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nexball: don't display a useless health bar on a lone ball (BUT: could be undone...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / nexball.qc
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 void nb_delayedinit();
32 void nb_init() // Called early (worldspawn stage)
33 {
34         CVTOV(g_nexball_meter_period); //sent with the client init entity
35         if (g_nexball_meter_period <= 0)
36                 g_nexball_meter_period = 2; // avoid division by zero etc. due to silly users
37         g_nexball_meter_period = rint(g_nexball_meter_period * 32) / 32; //Round to 1/32ths to send as a byte multiplied by 32
38         addstat(STAT_NB_METERSTART, AS_FLOAT, metertime);
39
40         // General settings
41         CVTOV(g_nexball_football_boost_forward);   //100
42         CVTOV(g_nexball_football_boost_up);        //200
43         CVTOV(g_nexball_delay_idle);               //10
44         CVTOV(g_nexball_football_physics);         //0
45
46         radar_showennemies = cvar("g_nexball_radar_showallplayers");
47
48         InitializeEntity(world, nb_delayedinit, INITPRIO_GAMETYPE);
49 }
50
51 float OtherTeam(float t)  //works only if there are two teams on the map!
52 {
53         entity e;
54         e = find(world, classname, "nexball_team");
55         if (e.team == t)
56                 e = find(e, classname, "nexball_team");
57         return e.team;
58 }
59
60 void ResetBall();
61
62 void LogNB(string mode, entity actor)
63 {
64         string s;
65         if(!cvar("sv_eventlog"))
66                 return;
67         s = strcat(":nexball:", mode);
68         if(actor != world)
69                 s = strcat(s, ":", ftos(actor.playerid));
70         GameLogEcho(s);
71 }
72
73 void ball_restart (void)
74 {
75         if(self.owner)
76                 DropBall(self, self.owner.origin, '0 0 0');
77         ResetBall();
78 }
79
80 void nexball_setstatus (void)
81 {
82         local entity oldself;
83         if (!g_nexball)
84                 return;
85         if (self.ballcarried)
86         {
87                 if (self.ballcarried.teamtime && (self.ballcarried.teamtime < time))
88                 {
89                         bprint("The ", ColoredTeamName(self.team), " held the ball for too long.\n");
90                         oldself = self;
91                         self = self.ballcarried;
92                         DropBall(self, self.owner.origin, '0 0 0');
93                         ResetBall();
94                         self = oldself;
95                 } else
96                         self.items |= IT_KEY1;
97         }
98 }
99
100 void relocate_nexball (void)
101 {
102         tracebox(self.origin, BALL_MINS, BALL_MAXS, self.origin, TRUE, self);
103         if (trace_startsolid)
104         {
105                 vector o;
106                 o = self.origin;
107                 if(!move_out_of_solid(self))
108                         objerror("could not get out of solid at all!");
109                 print("^1NOTE: this map needs FIXING. ", self.classname, " at ", vtos(o - '0 0 1'));
110                 print(" needs to be moved out of solid, e.g. by '", ftos(self.origin_x - o_x));
111                 print(" ", ftos(self.origin_y - o_y));
112                 print(" ", ftos(self.origin_z - o_z), "'\n");
113                 self.origin = o;
114         }
115 }
116
117 void basketball_touch();
118 void football_touch();
119
120 void DropOwner (void)
121 {
122         local entity ownr;
123         ownr = self.owner;
124         DropBall(self, ownr.origin, ownr.velocity);
125         makevectors(ownr.v_angle_y * '0 1 0');
126         ownr.velocity += ('0 0 0.75' - v_forward) * 1000;
127         ownr.flags &~= FL_ONGROUND;
128 }
129
130 void GiveBall (entity plyr, entity ball)
131 {
132         local entity ownr;
133
134         if ((ownr = ball.owner))
135         {
136                 ownr.effects &~= g_nexball_basketball_effects_default;
137                 ownr.ballcarried = world;
138                 if (ownr.metertime)
139                 {
140                         ownr.metertime = 0;
141                         ownr.weaponentity.state = WS_READY;
142                 }
143                 WaypointSprite_Kill(ownr.waypointsprite_attachedforcarrier);
144         }
145         else
146         {
147                 WaypointSprite_Kill(ball.waypointsprite_attachedforcarrier);
148         }
149
150         setattachment(ball, plyr, "");
151         setorigin(ball, BALL_ATTACHORG);
152
153         if (ball.team != plyr.team)
154                 ball.teamtime = time + g_nexball_basketball_delay_hold_forteam;
155
156         ball.owner = ball.pusher = plyr; //"owner" is set to the player carrying, "pusher" to the last player who touched it
157         ball.team = plyr.team;
158         plyr.ballcarried = ball;
159         ball.dropperid = plyr.playerid;
160
161         plyr.effects |= g_nexball_basketball_effects_default;
162         ball.effects &~= g_nexball_basketball_effects_default;
163
164         ball.velocity = '0 0 0';
165         ball.movetype = MOVETYPE_NONE;
166         ball.touch = SUB_Null;
167         ball.effects |= EF_NOSHADOW;
168         ball.scale = 1; // scale down.
169
170         WaypointSprite_AttachCarrier("nb-ball", plyr);
171         WaypointSprite_UpdateRule(plyr.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
172         WaypointSprite_UpdateTeamRadar(plyr.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, BALL_SPRITECOLOR);
173
174         if (g_nexball_basketball_delay_hold)
175         {
176                 ball.think = DropOwner;
177                 ball.nextthink = time + g_nexball_basketball_delay_hold;
178         }
179 }
180
181 void DropBall (entity ball, vector org, vector vel)
182 {
183         ball.effects |= g_nexball_basketball_effects_default;
184         ball.effects &~= EF_NOSHADOW;
185         ball.owner.effects &~= g_nexball_basketball_effects_default;
186
187         setattachment(ball, world, "");
188         setorigin (ball, org);
189         ball.movetype = MOVETYPE_BOUNCE;
190         ball.flags &~= FL_ONGROUND;
191         ball.scale = ball_scale;
192         ball.velocity = vel;
193         ball.ctf_droptime = time;
194         ball.touch = basketball_touch;
195         ball.think = ResetBall;
196         ball.nextthink = min(time + g_nexball_delay_idle, ball.teamtime);
197
198         if (ball.owner.metertime)
199         {
200                 ball.owner.metertime = 0;
201                 ball.owner.weaponentity.state = WS_READY;
202         }
203
204         WaypointSprite_Kill(ball.owner.waypointsprite_attachedforcarrier);
205         //WaypointSprite_AttachCarrier("nb-ball", ball);
206         WaypointSprite_Spawn("nb-ball", 0, 0, ball, '0 0 64', world, ball.team, ball, waypointsprite_attachedforcarrier, FALSE); // no health bar please
207         WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
208         WaypointSprite_UpdateTeamRadar(ball.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, BALL_SPRITECOLOR);
209
210         ball.owner.ballcarried = world;
211         ball.owner = world;
212 }
213
214 void InitBall (void)
215 {
216         if (gameover) return;
217         self.flags &~= FL_ONGROUND;
218         self.movetype = MOVETYPE_BOUNCE;
219         if (self.classname == "nexball_basketball")
220                 self.touch = basketball_touch;
221         else if (self.classname == "nexball_football")
222                 self.touch = football_touch;
223         self.cnt = 0;
224         self.think = ResetBall;
225         self.nextthink = time + g_nexball_delay_idle + 3;
226         self.teamtime = 0;
227         self.pusher = world;
228         self.team = FALSE;
229         sound (self, CHAN_PROJECTILE, self.noise1, VOL_BASE, ATTN_NORM);
230         WaypointSprite_Ping(self.waypointsprite_attachedforcarrier);
231         LogNB("init", world);
232 }
233
234 void ResetBall (void)
235 {
236         if (self.cnt < 2) { // step 1
237                 if (time == self.teamtime)
238                         bprint("The ", ColoredTeamName(self.team), " held the ball for too long.\n");
239                 self.touch = SUB_Null;
240                 self.movetype = MOVETYPE_NOCLIP;
241                 self.velocity = '0 0 0'; // just in case?
242                 if(!self.cnt)
243                         LogNB("resetidle", world);
244                 self.cnt = 2;
245                 self.nextthink = time;
246         } else if (self.cnt < 4) { // step 2 and 3
247 //              dprint("Step ", ftos(self.cnt), ": Calculated velocity: ", vtos(self.spawnorigin - self.origin), ", time: ", ftos(time), "\n");
248                 self.velocity = (self.spawnorigin - self.origin) * (self.cnt - 1); // 1 or 0.5 second movement
249                 self.nextthink = time + 0.5;
250                 self.cnt += 1;
251         } else { // step 4
252 //              dprint("Step 4: time: ", ftos(time), "\n");
253                 if (vlen(self.origin - self.spawnorigin) > 10) // should not happen anymore
254                         dprint("The ball moved too far away from its spawn origin.\nOffset: ",
255                                vtos(self.origin - self.spawnorigin), " Velocity: ", vtos(self.velocity), "\n");
256                 self.velocity = '0 0 0';
257                 setorigin(self, self.spawnorigin); // make sure it's positioned correctly anyway
258                 self.movetype = MOVETYPE_NONE;
259                 self.think = InitBall;
260                 self.nextthink = max(time, game_starttime) + cvar("g_nexball_delay_start");
261         }
262 }
263
264 void football_touch (void)
265 {
266         if (other.solid == SOLID_BSP) {
267                 if (time > self.lastground + 0.1)
268                 {
269                         sound (self, CHAN_PROJECTILE, self.noise, VOL_BASE, ATTN_NORM);
270                         self.lastground = time;
271                 }
272                 if (vlen(self.velocity) && !self.cnt)
273                         self.nextthink = time + g_nexball_delay_idle;
274                 return;
275         }
276         if (other.classname != "player")
277                 return;
278         if (other.health < 1)
279                 return;
280         if (!self.cnt)
281                 self.nextthink = time + g_nexball_delay_idle;
282
283         self.pusher = other;
284         self.team = other.team;
285
286         if (g_nexball_football_physics == -1) { // MrBougo try 1, before decompiling Rev's original
287                 if (vlen(other.velocity))
288                         self.velocity = other.velocity * 1.5 + '0 0 1' * g_nexball_football_boost_up;
289         } else if (g_nexball_football_physics == 1) { // MrBougo's modded Rev style: partially independant of the height of the aiming point
290                 makevectors(other.v_angle);
291                 self.velocity = other.velocity + v_forward * g_nexball_football_boost_forward + '0 0 1' * g_nexball_football_boost_up;
292         } else if (g_nexball_football_physics == 2) { // 2nd mod try: totally independant. Really playable!
293                 makevectors(other.v_angle_y * '0 1 0');
294                 self.velocity = other.velocity + v_forward * g_nexball_football_boost_forward + v_up * g_nexball_football_boost_up;
295         } else { // Revenant's original style (from the original mod's disassembly, acknowledged by Revenant)
296                 makevectors(other.v_angle);
297                 self.velocity = other.velocity + v_forward * g_nexball_football_boost_forward + v_up * g_nexball_football_boost_up;
298         }
299         self.avelocity = -250 * v_forward;  // maybe there is a way to make it look better?
300 }
301
302 void basketball_touch (void)
303 {
304         if (other.ballcarried)
305         {
306                 football_touch();
307                 return;
308         }
309         if (!self.cnt && other.classname == "player" && (other.playerid != self.dropperid || time > self.ctf_droptime + cvar("g_nexball_delay_collect"))) {
310                 if (other.health <= 0)
311                         return;
312                 LogNB("caught", other);
313                 GiveBall(other, self);
314         } else if (other.solid == SOLID_BSP) {
315                 sound (self, CHAN_PROJECTILE, self.noise, VOL_BASE, ATTN_NORM);
316                 if (vlen(self.velocity) && !self.cnt)
317                         self.nextthink = min(time + g_nexball_delay_idle, self.teamtime);
318         }
319 }
320
321 void GoalTouch (void)
322 {
323         entity ball;
324         float isclient, pscore, otherteam;
325         string pname;
326
327         if (gameover) return;
328         if ((self.spawnflags & GOAL_TOUCHPLAYER) && other.ballcarried)
329                 ball = other.ballcarried;
330         else
331                 ball = other;
332         if (ball.classname != "nexball_basketball")
333         if (ball.classname != "nexball_football")
334                 return;
335         if ((!ball.pusher && self.team != GOAL_OUT) || ball.cnt)
336                 return;
337         EXACTTRIGGER_TOUCH;
338
339
340         if(nb_teams == 2)
341                 otherteam = OtherTeam(ball.team);
342
343         if((isclient = ball.pusher.flags & FL_CLIENT))
344                 pname = ball.pusher.netname;
345         else
346                 pname = "Someone (?)";
347
348         if        (ball.team == self.team) //owngoal (regular goals)
349         {
350                 LogNB("owngoal", ball.pusher);
351                 bprint("Boo! ", pname, "^7 scored a goal against their own team!\n");
352                 pscore = -1;
353         } else if (self.team == GOAL_FAULT) {
354                 LogNB("fault", ball.pusher);
355                 if (nb_teams == 2)
356                         bprint(ColoredTeamName(otherteam), " gets a point due to ", pname, "^7's silliness.\n");
357                 else
358                         bprint(ColoredTeamName(ball.team), " loses a point due to ", pname, "^7's silliness.\n");
359                 pscore = -1;
360         } else if (self.team == GOAL_OUT) {
361                 LogNB("out", ball.pusher);
362                 if ((self.spawnflags & GOAL_TOUCHPLAYER) && ball.owner)
363                         bprint(pname, "^7 went out of bounds.\n");
364                 else
365                         bprint("The ball was returned.\n");
366                 pscore = 0;
367         } else {                           //score
368                 LogNB(strcat("goal:", ftos(self.team)), ball.pusher);
369                 bprint("Goaaaaal! ", pname, "^7 scored a point for the ", ColoredTeamName(ball.team), ".\n");
370                 pscore = 1;
371         }
372
373         sound (ball, CHAN_AUTO, self.noise, VOL_BASE, ATTN_NONE);
374
375         if(ball.team && pscore)
376         {
377                 if (nb_teams == 2 && pscore < 0)
378                         TeamScore_AddToTeam(otherteam, ST_NEXBALL_GOALS, -pscore);
379                 else
380                         TeamScore_AddToTeam(ball.team, ST_NEXBALL_GOALS, pscore);
381         }
382         if (isclient)
383         {
384                 if (pscore > 0)
385                         PlayerScore_Add(ball.pusher, SP_NEXBALL_GOALS, pscore);
386                 else if (pscore < 0)
387                         PlayerScore_Add(ball.pusher, SP_NEXBALL_FAULTS, -pscore);
388         }
389
390         if (ball.owner) // Happens on spawnflag GOAL_TOUCHPLAYER
391                 DropBall(ball, ball.owner.origin, ball.owner.velocity);
392
393         WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
394
395         ball.cnt = 1;
396         ball.think = ResetBall;
397         if (ball.classname == "nexball_basketball")
398                 ball.touch = football_touch; // better than SUB_Null: football control until the ball gets reset
399         ball.nextthink = time + cvar("g_nexball_delay_goal") * (self.team != GOAL_OUT);
400 }
401
402 //=======================//
403 //       team ents       //
404 //=======================//
405 void spawnfunc_nexball_team (void)
406 {
407         if(!g_nexball) { remove(self); return; }
408         self.team = self.cnt + 1;
409 }
410
411 void nb_spawnteam (string teamname, float teamcolor)
412 {
413         dprint("^2spawned team ", teamname, "\n");
414         local entity e;
415         e = spawn();
416         e.classname = "nexball_team";
417         e.netname = teamname;
418         e.cnt = teamcolor;
419         e.team = e.cnt + 1;
420         nb_teams += 1;
421 };
422
423 void nb_spawnteams (void)
424 {
425         float t_r, t_b, t_y, t_p;
426         entity e;
427         for(e = world; (e = find(e, classname, "nexball_goal")); )
428         {
429                 switch(e.team)
430                 {
431                         case COLOR_TEAM1: if(!t_r) { nb_spawnteam ("Red", e.team-1)   ; t_r = 1; } break;
432                         case COLOR_TEAM2: if(!t_b) { nb_spawnteam ("Blue", e.team-1)  ; t_b = 1; } break;
433                         case COLOR_TEAM3: if(!t_y) { nb_spawnteam ("Yellow", e.team-1); t_y = 1; } break;
434                         case COLOR_TEAM4: if(!t_p) { nb_spawnteam ("Pink", e.team-1)  ; t_p = 1; } break;
435                 }
436         }
437 }
438
439 void nb_delayedinit (void)
440 {
441         if (find(world, classname, "nexball_team") == world)
442                 nb_spawnteams();
443         ScoreRules_nexball(nb_teams);
444 }
445
446
447 //=======================//
448 //      spawnfuncs       //
449 //=======================//
450
451 void SpawnBall (void)
452 {
453         if(!g_nexball) { remove(self); return; }
454
455 //      balls += 4; // using the remaining bits to count balls will leave more than the max edict count, so it's fine
456
457         if (!self.model) {
458                 self.model = "models/nexball/ball.md3";
459                 self.scale = 1.3;
460         }
461
462         precache_model (self.model);
463         setmodel (self, self.model);
464         setsize (self, BALL_MINS, BALL_MAXS);
465         ball_scale = self.scale;
466
467         relocate_nexball();
468         self.spawnorigin = self.origin;
469
470         self.effects = self.effects | EF_LOWPRECISION;
471
472         if (cvar(strcat("g_", self.classname, "_trail"))) //nexball_basketball :p
473         {
474                 self.glow_color = cvar("g_nexball_trail_color");
475                 self.glow_trail = TRUE;
476         }
477
478         self.movetype = MOVETYPE_FLY;
479
480         if (!cvar("g_nexball_sound_bounce"))
481                 self.noise = "";
482         else if (!self.noise)
483                 self.noise = "sound/nexball/bounce.wav";
484                 //bounce sound placeholder (FIXME)
485         if (!self.noise1)
486                 self.noise1 = "sound/nexball/drop.wav";
487                 //ball drop sound placeholder (FIXME)
488         if (!self.noise2)
489                 self.noise2 = "sound/nexball/steal.wav";
490                 //stealing sound placeholder (FIXME)
491         if (self.noise) precache_sound (self.noise);
492         precache_sound (self.noise1);
493         precache_sound (self.noise2);
494
495         WaypointSprite_AttachCarrier("nb-ball", self); // the ball's team is not set yet, no rule update needed
496         WaypointSprite_UpdateTeamRadar(self.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, BALL_SPRITECOLOR);
497
498         self.reset = ball_restart;
499         self.think = InitBall;
500         self.nextthink = game_starttime + cvar("g_nexball_delay_start");
501 }
502
503 void spawnfunc_nexball_basketball (void)
504 {
505         self.classname = "nexball_basketball";
506         if not(balls & BALL_BASKET)
507         {
508                 CVTOV(g_nexball_basketball_effects_default);
509                 CVTOV(g_nexball_basketball_delay_hold);
510                 CVTOV(g_nexball_basketball_delay_hold_forteam);
511                 CVTOV(g_nexball_basketball_teamsteal);
512                 g_nexball_basketball_effects_default = g_nexball_basketball_effects_default & BALL_EFFECTMASK;
513         }
514         if (!self.effects)
515                 self.effects = g_nexball_basketball_effects_default;
516         self.solid = SOLID_TRIGGER;
517         balls |= BALL_BASKET;
518         self.bouncefactor = cvar("g_nexball_basketball_bouncefactor");
519         self.bouncestop = cvar("g_nexball_basketball_bouncestop");
520         SpawnBall();
521 }
522
523 void spawnfunc_nexball_football (void)
524 {
525         self.classname = "nexball_football";
526         self.solid = SOLID_TRIGGER;
527         balls |= BALL_FOOT;
528         self.bouncefactor = cvar("g_nexball_football_bouncefactor");
529         self.bouncestop = cvar("g_nexball_football_bouncestop");
530         SpawnBall();
531 }
532
533 void SpawnGoal (void)
534 {
535         if(!g_nexball) { remove(self); return; }
536         EXACTTRIGGER_INIT;
537         self.classname = "nexball_goal";
538         if (!self.noise)
539                 self.noise = "ctf/respawn.wav";
540         precache_sound(self.noise);
541         self.touch = GoalTouch;
542 }
543
544 void spawnfunc_nexball_redgoal (void)
545 {
546         self.team = COLOR_TEAM1;
547         SpawnGoal();
548 }
549 void spawnfunc_nexball_bluegoal (void)
550 {
551         self.team = COLOR_TEAM2;
552         SpawnGoal();
553 }
554 void spawnfunc_nexball_yellowgoal (void)
555 {
556         self.team = COLOR_TEAM3;
557         SpawnGoal();
558 }
559 void spawnfunc_nexball_pinkgoal (void)
560 {
561         self.team = COLOR_TEAM4;
562         SpawnGoal();
563 }
564
565 void spawnfunc_nexball_fault (void)
566 {
567         self.team = GOAL_FAULT;
568         if (!self.noise)
569                 self.noise = "misc/typehit.wav";
570         SpawnGoal();
571 }
572
573 void spawnfunc_nexball_out (void)
574 {
575         self.team = GOAL_OUT;
576         if (!self.noise)
577                 self.noise = "misc/typehit.wav";
578         SpawnGoal();
579 }
580
581 //
582 //Spawnfuncs preserved for compatibility
583 //
584
585 void spawnfunc_ball            (void) { spawnfunc_nexball_football(); }
586 void spawnfunc_ball_football   (void) { spawnfunc_nexball_football(); }
587 void spawnfunc_ball_basketball (void) { spawnfunc_nexball_basketball(); }
588 // The "red goal" is defended by blue team. A ball in there counts as a point for red.
589 void spawnfunc_ball_redgoal    (void) { spawnfunc_nexball_bluegoal(); } // I blame Revenant
590 void spawnfunc_ball_bluegoal   (void) { spawnfunc_nexball_redgoal(); }  // but he didn't mean to cause trouble :p
591 void spawnfunc_ball_fault      (void) { spawnfunc_nexball_fault(); }
592 void spawnfunc_ball_bound      (void) { spawnfunc_nexball_out(); }
593
594 //=======================//
595 //      Weapon code      //
596 //=======================//
597
598 void W_Nexball_Touch (void)
599 {
600         local entity ball, attacker;
601         attacker = self.owner;
602
603         PROJECTILE_TOUCH;
604         if(attacker.team != other.team || g_nexball_basketball_teamsteal)
605         if((ball = other.ballcarried) && (attacker.classname == "player" || attacker.classname == "gib"))
606         {
607                 other.velocity = other.velocity + normalize(self.velocity) * other.damageforcescale * cvar("g_balance_nexball_secondary_force");
608                 other.flags &~= FL_ONGROUND;
609                 if(!attacker.ballcarried)
610                 {
611                         LogNB("stole", attacker);
612                         sound (other, CHAN_AUTO, ball.noise2, VOL_BASE, ATTN_NORM);
613
614                         if(attacker.team == other.team && time > attacker.teamkill_complain)
615                         {
616                                 attacker.teamkill_complain = time + 5;
617                                 attacker.teamkill_soundtime = time + 0.4;
618                                 attacker.teamkill_soundsource = other;
619                         }
620
621                         GiveBall(attacker, other.ballcarried);
622                 }
623         }
624         remove(self);
625 }
626
627 void W_Nexball_Attack (float t)
628 {
629         local entity ball;
630         local float mul, mi, ma;
631         if (!(ball = self.ballcarried))
632                 return;
633
634         W_SetupShot (self, FALSE, 4, "nexball/shoot1.wav",0);
635         tracebox(w_shotorg, BALL_MINS, BALL_MAXS, w_shotorg, MOVE_WORLDONLY, world);
636         if(trace_startsolid)
637         {
638                 if(self.metertime)
639                         self.metertime = 0; // Shot failed, hide the power meter
640                 return;
641         }
642
643         //Calculate multiplier
644         if (t < 0)
645                 mul = 1;
646         else
647         {
648                 mi = cvar("g_nexball_basketball_meter_minpower");
649                 ma = max(mi, cvar("g_nexball_basketball_meter_maxpower")); // avoid confusion
650                 //One triangle wave period with 1 as max
651                 mul = 2 * mod(t, g_nexball_meter_period) / g_nexball_meter_period;
652                 if (mul > 1)
653                         mul = 2 - mul;
654                 mul = mi + (ma - mi) * mul; // range from the minimal power to the maximal power
655         }
656         DropBall (ball, w_shotorg, W_CalculateProjectileVelocity(self.velocity, w_shotdir * cvar("g_balance_nexball_primary_speed") * mul, FALSE));
657         //TODO: use the speed_up cvar too ??
658 }
659
660 void W_Nexball_Attack2 (void)
661 {
662         local entity missile;
663         if (!(balls & BALL_BASKET))
664                 return;
665         W_SetupShot (self, FALSE, 2, "nexball/shoot2.wav",0);
666 //      pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
667         missile = spawn ();
668
669         missile.owner = self;
670         missile.classname = "ballstealer";
671
672         missile.movetype = MOVETYPE_FLY;
673         PROJECTILE_MAKETRIGGER(missile);
674
675         setmodel (missile, "models/elaser.mdl"); // precision set below
676         setsize (missile, '0 0 0', '0 0 0');
677         setorigin (missile, w_shotorg);
678
679         W_SetupProjectileVelocity(missile, cvar("g_balance_nexball_secondary_speed"), 0);
680         missile.angles = vectoangles (missile.velocity);
681         missile.touch = W_Nexball_Touch;
682         missile.think = SUB_Remove;
683         missile.nextthink = time + cvar("g_balance_nexball_secondary_lifetime"); //FIXME: use a distance instead?
684
685         missile.effects = EF_BRIGHTFIELD | EF_LOWPRECISION;
686         missile.flags = FL_PROJECTILE;
687 }
688
689 float w_nexball_weapon(float req)
690 {
691         if (req == WR_THINK)
692         {
693                 if (self.BUTTON_ATCK)
694                 if (weapon_prepareattack(0, cvar("g_balance_nexball_primary_refire")))
695                 if (cvar("g_nexball_basketball_meter"))
696                 {
697                         if (self.ballcarried && !self.metertime)
698                                 self.metertime = time;
699                         else
700                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_nexball_primary_animtime"), w_ready);
701                 }
702                 else
703                 {
704                         W_Nexball_Attack(-1);
705                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_nexball_primary_animtime"), w_ready);
706                 }
707                 if (self.BUTTON_ATCK2)
708                 if (weapon_prepareattack(1, cvar("g_balance_nexball_secondary_refire")))
709                 {
710                         W_Nexball_Attack2();
711                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_nexball_secondary_animtime"), w_ready);
712                 }
713
714                 if (!self.BUTTON_ATCK && self.metertime && self.ballcarried)
715                 {
716                         W_Nexball_Attack(time - self.metertime);
717                         // DropBall or stealing will set metertime back to 0
718                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_nexball_primary_animtime"), w_ready);
719                 }
720         }
721         else if (req == WR_PRECACHE)
722         {
723                 precache_model ("models/weapons/g_porto.md3");
724                 precache_model ("models/weapons/v_porto.md3");
725                 precache_model ("models/weapons/h_porto.dpm");
726                 precache_model ("models/elaser.mdl");
727                 precache_sound ("nexball/shoot1.wav");
728                 precache_sound ("nexball/shoot2.wav");
729         }
730         else if (req == WR_SETUP)
731                 weapon_setup(WEP_PORTO);
732         else if (req == WR_SUICIDEMESSAGE)
733         {
734                 w_deathtypestring = "is a weirdo";
735         }
736         else if (req == WR_KILLMESSAGE)
737         {
738                 w_deathtypestring = "got killed by #'s black magic";
739         }
740         // No need to check WR_CHECKAMMO* or WR_AIM, it should always return TRUE
741         return TRUE;
742 }