// Last updated: September, 2012
// ===========================================================
-float ka_ballcarrier_waypointsprite_visible_for_player(entity e) // runs on waypoints which are attached to ballcarriers, updates once per frame
+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")
+ if(IS_SPEC(other))
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;
{
if(gameover) { return; }
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.effects = autocvar_g_keepawayball_effects;
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);
WaypointSprite_Spawn("ka-ball", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attachedforcarrier, FALSE, RADARICON_FLAGCARRIER, '0 1 1');
- WaypointSprite_Ping(self.waypointsprite_attachedforcarrier);
+ WaypointSprite_Ping(self.waypointsprite_attachedforcarrier);
- sound(self, CH_TRIGGER, "keepaway/respawn.wav", VOL_BASE, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere)
+ sound(self, CH_TRIGGER, "keepaway/respawn.wav", VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
}
else
{
- ka_RespawnBall(); // finding a location failed, retry
+ ka_RespawnBall(); // finding a location failed, retry
}
}
{ // 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(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;
}
return;
}
if(other.deadflag != DEAD_NO) { return; }
- if(other.classname != "player")
+ 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, ATTN_NORM);
- return;
+ sound(self, CH_TRIGGER, "keepaway/touch.wav", VOL_BASE, ATTEN_NORM);
+ return;
}
else if(self.wait > time) { return; }
other.ballcarried = self;
setattachment(self, other, "");
setorigin(self, '0 0 0');
-
+
// make the ball invisible/unable to do anything/set up time scoring
self.velocity = '0 0 0';
self.movetype = MOVETYPE_NONE;
other.glow_color = autocvar_g_keepawayball_trail_color;
other.glow_trail = TRUE;
other.effects |= autocvar_g_keepaway_ballcarrier_effects;
-
+
// messages and sounds
ka_EventLog("pickup", other);
- Send_KillNotification(other.netname, "", "", KA_PICKUPBALL, MSG_KA);
- WriteByte(MSG_BROADCAST, SVC_CENTERPRINT);
- WriteString(MSG_BROADCAST, strcat(other.netname, "^7 has picked up the ball!"));
- sound(self.owner, CH_TRIGGER, "keepaway/pickedup.wav", VOL_BASE, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere)
-
+ Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_KEEPAWAY_PICKUP, other.netname);
+ Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_KEEPAWAY_PICKUP, other.netname);
+ sound(self.owner, CH_TRIGGER, "keepaway/pickedup.wav", VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
+
// scoring
PlayerScore_Add(other, SP_KEEPAWAY_PICKUPS, 1);
WaypointSprite_AttachCarrier("ka-ballcarrier", other, 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_Ping(other.waypointsprite_attachedforcarrier);
+ WaypointSprite_Ping(other.waypointsprite_attachedforcarrier);
WaypointSprite_Kill(self.waypointsprite_attachedforcarrier);
}
ball = plyr.ballcarried;
if(!ball) { return; }
-
+
// reset the ball
setattachment(ball, world, "");
ball.movetype = MOVETYPE_BOUNCE;
- ball.wait = time + 1;
+ ball.wait = time + 1;
ball.touch = ka_TouchEvent;
ball.think = ka_RespawnBall;
ball.nextthink = time + autocvar_g_keepawayball_respawntime;
ball.takedamage = DAMAGE_YES;
- ball.effects &~= EF_NODRAW;
+ 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.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 &~= autocvar_g_keepaway_ballcarrier_effects;
+ plyr.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
// messages and sounds
ka_EventLog("dropped", plyr);
- Send_KillNotification(plyr.netname, "", "", KA_DROPBALL, MSG_KA);
- WriteByte(MSG_BROADCAST, SVC_CENTERPRINT);
- WriteString(MSG_BROADCAST, strcat(plyr.netname, "^7 has dropped the ball!"));
- sound(other, CH_TRIGGER, "keepaway/dropped.wav", VOL_BASE, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere)
-
+ 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)
+
// 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_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
- WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
+ 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
{
- if((self.owner) && (self.owner.classname == "player"))
+ if((self.owner) && (IS_PLAYER(self.owner)))
ka_DropEvent(self.owner);
ka_RespawnBall();
MUTATOR_HOOKFUNCTION(ka_Scoring)
{
- if((frag_attacker != frag_target) && (frag_attacker.classname == "player"))
+ if((frag_attacker != frag_target) && (IS_PLAYER(frag_attacker)))
{
if(frag_target.ballcarried) { // add to amount of times killing carrier
PlayerScore_Add(frag_attacker, SP_KEEPAWAY_CARRIERKILLS, 1);
}
else if(!frag_attacker.ballcarried)
if(autocvar_g_keepaway_noncarrier_warn)
- centerprint(frag_attacker, "Killing people while you don't have the ball gives no points!");
+ Send_Notification(NOTIF_ONE_ONLY, frag_attacker, MSG_CENTER, CENTER_KEEPAWAY_WARN);
if(frag_attacker.ballcarried) // add to amount of kills while ballcarrier
PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_killac);
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.
+ return 1; // you deceptive little bugger ;3 This needs to be true in order for this function to even count.
}
MUTATOR_HOOKFUNCTION(ka_PlayerPreThink)
{
// clear the item used for the ball in keepaway
- self.items &~= IT_KEY1;
-
+ 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;
frag_force *= autocvar_g_keepaway_ballcarrier_force;
}
}
- else if not(frag_target.ballcarried) // if the target is a noncarrier
+ else if (!frag_target.ballcarried) // if the target is a noncarrier
{
if(frag_target == frag_attacker) // damage done to yourself
{
MUTATOR_HOOKFUNCTION(ka_PlayerPowerups)
{
// 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;
+ // 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;
-
+
return 0;
}
void ka_SpawnBall() // loads various values for the ball, runs only once at start of match
{
if(!g_keepaway) { return; }
-
+
entity e;
e = spawn();
- e.model = "models/orbs/orbblue.md3";
+ 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.owner = world;
ka_ball = e;
- InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So.
+ InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So.
}
void ka_ScoreRules()
{
if(!g_keepaway)
return;
-
+
precache_sound("keepaway/pickedup.wav");
precache_sound("keepaway/dropped.wav");
precache_sound("keepaway/respawn.wav");
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
{
- error("This is a game type and it cannot be removed at runtime.");
+ print("This is a game type and it cannot be removed at runtime.");
+ return -1;
}
return 0;