void ka_TouchEvent();
void ka_RespawnBall() // runs whenever the ball needs to be relocated
-{
+{SELFPARAM();
if(gameover) { return; }
vector oldballorigin = self.origin;
self.think = ka_RespawnBall;
self.nextthink = time + autocvar_g_keepawayball_respawntime;
- pointparticles(particleeffectnum("electro_combo"), oldballorigin, '0 0 0', 1);
- pointparticles(particleeffectnum("electro_combo"), self.origin, '0 0 0', 1);
+ Send_Effect(EFFECT_ELECTRO_COMBO, oldballorigin, '0 0 0', 1);
+ Send_Effect(EFFECT_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, RADARICON_FLAGCARRIER, '0 1 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);
- sound(self, CH_TRIGGER, "keepaway/respawn.wav", VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
+ sound(self, 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)
{ // add points for holding the ball after a certain amount of time
if(autocvar_g_keepaway_score_timepoints)
}
void ka_TouchEvent() // runs any time that the ball comes in contact with something
-{
+{SELFPARAM();
if(gameover) { return; }
if(!self) { return; }
if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
if(other.frozen) { return; }
if (!IS_PLAYER(other))
{ // The ball just touched an object, most likely the world
- pointparticles(particleeffectnum("kaball_sparks"), self.origin, '0 0 0', 1);
- sound(self, CH_TRIGGER, "keepaway/touch.wav", VOL_BASE, ATTEN_NORM);
+ Send_Effect(EFFECT_BALL_SPARKS, self.origin, '0 0 0', 1);
+ sound(self, CH_TRIGGER, SND_KA_TOUCH, VOL_BASE, ATTEN_NORM);
return;
}
else if(self.wait > time) { return; }
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, "keepaway/pickedup.wav", VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
+ sound(self.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);
// waypoints
- WaypointSprite_AttachCarrier("ka-ballcarrier", other, RADARICON_FLAGCARRIER, '1 0 0');
+ 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);
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, "keepaway/dropped.wav", VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
+ sound(other, 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("ka-ball", 0, 0, ball, '0 0 64', world, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER, '0 1 1');
+ WaypointSprite_Spawn(WP_KaBall, 0, 0, ball, '0 0 64', world, 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);
// ================
void havocbot_goalrating_ball(float ratingscale, vector org)
-{
+{SELFPARAM();
float t;
entity ball_owner;
ball_owner = ka_ball.owner;
}
void havocbot_role_ka_carrier()
-{
+{SELFPARAM();
if (self.deadflag != DEAD_NO)
return;
}
void havocbot_role_ka_collector()
-{
+{SELFPARAM();
if (self.deadflag != DEAD_NO)
return;
// ==============
MUTATOR_HOOKFUNCTION(ka_Scoring)
-{
+{SELFPARAM();
if((frag_attacker != frag_target) && (IS_PLAYER(frag_attacker)))
{
if(frag_target.ballcarried) { // add to amount of times killing carrier
}
MUTATOR_HOOKFUNCTION(ka_PlayerPreThink)
-{
+{SELFPARAM();
// clear the item used for the ball in keepaway
self.items &= ~IT_KEY1;
}
MUTATOR_HOOKFUNCTION(ka_PlayerUseKey)
-{
+{SELFPARAM();
if(MUTATOR_RETURNVALUE == 0)
if(self.ballcarried)
{
}
MUTATOR_HOOKFUNCTION(ka_RemovePlayer)
-{
+{SELFPARAM();
if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has left the match, drop it
return 0;
}
MUTATOR_HOOKFUNCTION(ka_PlayerPowerups)
-{
+{SELFPARAM();
// 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()
return 0;
}
+MUTATOR_HOOKFUNCTION(ka_PlayerPhysics)
+{SELFPARAM();
+ if(self.ballcarried)
+ {
+ self.stat_sv_airspeedlimit_nonqw *= autocvar_g_keepaway_ballcarrier_highspeed;
+ self.stat_sv_maxspeed *= autocvar_g_keepaway_ballcarrier_highspeed;
+ }
+ return false;
+}
+
+MUTATOR_HOOKFUNCTION(ka_BotShouldAttack)
+{SELFPARAM();
+ // if neither player has ball then don't attack unless the ball is on the ground
+ if(!checkentity.ballcarried && !self.ballcarried && ka_ball.owner)
+ return true;
+ return false;
+}
+
MUTATOR_HOOKFUNCTION(ka_BotRoles)
-{
+{SELFPARAM();
if (self.ballcarried)
self.havocbot_role = havocbot_role_ka_carrier;
else
e = spawn();
e.model = "models/orbs/orbblue.md3";
precache_model(e.model);
- setmodel(e, 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;
if(!g_keepaway)
return;
- precache_sound("keepaway/pickedup.wav");
- precache_sound("keepaway/dropped.wav");
- precache_sound("keepaway/respawn.wav");
- precache_sound("keepaway/touch.wav");
-
ka_ScoreRules();
ka_SpawnBall();
}
MUTATOR_HOOK(PlayerDamage_Calculate, ka_PlayerDamage, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerPowerups, ka_PlayerPowerups, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerUseKey, ka_PlayerUseKey, CBC_ORDER_ANY);
+ MUTATOR_HOOK(PlayerPhysics, ka_PlayerPhysics, CBC_ORDER_ANY);
+ MUTATOR_HOOK(BotShouldAttack, ka_BotShouldAttack, CBC_ORDER_ANY);
MUTATOR_HOOK(HavocBot_ChooseRole, ka_BotRoles, CBC_ORDER_ANY);
MUTATOR_ONADD
MUTATOR_ONREMOVE
{
- print("This is a game type and it cannot be removed at runtime.");
+ LOG_INFO("This is a game type and it cannot be removed at runtime.");
return -1;
}