPE_BOUNCE);
210 UNSET_ONGROUND(ball);
211 ball.scale = ball_scale;
213 ball.nb_droptime = time;
214 settouch(ball, basketball_touch);
215 setthink(ball, ResetBall);
216 ball.nextthink = min(time + autocvar_g_nexball_delay_idle, ball.teamtime);
218 if(STAT(NB_METERSTART, ball.owner))
220 STAT(NB_METERSTART, ball.owner) = 0;
221 .entity weaponentity = ball.weaponentity_fld;
222 ball.owner.(weaponentity).state = WS_READY;
225 WaypointSprite_Kill(ball.owner.waypointsprite_attachedforcarrier);
226 WaypointSprite_Spawn(WP_NbBall, 0, 0, ball, '0 0 64', NULL, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER); // no health bar please
227 WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
229 entity e = ball.owner; ball.owner = NULL;
230 e.ballcarried = NULL;
231 GameRules_scoring_vip(e, false);
234 void InitBall(entity this)
236 if(game_stopped) return;
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) && !IS_VEHICLE(toucher))
305 if(GetResource(toucher, RES_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(GetResource(toucher, RES_HEALTH) < 1)
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;
364 if(game_stopped) return;
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 GameRules_scoring_add(ball.pusher, NEXBALL_GOALS, pscore);
432 GameRules_scoring_add(ball.pusher, 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_playerclip_collisions)
557 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP;
559 if(!autocvar_g_nexball_sound_bounce)
561 else if(this.noise == "")
562 this.noise = strzone(SND(NB_BOUNCE));
563 //bounce sound placeholder (FIXME)
564 if(this.noise1 == "")
565 this.noise1 = strzone(SND(NB_DROP));
566 //ball drop sound placeholder (FIXME)
567 if(this.noise2 == "")
568 this.noise2 = strzone(SND(NB_STEAL));
569 //stealing sound placeholder (FIXME)
570 if(this.noise) precache_sound(this.noise);
571 precache_sound(this.noise1);
572 precache_sound(this.noise2);
574 WaypointSprite_AttachCarrier(WP_NbBall, this, RADARICON_FLAGCARRIER); // the ball's team is not set yet, no rule update needed
576 this.reset = ball_restart;
577 setthink(this, InitBall);
578 this.nextthink = game_starttime + autocvar_g_nexball_delay_start;
581 spawnfunc(nexball_basketball)
583 nexball_mode |= NBM_BASKETBALL;
584 this.classname = "nexball_basketball";
585 if (!(balls & BALL_BASKET))
588 CVTOV(g_nexball_basketball_effects_default);
589 CVTOV(g_nexball_basketball_delay_hold);
590 CVTOV(g_nexball_basketball_delay_hold_forteam);
591 CVTOV(g_nexball_basketball_teamsteal);
593 autocvar_g_nexball_basketball_effects_default = autocvar_g_nexball_basketball_effects_default & BALL_EFFECTMASK;
596 this.effects = autocvar_g_nexball_basketball_effects_default;
597 this.solid = SOLID_TRIGGER;
598 this.pushable = autocvar_g_nexball_basketball_jumppad;
599 balls |= BALL_BASKET;
600 this.bouncefactor = autocvar_g_nexball_basketball_bouncefactor;
601 this.bouncestop = autocvar_g_nexball_basketball_bouncestop;
605 spawnfunc(nexball_football)
607 nexball_mode |= NBM_FOOTBALL;
608 this.classname = "nexball_football";
609 this.solid = SOLID_TRIGGER;
611 this.pushable = autocvar_g_nexball_football_jumppad;
612 this.bouncefactor = autocvar_g_nexball_football_bouncefactor;
613 this.bouncestop = autocvar_g_nexball_football_bouncestop;
617 bool nb_Goal_Customize(entity this, entity client)
619 entity e = WaypointSprite_getviewentity(client);
620 entity wp_owner = this.owner;
621 if(SAME_TEAM(e, wp_owner)) { return false; }
626 void SpawnGoal(entity this)
628 if(!g_nexball) { delete(this); return; }
632 if(this.team != GOAL_OUT && Team_IsValidTeam(this.team))
634 entity wp = WaypointSprite_SpawnFixed(WP_NbGoal, (this.absmin + this.absmax) * 0.5, this, sprite, RADARICON_NONE);
635 wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0.5 0');
636 setcefc(this.sprite, nb_Goal_Customize);
639 this.classname = "nexball_goal";
641 this.noise = "ctf/respawn.wav";
642 precache_sound(this.noise);
643 settouch(this, GoalTouch);
646 spawnfunc(nexball_redgoal)
648 this.team = NUM_TEAM_1;
651 spawnfunc(nexball_bluegoal)
653 this.team = NUM_TEAM_2;
656 spawnfunc(nexball_yellowgoal)
658 this.team = NUM_TEAM_3;
661 spawnfunc(nexball_pinkgoal)
663 this.team = NUM_TEAM_4;
667 spawnfunc(nexball_fault)
669 this.team = GOAL_FAULT;
671 this.noise = strzone(SND(TYPEHIT));
675 spawnfunc(nexball_out)
677 this.team = GOAL_OUT;
679 this.noise = strzone(SND(TYPEHIT));
684 //Spawnfuncs preserved for compatibility
689 spawnfunc_nexball_football(this);
691 spawnfunc(ball_football)
693 spawnfunc_nexball_football(this);
695 spawnfunc(ball_basketball)
697 spawnfunc_nexball_basketball(this);
699 // The "red goal" is defended by blue team. A ball in there counts as a point for red.
700 spawnfunc(ball_redgoal)
702 spawnfunc_nexball_bluegoal(this); // I blame Revenant
704 spawnfunc(ball_bluegoal)
706 spawnfunc_nexball_redgoal(this); // but he didn't mean to cause trouble :p
708 spawnfunc(ball_fault)
710 spawnfunc_nexball_fault(this);
712 spawnfunc(ball_bound)
714 spawnfunc_nexball_out(this);
717 bool ball_customize(entity this, entity client)
721 this.effects &= ~EF_FLAME;
723 setcefc(this, func_null);
727 if(client == this.owner)
729 this.scale = autocvar_g_nexball_viewmodel_scale;
731 this.effects |= EF_FLAME;
733 this.effects &= ~EF_FLAME;
737 this.effects &= ~EF_FLAME;
744 void nb_DropBall(entity player)
746 if(player.ballcarried && g_nexball)
747 DropBall(player.ballcarried, player.origin, player.velocity);
750 MUTATOR_HOOKFUNCTION(nb, ClientDisconnect)
752 entity player = M_ARGV(0, entity);
757 MUTATOR_HOOKFUNCTION(nb, PlayerDies)
759 entity frag_target = M_ARGV(2, entity);
761 nb_DropBall(frag_target);
764 MUTATOR_HOOKFUNCTION(nb, MakePlayerObserver)
766 entity player = M_ARGV(0, entity);
772 MUTATOR_HOOKFUNCTION(nb, PlayerPreThink)
774 entity player = M_ARGV(0, entity);
776 makevectors(player.v_angle);
777 if(nexball_mode & NBM_BASKETBALL)
779 if(player.ballcarried)
782 player.ballcarried.velocity = player.velocity;
783 setcefc(player.ballcarried, ball_customize);
785 vector org = player.origin + player.view_ofs +
786 v_forward * autocvar_g_nexball_viewmodel_offset.x +
787 v_right * autocvar_g_nexball_viewmodel_offset.y +
788 v_up * autocvar_g_nexball_viewmodel_offset.z;
789 setorigin(player.ballcarried, org);
792 if(autocvar_g_nexball_safepass_maxdist)
794 if(player.ballcarried.wait < time && player.ballcarried.enemy)
796 //centerprint(player, sprintf("Lost lock on %s", player.ballcarried.enemy.netname));
797 player.ballcarried.enemy = NULL;
801 //tracebox(player.origin + player.view_ofs, '-2 -2 -2', '2 2 2', player.origin + player.view_ofs + v_forward * autocvar_g_nexball_safepass_maxdist);
802 crosshair_trace(player);
804 IS_CLIENT(trace_ent) &&
805 !IS_DEAD(trace_ent) &&
806 trace_ent.team == player.team &&
807 vdist(trace_ent.origin - player.origin, <=, autocvar_g_nexball_safepass_maxdist) )
810 //if(player.ballcarried.enemy != trace_ent)
811 // centerprint(player, sprintf("Locked to %s", trace_ent.netname));
812 player.ballcarried.enemy = trace_ent;
813 player.ballcarried.wait = time + autocvar_g_nexball_safepass_holdtime;
821 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
823 .entity weaponentity = weaponentities[slot];
825 if(STAT(WEAPONS, player.(weaponentity)))
827 STAT(WEAPONS, player) = STAT(WEAPONS, player.(weaponentity));
828 Weapon w = WEP_NEXBALL;
829 w.wr_resetplayer(w, player);
830 player.(weaponentity).m_switchweapon = player.m_switchweapon;
831 W_SwitchWeapon(player, player.(weaponentity).m_switchweapon, weaponentity);
833 STAT(WEAPONS, player.(weaponentity)) = '0 0 0';
840 nexball_setstatus(player);
843 MUTATOR_HOOKFUNCTION(nb, SpectateCopy)
845 entity spectatee = M_ARGV(0, entity);
846 entity client = M_ARGV(1, entity);
848 STAT(NB_METERSTART, client) = STAT(NB_METERSTART, spectatee);
851 MUTATOR_HOOKFUNCTION(nb, PlayerSpawn)
853 entity player = M_ARGV(0, entity);
855 STAT(NB_METERSTART, player) = 0;
856 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
858 .entity weaponentity = weaponentities[slot];
859 STAT(WEAPONS, player.(weaponentity)) = '0 0 0';
862 if (nexball_mode & NBM_BASKETBALL)
863 STAT(WEAPONS, player) |= WEPSET(NEXBALL);
865 STAT(WEAPONS, player) = '0 0 0';
870 MUTATOR_HOOKFUNCTION(nb, PlayerPhysics_UpdateStats)
872 entity player = M_ARGV(0, entity);
873 // these automatically reset, no need to worry
875 if(player.ballcarried)
876 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_nexball_basketball_carrier_highspeed;
879 MUTATOR_HOOKFUNCTION(nb, ForbidThrowCurrentWeapon)
881 //entity player = M_ARGV(0, entity);
882 entity wepent = M_ARGV(1, entity);
884 return wepent.m_weapon == WEP_NEXBALL;
887 MUTATOR_HOOKFUNCTION(nb, ForbidDropCurrentWeapon)
889 //entity player = M_ARGV(0, entity);
890 int wep = M_ARGV(1, int);
892 return wep == WEP_MORTAR.m_id; // TODO: what is this for?
895 MUTATOR_HOOKFUNCTION(nb, FilterItem)
897 entity item = M_ARGV(0, entity);
899 if(Item_IsLoot(item))
900 if(item.weapon == WEP_NEXBALL.m_id)
906 MUTATOR_HOOKFUNCTION(nb, ItemTouch)
908 entity item = M_ARGV(0, entity);
909 entity toucher = M_ARGV(1, entity);
911 if(item.weapon && toucher.ballcarried)
912 return MUT_ITEMTOUCH_RETURN; // no new weapons for you, mister!
914 return MUT_ITEMTOUCH_CONTINUE;
917 MUTATOR_HOOKFUNCTION(nb, TeamBalance_CheckAllowedTeams)
919 M_ARGV(1, string) = "nexball_team";
923 MUTATOR_HOOKFUNCTION(nb, WantWeapon)
925 M_ARGV(1, float) = 0; // weapon is set a few lines later, apparently
929 MUTATOR_HOOKFUNCTION(nb, DropSpecialItems)
931 entity frag_target = M_ARGV(0, entity);
933 if(frag_target.ballcarried)
934 DropBall(frag_target.ballcarried, frag_target.origin, frag_target.velocity);
939 MUTATOR_HOOKFUNCTION(nb, SendWaypoint)
941 M_ARGV(2, int) &= ~0x80;
944 REGISTER_MUTATOR(nb, false)
949 g_nexball_meter_period = autocvar_g_nexball_meter_period;
950 if(g_nexball_meter_period <= 0)
951 g_nexball_meter_period = 2; // avoid division by zero etc. due to silly users
952 g_nexball_meter_period = rint(g_nexball_meter_period * 32) / 32; //Round to 1/32ths to send as a byte multiplied by 32
956 CVTOV(g_nexball_football_boost_forward); //100
957 CVTOV(g_nexball_football_boost_up); //200
958 CVTOV(g_nexball_delay_idle); //10
959 CVTOV(g_nexball_football_physics); //0
961 radar_showenemies = autocvar_g_nexball_radar_showallplayers;
963 InitializeEntity(NULL, nb_delayedinit, INITPRIO_GAMETYPE);
964 WEP_NEXBALL.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
966 GameRules_teams(true);
967 GameRules_limit_score(autocvar_g_nexball_goallimit);
968 GameRules_limit_lead(autocvar_g_nexball_goalleadlimit);
971 MUTATOR_ONROLLBACK_OR_REMOVE
973 WEP_NEXBALL.spawnflags |= WEP_FLAG_MUTATORBLOCKED;