X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=qcsrc%2Fserver%2Fmutators%2Fmutator%2Fgamemode_keepaway.qc;h=1e593d0eff0afdac49d2e5a5cbb28cc55bb6cfb5;hb=f7b69c7bd1d05162b3c532422e3ce3013dc0f5f2;hp=8961e6bf0027398d159f1d3b266b8d19ee0934dd;hpb=ae8867e3301e6cdda736e245858932f8f36d71f1;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/mutators/mutator/gamemode_keepaway.qc b/qcsrc/server/mutators/mutator/gamemode_keepaway.qc index 8961e6bf0..b948c6d5e 100644 --- a/qcsrc/server/mutators/mutator/gamemode_keepaway.qc +++ b/qcsrc/server/mutators/mutator/gamemode_keepaway.qc @@ -1,47 +1,4 @@ -#ifndef GAMEMODE_KEEPAWAY_H -#define GAMEMODE_KEEPAWAY_H - -void ka_Initialize(); - -REGISTER_MUTATOR(ka, false) -{ - MUTATOR_ONADD - { - if (time > 1) // game loads at time 1 - error("This is a game type and it cannot be added at runtime."); - ka_Initialize(); - } - - MUTATOR_ONROLLBACK_OR_REMOVE - { - // we actually cannot roll back ka_Initialize here - // BUT: we don't need to! If this gets called, adding always - // succeeds. - } - - MUTATOR_ONREMOVE - { - LOG_INFO("This is a game type and it cannot be removed at runtime."); - return -1; - } - - return 0; -} - - -entity ka_ball; - -const float SP_KEEPAWAY_PICKUPS = 4; -const float SP_KEEPAWAY_CARRIERKILLS = 5; -const float SP_KEEPAWAY_BCTIME = 6; - -void() havocbot_role_ka_carrier; -void() havocbot_role_ka_collector; - -void ka_DropEvent(entity plyr); -#endif - -#ifdef IMPLEMENTATION +#include "gamemode_keepaway.qh" int autocvar_g_keepaway_ballcarrier_effects; float autocvar_g_keepaway_ballcarrier_damage; @@ -63,10 +20,10 @@ int autocvar_g_keepawayball_effects; float autocvar_g_keepawayball_respawntime; int autocvar_g_keepawayball_trail_color; -float ka_ballcarrier_waypointsprite_visible_for_player(entity e) // runs on waypoints which are attached to ballcarriers, updates once per frame +bool ka_ballcarrier_waypointsprite_visible_for_player(entity this, entity player, entity view) // runs on waypoints which are attached to ballcarriers, updates once per frame { - if(e.ballcarried) - if(IS_SPEC(other)) + if(view.ballcarried) + if(IS_SPEC(player)) 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 @@ -77,107 +34,108 @@ float ka_ballcarrier_waypointsprite_visible_for_player(entity e) // runs on wayp void ka_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later { if(autocvar_sv_eventlog) - GameLogEcho(strcat(":ka:", mode, ((actor != world) ? (strcat(":", ftos(actor.playerid))) : ""))); + GameLogEcho(strcat(":ka:", mode, ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : ""))); } -void ka_TouchEvent(); -void ka_RespawnBall() // runs whenever the ball needs to be relocated -{SELFPARAM(); +void ka_TouchEvent(entity this, entity toucher); +void ka_RespawnBall(entity this); +void ka_RespawnBall(entity this) // runs whenever the ball needs to be relocated +{ if(gameover) { return; } - vector oldballorigin = self.origin; + vector oldballorigin = this.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)) + if(!MoveToRandomMapLocation(this, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256)) { - entity spot = SelectSpawnPoint(true); - setorigin(self, spot.origin); - self.angles = spot.angles; + entity spot = SelectSpawnPoint(this, true); + setorigin(this, spot.origin); + this.angles = spot.angles; } - makevectors(self.angles); - self.movetype = MOVETYPE_BOUNCE; - self.velocity = '0 0 200'; - self.angles = '0 0 0'; - self.effects = autocvar_g_keepawayball_effects; - self.touch = ka_TouchEvent; - self.think = ka_RespawnBall; - self.nextthink = time + autocvar_g_keepawayball_respawntime; + makevectors(this.angles); + set_movetype(this, MOVETYPE_BOUNCE); + this.velocity = '0 0 200'; + this.angles = '0 0 0'; + this.effects = autocvar_g_keepawayball_effects; + settouch(this, ka_TouchEvent); + setthink(this, ka_RespawnBall); + this.nextthink = time + autocvar_g_keepawayball_respawntime; Send_Effect(EFFECT_ELECTRO_COMBO, oldballorigin, '0 0 0', 1); - Send_Effect(EFFECT_ELECTRO_COMBO, self.origin, '0 0 0', 1); + Send_Effect(EFFECT_ELECTRO_COMBO, this.origin, '0 0 0', 1); - WaypointSprite_Spawn(WP_KaBall, 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER); - WaypointSprite_Ping(self.waypointsprite_attachedforcarrier); + WaypointSprite_Spawn(WP_KaBall, 0, 0, this, '0 0 64', NULL, this.team, this, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER); + WaypointSprite_Ping(this.waypointsprite_attachedforcarrier); - sound(self, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere) + sound(this, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere) } -void ka_TimeScoring() -{SELFPARAM(); - if(self.owner.ballcarried) +void ka_TimeScoring(entity this) +{ + if(this.owner.ballcarried) { // add points for holding the ball after a certain amount of time if(autocvar_g_keepaway_score_timepoints) - PlayerScore_Add(self.owner, SP_SCORE, autocvar_g_keepaway_score_timepoints); + PlayerScore_Add(this.owner, SP_SCORE, autocvar_g_keepaway_score_timepoints); - PlayerScore_Add(self.owner, SP_KEEPAWAY_BCTIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds" - self.nextthink = time + autocvar_g_keepaway_score_timeinterval; + PlayerScore_Add(this.owner, SP_KEEPAWAY_BCTIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds" + this.nextthink = time + autocvar_g_keepaway_score_timeinterval; } } -void ka_TouchEvent() // runs any time that the ball comes in contact with something -{SELFPARAM(); +void ka_TouchEvent(entity this, entity toucher) // runs any time that the ball comes in contact with something +{ if(gameover) { return; } - if(!self) { return; } + if(!this) { return; } if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) { // The ball fell off the map, respawn it since players can't get to it - ka_RespawnBall(); + ka_RespawnBall(this); return; } - if(other.deadflag != DEAD_NO) { return; } - if(other.frozen) { return; } - if (!IS_PLAYER(other)) + if(IS_DEAD(toucher)) { return; } + if(STAT(FROZEN, toucher)) { return; } + if (!IS_PLAYER(toucher)) { // The ball just touched an object, most likely the world - Send_Effect(EFFECT_BALL_SPARKS, self.origin, '0 0 0', 1); - sound(self, CH_TRIGGER, SND_KA_TOUCH, VOL_BASE, ATTEN_NORM); + Send_Effect(EFFECT_BALL_SPARKS, this.origin, '0 0 0', 1); + sound(this, CH_TRIGGER, SND_KA_TOUCH, VOL_BASE, ATTEN_NORM); return; } - else if(self.wait > time) { return; } + else if(this.wait > time) { return; } // attach the ball to the player - self.owner = other; - other.ballcarried = self; - setattachment(self, other, ""); - setorigin(self, '0 0 0'); + this.owner = toucher; + toucher.ballcarried = this; + setattachment(this, toucher, ""); + setorigin(this, '0 0 0'); // make the ball invisible/unable to do anything/set up time scoring - self.velocity = '0 0 0'; - self.movetype = MOVETYPE_NONE; - self.effects |= EF_NODRAW; - self.touch = func_null; - self.think = ka_TimeScoring; - self.nextthink = time + autocvar_g_keepaway_score_timeinterval; - self.takedamage = DAMAGE_NO; + this.velocity = '0 0 0'; + set_movetype(this, MOVETYPE_NONE); + this.effects |= EF_NODRAW; + settouch(this, func_null); + setthink(this, ka_TimeScoring); + this.nextthink = time + autocvar_g_keepaway_score_timeinterval; + this.takedamage = DAMAGE_NO; // apply effects to player - other.glow_color = autocvar_g_keepawayball_trail_color; - other.glow_trail = true; - other.effects |= autocvar_g_keepaway_ballcarrier_effects; + toucher.glow_color = autocvar_g_keepawayball_trail_color; + toucher.glow_trail = true; + toucher.effects |= autocvar_g_keepaway_ballcarrier_effects; // messages and sounds - ka_EventLog("pickup", other); - Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_KEEPAWAY_PICKUP, other.netname); - Send_Notification(NOTIF_ALL_EXCEPT, other, MSG_CENTER, CENTER_KEEPAWAY_PICKUP, other.netname); - Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_KEEPAWAY_PICKUP_SELF); - sound(self.owner, CH_TRIGGER, SND_KA_PICKEDUP, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere) + ka_EventLog("pickup", toucher); + Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_PICKUP, toucher.netname); + Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_CENTER, CENTER_KEEPAWAY_PICKUP, toucher.netname); + Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_KEEPAWAY_PICKUP_SELF); + sound(this.owner, CH_TRIGGER, SND_KA_PICKEDUP, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere) // scoring - PlayerScore_Add(other, SP_KEEPAWAY_PICKUPS, 1); + PlayerScore_Add(toucher, SP_KEEPAWAY_PICKUPS, 1); // waypoints - WaypointSprite_AttachCarrier(WP_KaBallCarrier, other, RADARICON_FLAGCARRIER); - other.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = ka_ballcarrier_waypointsprite_visible_for_player; - WaypointSprite_UpdateRule(other.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT); - WaypointSprite_Ping(other.waypointsprite_attachedforcarrier); - WaypointSprite_Kill(self.waypointsprite_attachedforcarrier); + WaypointSprite_AttachCarrier(WP_KaBallCarrier, toucher, RADARICON_FLAGCARRIER); + toucher.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = ka_ballcarrier_waypointsprite_visible_for_player; + WaypointSprite_UpdateRule(toucher.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT); + WaypointSprite_Ping(toucher.waypointsprite_attachedforcarrier); + WaypointSprite_Kill(this.waypointsprite_attachedforcarrier); } void ka_DropEvent(entity plyr) // runs any time that a player is supposed to lose the ball @@ -188,18 +146,18 @@ void ka_DropEvent(entity plyr) // runs any time that a player is supposed to los if(!ball) { return; } // reset the ball - setattachment(ball, world, ""); - ball.movetype = MOVETYPE_BOUNCE; + setattachment(ball, NULL, ""); + set_movetype(ball, MOVETYPE_BOUNCE); ball.wait = time + 1; - ball.touch = ka_TouchEvent; - ball.think = ka_RespawnBall; + settouch(ball, ka_TouchEvent); + setthink(ball, ka_RespawnBall); ball.nextthink = time + autocvar_g_keepawayball_respawntime; 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(); 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; + ball.owner = NULL; // reset the player effects plyr.glow_trail = false; @@ -207,33 +165,34 @@ void ka_DropEvent(entity plyr) // runs any time that a player is supposed to los // messages and sounds ka_EventLog("dropped", plyr); - Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_KEEPAWAY_DROPPED, plyr.netname); - Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_KEEPAWAY_DROPPED, plyr.netname); - sound(other, CH_TRIGGER, SND_KA_DROPPED, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere) + Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_DROPPED, plyr.netname); + Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_KEEPAWAY_DROPPED, plyr.netname); + sound(NULL, CH_TRIGGER, SND_KA_DROPPED, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere) // scoring // PlayerScore_Add(plyr, SP_KEEPAWAY_DROPS, 1); Not anymore, this is 100% the same as pickups and is useless. // waypoints - WaypointSprite_Spawn(WP_KaBall, 0, 0, ball, '0 0 64', world, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER); + WaypointSprite_Spawn(WP_KaBall, 0, 0, ball, '0 0 64', NULL, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER); WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT); WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier); WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier); } -void ka_Reset() // used to clear the ballcarrier whenever the match switches from warmup to normal -{SELFPARAM(); - if((self.owner) && (IS_PLAYER(self.owner))) - ka_DropEvent(self.owner); +/** used to clear the ballcarrier whenever the match switches from warmup to normal */ +void ka_Reset(entity this) +{ + if((this.owner) && (IS_PLAYER(this.owner))) + ka_DropEvent(this.owner); if(time < game_starttime) { - self.think = ka_RespawnBall; - self.touch = func_null; - self.nextthink = game_starttime; + setthink(this, ka_RespawnBall); + settouch(this, func_null); + this.nextthink = game_starttime; } else - ka_RespawnBall(); + ka_RespawnBall(this); } @@ -241,68 +200,68 @@ void ka_Reset() // used to clear the ballcarrier whenever the match switches fro // Bot player logic // ================ -void havocbot_goalrating_ball(float ratingscale, vector org) -{SELFPARAM(); +void havocbot_goalrating_ball(entity this, float ratingscale, vector org) +{ float t; entity ball_owner; ball_owner = ka_ball.owner; - if (ball_owner == self) + if (ball_owner == this) return; // If ball is carried by player then hunt them down. if (ball_owner) { - t = (self.health + self.armorvalue) / (ball_owner.health + ball_owner.armorvalue); - navigation_routerating(ball_owner, t * ratingscale, 2000); + t = (this.health + this.armorvalue) / (ball_owner.health + ball_owner.armorvalue); + navigation_routerating(this, ball_owner, t * ratingscale, 2000); } else // Ball has been dropped so collect. - navigation_routerating(ka_ball, ratingscale, 2000); + navigation_routerating(this, ka_ball, ratingscale, 2000); } -void havocbot_role_ka_carrier() -{SELFPARAM(); - if (self.deadflag != DEAD_NO) +void havocbot_role_ka_carrier(entity this) +{ + if (IS_DEAD(this)) return; - if (time > self.bot_strategytime) + if (time > this.bot_strategytime) { - self.bot_strategytime = time + autocvar_bot_ai_strategyinterval; + this.bot_strategytime = time + autocvar_bot_ai_strategyinterval; - navigation_goalrating_start(); - havocbot_goalrating_items(10000, self.origin, 10000); - havocbot_goalrating_enemyplayers(20000, self.origin, 10000); - //havocbot_goalrating_waypoints(1, self.origin, 1000); - navigation_goalrating_end(); + navigation_goalrating_start(this); + havocbot_goalrating_items(this, 10000, this.origin, 10000); + havocbot_goalrating_enemyplayers(this, 20000, this.origin, 10000); + //havocbot_goalrating_waypoints(1, this.origin, 1000); + navigation_goalrating_end(this); } - if (!self.ballcarried) + if (!this.ballcarried) { - self.havocbot_role = havocbot_role_ka_collector; - self.bot_strategytime = 0; + this.havocbot_role = havocbot_role_ka_collector; + this.bot_strategytime = 0; } } -void havocbot_role_ka_collector() -{SELFPARAM(); - if (self.deadflag != DEAD_NO) +void havocbot_role_ka_collector(entity this) +{ + if (IS_DEAD(this)) return; - if (time > self.bot_strategytime) + if (time > this.bot_strategytime) { - self.bot_strategytime = time + autocvar_bot_ai_strategyinterval; + this.bot_strategytime = time + autocvar_bot_ai_strategyinterval; - navigation_goalrating_start(); - havocbot_goalrating_items(10000, self.origin, 10000); - havocbot_goalrating_enemyplayers(1000, self.origin, 10000); - havocbot_goalrating_ball(20000, self.origin); - navigation_goalrating_end(); + navigation_goalrating_start(this); + havocbot_goalrating_items(this, 10000, this.origin, 10000); + havocbot_goalrating_enemyplayers(this, 1000, this.origin, 10000); + havocbot_goalrating_ball(this, 20000, this.origin); + navigation_goalrating_end(this); } - if (self.ballcarried) + if (this.ballcarried) { - self.havocbot_role = havocbot_role_ka_carrier; - self.bot_strategytime = 0; + this.havocbot_role = havocbot_role_ka_carrier; + this.bot_strategytime = 0; } } @@ -312,7 +271,10 @@ void havocbot_role_ka_collector() // ============== MUTATOR_HOOKFUNCTION(ka, PlayerDies) -{SELFPARAM(); +{ + entity frag_attacker = M_ARGV(1, entity); + entity frag_target = M_ARGV(2, entity); + if((frag_attacker != frag_target) && (IS_PLAYER(frag_attacker))) { if(frag_target.ballcarried) { // add to amount of times killing carrier @@ -328,41 +290,46 @@ MUTATOR_HOOKFUNCTION(ka, PlayerDies) PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_killac); } - if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has died, drop it - return 0; + if(frag_target.ballcarried) { ka_DropEvent(frag_target); } // a player with the ball has died, drop it } MUTATOR_HOOKFUNCTION(ka, GiveFragsForKill) { - frag_score = 0; // no frags counted in keepaway - return 1; // you deceptive little bugger ;3 This needs to be true in order for this function to even count. + M_ARGV(2, float) = 0; // no frags counted in keepaway + return true; // you deceptive little bugger ;3 This needs to be true in order for this function to even count. } MUTATOR_HOOKFUNCTION(ka, PlayerPreThink) -{SELFPARAM(); +{ + entity player = M_ARGV(0, entity); + // clear the item used for the ball in keepaway - self.items &= ~IT_KEY1; + player.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; - - return 0; + if(player.ballcarried) + player.items |= IT_KEY1; } MUTATOR_HOOKFUNCTION(ka, PlayerUseKey) -{SELFPARAM(); +{ + entity player = M_ARGV(0, entity); + if(MUTATOR_RETURNVALUE == 0) - if(self.ballcarried) + if(player.ballcarried) { - ka_DropEvent(self); - return 1; + ka_DropEvent(player); + return true; } - return 0; } -MUTATOR_HOOKFUNCTION(ka, PlayerDamage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc +MUTATOR_HOOKFUNCTION(ka, Damage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc { + entity frag_attacker = M_ARGV(1, entity); + entity frag_target = M_ARGV(2, entity); + float frag_damage = M_ARGV(4, float); + vector frag_force = M_ARGV(6, vector); + if(frag_attacker.ballcarried) // if the attacker is a ballcarrier { if(frag_target == frag_attacker) // damage done to yourself @@ -389,72 +356,82 @@ MUTATOR_HOOKFUNCTION(ka, PlayerDamage_Calculate) // for changing damage and forc frag_force *= autocvar_g_keepaway_noncarrier_force; } } - return 0; + + M_ARGV(4, float) = frag_damage; + M_ARGV(6, vector) = frag_force; } MUTATOR_HOOKFUNCTION(ka, ClientDisconnect) -{SELFPARAM(); - if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has left the match, drop it - return 0; +{ + entity player = M_ARGV(0, entity); + + if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it } MUTATOR_HOOKFUNCTION(ka, MakePlayerObserver) -{SELFPARAM(); - if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has left the match, drop it - return 0; +{ + entity player = M_ARGV(0, entity); + + if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it } MUTATOR_HOOKFUNCTION(ka, PlayerPowerups) -{SELFPARAM(); +{ + entity player = M_ARGV(0, entity); + // In the future this hook is 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() - self.effects &= ~autocvar_g_keepaway_ballcarrier_effects; - - if(self.ballcarried) - self.effects |= autocvar_g_keepaway_ballcarrier_effects; + player.effects &= ~autocvar_g_keepaway_ballcarrier_effects; - return 0; + if(player.ballcarried) + player.effects |= autocvar_g_keepaway_ballcarrier_effects; } .float stat_sv_airspeedlimit_nonqw; .float stat_sv_maxspeed; MUTATOR_HOOKFUNCTION(ka, PlayerPhysics) -{SELFPARAM(); - if(self.ballcarried) +{ + entity player = M_ARGV(0, entity); + + if(player.ballcarried) { - self.stat_sv_airspeedlimit_nonqw *= autocvar_g_keepaway_ballcarrier_highspeed; - self.stat_sv_maxspeed *= autocvar_g_keepaway_ballcarrier_highspeed; + player.stat_sv_airspeedlimit_nonqw *= autocvar_g_keepaway_ballcarrier_highspeed; + player.stat_sv_maxspeed *= autocvar_g_keepaway_ballcarrier_highspeed; } - return false; } MUTATOR_HOOKFUNCTION(ka, BotShouldAttack) -{SELFPARAM(); +{ + entity bot = M_ARGV(0, entity); + entity targ = M_ARGV(1, entity); + // if neither player has ball then don't attack unless the ball is on the ground - if(!checkentity.ballcarried && !self.ballcarried && ka_ball.owner) + if(!targ.ballcarried && !bot.ballcarried && ka_ball.owner) return true; - return false; } MUTATOR_HOOKFUNCTION(ka, HavocBot_ChooseRole) -{SELFPARAM(); - if (self.ballcarried) - self.havocbot_role = havocbot_role_ka_carrier; +{ + entity bot = M_ARGV(0, entity); + + if (bot.ballcarried) + bot.havocbot_role = havocbot_role_ka_carrier; else - self.havocbot_role = havocbot_role_ka_collector; + bot.havocbot_role = havocbot_role_ka_collector; return true; } MUTATOR_HOOKFUNCTION(ka, DropSpecialItems) { + entity frag_target = M_ARGV(0, entity); + if(frag_target.ballcarried) ka_DropEvent(frag_target); - - return false; } +.bool pushable; // ============== // Initialization @@ -462,23 +439,23 @@ MUTATOR_HOOKFUNCTION(ka, DropSpecialItems) void ka_SpawnBall() // loads various values for the ball, runs only once at start of match { - entity e; - e = spawn(); + entity e = new(keepawayball); e.model = "models/orbs/orbblue.md3"; 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 = autocvar_g_keepawayball_damageforcescale; e.takedamage = DAMAGE_YES; e.solid = SOLID_TRIGGER; - e.movetype = MOVETYPE_BOUNCE; + set_movetype(e, MOVETYPE_BOUNCE); e.glow_color = autocvar_g_keepawayball_trail_color; e.glow_trail = true; e.flags = FL_ITEM; + IL_PUSH(g_items, e); + e.pushable = true; e.reset = ka_Reset; - e.touch = ka_TouchEvent; - e.owner = world; + settouch(e, ka_TouchEvent); + e.owner = NULL; ka_ball = e; InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So. @@ -487,9 +464,9 @@ void ka_SpawnBall() // loads various values for the ball, runs only once at star void ka_ScoreRules() { ScoreRules_basics(0, SFL_SORT_PRIO_PRIMARY, 0, true); // SFL_SORT_PRIO_PRIMARY - ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_PICKUPS, "pickups", 0); - ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_CARRIERKILLS, "bckills", 0); - ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_BCTIME, "bctime", SFL_SORT_PRIO_SECONDARY); + ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_PICKUPS, "pickups", 0); + ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_CARRIERKILLS, "bckills", 0); + ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_BCTIME, "bctime", SFL_SORT_PRIO_SECONDARY); ScoreRules_basics_end(); } @@ -498,5 +475,3 @@ void ka_Initialize() // run at the start of a match, initiates game mode ka_ScoreRules(); ka_SpawnBall(); } - -#endif