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1 //EF_BRIGHTFIELD|EF_BRIGHTLIGHT|EF_DIMLIGHT|EF_BLUE|EF_RED|EF_FLAME
2 #define BALL_EFFECTMASK 1229
3 #define BALL_MINS '-16 -16 -16'  // The model is 24*24*24
4 #define BALL_MAXS '16 16 16'
5 #define BALL_ATTACHORG '3 0 16'
6 #define BALL_SPRITECOLOR '.91 .85 .62'
7 #define BALL_FOOT   1
8 #define BALL_BASKET 2
9 //spawnflags
10 #define GOAL_TOUCHPLAYER 1
11 //goal types
12 #define GOAL_FAULT -1
13 #define GOAL_OUT -2
14
15 #define CVTOV(s) s = cvar( #s )
16
17 float g_nexball_football_boost_forward;
18 float g_nexball_football_boost_up;
19 float g_nexball_football_physics;
20 float g_nexball_delay_idle;
21 float g_nexball_basketball_delay_hold;
22 float g_nexball_basketball_delay_hold_forteam;
23 float g_nexball_basketball_effects_default;
24 float g_nexball_basketball_teamsteal;
25 float balls;
26 float ball_scale;
27 float nb_teams;
28
29 .float teamtime;
30
31 .float nb_dropperid;
32 .float nb_droptime;
33
34 void nb_delayedinit();
35 void nb_init() // Called early (worldspawn stage)
36 {
37         CVTOV(g_nexball_meter_period); //sent with the client init entity
38         if (g_nexball_meter_period <= 0)
39                 g_nexball_meter_period = 2; // avoid division by zero etc. due to silly users
40         g_nexball_meter_period = rint(g_nexball_meter_period * 32) / 32; //Round to 1/32ths to send as a byte multiplied by 32
41         addstat(STAT_NB_METERSTART, AS_FLOAT, metertime);
42
43         // General settings
44         CVTOV(g_nexball_football_boost_forward);   //100
45         CVTOV(g_nexball_football_boost_up);        //200
46         CVTOV(g_nexball_delay_idle);               //10
47         CVTOV(g_nexball_football_physics);         //0
48
49         radar_showennemies = autocvar_g_nexball_radar_showallplayers;
50
51         InitializeEntity(world, nb_delayedinit, INITPRIO_GAMETYPE);
52 }
53
54 float OtherTeam(float t)  //works only if there are two teams on the map!
55 {
56         entity e;
57         e = find(world, classname, "nexball_team");
58         if (e.team == t)
59                 e = find(e, classname, "nexball_team");
60         return e.team;
61 }
62
63 void ResetBall();
64
65 void LogNB(string mode, entity actor)
66 {
67         string s;
68         if(!autocvar_sv_eventlog)
69                 return;
70         s = strcat(":nexball:", mode);
71         if(actor != world)
72                 s = strcat(s, ":", ftos(actor.playerid));
73         GameLogEcho(s);
74 }
75
76 void ball_restart (void)
77 {
78         if(self.owner)
79                 DropBall(self, self.owner.origin, '0 0 0');
80         ResetBall();
81 }
82
83 void nexball_setstatus (void)
84 {
85         entity oldself;
86         self.items &~= IT_KEY1;
87         if (self.ballcarried)
88         {
89                 if (self.ballcarried.teamtime && (self.ballcarried.teamtime < time))
90                 {
91                         bprint("The ", ColoredTeamName(self.team), " held the ball for too long.\n");
92                         oldself = self;
93                         self = self.ballcarried;
94                         DropBall(self, self.owner.origin, '0 0 0');
95                         ResetBall();
96                         self = oldself;
97                 } else
98                         self.items |= IT_KEY1;
99         }
100 }
101
102 void relocate_nexball (void)
103 {
104         tracebox(self.origin, BALL_MINS, BALL_MAXS, self.origin, TRUE, self);
105         if (trace_startsolid)
106         {
107                 vector o;
108                 o = self.origin;
109                 if(!move_out_of_solid(self))
110                         objerror("could not get out of solid at all!");
111                 print("^1NOTE: this map needs FIXING. ", self.classname, " at ", vtos(o - '0 0 1'));
112                 print(" needs to be moved out of solid, e.g. by '", ftos(self.origin_x - o_x));
113                 print(" ", ftos(self.origin_y - o_y));
114                 print(" ", ftos(self.origin_z - o_z), "'\n");
115                 self.origin = o;
116         }
117 }
118
119 void basketball_touch();
120 void football_touch();
121
122 void DropOwner (void)
123 {
124         entity ownr;
125         ownr = self.owner;
126         DropBall(self, ownr.origin, ownr.velocity);
127         makevectors(ownr.v_angle_y * '0 1 0');
128         ownr.velocity += ('0 0 0.75' - v_forward) * 1000;
129         ownr.flags &~= FL_ONGROUND;
130 }
131
132 void GiveBall (entity plyr, entity ball)
133 {
134         entity ownr;
135
136         if ((ownr = ball.owner))
137         {
138                 ownr.effects &~= g_nexball_basketball_effects_default;
139                 ownr.ballcarried = world;
140                 if (ownr.metertime)
141                 {
142                         ownr.metertime = 0;
143                         ownr.weaponentity.state = WS_READY;
144                 }
145                 WaypointSprite_Kill(ownr.waypointsprite_attachedforcarrier);
146         }
147         else
148         {
149                 WaypointSprite_Kill(ball.waypointsprite_attachedforcarrier);
150         }
151
152         setattachment(ball, plyr, "");
153         setorigin(ball, BALL_ATTACHORG);
154
155         if (ball.team != plyr.team)
156                 ball.teamtime = time + g_nexball_basketball_delay_hold_forteam;
157
158         ball.owner = ball.pusher = plyr; //"owner" is set to the player carrying, "pusher" to the last player who touched it
159         ball.team = plyr.team;
160         plyr.ballcarried = ball;
161         ball.nb_dropperid = plyr.playerid;
162
163         plyr.effects |= g_nexball_basketball_effects_default;
164         ball.effects &~= g_nexball_basketball_effects_default;
165
166         ball.velocity = '0 0 0';
167         ball.movetype = MOVETYPE_NONE;
168         ball.touch = func_null;
169         ball.effects |= EF_NOSHADOW;
170         ball.scale = 1; // scale down.
171
172         WaypointSprite_AttachCarrier("nb-ball", plyr, RADARICON_FLAGCARRIER, BALL_SPRITECOLOR);
173         WaypointSprite_UpdateRule(plyr.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
174
175         if (g_nexball_basketball_delay_hold)
176         {
177                 ball.think = DropOwner;
178                 ball.nextthink = time + g_nexball_basketball_delay_hold;
179         }
180 }
181
182 void DropBall (entity ball, vector org, vector vel)
183 {
184         ball.effects |= g_nexball_basketball_effects_default;
185         ball.effects &~= EF_NOSHADOW;
186         ball.owner.effects &~= g_nexball_basketball_effects_default;
187
188         setattachment(ball, world, "");
189         setorigin (ball, org);
190         ball.movetype = MOVETYPE_BOUNCE;
191         ball.flags &~= FL_ONGROUND;
192         ball.scale = ball_scale;
193         ball.velocity = vel;
194         ball.nb_droptime = time;
195         ball.touch = basketball_touch;
196         ball.think = ResetBall;
197         ball.nextthink = min(time + g_nexball_delay_idle, ball.teamtime);
198
199         if (ball.owner.metertime)
200         {
201                 ball.owner.metertime = 0;
202                 ball.owner.weaponentity.state = WS_READY;
203         }
204
205         WaypointSprite_Kill(ball.owner.waypointsprite_attachedforcarrier);
206         WaypointSprite_Spawn("nb-ball", 0, 0, ball, '0 0 64', world, ball.team, ball, waypointsprite_attachedforcarrier, FALSE, RADARICON_FLAGCARRIER, BALL_SPRITECOLOR); // no health bar please
207         WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
208
209         ball.owner.ballcarried = world;
210         ball.owner = world;
211 }
212
213 void InitBall (void)
214 {
215         if (gameover) return;
216         self.flags &~= FL_ONGROUND;
217         self.movetype = MOVETYPE_BOUNCE;
218         if (self.classname == "nexball_basketball")
219                 self.touch = basketball_touch;
220         else if (self.classname == "nexball_football")
221                 self.touch = football_touch;
222         self.cnt = 0;
223         self.think = ResetBall;
224         self.nextthink = time + g_nexball_delay_idle + 3;
225         self.teamtime = 0;
226         self.pusher = world;
227         self.team = FALSE;
228         sound (self, CH_TRIGGER, self.noise1, VOL_BASE, ATTN_NORM);
229         WaypointSprite_Ping(self.waypointsprite_attachedforcarrier);
230         LogNB("init", world);
231 }
232
233 void ResetBall (void)
234 {
235         if (self.cnt < 2) { // step 1
236                 if (time == self.teamtime)
237                         bprint("The ", ColoredTeamName(self.team), " held the ball for too long.\n");
238                 self.touch = func_null;
239                 self.movetype = MOVETYPE_NOCLIP;
240                 self.velocity = '0 0 0'; // just in case?
241                 if(!self.cnt)
242                         LogNB("resetidle", world);
243                 self.cnt = 2;
244                 self.nextthink = time;
245         } else if (self.cnt < 4) { // step 2 and 3
246 //              dprint("Step ", ftos(self.cnt), ": Calculated velocity: ", vtos(self.spawnorigin - self.origin), ", time: ", ftos(time), "\n");
247                 self.velocity = (self.spawnorigin - self.origin) * (self.cnt - 1); // 1 or 0.5 second movement
248                 self.nextthink = time + 0.5;
249                 self.cnt += 1;
250         } else { // step 4
251 //              dprint("Step 4: time: ", ftos(time), "\n");
252                 if (vlen(self.origin - self.spawnorigin) > 10) // should not happen anymore
253                         dprint("The ball moved too far away from its spawn origin.\nOffset: ",
254                                vtos(self.origin - self.spawnorigin), " Velocity: ", vtos(self.velocity), "\n");
255                 self.velocity = '0 0 0';
256                 setorigin(self, self.spawnorigin); // make sure it's positioned correctly anyway
257                 self.movetype = MOVETYPE_NONE;
258                 self.think = InitBall;
259                 self.nextthink = max(time, game_starttime) + autocvar_g_nexball_delay_start;
260         }
261 }
262
263 void football_touch (void)
264 {
265         if (other.solid == SOLID_BSP) {
266                 if (time > self.lastground + 0.1)
267                 {
268                         sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTN_NORM);
269                         self.lastground = time;
270                 }
271                 if (vlen(self.velocity) && !self.cnt)
272                         self.nextthink = time + g_nexball_delay_idle;
273                 return;
274         }
275         if (other.classname != "player")
276                 return;
277         if (other.health < 1)
278                 return;
279         if (!self.cnt)
280                 self.nextthink = time + g_nexball_delay_idle;
281
282         self.pusher = other;
283         self.team = other.team;
284
285         if (g_nexball_football_physics == -1) { // MrBougo try 1, before decompiling Rev's original
286                 if (vlen(other.velocity))
287                         self.velocity = other.velocity * 1.5 + '0 0 1' * g_nexball_football_boost_up;
288         } else if (g_nexball_football_physics == 1) { // MrBougo's modded Rev style: partially independant of the height of the aiming point
289                 makevectors(other.v_angle);
290                 self.velocity = other.velocity + v_forward * g_nexball_football_boost_forward + '0 0 1' * g_nexball_football_boost_up;
291         } else if (g_nexball_football_physics == 2) { // 2nd mod try: totally independant. Really playable!
292                 makevectors(other.v_angle_y * '0 1 0');
293                 self.velocity = other.velocity + v_forward * g_nexball_football_boost_forward + v_up * g_nexball_football_boost_up;
294         } else { // Revenant's original style (from the original mod's disassembly, acknowledged by Revenant)
295                 makevectors(other.v_angle);
296                 self.velocity = other.velocity + v_forward * g_nexball_football_boost_forward + v_up * g_nexball_football_boost_up;
297         }
298         self.avelocity = -250 * v_forward;  // maybe there is a way to make it look better?
299 }
300
301 void basketball_touch (void)
302 {
303         if (other.ballcarried)
304         {
305                 football_touch();
306                 return;
307         }
308         if (!self.cnt && other.classname == "player" && (other.playerid != self.nb_dropperid || time > self.nb_droptime + autocvar_g_nexball_delay_collect)) {
309                 if (other.health <= 0)
310                         return;
311                 LogNB("caught", other);
312                 GiveBall(other, self);
313         } else if (other.solid == SOLID_BSP) {
314                 sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTN_NORM);
315                 if (vlen(self.velocity) && !self.cnt)
316                         self.nextthink = min(time + g_nexball_delay_idle, self.teamtime);
317         }
318 }
319
320 void GoalTouch (void)
321 {
322         entity ball;
323         float isclient, pscore, otherteam;
324         string pname;
325
326         if (gameover) return;
327         if ((self.spawnflags & GOAL_TOUCHPLAYER) && other.ballcarried)
328                 ball = other.ballcarried;
329         else
330                 ball = other;
331         if (ball.classname != "nexball_basketball")
332         if (ball.classname != "nexball_football")
333                 return;
334         if ((!ball.pusher && self.team != GOAL_OUT) || ball.cnt)
335                 return;
336         EXACTTRIGGER_TOUCH;
337
338
339         if(nb_teams == 2)
340                 otherteam = OtherTeam(ball.team);
341
342         if((isclient = ball.pusher.flags & FL_CLIENT))
343                 pname = ball.pusher.netname;
344         else
345                 pname = "Someone (?)";
346
347         if        (ball.team == self.team) //owngoal (regular goals)
348         {
349                 LogNB("owngoal", ball.pusher);
350                 bprint("Boo! ", pname, "^7 scored a goal against their own team!\n");
351                 pscore = -1;
352         } else if (self.team == GOAL_FAULT) {
353                 LogNB("fault", ball.pusher);
354                 if (nb_teams == 2)
355                         bprint(ColoredTeamName(otherteam), " gets a point due to ", pname, "^7's silliness.\n");
356                 else
357                         bprint(ColoredTeamName(ball.team), " loses a point due to ", pname, "^7's silliness.\n");
358                 pscore = -1;
359         } else if (self.team == GOAL_OUT) {
360                 LogNB("out", ball.pusher);
361                 if ((self.spawnflags & GOAL_TOUCHPLAYER) && ball.owner)
362                         bprint(pname, "^7 went out of bounds.\n");
363                 else
364                         bprint("The ball was returned.\n");
365                 pscore = 0;
366         } else {                           //score
367                 LogNB(strcat("goal:", ftos(self.team)), ball.pusher);
368                 bprint("Goaaaaal! ", pname, "^7 scored a point for the ", ColoredTeamName(ball.team), ".\n");
369                 pscore = 1;
370         }
371
372         sound (ball, CH_TRIGGER, self.noise, VOL_BASE, ATTN_NONE);
373
374         if(ball.team && pscore)
375         {
376                 if (nb_teams == 2 && pscore < 0)
377                         TeamScore_AddToTeam(otherteam, ST_NEXBALL_GOALS, -pscore);
378                 else
379                         TeamScore_AddToTeam(ball.team, ST_NEXBALL_GOALS, pscore);
380         }
381         if (isclient)
382         {
383                 if (pscore > 0)
384                         PlayerScore_Add(ball.pusher, SP_NEXBALL_GOALS, pscore);
385                 else if (pscore < 0)
386                         PlayerScore_Add(ball.pusher, SP_NEXBALL_FAULTS, -pscore);
387         }
388
389         if (ball.owner) // Happens on spawnflag GOAL_TOUCHPLAYER
390                 DropBall(ball, ball.owner.origin, ball.owner.velocity);
391
392         WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
393
394         ball.cnt = 1;
395         ball.think = ResetBall;
396         if (ball.classname == "nexball_basketball")
397                 ball.touch = football_touch; // better than func_null: football control until the ball gets reset
398         ball.nextthink = time + autocvar_g_nexball_delay_goal * (self.team != GOAL_OUT);
399 }
400
401 //=======================//
402 //       team ents       //
403 //=======================//
404 void spawnfunc_nexball_team (void)
405 {
406         if(!g_nexball) { remove(self); return; }
407         self.team = self.cnt + 1;
408 }
409
410 void nb_spawnteam (string teamname, float teamcolor)
411 {
412         dprint("^2spawned team ", teamname, "\n");
413         entity e;
414         e = spawn();
415         e.classname = "nexball_team";
416         e.netname = teamname;
417         e.cnt = teamcolor;
418         e.team = e.cnt + 1;
419         nb_teams += 1;
420 }
421
422 void nb_spawnteams (void)
423 {
424         float t_r, t_b, t_y, t_p;
425         entity e;
426         for(e = world; (e = find(e, classname, "nexball_goal")); )
427         {
428                 switch(e.team)
429                 {
430                         case FL_TEAM_1: if(!t_r) { nb_spawnteam ("Red", e.team-1)   ; t_r = 1; } break;
431                         case FL_TEAM_2: if(!t_b) { nb_spawnteam ("Blue", e.team-1)  ; t_b = 1; } break;
432                         case FL_TEAM_3: if(!t_y) { nb_spawnteam ("Yellow", e.team-1); t_y = 1; } break;
433                         case FL_TEAM_4: if(!t_p) { nb_spawnteam ("Pink", e.team-1)  ; t_p = 1; } break;
434                 }
435         }
436 }
437
438 void nb_delayedinit (void)
439 {
440         if (find(world, classname, "nexball_team") == world)
441                 nb_spawnteams();
442         ScoreRules_nexball(nb_teams);
443 }
444
445
446 //=======================//
447 //      spawnfuncs       //
448 //=======================//
449
450 void SpawnBall (void)
451 {
452         if(!g_nexball) { remove(self); return; }
453
454 //      balls += 4; // using the remaining bits to count balls will leave more than the max edict count, so it's fine
455
456         if (!self.model) {
457                 self.model = "models/nexball/ball.md3";
458                 self.scale = 1.3;
459         }
460
461         precache_model (self.model);
462         setmodel (self, self.model);
463         setsize (self, BALL_MINS, BALL_MAXS);
464         ball_scale = self.scale;
465
466         relocate_nexball();
467         self.spawnorigin = self.origin;
468
469         self.effects = self.effects | EF_LOWPRECISION;
470
471         if (cvar(strcat("g_", self.classname, "_trail"))) //nexball_basketball :p
472         {
473                 self.glow_color = autocvar_g_nexball_trail_color;
474                 self.glow_trail = TRUE;
475         }
476
477         self.movetype = MOVETYPE_FLY;
478
479         if (!autocvar_g_nexball_sound_bounce)
480                 self.noise = "";
481         else if (!self.noise)
482                 self.noise = "sound/nexball/bounce.wav";
483                 //bounce sound placeholder (FIXME)
484         if (!self.noise1)
485                 self.noise1 = "sound/nexball/drop.wav";
486                 //ball drop sound placeholder (FIXME)
487         if (!self.noise2)
488                 self.noise2 = "sound/nexball/steal.wav";
489                 //stealing sound placeholder (FIXME)
490         if (self.noise) precache_sound (self.noise);
491         precache_sound (self.noise1);
492         precache_sound (self.noise2);
493
494         WaypointSprite_AttachCarrier("nb-ball", self, RADARICON_FLAGCARRIER, BALL_SPRITECOLOR); // the ball's team is not set yet, no rule update needed
495
496         self.reset = ball_restart;
497         self.think = InitBall;
498         self.nextthink = game_starttime + autocvar_g_nexball_delay_start;
499 }
500
501 void spawnfunc_nexball_basketball (void)
502 {
503         self.classname = "nexball_basketball";
504         if not(balls & BALL_BASKET)
505         {
506                 CVTOV(g_nexball_basketball_effects_default);
507                 CVTOV(g_nexball_basketball_delay_hold);
508                 CVTOV(g_nexball_basketball_delay_hold_forteam);
509                 CVTOV(g_nexball_basketball_teamsteal);
510                 g_nexball_basketball_effects_default = g_nexball_basketball_effects_default & BALL_EFFECTMASK;
511         }
512         if (!self.effects)
513                 self.effects = g_nexball_basketball_effects_default;
514         self.solid = SOLID_TRIGGER;
515         balls |= BALL_BASKET;
516         self.bouncefactor = autocvar_g_nexball_basketball_bouncefactor;
517         self.bouncestop = autocvar_g_nexball_basketball_bouncestop;
518         SpawnBall();
519 }
520
521 void spawnfunc_nexball_football (void)
522 {
523         self.classname = "nexball_football";
524         self.solid = SOLID_TRIGGER;
525         balls |= BALL_FOOT;
526         self.bouncefactor = autocvar_g_nexball_football_bouncefactor;
527         self.bouncestop = autocvar_g_nexball_football_bouncestop;
528         SpawnBall();
529 }
530
531 void SpawnGoal (void)
532 {
533         if(!g_nexball) { remove(self); return; }
534         EXACTTRIGGER_INIT;
535         self.classname = "nexball_goal";
536         if (!self.noise)
537                 self.noise = "ctf/respawn.wav";
538         precache_sound(self.noise);
539         self.touch = GoalTouch;
540 }
541
542 void spawnfunc_nexball_redgoal (void)
543 {
544         self.team = FL_TEAM_1;
545         SpawnGoal();
546 }
547 void spawnfunc_nexball_bluegoal (void)
548 {
549         self.team = FL_TEAM_2;
550         SpawnGoal();
551 }
552 void spawnfunc_nexball_yellowgoal (void)
553 {
554         self.team = FL_TEAM_3;
555         SpawnGoal();
556 }
557 void spawnfunc_nexball_pinkgoal (void)
558 {
559         self.team = FL_TEAM_4;
560         SpawnGoal();
561 }
562
563 void spawnfunc_nexball_fault (void)
564 {
565         self.team = GOAL_FAULT;
566         if (!self.noise)
567                 self.noise = "misc/typehit.wav";
568         SpawnGoal();
569 }
570
571 void spawnfunc_nexball_out (void)
572 {
573         self.team = GOAL_OUT;
574         if (!self.noise)
575                 self.noise = "misc/typehit.wav";
576         SpawnGoal();
577 }
578
579 //
580 //Spawnfuncs preserved for compatibility
581 //
582
583 void spawnfunc_ball            (void) { spawnfunc_nexball_football(); }
584 void spawnfunc_ball_football   (void) { spawnfunc_nexball_football(); }
585 void spawnfunc_ball_basketball (void) { spawnfunc_nexball_basketball(); }
586 // The "red goal" is defended by blue team. A ball in there counts as a point for red.
587 void spawnfunc_ball_redgoal    (void) { spawnfunc_nexball_bluegoal(); } // I blame Revenant
588 void spawnfunc_ball_bluegoal   (void) { spawnfunc_nexball_redgoal(); }  // but he didn't mean to cause trouble :p
589 void spawnfunc_ball_fault      (void) { spawnfunc_nexball_fault(); }
590 void spawnfunc_ball_bound      (void) { spawnfunc_nexball_out(); }
591
592 //=======================//
593 //      Weapon code      //
594 //=======================//
595
596 void W_Nexball_Touch (void)
597 {
598         entity ball, attacker;
599         attacker = self.owner;
600
601         PROJECTILE_TOUCH;
602         if(attacker.team != other.team || g_nexball_basketball_teamsteal)
603         if((ball = other.ballcarried) && (attacker.classname == "player"))
604         {
605                 other.velocity = other.velocity + normalize(self.velocity) * other.damageforcescale * autocvar_g_balance_nexball_secondary_force;
606                 other.flags &~= FL_ONGROUND;
607                 if(!attacker.ballcarried)
608                 {
609                         LogNB("stole", attacker);
610                         sound (other, CH_TRIGGER, ball.noise2, VOL_BASE, ATTN_NORM);
611
612                         if(attacker.team == other.team && time > attacker.teamkill_complain)
613                         {
614                                 attacker.teamkill_complain = time + 5;
615                                 attacker.teamkill_soundtime = time + 0.4;
616                                 attacker.teamkill_soundsource = other;
617                         }
618
619                         GiveBall(attacker, other.ballcarried);
620                 }
621         }
622         remove(self);
623 }
624
625 void W_Nexball_Attack (float t)
626 {
627         entity ball;
628         float mul, mi, ma;
629         if (!(ball = self.ballcarried))
630                 return;
631
632         W_SetupShot (self, FALSE, 4, "nexball/shoot1.wav", CH_WEAPON_A, 0);
633         tracebox(w_shotorg, BALL_MINS, BALL_MAXS, w_shotorg, MOVE_WORLDONLY, world);
634         if(trace_startsolid)
635         {
636                 if(self.metertime)
637                         self.metertime = 0; // Shot failed, hide the power meter
638                 return;
639         }
640
641         //Calculate multiplier
642         if (t < 0)
643                 mul = 1;
644         else
645         {
646                 mi = autocvar_g_nexball_basketball_meter_minpower;
647                 ma = max(mi, autocvar_g_nexball_basketball_meter_maxpower); // avoid confusion
648                 //One triangle wave period with 1 as max
649                 mul = 2 * mod(t, g_nexball_meter_period) / g_nexball_meter_period;
650                 if (mul > 1)
651                         mul = 2 - mul;
652                 mul = mi + (ma - mi) * mul; // range from the minimal power to the maximal power
653         }
654         DropBall (ball, w_shotorg, W_CalculateProjectileVelocity(self.velocity, w_shotdir * autocvar_g_balance_nexball_primary_speed * mul, FALSE));
655         //TODO: use the speed_up cvar too ??
656 }
657
658 void W_Nexball_Attack2 (void)
659 {
660         entity missile;
661         if (!(balls & BALL_BASKET))
662                 return;
663         W_SetupShot (self, FALSE, 2, "nexball/shoot2.wav", CH_WEAPON_A, 0);
664 //      pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
665         missile = spawn ();
666
667         missile.owner = self;
668         missile.classname = "ballstealer";
669
670         missile.movetype = MOVETYPE_FLY;
671         PROJECTILE_MAKETRIGGER(missile);
672
673         setmodel (missile, "models/elaser.mdl"); // precision set below
674         setsize (missile, '0 0 0', '0 0 0');
675         setorigin (missile, w_shotorg);
676
677         W_SetupProjectileVelocity(missile, autocvar_g_balance_nexball_secondary_speed, 0);
678         missile.angles = vectoangles (missile.velocity);
679         missile.touch = W_Nexball_Touch;
680         missile.think = SUB_Remove;
681         missile.nextthink = time + autocvar_g_balance_nexball_secondary_lifetime; //FIXME: use a distance instead?
682
683         missile.effects = EF_BRIGHTFIELD | EF_LOWPRECISION;
684         missile.flags = FL_PROJECTILE;
685 }
686
687 float w_nexball_weapon(float req)
688 {
689         if (req == WR_THINK)
690         {
691                 if (self.BUTTON_ATCK)
692                 if (weapon_prepareattack(0, autocvar_g_balance_nexball_primary_refire))
693                 if (autocvar_g_nexball_basketball_meter)
694                 {
695                         if (self.ballcarried && !self.metertime)
696                                 self.metertime = time;
697                         else
698                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
699                 }
700                 else
701                 {
702                         W_Nexball_Attack(-1);
703                         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
704                 }
705                 if (self.BUTTON_ATCK2)
706                 if (weapon_prepareattack(1, autocvar_g_balance_nexball_secondary_refire))
707                 {
708                         W_Nexball_Attack2();
709                         weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_nexball_secondary_animtime, w_ready);
710                 }
711
712                 if (!self.BUTTON_ATCK && self.metertime && self.ballcarried)
713                 {
714                         W_Nexball_Attack(time - self.metertime);
715                         // DropBall or stealing will set metertime back to 0
716                         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
717                 }
718         }
719         else if (req == WR_PRECACHE)
720         {
721                 precache_model ("models/weapons/g_porto.md3");
722                 precache_model ("models/weapons/v_porto.md3");
723                 precache_model ("models/weapons/h_porto.iqm");
724                 precache_model ("models/elaser.mdl");
725                 precache_sound ("nexball/shoot1.wav");
726                 precache_sound ("nexball/shoot2.wav");
727                 precache_sound ("misc/typehit.wav");
728         }
729         else if (req == WR_SETUP)
730                 weapon_setup(WEP_PORTO);
731         else if (req == WR_SUICIDEMESSAGE)
732         {
733                 w_deathtypestring = "is a weirdo";
734         }
735         else if (req == WR_KILLMESSAGE)
736         {
737                 w_deathtypestring = "got killed by #'s black magic";
738         }
739         // No need to check WR_CHECKAMMO* or WR_AIM, it should always return TRUE
740         return TRUE;
741 }