Lots and lots of updates, mainly involving spectators (waypoints are now not shown...
authorunknown <samual@xonotic.org>
Mon, 29 Nov 2010 08:01:35 +0000 (03:01 -0500)
committerunknown <samual@xonotic.org>
Mon, 29 Nov 2010 08:01:35 +0000 (03:01 -0500)
defaultXonotic.cfg
qcsrc/client/hud.qc
qcsrc/server/cl_client.qc
qcsrc/server/mutators/base.qh
qcsrc/server/mutators/gamemode_keepaway.qc

index 7a61616..3b54b0c 100644 (file)
@@ -1250,6 +1250,7 @@ set g_keepaway 0 "game mode which focuses around a ball, look at g_keepaway_win_
 set g_keepaway_bckillscore 1 "enable scoring points (y/n) for ball carrier kills"
 set g_keepaway_pointlimit      -1      "total amount of points you can get, -1 for unlimited"
 set g_keepaway_pointleadlimit  -1      "mercy rule, -1 for unlimited"
+set g_keepaway_ballcarrier_alpha 0.6 "alpha when the player is the ballcarrier"
 set g_keepaway_ballcarrier_highspeed 1.5 "speed multiplier done to the person holding the ball"
 set g_keepaway_ballcarrier_damage      1.5     "damage multiplier while having powerup"
 set g_keepaway_ballcarrier_force       1.5     "force multiplier while having powerup"
index 15d31c1..cc8b21e 100644 (file)
@@ -4327,10 +4327,9 @@ void HUD_Mod_KH(vector pos, vector mySize)
 float kaball_prevstatus; // last remembered status
 float kaball_statuschange_time; // time when the status changed
 
-void HUD_Mod_Keepaway_Reset(void)
-{
-       kaball_prevstatus = kaball_statuschange_time = 0;
-}
+// we don't need to reset for keepaway since it immediately 
+// autocorrects prevstatus as to if the player has the ball or not
+
 void HUD_Mod_Keepaway(vector pos, vector mySize)
 {
        mod_active = 1; // keepaway should always show the mod HUD
@@ -4343,12 +4342,14 @@ void HUD_Mod_Keepaway(vector pos, vector mySize)
        float stat_items = getstati(STAT_ITEMS);
        float kaball = (stat_items/IT_KEY1) & 1;
        
-       if (kaball != kaball_prevstatus)
+       if(kaball != kaball_prevstatus)
        {
                kaball_statuschange_time = time;
                kaball_prevstatus = kaball;
        }
        
+       // todo: Fix the sizing with the expanding image
+       
        float kaball_statuschange_elapsedtime = time - kaball_statuschange_time;
        float f = bound(0, kaball_statuschange_elapsedtime*2, 1);
        
@@ -5083,8 +5084,6 @@ void HUD_Reset (void)
        // reset gametype specific icons
        if(gametype == GAME_KEYHUNT)
                HUD_Mod_KH_Reset();
-       else if(gametype == GAME_KEEPAWAY)
-               HUD_Mod_Keepaway_Reset();
        else if(gametype == GAME_CTF)
                HUD_Mod_CTF_Reset();
 }
index f7764c0..7818364 100644 (file)
@@ -1987,6 +1987,9 @@ string getTimeoutText(float addOneSecond) {
 
 void player_powerups (void)
 {
+       // add a way to see what the items were BEFORE all of these checks for the mutator hook
+       olditems = self.items;
+       
        if((self.items & IT_USING_JETPACK) && !self.deadflag)
        {
                SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, cvar("g_jetpack_attenuation"));
@@ -2049,64 +2052,67 @@ void player_powerups (void)
                                sprint(self, "^3You are on speed\n");
                        }
                }
-               return;
        }
-
-       if (self.items & IT_STRENGTH)
+       else // if we're not in minstagib, continue. I added this else to replace the "return" which was here that broke the callhook for this function -- This code is nasty.
        {
-               play_countdown(self.strength_finished, "misc/poweroff.wav");
-               self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
-               if (time > self.strength_finished && cvar("g_balance_powerup_timer"))
+               if (self.items & IT_STRENGTH)
                {
-                       self.items = self.items - (self.items & IT_STRENGTH);
-                       sprint(self, "^3Strength has worn off\n");
+                       play_countdown(self.strength_finished, "misc/poweroff.wav");
+                       self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
+                       if (time > self.strength_finished && cvar("g_balance_powerup_timer"))
+                       {
+                               self.items = self.items - (self.items & IT_STRENGTH);
+                               sprint(self, "^3Strength has worn off\n");
+                       }
                }
-       }
-       else
-       {
-               if (time < self.strength_finished)
+               else
                {
-                       self.items = self.items | IT_STRENGTH;
-                       sprint(self, "^3Strength infuses your weapons with devastating power\n");
+                       if (time < self.strength_finished)
+                       {
+                               self.items = self.items | IT_STRENGTH;
+                               sprint(self, "^3Strength infuses your weapons with devastating power\n");
+                       }
                }
-       }
-       if (self.items & IT_INVINCIBLE)
-       {
-               play_countdown(self.invincible_finished, "misc/poweroff.wav");
-               self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
-               if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))
+               if (self.items & IT_INVINCIBLE)
                {
-                       self.items = self.items - (self.items & IT_INVINCIBLE);
-                       sprint(self, "^3Shield has worn off\n");
+                       play_countdown(self.invincible_finished, "misc/poweroff.wav");
+                       self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
+                       if (time > self.invincible_finished && cvar("g_balance_powerup_timer"))
+                       {
+                               self.items = self.items - (self.items & IT_INVINCIBLE);
+                               sprint(self, "^3Shield has worn off\n");
+                       }
                }
-       }
-       else
-       {
-               if (time < self.invincible_finished)
+               else
                {
-                       self.items = self.items | IT_INVINCIBLE;
-                       sprint(self, "^3Shield surrounds you\n");
+                       if (time < self.invincible_finished)
+                       {
+                               self.items = self.items | IT_INVINCIBLE;
+                               sprint(self, "^3Shield surrounds you\n");
+                       }
                }
-       }
 
-       if(cvar("g_nodepthtestplayers"))
-               self.effects = self.effects | EF_NODEPTHTEST;
+               if(cvar("g_nodepthtestplayers"))
+                       self.effects = self.effects | EF_NODEPTHTEST;
 
-       if(cvar("g_fullbrightplayers"))
-               self.effects = self.effects | EF_FULLBRIGHT;
+               if(cvar("g_fullbrightplayers"))
+                       self.effects = self.effects | EF_FULLBRIGHT;
 
-       // midair gamemode: damage only while in the air
-       // if in midair mode, being on ground grants temporary invulnerability
-       // (this is so that multishot weapon don't clear the ground flag on the
-       // first damage in the frame, leaving the player vulnerable to the
-       // remaining hits in the same frame)
-       if (self.flags & FL_ONGROUND)
-       if (g_midair)
-               self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
+               // midair gamemode: damage only while in the air
+               // if in midair mode, being on ground grants temporary invulnerability
+               // (this is so that multishot weapon don't clear the ground flag on the
+               // first damage in the frame, leaving the player vulnerable to the
+               // remaining hits in the same frame)
+               if (self.flags & FL_ONGROUND)
+               if (g_midair)
+                       self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime"));
 
-       if (time >= game_starttime)
-       if (time < self.spawnshieldtime)
-               self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
+               if (time >= game_starttime)
+               if (time < self.spawnshieldtime)
+                       self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
+       }
+       
+       MUTATOR_CALLHOOK(PlayerPowerups);
 }
 
 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
index b254dfe..974e1a4 100644 (file)
@@ -139,3 +139,9 @@ MUTATOR_HOOKABLE(PlayerDamage_Calculate);
        // INPUT, OUTPUT:
                float frag_damage;
                vector frag_force;
+
+MUTATOR_HOOKABLE(PlayerPowerups);
+       // called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items.
+       // INPUT
+       entity self;
+       float olditems; // also technically output, but since it is at the end of the function it's useless for that :P 
\ No newline at end of file
index dd88aeb..c771ab1 100644 (file)
@@ -3,6 +3,8 @@ void ka_TouchEvent(void);
 void ka_RespawnBall(void);
 void ka_DropEvent(entity);
 
+float ka_ballcarrier_waypointsprite_visible_for_player(entity);
+
 void ka_Initialize() // run at the start of a match, initiates game mode
 {
        if(!g_keepaway)
@@ -36,7 +38,7 @@ void ka_SpawnBall() // loads various values for the ball
        e.scale = 1;
        precache_model(e.model);
        setmodel(e, e.model);
-       setsize(e, '-20 -20 -20', '20 20 20');
+       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 = cvar("g_keepawayball_damageforcescale");
        e.takedamage = DAMAGE_YES;
@@ -72,7 +74,7 @@ void ka_RespawnBall() // runs whenever the ball needs to be relocated
                WaypointSprite_UpdateTeamRadar(self.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '0 1 1');
                WaypointSprite_Ping(self.waypointsprite_attachedforcarrier);    
 
-               sound(self, CHAN_AUTO, "keepaway/respawn.wav", VOL_BASE, ATTN_NONE); // no attenuation as this is a global sound
+               sound(self, CHAN_AUTO, "keepaway/respawn.wav", VOL_BASE, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere) 
        }
        else
        {
@@ -95,7 +97,7 @@ void ka_TouchEvent() // runs any time that the ball comes in contact with someth
                sound(self, CHAN_AUTO, "keepaway/touch.wav", VOL_BASE, ATTN_NORM);
                return; 
        }
-       if(self.wait > time) { return; }
+       else if(self.wait > time) { return; }
 
        // attach the ball to the player
        self.owner = other;
@@ -115,20 +117,22 @@ void ka_TouchEvent() // runs any time that the ball comes in contact with someth
        // apply effects to player
        other.glow_color = cvar("g_keepawayball_trail_color");
        other.glow_trail = TRUE;
-       other.effects |= 8;
-       other.alpha = 0.6;
+       other.effects |= EF_DIMLIGHT;
+       other.alpha = cvar("g_keepaway_ballcarrier_alpha");
+       other.exteriorweaponentity.alpha = cvar("g_keepaway_ballcarrier_alpha");
 
        // messages and sounds
        Send_KillNotification(other.netname, "", "", KA_PICKUPBALL, MSG_KA);
        WriteByte(MSG_BROADCAST, SVC_CENTERPRINT);
        WriteString(MSG_BROADCAST, strcat("\n\n", other.netname, "^7 has picked up the ball!\n"));
-       sound(self.owner, CHAN_AUTO, "keepaway/pickedup.wav", VOL_BASE, ATTN_NONE);
+       sound(self.owner, CHAN_AUTO, "keepaway/pickedup.wav", VOL_BASE, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere) 
        
        // scoring
        PlayerScore_Add(other, SP_KEEPAWAY_PICKUPS, 1);
 
        // waypoints
        WaypointSprite_AttachCarrier("ka-ballcarrier", other);
+       other.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = ka_ballcarrier_waypointsprite_visible_for_player;
        WaypointSprite_UpdateRule(other.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
        WaypointSprite_UpdateTeamRadar(other.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '1 0 0');
        WaypointSprite_Ping(other.waypointsprite_attachedforcarrier);   
@@ -145,7 +149,7 @@ void ka_DropEvent(entity plyr) // runs any time that a player is supposed to los
        // reset the ball
        setattachment(ball, world, "");
        ball.movetype = MOVETYPE_BOUNCE;
-       ball.solid = SOLID_TRIGGER;
+       ball.solid = SOLID_TRIGGER; // is this needed? 
        ball.wait = time + 1; 
        ball.think = ka_RespawnBall;
        ball.nextthink = time + cvar("g_keepawayball_respawntime");
@@ -154,19 +158,20 @@ void ka_DropEvent(entity plyr) // runs any time that a player is supposed to los
        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;
+       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.effects &~= 8;
-       plyr.alpha = 1.0;
+       plyr.effects &~= EF_DIMLIGHT;
+       plyr.alpha = default_player_alpha;
+       plyr.exteriorweaponentity.alpha = default_weapon_alpha; 
        plyr.glow_trail = FALSE;
        
        // messages and sounds
        Send_KillNotification(plyr.netname, "", "", KA_DROPBALL, MSG_KA);
        WriteByte(MSG_BROADCAST, SVC_CENTERPRINT);
        WriteString(MSG_BROADCAST, strcat("\n\n", plyr.netname, "^7 has dropped the ball!\n"));
-       sound(other, CHAN_AUTO, "keepaway/dropped.wav", VOL_BASE, ATTN_NONE);   
+       sound(other, CHAN_AUTO, "keepaway/dropped.wav", VOL_BASE, ATTN_NONE);   // ATTN_NONE (it's a sound intended to be heard anywhere) 
        
        // scoring
        PlayerScore_Add(plyr, SP_KEEPAWAY_DROPS, 1);
@@ -179,6 +184,19 @@ void ka_DropEvent(entity plyr) // runs any time that a player is supposed to los
        WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier);
 }
 
+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") 
+                       return FALSE; // we don't want spectators of the ballcarrier to see the attached waypoint on the top of their screen
+               else if(g_minstagib && (e.items & IT_STRENGTH))
+                       return FALSE; // if the ballcarrier has invisibility, don't draw the waypoint as this is the function of invisibility in keepaway
+       }
+
+       return TRUE;
+}
+
 MUTATOR_HOOKFUNCTION(ka_RemovePlayer)
 {
        if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has left the match, drop it
@@ -214,12 +232,15 @@ MUTATOR_HOOKFUNCTION(ka_GiveFragsForKill)
 
 MUTATOR_HOOKFUNCTION(ka_PlayerPreThink)
 {
+       // clear the item used for the ball in keepaway
        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;
-       
-       if(self.BUTTON_USE) // drop the ball if the player presses the use button
+
+       // drop the ball if the player presses the use button
+       if(self.BUTTON_USE)
                if(self.ballcarried) { ka_DropEvent(self); } 
 
        return 0;
@@ -227,7 +248,7 @@ MUTATOR_HOOKFUNCTION(ka_PlayerPreThink)
 
 MUTATOR_HOOKFUNCTION(ka_PlayerDamage) // for changing damage and force values that are applied to players in g_damage.qc
 {
-       if(frag_attacker.items & IT_KEY1) // if the attacker is a ballcarrier
+       if(frag_attacker.ballcarried) // if the attacker is a ballcarrier
        {
                if(frag_target == frag_attacker) // damage done to yourself
                {
@@ -240,7 +261,7 @@ MUTATOR_HOOKFUNCTION(ka_PlayerDamage) // for changing damage and force values th
                        frag_force *= cvar("g_keepaway_ballcarrier_force");
                }
        }
-       else if not(frag_target.items & IT_KEY1) // if the target is a noncarrier
+       else if not(frag_target.ballcarried) // if the target is a noncarrier
        {
                if(frag_target == frag_attacker) // damage done to yourself
                {
@@ -256,14 +277,64 @@ MUTATOR_HOOKFUNCTION(ka_PlayerDamage) // for changing damage and force values th
        return 0;
 }
 
+MUTATOR_HOOKFUNCTION(ka_PlayerPowerups)
+{
+       if(self.ballcarried)
+       { 
+               // if the player has the ball, force ballcarrier alpha upon them
+               self.alpha = cvar("g_keepaway_ballcarrier_alpha");
+               self.exteriorweaponentity.alpha = cvar("g_keepaway_ballcarrier_alpha");
+       
+               // if we're in minstagib and a ballcarrier has just picked up invisibility, 
+               // notify all the other players that the ballcarrier no longer has a waypoint
+               if(g_minstagib)
+               {
+                       if(olditems & IT_STRENGTH) 
+                       {
+                               if(time > self.strength_finished) 
+                               {       // this only runs ONCE right after the player loses invisibility
+                                       bprint(self.netname, "^7 isn't invisible from radar anymore.\n");
+                               }
+                       }
+                       else 
+                       {
+                               if(time < self.strength_finished)
+                               {       // this only runs ONCE right after the player gains invisibility
+                                       bprint(self.netname, "^7 has picked up invisibility and can no longer be seen on radar!\n");
+                               }
+                       }
+               }
+       }
+       else if(g_minstagib)
+       {
+               // if we're in minstagib and a noncarrier has invisibility, assure that we apply the invisibility effects normally
+               if(olditems & IT_STRENGTH) 
+               {
+                       self.alpha = g_minstagib_invis_alpha;
+                       self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
+               }
+       }
+       else
+       {
+               // if we're a normal player with no powerups that edit alpha make sure the alpha is default. 
+               // (normal powerups just use EF_ADDITIVE)
+               self.alpha = default_player_alpha;
+               self.exteriorweaponentity.alpha = default_weapon_alpha;
+       }
+       
+       return 0;
+}
+
 MUTATOR_DEFINITION(gamemode_keepaway)
 {
+       // I don't quite understand these orders, perhaps someone could enlighten me?
        MUTATOR_HOOK(MakePlayerObserver, ka_RemovePlayer, CBC_ORDER_ANY);
        MUTATOR_HOOK(ClientDisconnect, ka_RemovePlayer, CBC_ORDER_ANY);
        MUTATOR_HOOK(PlayerDies, ka_Scoring, CBC_ORDER_ANY);
        MUTATOR_HOOK(GiveFragsForKill, ka_GiveFragsForKill, CBC_ORDER_ANY);
        MUTATOR_HOOK(PlayerPreThink, ka_PlayerPreThink, CBC_ORDER_FIRST);
        MUTATOR_HOOK(PlayerDamage_Calculate, ka_PlayerDamage, CBC_ORDER_ANY);
+       MUTATOR_HOOK(PlayerPowerups, ka_PlayerPowerups, CBC_ORDER_ANY);
 
        MUTATOR_ONADD
        {