]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/mutators/gamemode_nexball.qc
Revert "Merge branch 'TimePath/bot_api' into 'master'\r"
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / gamemode_nexball.qc
index 3675831acc915ff9961e7eba121a77230707acf9..f65e058433ec146ec9799b5d77d672c1bb68c49b 100644 (file)
@@ -3,6 +3,21 @@
 
 #include "gamemode.qh"
 
+float autocvar_g_nexball_basketball_bouncefactor;
+float autocvar_g_nexball_basketball_bouncestop;
+float autocvar_g_nexball_basketball_carrier_highspeed;
+bool autocvar_g_nexball_basketball_meter;
+float autocvar_g_nexball_basketball_meter_maxpower;
+float autocvar_g_nexball_basketball_meter_minpower;
+float autocvar_g_nexball_delay_collect;
+float autocvar_g_nexball_delay_goal;
+float autocvar_g_nexball_delay_start;
+float autocvar_g_nexball_football_bouncefactor;
+float autocvar_g_nexball_football_bouncestop;
+bool autocvar_g_nexball_radar_showallplayers;
+bool autocvar_g_nexball_sound_bounce;
+int autocvar_g_nexball_trail_color;
+
 float autocvar_g_nexball_safepass_turnrate;
 float autocvar_g_nexball_safepass_maxdist;
 float autocvar_g_nexball_safepass_holdtime;
@@ -153,11 +168,12 @@ void GiveBall(entity plyr, entity ball)
 
        plyr.weaponentity.weapons = plyr.weapons;
        plyr.weaponentity.switchweapon = plyr.weapon;
-       plyr.weapons = WEPSET_PORTO;
+       plyr.weapons = WEPSET(NEXBALL);
        setself(plyr);
-       WEP_ACTION(WEP_PORTO.m_id, WR_RESETPLAYER);
-       plyr.switchweapon = WEP_PORTO.m_id;
-       W_SwitchWeapon(WEP_PORTO.m_id);
+       Weapon w = WEP_NEXBALL;
+       w.wr_resetplayer(w);
+       plyr.switchweapon = WEP_NEXBALL.m_id;
+       W_SwitchWeapon(WEP_NEXBALL.m_id);
        setself(this);
 }
 
@@ -771,11 +787,8 @@ void W_Nexball_Attack2(void)
        if(!autocvar_g_nexball_tackling)
                return;
 
-       entity missile;
-       if(!(balls & BALL_BASKET))
-               return;
        W_SetupShot(self, false, 2, SND(NB_SHOOT2), CH_WEAPON_A, 0);
-       missile = spawn();
+       entity missile = spawn();
 
        missile.owner = self;
        missile.classname = "ballstealer";
@@ -826,48 +839,48 @@ float ball_customize()
        return true;
 }
 
-float w_nexball_weapon(float req)
-{SELFPARAM();
-       if(req == WR_THINK)
+       METHOD(BallStealer, wr_think, void(BallStealer thiswep, entity actor, bool fire1, bool fire2))
        {
-               if(self.BUTTON_ATCK)
-                       if(weapon_prepareattack(0, autocvar_g_balance_nexball_primary_refire))
+               if(fire1)
+                       if(weapon_prepareattack(thiswep, actor, false, autocvar_g_balance_nexball_primary_refire))
                                if(autocvar_g_nexball_basketball_meter)
                                {
                                        if(self.ballcarried && !self.metertime)
                                                self.metertime = time;
                                        else
-                                               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
+                                               weapon_thinkf(actor, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
                                }
                                else
                                {
                                        W_Nexball_Attack(-1);
-                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
+                                       weapon_thinkf(actor, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
                                }
-               if(self.BUTTON_ATCK2)
-                       if(weapon_prepareattack(1, autocvar_g_balance_nexball_secondary_refire))
+               if(fire2)
+                       if(weapon_prepareattack(thiswep, actor, true, autocvar_g_balance_nexball_secondary_refire))
                        {
                                W_Nexball_Attack2();
-                               weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_nexball_secondary_animtime, w_ready);
+                               weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_balance_nexball_secondary_animtime, w_ready);
                        }
 
-               if(!self.BUTTON_ATCK && self.metertime && self.ballcarried)
+               if(!fire1 && self.metertime && self.ballcarried)
                {
                        W_Nexball_Attack(time - self.metertime);
                        // DropBall or stealing will set metertime back to 0
-                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
+                       weapon_thinkf(actor, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
                }
        }
-       else if(req == WR_INIT)
+       METHOD(BallStealer, wr_setup, void(BallStealer thiswep))
        {
+               //weapon_setup(WEP_PORTO.m_id);
        }
-       else if(req == WR_SETUP)
+       METHOD(BallStealer, wr_checkammo1, bool(BallStealer thiswep))
        {
-               //weapon_setup(WEP_PORTO.m_id);
+               return true;
+       }
+       METHOD(BallStealer, wr_checkammo2, bool(BallStealer thiswep))
+       {
+               return true;
        }
-       // No need to check WR_CHECKAMMO* or WR_AIM, it should always return true
-       return true;
-}
 
 MUTATOR_HOOKFUNCTION(nexball_BallDrop)
 {SELFPARAM();
@@ -926,7 +939,8 @@ MUTATOR_HOOKFUNCTION(nexball_PlayerPreThink)
                        if(self.weaponentity.weapons)
                        {
                                self.weapons = self.weaponentity.weapons;
-                               WEP_ACTION(WEP_PORTO.m_id, WR_RESETPLAYER);
+                               Weapon w = WEP_NEXBALL;
+                               w.wr_resetplayer(w);
                                self.switchweapon = self.weaponentity.switchweapon;
                                W_SwitchWeapon(self.switchweapon);
 
@@ -946,7 +960,7 @@ MUTATOR_HOOKFUNCTION(nexball_PlayerSpawn)
        self.weaponentity.weapons = '0 0 0';
 
        if(nexball_mode & NBM_BASKETBALL)
-               self.weapons |= WEPSET_PORTO;
+               self.weapons |= WEPSET(NEXBALL);
        else
                self.weapons = '0 0 0';
 
@@ -963,16 +977,9 @@ MUTATOR_HOOKFUNCTION(nexball_PlayerPhysics)
        return false;
 }
 
-MUTATOR_HOOKFUNCTION(nexball_SetStartItems)
-{
-       start_items |= IT_UNLIMITED_SUPERWEAPONS; // FIXME BAD BAD BAD BAD HACK, NEXBALL SHOULDN'T ABUSE PORTO'S WEAPON SLOT
-
-       return false;
-}
-
 MUTATOR_HOOKFUNCTION(nexball_ForbidThrowing)
 {SELFPARAM();
-       if(self.weapon == WEP_MORTAR.m_id)
+       if(self.weapon == WEP_NEXBALL.m_id)
                return true;
 
        return false;
@@ -981,7 +988,7 @@ MUTATOR_HOOKFUNCTION(nexball_ForbidThrowing)
 MUTATOR_HOOKFUNCTION(nexball_FilterItem)
 {SELFPARAM();
        if(self.classname == "droppedweapon")
-       if(self.weapon == WEP_MORTAR.m_id)
+       if(self.weapon == WEP_NEXBALL.m_id)
                return true;
 
        return false;
@@ -995,7 +1002,6 @@ MUTATOR_DEFINITION(gamemode_nexball)
        MUTATOR_HOOK(PlayerSpawn, nexball_PlayerSpawn, CBC_ORDER_ANY);
        MUTATOR_HOOK(PlayerPreThink, nexball_PlayerPreThink, CBC_ORDER_ANY);
        MUTATOR_HOOK(PlayerPhysics, nexball_PlayerPhysics, CBC_ORDER_ANY);
-       MUTATOR_HOOK(SetStartItems, nexball_SetStartItems, CBC_ORDER_ANY);
        MUTATOR_HOOK(ForbidThrowCurrentWeapon, nexball_ForbidThrowing, CBC_ORDER_ANY);
        MUTATOR_HOOK(FilterItem, nexball_FilterItem, CBC_ORDER_ANY);
 
@@ -1017,10 +1023,12 @@ MUTATOR_DEFINITION(gamemode_nexball)
                radar_showennemies = autocvar_g_nexball_radar_showallplayers;
 
                InitializeEntity(world, nb_delayedinit, INITPRIO_GAMETYPE);
+               WEP_NEXBALL.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
        }
 
        MUTATOR_ONROLLBACK_OR_REMOVE
        {
+               WEP_NEXBALL.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
                // we actually cannot roll back nb_delayedinit here
                // BUT: we don't need to! If this gets called, adding always
                // succeeds.