X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fmutators%2Fgamemode_keepaway.qc;h=79058b0cf0c806ec98f1d1796bc1c9eb3b83873d;hp=7a16cd62b2716f62d0115916ff4a3f09cee06350;hb=20256058c4de97b81ee5aaedaa383a99010752f0;hpb=94579b4c440f739c1203ea5e546d3fcadb884c51 diff --git a/qcsrc/server/mutators/gamemode_keepaway.qc b/qcsrc/server/mutators/gamemode_keepaway.qc index 7a16cd62b..79058b0cf 100644 --- a/qcsrc/server/mutators/gamemode_keepaway.qc +++ b/qcsrc/server/mutators/gamemode_keepaway.qc @@ -3,12 +3,12 @@ // 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; @@ -24,29 +24,29 @@ void ka_RespawnBall() // runs whenever the ball needs to be relocated { 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.movetype = MOVETYPE_BOUNCE; - self.velocity = '0 0 200'; - self.angles = '0 0 0'; - 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); - - sound(self, CH_TRIGGER, "keepaway/respawn.wav", VOL_BASE, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere) - } - else + + if(!MoveToRandomMapLocation(self, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256)) { - ka_RespawnBall(); // finding a location failed, retry + entity spot = SelectSpawnPoint(TRUE); + setorigin(self, spot.origin); + self.angles = spot.angles; } + + makevectors(self.angles); + self.movetype = MOVETYPE_BOUNCE; + self.velocity = '0 0 200'; + self.angles = '0 0 0'; + 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); + + sound(self, CH_TRIGGER, "keepaway/respawn.wav", VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere) } void ka_TimeScoring() @@ -55,7 +55,7 @@ void ka_TimeScoring() { // 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; } @@ -71,11 +71,11 @@ void ka_TouchEvent() // runs any time that the ball comes in contact with someth 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; } @@ -84,7 +84,7 @@ void ka_TouchEvent() // runs any time that the ball comes in contact with someth 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; @@ -98,13 +98,14 @@ void ka_TouchEvent() // runs any time that the ball comes in contact with someth 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_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, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere) - + 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) + // scoring PlayerScore_Add(other, SP_KEEPAWAY_PICKUPS, 1); @@ -112,7 +113,7 @@ void ka_TouchEvent() // runs any time that the ball comes in contact with someth 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); } @@ -122,44 +123,44 @@ void ka_DropEvent(entity plyr) // runs any time that a player is supposed to los 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_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, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere) - + 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(); @@ -243,7 +244,7 @@ void havocbot_role_ka_collector() 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); @@ -265,14 +266,14 @@ MUTATOR_HOOKFUNCTION(ka_Scoring) 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; @@ -306,7 +307,7 @@ MUTATOR_HOOKFUNCTION(ka_PlayerDamage) // for changing damage and force values th 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 { @@ -331,13 +332,13 @@ MUTATOR_HOOKFUNCTION(ka_RemovePlayer) 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; } @@ -358,10 +359,10 @@ MUTATOR_HOOKFUNCTION(ka_BotRoles) 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 @@ -378,7 +379,7 @@ void ka_SpawnBall() // loads various values for the ball, runs only once at star 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() @@ -394,7 +395,7 @@ void ka_Initialize() // run at the start of a match, initiates game mode { if(!g_keepaway) return; - + precache_sound("keepaway/pickedup.wav"); precache_sound("keepaway/dropped.wav"); precache_sound("keepaway/respawn.wav"); @@ -415,7 +416,7 @@ MUTATOR_DEFINITION(gamemode_keepaway) 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(HavocBot_ChooseRule, ka_BotRoles, CBC_ORDER_ANY); + MUTATOR_HOOK(HavocBot_ChooseRole, ka_BotRoles, CBC_ORDER_ANY); MUTATOR_ONADD {