#include <common/effects/all.qh>
+.entity ballcarried;
+
int autocvar_g_keepaway_ballcarrier_effects;
float autocvar_g_keepaway_ballcarrier_damage;
float autocvar_g_keepaway_ballcarrier_force;
// attach the ball to the player
this.owner = toucher;
toucher.ballcarried = this;
+ GameRules_scoring_vip(toucher, true);
setattachment(this, toucher, "");
setorigin(this, '0 0 0');
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 = NULL;
+ entity e = ball.owner; ball.owner = NULL;
+ e.ballcarried = NULL;
+ GameRules_scoring_vip(e, false);
navigation_dynamicgoal_set(ball);
// reset the player effects
// Initialization
// ==============
+MODEL(KA_BALL, "models/orbs/orbblue.md3");
+
void ka_SpawnBall() // loads various values for the ball, runs only once at start of match
{
entity e = new(keepawayball);
- e.model = "models/orbs/orbblue.md3";
- precache_model(e.model);
- _setmodel(e, e.model);
+ setmodel(e, MDL_KA_BALL);
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.damageforcescale = autocvar_g_keepawayball_damageforcescale;
e.takedamage = DAMAGE_YES;
InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So.
}
-void ka_ScoreRules()
+void ka_Initialize() // run at the start of a match, initiates game mode
{
GameRules_scoring(0, SFL_SORT_PRIO_PRIMARY, 0, {
field(SP_KEEPAWAY_PICKUPS, "pickups", 0);
field(SP_KEEPAWAY_CARRIERKILLS, "bckills", 0);
field(SP_KEEPAWAY_BCTIME, "bctime", SFL_SORT_PRIO_SECONDARY);
- });
-}
-
-void ka_Initialize() // run at the start of a match, initiates game mode
-{
- ka_ScoreRules();
+ });
ka_SpawnBall();
}