void ka_RespawnBall(void);
void ka_DropEvent(entity);
-void ka_Initialize()
+float ka_ballcarrier_waypointsprite_visible_for_player(entity);
+
+void ka_Initialize() // run at the start of a match, initiates game mode
{
if(!g_keepaway)
return;
precache_sound("keepaway/pickedup.wav");
precache_sound("keepaway/dropped.wav");
+ precache_sound("keepaway/respawn.wav");
+ precache_sound("keepaway/touch.wav");
ScoreRules_keepaway();
-
- entity e;
- e = spawn();
- e.think = ka_SpawnBall;
- e.nextthink = time;
+ ka_SpawnBall();
}
-void ka_SpawnBall() // self = the ball
+void ka_Reset() // used to clear the ballcarrier whenever the match switches from warmup to normal
{
- if(!g_keepaway) {
- remove(self);
- return;
- }
- if (!self.model) {
- self.model = "models/orbs/orbblue.md3";
- self.scale = 1;
- }
+ if(self.owner)
+ if(self.owner.classname == "player")
+ ka_DropEvent(self.owner);
- precache_model(self.model);
- setmodel(self, self.model);
- setsize(self, BALL_MINS, BALL_MAXS);
- ball_scale = self.scale;
- self.classname = "keepawayball";
- self.damageforcescale = cvar("g_keepawayball_damageforcescale");
- self.effects = self.effects | EF_FULLBRIGHT;
- self.movetype = MOVETYPE_BOUNCE;
- self.touch = ka_TouchEvent;
- self.think = ka_RespawnBall;
- self.nextthink = time;
- self.flags = FL_ITEM;
- //self.reset = ka_Reset;
- self.owner = world;
+ ka_RespawnBall();
+}
+
+void ka_SpawnBall() // loads various values for the ball, runs only once at start of match
+{
+ if(!g_keepaway) { return; }
- WaypointSprite_AttachCarrier("ka-ball", self);
- //WaypointSprite_UpdateTeamRadar(self.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '1 0 0');
- // wtf radar doesn't work when not in a team environment?
+ entity e;
+ e = spawn();
+ e.model = "models/orbs/orbblue.md3";
+ e.scale = 1;
+ precache_model(e.model);
+ setmodel(e, e.model);
+ 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.classname = "keepawayball";
+ e.damageforcescale = cvar("g_keepawayball_damageforcescale");
+ e.takedamage = DAMAGE_YES;
+ e.glow_color = cvar("g_keepawayball_trail_color");
+ e.glow_trail = TRUE;
+ e.movetype = MOVETYPE_BOUNCE;
+ e.touch = ka_TouchEvent;
+ e.flags = FL_ITEM;
+ e.reset = ka_Reset;
+ e.owner = world;
+
+ InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So.
}
-void ka_RespawnBall()
+void ka_RespawnBall() // runs whenever the ball needs to be relocated
{
+ vector oldballorigin = self.origin;
+
if(MoveToRandomMapLocation(self, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
{
makevectors(self.angles);
self.velocity = '0 0 200';
self.angles = '0 0 0';
self.solid = SOLID_TRIGGER;
- //self.touch = ka_TouchEvent;
self.think = ka_RespawnBall;
self.nextthink = time + cvar("g_keepawayball_respawntime");
+
+ pointparticles(particleeffectnum("electro_combo"), oldballorigin, '0 0 0', 1);
+ pointparticles(particleeffectnum("electro_combo"), self.origin, '0 0 0', 1);
+
+ WaypointSprite_Spawn("ka-ball", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attachedforcarrier, FALSE);
+ WaypointSprite_UpdateTeamRadar(self.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '0 1 1');
+ WaypointSprite_Ping(self.waypointsprite_attachedforcarrier);
+
+ sound(self, CHAN_AUTO, "keepaway/respawn.wav", VOL_BASE, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere)
}
else
{
- // sorry, can't spawn, better luck next frame
- self.think = ka_RespawnBall;
- self.nextthink = time;
+ ka_RespawnBall(); // finding a location failed, retry
}
}
-void ka_TouchEvent()
+void ka_TouchEvent() // runs any time that the ball comes in contact with something
{
+ if(!self) { return; }
if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
- {
- self.think = ka_SpawnBall;
- self.nextthink = time;
+ { // The ball fell off the map, respawn it since players can't get to it
+ ka_RespawnBall();
return;
}
- if(!self)
- return;
- if(other.classname != "player" || other.health < 1)
- return;
- if(self.wait > time)
- return;
- //if(time > self.ctf_droptime + cvar("g_keepawayball_respawntime"))
- // return;
+ if(other.deadflag != DEAD_NO) { return; }
+ if(other.classname != "player")
+ { // The ball just touched an object, most likely the world
+ pointparticles(particleeffectnum("kaball_sparks"), self.origin, '0 0 0', 1);
+ sound(self, CHAN_AUTO, "keepaway/touch.wav", VOL_BASE, ATTN_NORM);
+ return;
+ }
+ else if(self.wait > time) { return; }
+ // attach the ball to the player
self.owner = other;
- other.kaballcarried = self;
+ other.ballcarried = self;
setattachment(self, other, "");
- setorigin(self, BALL_ATTACHORG);
+ setorigin(self, '3 0 20'); // wtf why is this not '0 0 0' ?
+ // make the ball invisible/unable to do anything
self.velocity = '0 0 0';
self.movetype = MOVETYPE_NONE;
self.touch = SUB_Null;
- self.alpha = 0.01;
-
+ self.effects |= EF_NODRAW;
self.think = SUB_Null;
self.nextthink = 0;
+ self.takedamage = DAMAGE_NO;
- self.glow_color = cvar("g_keepawayball_trail_color");
- self.glow_trail = TRUE;
- other.effects |= 8;
- other.alpha = 0.6;
+ // apply effects to player
+ other.glow_color = cvar("g_keepawayball_trail_color");
+ other.glow_trail = TRUE;
+ other.effects |= EF_DIMLIGHT;
+ other.alpha = cvar("g_keepaway_ballcarrier_alpha");
+ other.exteriorweaponentity.alpha = cvar("g_keepaway_ballcarrier_alpha");
- bprint(other.netname, "^7 has picked up the ball!\n");
+ // messages and sounds
+ Send_KillNotification(other.netname, "", "", KA_PICKUPBALL, MSG_KA);
WriteByte(MSG_BROADCAST, SVC_CENTERPRINT);
WriteString(MSG_BROADCAST, strcat("\n\n", other.netname, "^7 has picked up the ball!\n"));
- sound(self.owner, CHAN_AUTO, "keepaway/pickedup.wav", VOL_BASE, ATTN_NORM);
+ sound(self.owner, CHAN_AUTO, "keepaway/pickedup.wav", VOL_BASE, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere)
+ // scoring
PlayerScore_Add(other, SP_KEEPAWAY_PICKUPS, 1);
- WaypointSprite_Kill(self.waypointsprite_attachedforcarrier);
+ // waypoints
WaypointSprite_AttachCarrier("ka-ballcarrier", other);
- //WaypointSprite_UpdateRule(other.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
- //WaypointSprite_UpdateTeamRadar(other.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '1 0 0');
+ other.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = ka_ballcarrier_waypointsprite_visible_for_player;
+ WaypointSprite_UpdateRule(other.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
+ WaypointSprite_UpdateTeamRadar(other.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '1 0 0');
+ WaypointSprite_Ping(other.waypointsprite_attachedforcarrier);
+ WaypointSprite_Kill(self.waypointsprite_attachedforcarrier);
}
-void ka_DropEvent(entity plyr)
+void ka_DropEvent(entity plyr) // runs any time that a player is supposed to lose the ball
{
entity ball;
- ball = plyr.kaballcarried;
+ ball = plyr.ballcarried;
if(!ball) { return; }
+ // reset the ball
setattachment(ball, world, "");
ball.movetype = MOVETYPE_BOUNCE;
- ball.solid = SOLID_TRIGGER;
- ball.wait = time + 1;
- ball.ctf_droptime = time;
- ball.think = ka_SpawnBall;
+ ball.solid = SOLID_TRIGGER; // is this needed?
+ ball.wait = time + 1;
+ ball.think = ka_RespawnBall;
ball.nextthink = time + cvar("g_keepawayball_respawntime");
ball.touch = ka_TouchEvent;
- plyr.effects = EF_LOWPRECISION;
- plyr.alpha = 1.0;
- ball.alpha = 1.0;
+ ball.takedamage = DAMAGE_YES;
+ ball.effects &~= EF_NODRAW;
setorigin(ball, plyr.origin + '0 0 10');
ball.velocity = '0 0 200' + '0 100 0'*crandom() + '100 0 0'*crandom();
-
- bprint(plyr.netname, "^7 has dropped the ball!\n");
+ 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 = world;
+
+ // reset the player effects
+ plyr.glow_trail = FALSE;
+ plyr.effects &~= EF_DIMLIGHT;
+ plyr.alpha = default_player_alpha;
+ plyr.exteriorweaponentity.alpha = default_weapon_alpha;
+
+ // messages and sounds
+ Send_KillNotification(plyr.netname, "", "", KA_DROPBALL, MSG_KA);
WriteByte(MSG_BROADCAST, SVC_CENTERPRINT);
WriteString(MSG_BROADCAST, strcat("\n\n", plyr.netname, "^7 has dropped the ball!\n"));
- sound(other, CHAN_AUTO, "keepaway/dropped.wav", VOL_BASE, ATTN_NORM);
+ sound(other, CHAN_AUTO, "keepaway/dropped.wav", VOL_BASE, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere)
+ // scoring
PlayerScore_Add(plyr, SP_KEEPAWAY_DROPS, 1);
- // todo
+ // waypoints
+ WaypointSprite_Spawn("ka-ball", 0, 0, ball, '0 0 64', world, ball.team, ball, waypointsprite_attachedforcarrier, FALSE);
+ WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
+ WaypointSprite_UpdateTeamRadar(ball.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '0 1 1');
+ WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier);
- WaypointSprite_AttachCarrier("ka-ball", ball);
- //WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
- //WaypointSprite_UpdateTeamRadar(ball.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, BALL_SPRITECOLOR);
- //WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
+}
- ball.owner.kaballcarried = world;
- ball.owner = world;
+float ka_ballcarrier_waypointsprite_visible_for_player(entity e) // runs on waypoints which are attached to ballcarriers, updates once per frame
+{
+ if(e.ballcarried)
+ if(other.classname == "spectator")
+ return FALSE; // we don't want spectators of the ballcarrier to see the attached waypoint on the top of their screen
+
+ // TODO: Make the ballcarrier lack a waypointsprite whenever they have the invisibility powerup
+
+ return TRUE;
}
MUTATOR_HOOKFUNCTION(ka_RemovePlayer)
{
- if(self.kaballcarried) { ka_DropEvent(self); }
- return 1;
+ if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has left the match, drop it
+ return 0;
}
MUTATOR_HOOKFUNCTION(ka_Scoring)
{
- if not(frag_attacker == frag_target)
+ if((frag_attacker != frag_target) && (frag_attacker.classname == "player"))
{
- if(frag_target.kaballcarried) { // get amount of times killing carrier
+ if(frag_target.ballcarried) { // add to amount of times killing carrier
PlayerScore_Add(frag_attacker, SP_KEEPAWAY_CARRIERKILLS, 1);
+ if(cvar("g_keepaway_bckillscore")) // add bckills to the score
+ PlayerScore_Add(frag_attacker, SP_KEEPAWAY_SCORE, 1);
}
- else if not(frag_attacker.kaballcarried)
+ else if(!frag_attacker.ballcarried)
if(cvar("g_keepaway_noncarrier_warn"))
centerprint_atprio(frag_attacker, (CENTERPRIO_SPAM + 5), "Killing people while you don't have the ball gives no points!");
- if(frag_attacker.kaballcarried) // get kills as carrier
+ if(frag_attacker.ballcarried) // add to amount of kills while ballcarrier
PlayerScore_Add(frag_attacker, SP_KEEPAWAY_SCORE, 1);
}
- if(self.kaballcarried) { ka_DropEvent(self); }
- return 1;
+ if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has died, drop it
+ return 0;
}
MUTATOR_HOOKFUNCTION(ka_GiveFragsForKill)
{
frag_score = 0; // no frags counted in keepaway
- return 1;
+ return 0;
+}
+
+MUTATOR_HOOKFUNCTION(ka_PlayerPreThink)
+{
+ // clear the item used for the ball in keepaway
+ self.items &~= IT_KEY1;
+
+ // if the player has the ball, make sure they have the item for it (Used for HUD primarily)
+ if(self.ballcarried)
+ self.items |= IT_KEY1;
+
+ // drop the ball if the player presses the use button
+ if(self.BUTTON_USE)
+ if(self.ballcarried) { ka_DropEvent(self); }
+
+ return 0;
+}
+
+MUTATOR_HOOKFUNCTION(ka_PlayerDamage) // for changing damage and force values that are applied to players in g_damage.qc
+{
+ if(frag_attacker.ballcarried) // if the attacker is a ballcarrier
+ {
+ if(frag_target == frag_attacker) // damage done to yourself
+ {
+ frag_damage *= cvar("g_keepaway_ballcarrier_selfdamage");
+ frag_force *= cvar("g_keepaway_ballcarrier_selfforce");
+ }
+ else // damage done to noncarriers
+ {
+ frag_damage *= cvar("g_keepaway_ballcarrier_damage");
+ frag_force *= cvar("g_keepaway_ballcarrier_force");
+ }
+ }
+ else if not(frag_target.ballcarried) // if the target is a noncarrier
+ {
+ if(frag_target == frag_attacker) // damage done to yourself
+ {
+ frag_damage *= cvar("g_keepaway_noncarrier_selfdamage");
+ frag_force *= cvar("g_keepaway_noncarrier_selfforce");
+ }
+ else // damage done to other noncarriers
+ {
+ frag_damage *= cvar("g_keepaway_noncarrier_damage");
+ frag_force *= cvar("g_keepaway_noncarrier_force");
+ }
+ }
+ return 0;
+}
+
+MUTATOR_HOOKFUNCTION(ka_PlayerPowerups)
+{
+ // right now this hook doesn't make much sense (It's actually useless this way except for minstagib invisibility alpha)
+ // but in the future it's supposed to allow me to do some extra stuff with waypointsprites and invisibility powerup
+ // So bare with me until I can fix a certain bug with ka_ballcarrier_waypointsprite_visible_for_player()
+
+ // also note that this structure makes no sense (Rather there is a better way to do it) the way it's currently applied
+ // again just bare with me as this is for a future feature.
+
+ if(self.ballcarried)
+ {
+ // force the default ballcarrier alpha on the player if they have the ball
+ self.alpha = cvar("g_keepaway_ballcarrier_alpha");
+ self.exteriorweaponentity.alpha = cvar("g_keepaway_ballcarrier_alpha");
+
+ if(g_minstagib)
+ {
+ if(olditems & IT_STRENGTH)
+ { // if the player has the ball and they also have the invisibility powerup, apply alpha accordingly
+ self.alpha = g_minstagib_invis_alpha;
+ self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
+ }
+ }
+ }
+ else if(g_minstagib)
+ {
+ // if we're in minstagib and a noncarrier has invisibility, assure that we apply the invisibility effects normally
+ if(olditems & IT_STRENGTH)
+ {
+ self.alpha = g_minstagib_invis_alpha;
+ self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
+ }
+ }
+ else
+ {
+ // if we're a normal player with no powerups that edit alpha make sure the alpha is default.
+ // (normal powerups just use EF_ADDITIVE)
+ self.alpha = default_player_alpha;
+ self.exteriorweaponentity.alpha = default_weapon_alpha;
+ }
+
+ return 0;
}
MUTATOR_DEFINITION(gamemode_keepaway)
{
+ // I don't quite understand these orders, perhaps someone could enlighten me?
MUTATOR_HOOK(MakePlayerObserver, ka_RemovePlayer, CBC_ORDER_ANY);
MUTATOR_HOOK(ClientDisconnect, ka_RemovePlayer, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerDies, ka_Scoring, CBC_ORDER_ANY);
- MUTATOR_HOOK(GiveFragsForKill, ka_GiveFragsForKill, CBC_ORDER_FIRST);
+ MUTATOR_HOOK(GiveFragsForKill, ka_GiveFragsForKill, CBC_ORDER_ANY);
+ MUTATOR_HOOK(PlayerPreThink, ka_PlayerPreThink, CBC_ORDER_FIRST);
+ MUTATOR_HOOK(PlayerDamage_Calculate, ka_PlayerDamage, CBC_ORDER_ANY);
+ MUTATOR_HOOK(PlayerPowerups, ka_PlayerPowerups, CBC_ORDER_ANY);
MUTATOR_ONADD
{
}
return 0;
-}
-
+}
\ No newline at end of file