- wget -O data/maps/stormkeep.waypoints https://gitlab.com/xonotic/xonotic-maps.pk3dir/raw/master/maps/stormkeep.waypoints
- wget -O data/maps/stormkeep.waypoints.cache https://gitlab.com/xonotic/xonotic-maps.pk3dir/raw/master/maps/stormkeep.waypoints.cache
- make
- - EXPECT=ce60a57e67f899e8b748c1b644082c74
+ - EXPECT=0bff07a368ae61253bf725b0a7e794e7
- HASH=$(${ENGINE} -noconfig -nohome +exec serverbench.cfg
| tee /dev/stderr
| grep '^:'
-Mon Jul 15 07:24:31 CEST 2019
+Tue Jul 30 07:24:47 CEST 2019
seta hud_panel_scoreboard_accuracy_showdelay 2 "how long to delay displaying accuracy below the scoreboard if it's too far down"
seta hud_panel_scoreboard_accuracy_showdelay_minpos 0.75 "delay displaying the accuracy panel only if its position is lower than this percentage of the screen height from the top"
-seta hud_panel_scoreboard_team_size_position 0 "where to show the team size (0 = do not show, 1 = left of scoreboard, 2 = right of scoreboard, and move team scores to the right)"
+seta hud_panel_scoreboard_team_size_position 0 "where to show the team size (0 = do not show, 1 = left of scoreboard, 2 = right of scoreboard), will move team scores to the other side if necessary"
// hud panel aliases
alias quickmenu "cl_cmd hud quickmenu ${* ?}"
set g_balance_machinegun_burst_animtime 0.3
set g_balance_machinegun_burst_refire 0.06
set g_balance_machinegun_burst_refire2 0.45
-set g_balance_machinegun_burst_speed 0
+set g_balance_machinegun_burst_spread 0
set g_balance_machinegun_first 1
set g_balance_machinegun_first_ammo 1
set g_balance_machinegun_first_damage 14
set g_balance_machinegun_burst_animtime 0.75
set g_balance_machinegun_burst_refire 0.05
set g_balance_machinegun_burst_refire2 0.75
-set g_balance_machinegun_burst_speed 0
+set g_balance_machinegun_burst_spread 0
set g_balance_machinegun_first 1
set g_balance_machinegun_first_ammo 1
set g_balance_machinegun_first_damage 30
set g_balance_machinegun_burst_animtime 0.3
set g_balance_machinegun_burst_refire 0.06
set g_balance_machinegun_burst_refire2 0.45
-set g_balance_machinegun_burst_speed 0
+set g_balance_machinegun_burst_spread 0
set g_balance_machinegun_first 1
set g_balance_machinegun_first_ammo 1
set g_balance_machinegun_first_damage 14
set g_balance_machinegun_burst_animtime 0.3
set g_balance_machinegun_burst_refire 0.06
set g_balance_machinegun_burst_refire2 0.45
-set g_balance_machinegun_burst_speed 0
+set g_balance_machinegun_burst_spread 0
set g_balance_machinegun_first 1
set g_balance_machinegun_first_ammo 1
set g_balance_machinegun_first_damage 14
set g_balance_machinegun_burst_animtime 0.3
set g_balance_machinegun_burst_refire 0.06
set g_balance_machinegun_burst_refire2 0.45
-set g_balance_machinegun_burst_speed 0
+set g_balance_machinegun_burst_spread 0
set g_balance_machinegun_first 1
set g_balance_machinegun_first_ammo 1
set g_balance_machinegun_first_damage 14
set g_balance_machinegun_burst_animtime 0.3
set g_balance_machinegun_burst_refire 0.06
set g_balance_machinegun_burst_refire2 0.45
-set g_balance_machinegun_burst_speed 0
+set g_balance_machinegun_burst_spread 0
set g_balance_machinegun_first 1
set g_balance_machinegun_first_ammo 1
set g_balance_machinegun_first_damage 14
"Project-Id-Version: Xonotic\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-19 07:23+0200\n"
-"PO-Revision-Date: 2019-06-14 06:43+0000\n"
-"Last-Translator: Liang Liu <dxkliu@126.com>\n"
+"PO-Revision-Date: 2019-07-30 05:15+0000\n"
+"Last-Translator: 杜茂森 <dumaosen_main01@outlook.com>\n"
"Language-Team: Chinese (China) (http://www.transifex.com/team-xonotic/"
"xonotic/language/zh_CN/)\n"
"Language: zh_CN\n"
#: qcsrc/client/hud/panel/quickmenu.qc:806
msgid "QMCMD^dropped weapon %w^7 (l:%l^7)"
-msgstr ""
+msgstr "QMCMD^掉落武器 %w^7 (l:%l^7)"
#: qcsrc/client/hud/panel/quickmenu.qc:807
msgid "QMCMD^drop flag/key, icon"
-msgstr ""
+msgstr "QMCMD^掉落旗帜/钥匙, icon"
#: qcsrc/client/hud/panel/quickmenu.qc:807
msgid "QMCMD^dropped flag/key %w^7 (l:%l^7)"
float autocvar_hud_panel_mapvote_highlight_border = 1;
bool autocvar_hud_panel_modicons;
int autocvar_hud_panel_modicons_ca_layout;
-int autocvar_hud_panel_modicons_dom_layout;
int autocvar_hud_panel_modicons_freezetag_layout;
bool autocvar_hud_panel_notify;
float autocvar_hud_panel_notify_fadetime;
// Mod icons (#10)
-bool mod_active; // is there any active mod icon?
-
void DrawCAItem(vector myPos, vector mySize, float aspect_ratio, int layout, int i)
{
TC(int, layout); TC(int, i);
}
}
-// CTF HUD modicon section
-int redflag_prevframe, blueflag_prevframe, yellowflag_prevframe, pinkflag_prevframe, neutralflag_prevframe; // status during previous frame
-int redflag_prevstatus, blueflag_prevstatus, yellowflag_prevstatus, pinkflag_prevstatus, neutralflag_prevstatus; // last remembered status
-float redflag_statuschange_time, blueflag_statuschange_time, yellowflag_statuschange_time, pinkflag_statuschange_time, neutralflag_statuschange_time; // time when the status changed
-
-void HUD_Mod_CTF_Reset()
-{
- redflag_prevstatus = blueflag_prevstatus = yellowflag_prevstatus = pinkflag_prevstatus = neutralflag_prevstatus = 0;
- redflag_prevframe = blueflag_prevframe = yellowflag_prevframe = pinkflag_prevframe = neutralflag_prevframe = 0;
- redflag_statuschange_time = blueflag_statuschange_time = yellowflag_statuschange_time = pinkflag_statuschange_time = neutralflag_statuschange_time = 0;
-}
-
-int autocvar__teams_available;
-void HUD_Mod_CTF(vector pos, vector mySize)
-{
- vector redflag_pos, blueflag_pos, yellowflag_pos, pinkflag_pos, neutralflag_pos;
- vector flag_size;
- float f; // every function should have that
-
- int redflag, blueflag, yellowflag, pinkflag, neutralflag; // current status
- float redflag_statuschange_elapsedtime = 0, blueflag_statuschange_elapsedtime = 0, yellowflag_statuschange_elapsedtime = 0, pinkflag_statuschange_elapsedtime = 0, neutralflag_statuschange_elapsedtime = 0; // time since the status changed
- bool ctf_oneflag; // one-flag CTF mode enabled/disabled
- bool ctf_stalemate; // currently in stalemate
- int stat_items = STAT(CTF_FLAGSTATUS);
- float fs, fs2, fs3, size1, size2;
- vector e1, e2;
-
- int nteams = autocvar__teams_available;
-
- redflag = (stat_items/CTF_RED_FLAG_TAKEN) & 3;
- blueflag = (stat_items/CTF_BLUE_FLAG_TAKEN) & 3;
- yellowflag = (stat_items/CTF_YELLOW_FLAG_TAKEN) & 3;
- pinkflag = (stat_items/CTF_PINK_FLAG_TAKEN) & 3;
- neutralflag = (stat_items/CTF_NEUTRAL_FLAG_TAKEN) & 3;
-
- ctf_oneflag = (stat_items & CTF_FLAG_NEUTRAL);
-
- ctf_stalemate = (stat_items & CTF_STALEMATE);
-
- mod_active = (redflag || blueflag || yellowflag || pinkflag || neutralflag || (stat_items & CTF_SHIELDED));
-
- if (autocvar__hud_configure) {
- redflag = 1;
- blueflag = 2;
- if (nteams & BIT(2))
- yellowflag = 2;
- if (nteams & BIT(3))
- pinkflag = 3;
- ctf_oneflag = neutralflag = 0; // disable neutral flag in hud editor?
- }
-
- // when status CHANGES, set old status into prevstatus and current status into status
- #define X(team) MACRO_BEGIN \
- if (team##flag != team##flag_prevframe) { \
- team##flag_statuschange_time = time; \
- team##flag_prevstatus = team##flag_prevframe; \
- team##flag_prevframe = team##flag; \
- } \
- team##flag_statuschange_elapsedtime = time - team##flag_statuschange_time; \
- MACRO_END
- X(red);
- X(blue);
- X(yellow);
- X(pink);
- X(neutral);
- #undef X
-
- const float BLINK_FACTOR = 0.15;
- const float BLINK_BASE = 0.85;
- // note:
- // RMS = sqrt(BLINK_BASE^2 + 0.5 * BLINK_FACTOR^2)
- // thus
- // BLINK_BASE = sqrt(RMS^2 - 0.5 * BLINK_FACTOR^2)
- // ensure RMS == 1
- const float BLINK_FREQ = 5; // circle frequency, = 2*pi*frequency in hertz
-
- #define X(team, cond) \
- string team##_icon = string_null, team##_icon_prevstatus = string_null; \
- int team##_alpha, team##_alpha_prevstatus; \
- team##_alpha = team##_alpha_prevstatus = 1; \
- MACRO_BEGIN \
- switch (team##flag) { \
- case 1: team##_icon = "flag_" #team "_taken"; break; \
- case 2: team##_icon = "flag_" #team "_lost"; break; \
- case 3: team##_icon = "flag_" #team "_carrying"; team##_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break; \
- default: \
- if ((stat_items & CTF_SHIELDED) && (cond)) { \
- team##_icon = "flag_" #team "_shielded"; \
- } else { \
- team##_icon = string_null; \
- } \
- break; \
- } \
- switch (team##flag_prevstatus) { \
- case 1: team##_icon_prevstatus = "flag_" #team "_taken"; break; \
- case 2: team##_icon_prevstatus = "flag_" #team "_lost"; break; \
- case 3: team##_icon_prevstatus = "flag_" #team "_carrying"; team##_alpha_prevstatus = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break; \
- default: \
- if (team##flag == 3) { \
- team##_icon_prevstatus = "flag_" #team "_carrying"; /* make it more visible */\
- } else if((stat_items & CTF_SHIELDED) && (cond)) { \
- team##_icon_prevstatus = "flag_" #team "_shielded"; \
- } else { \
- team##_icon_prevstatus = string_null; \
- } \
- break; \
- } \
- MACRO_END
- X(red, myteam != NUM_TEAM_1 && (nteams & BIT(0)));
- X(blue, myteam != NUM_TEAM_2 && (nteams & BIT(1)));
- X(yellow, myteam != NUM_TEAM_3 && (nteams & BIT(2)));
- X(pink, myteam != NUM_TEAM_4 && (nteams & BIT(3)));
- X(neutral, ctf_oneflag);
- #undef X
-
- int tcount = 2;
- if(nteams & BIT(2))
- tcount = 3;
- if(nteams & BIT(3))
- tcount = 4;
-
- if (ctf_oneflag) {
- // hacky, but these aren't needed
- red_icon = red_icon_prevstatus = blue_icon = blue_icon_prevstatus = yellow_icon = yellow_icon_prevstatus = pink_icon = pink_icon_prevstatus = string_null;
- fs = fs2 = fs3 = 1;
- } else switch (tcount) {
- default:
- case 2: fs = 0.5; fs2 = 0.5; fs3 = 0.5; break;
- case 3: fs = 1; fs2 = 0.35; fs3 = 0.35; break;
- case 4: fs = 0.75; fs2 = 0.25; fs3 = 0.5; break;
- }
-
- if (mySize_x > mySize_y) {
- size1 = mySize_x;
- size2 = mySize_y;
- e1 = eX;
- e2 = eY;
- } else {
- size1 = mySize_y;
- size2 = mySize_x;
- e1 = eY;
- e2 = eX;
- }
-
- switch (myteam) {
- default:
- case NUM_TEAM_1: {
- redflag_pos = pos;
- blueflag_pos = pos + eX * fs2 * size1;
- yellowflag_pos = pos - eX * fs2 * size1;
- pinkflag_pos = pos + eX * fs3 * size1;
- break;
- }
- case NUM_TEAM_2: {
- redflag_pos = pos + eX * fs2 * size1;
- blueflag_pos = pos;
- yellowflag_pos = pos - eX * fs2 * size1;
- pinkflag_pos = pos + eX * fs3 * size1;
- break;
- }
- case NUM_TEAM_3: {
- redflag_pos = pos + eX * fs3 * size1;
- blueflag_pos = pos - eX * fs2 * size1;
- yellowflag_pos = pos;
- pinkflag_pos = pos + eX * fs2 * size1;
- break;
- }
- case NUM_TEAM_4: {
- redflag_pos = pos - eX * fs2 * size1;
- blueflag_pos = pos + eX * fs3 * size1;
- yellowflag_pos = pos + eX * fs2 * size1;
- pinkflag_pos = pos;
- break;
- }
- }
- neutralflag_pos = pos;
- flag_size = e1 * fs * size1 + e2 * size2;
-
- #define X(team) MACRO_BEGIN \
- f = bound(0, team##flag_statuschange_elapsedtime * 2, 1); \
- if (team##_icon && ctf_stalemate) \
- drawpic_aspect_skin(team##flag_pos, "flag_stalemate", flag_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL); \
- if (team##_icon_prevstatus && f < 1) \
- drawpic_aspect_skin_expanding(team##flag_pos, team##_icon_prevstatus, flag_size, '1 1 1', panel_fg_alpha * team##_alpha_prevstatus, DRAWFLAG_NORMAL, f); \
- if (team##_icon) \
- drawpic_aspect_skin(team##flag_pos, team##_icon, flag_size, '1 1 1', panel_fg_alpha * team##_alpha * f, DRAWFLAG_NORMAL); \
- MACRO_END
- X(red);
- X(blue);
- X(yellow);
- X(pink);
- X(neutral);
- #undef X
-}
-
-// Keyhunt HUD modicon section
-vector KH_SLOTS[4];
-
-void HUD_Mod_KH(vector pos, vector mySize)
-{
- mod_active = 1; // keyhunt should never hide the mod icons panel
-
- // Read current state
- int state = STAT(KH_KEYS);
- if(!state) return;
-
- int i, key_state;
- int all_keys, team1_keys, team2_keys, team3_keys, team4_keys, dropped_keys, carrying_keys;
- all_keys = team1_keys = team2_keys = team3_keys = team4_keys = dropped_keys = carrying_keys = 0;
-
- for(i = 0; i < 4; ++i)
- {
- key_state = (bitshift(state, i * -5) & 31) - 1;
-
- if(key_state == -1)
- continue;
-
- if(key_state == 30)
- {
- ++carrying_keys;
- key_state = myteam;
- }
-
- switch(key_state)
- {
- case NUM_TEAM_1: ++team1_keys; break;
- case NUM_TEAM_2: ++team2_keys; break;
- case NUM_TEAM_3: ++team3_keys; break;
- case NUM_TEAM_4: ++team4_keys; break;
- case 29: ++dropped_keys; break;
- }
-
- ++all_keys;
- }
-
- // Calculate slot measurements
- vector slot_size;
- if(all_keys == 4 && mySize.x * 0.5 < mySize.y && mySize.y * 0.5 < mySize.x)
- {
- // Quadratic arrangement
- slot_size = vec2(mySize.x * 0.5, mySize.y * 0.5);
- KH_SLOTS[0] = pos;
- KH_SLOTS[1] = pos + eX * slot_size.x;
- KH_SLOTS[2] = pos + eY * slot_size.y;
- KH_SLOTS[3] = pos + eX * slot_size.x + eY * slot_size.y;
- }
- else
- {
- if(mySize.x > mySize.y)
- {
- // Horizontal arrangement
- slot_size = vec2(mySize.x / all_keys, mySize.y);
- for(i = 0; i < all_keys; ++i)
- KH_SLOTS[i] = pos + eX * slot_size.x * i;
- }
- else
- {
- // Vertical arrangement
- slot_size = vec2(mySize.x, mySize.y / all_keys);
- for(i = 0; i < all_keys; ++i)
- KH_SLOTS[i] = pos + eY * slot_size.y * i;
- }
- }
-
- // Make icons blink in case of RUN HERE
-
- float alpha = 1;
- if(carrying_keys)
- {
- float blink = 0.6 + sin(2 * M_PI * time) * 0.4; // Oscillate between 0.2 and 1
- switch(myteam)
- {
- case NUM_TEAM_1: if(team1_keys == all_keys) alpha = blink; break;
- case NUM_TEAM_2: if(team2_keys == all_keys) alpha = blink; break;
- case NUM_TEAM_3: if(team3_keys == all_keys) alpha = blink; break;
- case NUM_TEAM_4: if(team4_keys == all_keys) alpha = blink; break;
- }
- }
-
- // Draw icons
-
- i = 0;
-
- while(team1_keys--)
- if(myteam == NUM_TEAM_1 && carrying_keys)
- {
- drawpic_aspect_skin(KH_SLOTS[i++], "kh_red_carrying", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
- --carrying_keys;
- }
- else
- drawpic_aspect_skin(KH_SLOTS[i++], "kh_red_taken", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
-
- while(team2_keys--)
- if(myteam == NUM_TEAM_2 && carrying_keys)
- {
- drawpic_aspect_skin(KH_SLOTS[i++], "kh_blue_carrying", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
- --carrying_keys;
- }
- else
- drawpic_aspect_skin(KH_SLOTS[i++], "kh_blue_taken", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
-
- while(team3_keys--)
- if(myteam == NUM_TEAM_3 && carrying_keys)
- {
- drawpic_aspect_skin(KH_SLOTS[i++], "kh_yellow_carrying", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
- --carrying_keys;
- }
- else
- drawpic_aspect_skin(KH_SLOTS[i++], "kh_yellow_taken", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
-
- while(team4_keys--)
- if(myteam == NUM_TEAM_4 && carrying_keys)
- {
- drawpic_aspect_skin(KH_SLOTS[i++], "kh_pink_carrying", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
- --carrying_keys;
- }
- else
- drawpic_aspect_skin(KH_SLOTS[i++], "kh_pink_taken", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
-
- while(dropped_keys--)
- drawpic_aspect_skin(KH_SLOTS[i++], "kh_dropped", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
-}
-
-// Keepaway HUD mod icon
-int kaball_prevstatus; // last remembered status
-float kaball_statuschange_time; // time when the status changed
-
-// 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
-
- float BLINK_FACTOR = 0.15;
- float BLINK_BASE = 0.85;
- float BLINK_FREQ = 5;
- float kaball_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ);
-
- int stat_items = STAT(ITEMS);
- int kaball = (stat_items/IT_KEY1) & 1;
-
- if(kaball != kaball_prevstatus)
- {
- kaball_statuschange_time = time;
- kaball_prevstatus = kaball;
- }
-
- vector kaball_pos, kaball_size;
-
- if(mySize.x > mySize.y) {
- kaball_pos = pos + eX * 0.25 * mySize.x;
- kaball_size = vec2(0.5 * mySize.x, mySize.y);
- } else {
- kaball_pos = pos + eY * 0.25 * mySize.y;
- kaball_size = vec2(mySize.x, 0.5 * mySize.y);
- }
-
- float kaball_statuschange_elapsedtime = time - kaball_statuschange_time;
- float f = bound(0, kaball_statuschange_elapsedtime*2, 1);
-
- if(kaball_prevstatus && f < 1)
- drawpic_aspect_skin_expanding(kaball_pos, "keepawayball_carrying", kaball_size, '1 1 1', panel_fg_alpha * kaball_alpha, DRAWFLAG_NORMAL, f);
-
- if(kaball)
- drawpic_aspect_skin(pos, "keepawayball_carrying", vec2(mySize.x, mySize.y), '1 1 1', panel_fg_alpha * kaball_alpha * f, DRAWFLAG_NORMAL);
-}
-
-
-// Nexball HUD mod icon
-void HUD_Mod_NexBall(vector pos, vector mySize)
-{
- float nb_pb_starttime, dt, p;
- int stat_items;
-
- stat_items = STAT(ITEMS);
- nb_pb_starttime = STAT(NB_METERSTART);
-
- if (stat_items & IT_KEY1)
- mod_active = 1;
- else
- mod_active = 0;
-
- //Manage the progress bar if any
- if (nb_pb_starttime > 0)
- {
- dt = (time - nb_pb_starttime) % nb_pb_period;
- // one period of positive triangle
- p = 2 * dt / nb_pb_period;
- if (p > 1)
- p = 2 - p;
-
- HUD_Panel_DrawProgressBar(pos, mySize, "progressbar", p, (mySize.x <= mySize.y), 0, autocvar_hud_progressbar_nexball_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
- }
-
- if (stat_items & IT_KEY1)
- drawpic_aspect_skin(pos, "nexball_carrying", eX * mySize.x + eY * mySize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
-}
-
// Race/CTS HUD mod icons
float crecordtime_prev; // last remembered crecordtime
float crecordtime_change_time; // time when crecordtime last changed
}
}
-void DrawDomItem(vector myPos, vector mySize, float aspect_ratio, int layout, int i)
-{
- TC(int, layout); TC(int, i);
- float stat = -1;
- string pic = "";
- vector color = '0 0 0';
- switch(i)
- {
- case 0: stat = STAT(DOM_PPS_RED); pic = "dom_icon_red"; color = '1 0 0'; break;
- case 1: stat = STAT(DOM_PPS_BLUE); pic = "dom_icon_blue"; color = '0 0 1'; break;
- case 2: stat = STAT(DOM_PPS_YELLOW); pic = "dom_icon_yellow"; color = '1 1 0'; break;
- default:
- case 3: stat = STAT(DOM_PPS_PINK); pic = "dom_icon_pink"; color = '1 0 1'; break;
- }
- float pps_ratio = 0;
- if(STAT(DOM_TOTAL_PPS))
- pps_ratio = stat / STAT(DOM_TOTAL_PPS);
-
- if(mySize.x/mySize.y > aspect_ratio)
- {
- i = aspect_ratio * mySize.y;
- myPos.x = myPos.x + (mySize.x - i) / 2;
- mySize.x = i;
- }
- else
- {
- i = 1/aspect_ratio * mySize.x;
- myPos.y = myPos.y + (mySize.y - i) / 2;
- mySize.y = i;
- }
-
- if (layout) // show text too
- {
- //draw the text
- color *= 0.5 + pps_ratio * (1 - 0.5); // half saturated color at min, full saturated at max
- if (layout == 2) // average pps
- drawstring_aspect(myPos + eX * mySize.y, ftos_decimals(stat, 2), vec2((2/3) * mySize.x, mySize.y), color, panel_fg_alpha, DRAWFLAG_NORMAL);
- else // percentage of average pps
- drawstring_aspect(myPos + eX * mySize.y, strcat( ftos(floor(pps_ratio*100 + 0.5)), "%" ), vec2((2/3) * mySize.x, mySize.y), color, panel_fg_alpha, DRAWFLAG_NORMAL);
- }
-
- //draw the icon
- drawpic_aspect_skin(myPos, pic, '1 1 0' * mySize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
- if (stat > 0)
- {
- drawsetcliparea(myPos.x, myPos.y + mySize.y * (1 - pps_ratio), mySize.y, mySize.y * pps_ratio);
- drawpic_aspect_skin(myPos, strcat(pic, "-highlighted"), '1 1 0' * mySize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
- drawresetcliparea();
- }
-}
-
-void HUD_Mod_Dom(vector myPos, vector mySize)
-{
- mod_active = 1; // required in each mod function that always shows something
-
- int layout = autocvar_hud_panel_modicons_dom_layout;
- int rows, columns;
- float aspect_ratio;
- aspect_ratio = (layout) ? 3 : 1;
- rows = HUD_GetRowCount(team_count, mySize, aspect_ratio);
- columns = ceil(team_count/rows);
-
- int i;
- float row = 0, column = 0;
- vector pos, itemSize;
- itemSize = vec2(mySize.x / columns, mySize.y / rows);
- for(i=0; i<team_count; ++i)
- {
- pos = myPos + vec2(column * itemSize.x, row * itemSize.y);
-
- DrawDomItem(pos, itemSize, aspect_ratio, layout, i);
-
- ++row;
- if(row >= rows)
- {
- row = 0;
- ++column;
- }
- }
-}
-
void HUD_ModIcons_SetFunc()
{
HUD_ModIcons_GameType = gametype.m_modicons;
#pragma once
#include "../panel.qh"
+
+bool mod_active; // is there any active mod icon?
#include "sv_assault.qh"
+#include <common/mapobjects/func/breakable.qh>
+
.entity sprite;
#define AS_ROUND_DELAY 5
return true;
}
-spawnfunc(func_breakable);
spawnfunc(func_assault_destructible)
{
if (!g_assault) { delete(this); return; }
// generated file; do not modify
+#ifdef CSQC
+ #include <common/gamemodes/gamemode/ctf/cl_ctf.qc>
+#endif
#ifdef SVQC
#include <common/gamemodes/gamemode/ctf/sv_ctf.qc>
#endif
// generated file; do not modify
#include <common/gamemodes/gamemode/ctf/ctf.qh>
+#ifdef CSQC
+ #include <common/gamemodes/gamemode/ctf/cl_ctf.qh>
+#endif
#ifdef SVQC
#include <common/gamemodes/gamemode/ctf/sv_ctf.qh>
#endif
--- /dev/null
+#include "cl_ctf.qh"
+
+#include <client/hud/panel/modicons.qh>
+
+// CTF HUD modicon section
+int redflag_prevframe, blueflag_prevframe, yellowflag_prevframe, pinkflag_prevframe, neutralflag_prevframe; // status during previous frame
+int redflag_prevstatus, blueflag_prevstatus, yellowflag_prevstatus, pinkflag_prevstatus, neutralflag_prevstatus; // last remembered status
+float redflag_statuschange_time, blueflag_statuschange_time, yellowflag_statuschange_time, pinkflag_statuschange_time, neutralflag_statuschange_time; // time when the status changed
+
+void HUD_Mod_CTF_Reset()
+{
+ redflag_prevstatus = blueflag_prevstatus = yellowflag_prevstatus = pinkflag_prevstatus = neutralflag_prevstatus = 0;
+ redflag_prevframe = blueflag_prevframe = yellowflag_prevframe = pinkflag_prevframe = neutralflag_prevframe = 0;
+ redflag_statuschange_time = blueflag_statuschange_time = yellowflag_statuschange_time = pinkflag_statuschange_time = neutralflag_statuschange_time = 0;
+}
+
+int autocvar__teams_available;
+void HUD_Mod_CTF(vector pos, vector mySize)
+{
+ vector redflag_pos, blueflag_pos, yellowflag_pos, pinkflag_pos, neutralflag_pos;
+ vector flag_size;
+ float f; // every function should have that
+
+ int redflag, blueflag, yellowflag, pinkflag, neutralflag; // current status
+ float redflag_statuschange_elapsedtime = 0, blueflag_statuschange_elapsedtime = 0, yellowflag_statuschange_elapsedtime = 0, pinkflag_statuschange_elapsedtime = 0, neutralflag_statuschange_elapsedtime = 0; // time since the status changed
+ bool ctf_oneflag; // one-flag CTF mode enabled/disabled
+ bool ctf_stalemate; // currently in stalemate
+ int stat_items = STAT(CTF_FLAGSTATUS);
+ float fs, fs2, fs3, size1, size2;
+ vector e1, e2;
+
+ int nteams = autocvar__teams_available;
+
+ redflag = (stat_items/CTF_RED_FLAG_TAKEN) & 3;
+ blueflag = (stat_items/CTF_BLUE_FLAG_TAKEN) & 3;
+ yellowflag = (stat_items/CTF_YELLOW_FLAG_TAKEN) & 3;
+ pinkflag = (stat_items/CTF_PINK_FLAG_TAKEN) & 3;
+ neutralflag = (stat_items/CTF_NEUTRAL_FLAG_TAKEN) & 3;
+
+ ctf_oneflag = (stat_items & CTF_FLAG_NEUTRAL);
+
+ ctf_stalemate = (stat_items & CTF_STALEMATE);
+
+ mod_active = (redflag || blueflag || yellowflag || pinkflag || neutralflag || (stat_items & CTF_SHIELDED));
+
+ if (autocvar__hud_configure) {
+ redflag = 1;
+ blueflag = 2;
+ if (nteams & BIT(2))
+ yellowflag = 2;
+ if (nteams & BIT(3))
+ pinkflag = 3;
+ ctf_oneflag = neutralflag = 0; // disable neutral flag in hud editor?
+ }
+
+ // when status CHANGES, set old status into prevstatus and current status into status
+ #define X(team) MACRO_BEGIN \
+ if (team##flag != team##flag_prevframe) { \
+ team##flag_statuschange_time = time; \
+ team##flag_prevstatus = team##flag_prevframe; \
+ team##flag_prevframe = team##flag; \
+ } \
+ team##flag_statuschange_elapsedtime = time - team##flag_statuschange_time; \
+ MACRO_END
+ X(red);
+ X(blue);
+ X(yellow);
+ X(pink);
+ X(neutral);
+ #undef X
+
+ const float BLINK_FACTOR = 0.15;
+ const float BLINK_BASE = 0.85;
+ // note:
+ // RMS = sqrt(BLINK_BASE^2 + 0.5 * BLINK_FACTOR^2)
+ // thus
+ // BLINK_BASE = sqrt(RMS^2 - 0.5 * BLINK_FACTOR^2)
+ // ensure RMS == 1
+ const float BLINK_FREQ = 5; // circle frequency, = 2*pi*frequency in hertz
+
+ #define X(team, cond) \
+ string team##_icon = string_null, team##_icon_prevstatus = string_null; \
+ int team##_alpha, team##_alpha_prevstatus; \
+ team##_alpha = team##_alpha_prevstatus = 1; \
+ MACRO_BEGIN \
+ switch (team##flag) { \
+ case 1: team##_icon = "flag_" #team "_taken"; break; \
+ case 2: team##_icon = "flag_" #team "_lost"; break; \
+ case 3: team##_icon = "flag_" #team "_carrying"; team##_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break; \
+ default: \
+ if ((stat_items & CTF_SHIELDED) && (cond)) { \
+ team##_icon = "flag_" #team "_shielded"; \
+ } else { \
+ team##_icon = string_null; \
+ } \
+ break; \
+ } \
+ switch (team##flag_prevstatus) { \
+ case 1: team##_icon_prevstatus = "flag_" #team "_taken"; break; \
+ case 2: team##_icon_prevstatus = "flag_" #team "_lost"; break; \
+ case 3: team##_icon_prevstatus = "flag_" #team "_carrying"; team##_alpha_prevstatus = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break; \
+ default: \
+ if (team##flag == 3) { \
+ team##_icon_prevstatus = "flag_" #team "_carrying"; /* make it more visible */\
+ } else if((stat_items & CTF_SHIELDED) && (cond)) { \
+ team##_icon_prevstatus = "flag_" #team "_shielded"; \
+ } else { \
+ team##_icon_prevstatus = string_null; \
+ } \
+ break; \
+ } \
+ MACRO_END
+ X(red, myteam != NUM_TEAM_1 && (nteams & BIT(0)));
+ X(blue, myteam != NUM_TEAM_2 && (nteams & BIT(1)));
+ X(yellow, myteam != NUM_TEAM_3 && (nteams & BIT(2)));
+ X(pink, myteam != NUM_TEAM_4 && (nteams & BIT(3)));
+ X(neutral, ctf_oneflag);
+ #undef X
+
+ int tcount = 2;
+ if(nteams & BIT(2))
+ tcount = 3;
+ if(nteams & BIT(3))
+ tcount = 4;
+
+ if (ctf_oneflag) {
+ // hacky, but these aren't needed
+ red_icon = red_icon_prevstatus = blue_icon = blue_icon_prevstatus = yellow_icon = yellow_icon_prevstatus = pink_icon = pink_icon_prevstatus = string_null;
+ fs = fs2 = fs3 = 1;
+ } else switch (tcount) {
+ default:
+ case 2: fs = 0.5; fs2 = 0.5; fs3 = 0.5; break;
+ case 3: fs = 1; fs2 = 0.35; fs3 = 0.35; break;
+ case 4: fs = 0.75; fs2 = 0.25; fs3 = 0.5; break;
+ }
+
+ if (mySize_x > mySize_y) {
+ size1 = mySize_x;
+ size2 = mySize_y;
+ e1 = eX;
+ e2 = eY;
+ } else {
+ size1 = mySize_y;
+ size2 = mySize_x;
+ e1 = eY;
+ e2 = eX;
+ }
+
+ switch (myteam) {
+ default:
+ case NUM_TEAM_1: {
+ redflag_pos = pos;
+ blueflag_pos = pos + eX * fs2 * size1;
+ yellowflag_pos = pos - eX * fs2 * size1;
+ pinkflag_pos = pos + eX * fs3 * size1;
+ break;
+ }
+ case NUM_TEAM_2: {
+ redflag_pos = pos + eX * fs2 * size1;
+ blueflag_pos = pos;
+ yellowflag_pos = pos - eX * fs2 * size1;
+ pinkflag_pos = pos + eX * fs3 * size1;
+ break;
+ }
+ case NUM_TEAM_3: {
+ redflag_pos = pos + eX * fs3 * size1;
+ blueflag_pos = pos - eX * fs2 * size1;
+ yellowflag_pos = pos;
+ pinkflag_pos = pos + eX * fs2 * size1;
+ break;
+ }
+ case NUM_TEAM_4: {
+ redflag_pos = pos - eX * fs2 * size1;
+ blueflag_pos = pos + eX * fs3 * size1;
+ yellowflag_pos = pos + eX * fs2 * size1;
+ pinkflag_pos = pos;
+ break;
+ }
+ }
+ neutralflag_pos = pos;
+ flag_size = e1 * fs * size1 + e2 * size2;
+
+ #define X(team) MACRO_BEGIN \
+ f = bound(0, team##flag_statuschange_elapsedtime * 2, 1); \
+ if (team##_icon && ctf_stalemate) \
+ drawpic_aspect_skin(team##flag_pos, "flag_stalemate", flag_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL); \
+ if (team##_icon_prevstatus && f < 1) \
+ drawpic_aspect_skin_expanding(team##flag_pos, team##_icon_prevstatus, flag_size, '1 1 1', panel_fg_alpha * team##_alpha_prevstatus, DRAWFLAG_NORMAL, f); \
+ if (team##_icon) \
+ drawpic_aspect_skin(team##flag_pos, team##_icon, flag_size, '1 1 1', panel_fg_alpha * team##_alpha * f, DRAWFLAG_NORMAL); \
+ MACRO_END
+ X(red);
+ X(blue);
+ X(yellow);
+ X(pink);
+ X(neutral);
+ #undef X
+}
--- /dev/null
+#pragma once
+
+#include "ctf.qh"
+
+void HUD_Mod_CTF_Reset();
+void HUD_Mod_CTF(vector pos, vector mySize);
ctf_Handle_Throw(frag_target, NULL, DROP_THROW);
}
+MUTATOR_HOOKFUNCTION(ctf, LogDeath_AppendItemCodes)
+{
+ entity player = M_ARGV(0, entity);
+ if(player.flagcarried)
+ M_ARGV(1, string) = strcat(M_ARGV(1, string), "F"); // item codes
+}
+
// ==========
// Spawnfuncs
// generated file; do not modify
+#ifdef CSQC
+ #include <common/gamemodes/gamemode/domination/cl_domination.qc>
+#endif
#ifdef SVQC
#include <common/gamemodes/gamemode/domination/sv_domination.qc>
#endif
// generated file; do not modify
+#ifdef CSQC
+ #include <common/gamemodes/gamemode/domination/cl_domination.qh>
+#endif
#ifdef SVQC
#include <common/gamemodes/gamemode/domination/sv_domination.qh>
#endif
--- /dev/null
+#include "cl_domination.qh"
+
+#include <client/hud/panel/modicons.qh>
+
+int autocvar_hud_panel_modicons_dom_layout;
+
+void DrawDomItem(vector myPos, vector mySize, float aspect_ratio, int layout, int i)
+{
+ TC(int, layout); TC(int, i);
+ float stat = -1;
+ string pic = "";
+ vector color = '0 0 0';
+ switch(i)
+ {
+ case 0: stat = STAT(DOM_PPS_RED); pic = "dom_icon_red"; color = '1 0 0'; break;
+ case 1: stat = STAT(DOM_PPS_BLUE); pic = "dom_icon_blue"; color = '0 0 1'; break;
+ case 2: stat = STAT(DOM_PPS_YELLOW); pic = "dom_icon_yellow"; color = '1 1 0'; break;
+ default:
+ case 3: stat = STAT(DOM_PPS_PINK); pic = "dom_icon_pink"; color = '1 0 1'; break;
+ }
+ float pps_ratio = 0;
+ if(STAT(DOM_TOTAL_PPS))
+ pps_ratio = stat / STAT(DOM_TOTAL_PPS);
+
+ if(mySize.x/mySize.y > aspect_ratio)
+ {
+ i = aspect_ratio * mySize.y;
+ myPos.x = myPos.x + (mySize.x - i) / 2;
+ mySize.x = i;
+ }
+ else
+ {
+ i = 1/aspect_ratio * mySize.x;
+ myPos.y = myPos.y + (mySize.y - i) / 2;
+ mySize.y = i;
+ }
+
+ if (layout) // show text too
+ {
+ //draw the text
+ color *= 0.5 + pps_ratio * (1 - 0.5); // half saturated color at min, full saturated at max
+ if (layout == 2) // average pps
+ drawstring_aspect(myPos + eX * mySize.y, ftos_decimals(stat, 2), vec2((2/3) * mySize.x, mySize.y), color, panel_fg_alpha, DRAWFLAG_NORMAL);
+ else // percentage of average pps
+ drawstring_aspect(myPos + eX * mySize.y, strcat( ftos(floor(pps_ratio*100 + 0.5)), "%" ), vec2((2/3) * mySize.x, mySize.y), color, panel_fg_alpha, DRAWFLAG_NORMAL);
+ }
+
+ //draw the icon
+ drawpic_aspect_skin(myPos, pic, '1 1 0' * mySize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+ if (stat > 0)
+ {
+ drawsetcliparea(myPos.x, myPos.y + mySize.y * (1 - pps_ratio), mySize.y, mySize.y * pps_ratio);
+ drawpic_aspect_skin(myPos, strcat(pic, "-highlighted"), '1 1 0' * mySize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+ drawresetcliparea();
+ }
+}
+
+void HUD_Mod_Dom(vector myPos, vector mySize)
+{
+ mod_active = 1; // required in each mod function that always shows something
+
+ int layout = autocvar_hud_panel_modicons_dom_layout;
+ int rows, columns;
+ float aspect_ratio;
+ aspect_ratio = (layout) ? 3 : 1;
+ rows = HUD_GetRowCount(team_count, mySize, aspect_ratio);
+ columns = ceil(team_count/rows);
+
+ int i;
+ float row = 0, column = 0;
+ vector pos, itemSize;
+ itemSize = vec2(mySize.x / columns, mySize.y / rows);
+ for(i=0; i<team_count; ++i)
+ {
+ pos = myPos + vec2(column * itemSize.x, row * itemSize.y);
+
+ DrawDomItem(pos, itemSize, aspect_ratio, layout, i);
+
+ ++row;
+ if(row >= rows)
+ {
+ row = 0;
+ ++column;
+ }
+ }
+}
--- /dev/null
+#pragma once
+
+void HUD_Mod_Dom(vector myPos, vector mySize);
// generated file; do not modify
+#ifdef CSQC
+ #include <common/gamemodes/gamemode/keepaway/cl_keepaway.qc>
+#endif
#ifdef SVQC
#include <common/gamemodes/gamemode/keepaway/sv_keepaway.qc>
#endif
// generated file; do not modify
+#ifdef CSQC
+ #include <common/gamemodes/gamemode/keepaway/cl_keepaway.qh>
+#endif
#ifdef SVQC
#include <common/gamemodes/gamemode/keepaway/sv_keepaway.qh>
#endif
--- /dev/null
+#include "cl_keepaway.qh"
+
+#include <client/hud/panel/modicons.qh>
+
+// Keepaway HUD mod icon
+int kaball_prevstatus; // last remembered status
+float kaball_statuschange_time; // time when the status changed
+
+// 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
+
+ float BLINK_FACTOR = 0.15;
+ float BLINK_BASE = 0.85;
+ float BLINK_FREQ = 5;
+ float kaball_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ);
+
+ int stat_items = STAT(ITEMS);
+ int kaball = (stat_items/IT_KEY1) & 1;
+
+ if(kaball != kaball_prevstatus)
+ {
+ kaball_statuschange_time = time;
+ kaball_prevstatus = kaball;
+ }
+
+ vector kaball_pos, kaball_size;
+
+ if(mySize.x > mySize.y) {
+ kaball_pos = pos + eX * 0.25 * mySize.x;
+ kaball_size = vec2(0.5 * mySize.x, mySize.y);
+ } else {
+ kaball_pos = pos + eY * 0.25 * mySize.y;
+ kaball_size = vec2(mySize.x, 0.5 * mySize.y);
+ }
+
+ float kaball_statuschange_elapsedtime = time - kaball_statuschange_time;
+ float f = bound(0, kaball_statuschange_elapsedtime*2, 1);
+
+ if(kaball_prevstatus && f < 1)
+ drawpic_aspect_skin_expanding(kaball_pos, "keepawayball_carrying", kaball_size, '1 1 1', panel_fg_alpha * kaball_alpha, DRAWFLAG_NORMAL, f);
+
+ if(kaball)
+ drawpic_aspect_skin(pos, "keepawayball_carrying", vec2(mySize.x, mySize.y), '1 1 1', panel_fg_alpha * kaball_alpha * f, DRAWFLAG_NORMAL);
+}
--- /dev/null
+#pragma once
+
+void HUD_Mod_Keepaway(vector pos, vector mySize);
// generated file; do not modify
+#ifdef CSQC
+ #include <common/gamemodes/gamemode/keyhunt/cl_keyhunt.qc>
+#endif
#ifdef SVQC
#include <common/gamemodes/gamemode/keyhunt/sv_keyhunt.qc>
#endif
// generated file; do not modify
+#ifdef CSQC
+ #include <common/gamemodes/gamemode/keyhunt/cl_keyhunt.qh>
+#endif
#ifdef SVQC
#include <common/gamemodes/gamemode/keyhunt/sv_keyhunt.qh>
#endif
--- /dev/null
+#include "cl_keyhunt.qh"
+
+#include <client/hud/panel/modicons.qh>
+
+// Keyhunt HUD modicon section
+vector KH_SLOTS[4];
+
+void HUD_Mod_KH(vector pos, vector mySize)
+{
+ mod_active = 1; // keyhunt should never hide the mod icons panel
+
+ // Read current state
+ int state = STAT(KH_KEYS);
+ if(!state) return;
+
+ int i, key_state;
+ int all_keys, team1_keys, team2_keys, team3_keys, team4_keys, dropped_keys, carrying_keys;
+ all_keys = team1_keys = team2_keys = team3_keys = team4_keys = dropped_keys = carrying_keys = 0;
+
+ for(i = 0; i < 4; ++i)
+ {
+ key_state = (bitshift(state, i * -5) & 31) - 1;
+
+ if(key_state == -1)
+ continue;
+
+ if(key_state == 30)
+ {
+ ++carrying_keys;
+ key_state = myteam;
+ }
+
+ switch(key_state)
+ {
+ case NUM_TEAM_1: ++team1_keys; break;
+ case NUM_TEAM_2: ++team2_keys; break;
+ case NUM_TEAM_3: ++team3_keys; break;
+ case NUM_TEAM_4: ++team4_keys; break;
+ case 29: ++dropped_keys; break;
+ }
+
+ ++all_keys;
+ }
+
+ // Calculate slot measurements
+ vector slot_size;
+ if(all_keys == 4 && mySize.x * 0.5 < mySize.y && mySize.y * 0.5 < mySize.x)
+ {
+ // Quadratic arrangement
+ slot_size = vec2(mySize.x * 0.5, mySize.y * 0.5);
+ KH_SLOTS[0] = pos;
+ KH_SLOTS[1] = pos + eX * slot_size.x;
+ KH_SLOTS[2] = pos + eY * slot_size.y;
+ KH_SLOTS[3] = pos + eX * slot_size.x + eY * slot_size.y;
+ }
+ else
+ {
+ if(mySize.x > mySize.y)
+ {
+ // Horizontal arrangement
+ slot_size = vec2(mySize.x / all_keys, mySize.y);
+ for(i = 0; i < all_keys; ++i)
+ KH_SLOTS[i] = pos + eX * slot_size.x * i;
+ }
+ else
+ {
+ // Vertical arrangement
+ slot_size = vec2(mySize.x, mySize.y / all_keys);
+ for(i = 0; i < all_keys; ++i)
+ KH_SLOTS[i] = pos + eY * slot_size.y * i;
+ }
+ }
+
+ // Make icons blink in case of RUN HERE
+
+ float alpha = 1;
+ if(carrying_keys)
+ {
+ float blink = 0.6 + sin(2 * M_PI * time) * 0.4; // Oscillate between 0.2 and 1
+ switch(myteam)
+ {
+ case NUM_TEAM_1: if(team1_keys == all_keys) alpha = blink; break;
+ case NUM_TEAM_2: if(team2_keys == all_keys) alpha = blink; break;
+ case NUM_TEAM_3: if(team3_keys == all_keys) alpha = blink; break;
+ case NUM_TEAM_4: if(team4_keys == all_keys) alpha = blink; break;
+ }
+ }
+
+ // Draw icons
+
+ i = 0;
+
+ while(team1_keys--)
+ if(myteam == NUM_TEAM_1 && carrying_keys)
+ {
+ drawpic_aspect_skin(KH_SLOTS[i++], "kh_red_carrying", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
+ --carrying_keys;
+ }
+ else
+ drawpic_aspect_skin(KH_SLOTS[i++], "kh_red_taken", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
+
+ while(team2_keys--)
+ if(myteam == NUM_TEAM_2 && carrying_keys)
+ {
+ drawpic_aspect_skin(KH_SLOTS[i++], "kh_blue_carrying", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
+ --carrying_keys;
+ }
+ else
+ drawpic_aspect_skin(KH_SLOTS[i++], "kh_blue_taken", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
+
+ while(team3_keys--)
+ if(myteam == NUM_TEAM_3 && carrying_keys)
+ {
+ drawpic_aspect_skin(KH_SLOTS[i++], "kh_yellow_carrying", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
+ --carrying_keys;
+ }
+ else
+ drawpic_aspect_skin(KH_SLOTS[i++], "kh_yellow_taken", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
+
+ while(team4_keys--)
+ if(myteam == NUM_TEAM_4 && carrying_keys)
+ {
+ drawpic_aspect_skin(KH_SLOTS[i++], "kh_pink_carrying", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
+ --carrying_keys;
+ }
+ else
+ drawpic_aspect_skin(KH_SLOTS[i++], "kh_pink_taken", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
+
+ while(dropped_keys--)
+ drawpic_aspect_skin(KH_SLOTS[i++], "kh_dropped", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
+}
--- /dev/null
+#pragma once
+
+void HUD_Mod_KH(vector pos, vector mySize);
int autocvar_g_keyhunt_teams_override;
// #define KH_PLAYER_USE_ATTACHMENT
+// TODO? no model exists for this
// #define KH_PLAYER_USE_CARRIEDMODEL
#ifdef KH_PLAYER_USE_ATTACHMENT
return 0;
}
-//entity kh_worldkeylist;
-.entity kh_worldkeynext;
entity kh_controller;
//bool kh_tracking_enabled;
int kh_teams;
return true;
}
+MUTATOR_HOOKFUNCTION(kh, LogDeath_AppendItemCodes)
+{
+ entity player = M_ARGV(0, entity);
+ if(player.kh_next)
+ M_ARGV(1, string) = strcat(M_ARGV(1, string), "K"); // item codes
+}
+
MUTATOR_HOOKFUNCTION(kh, DropSpecialItems)
{
entity frag_target = M_ARGV(0, entity);
return 0;
}
+entity kh_worldkeylist;
+.entity kh_worldkeynext;
+
#define FOR_EACH_KH_KEY(v) for(v = kh_worldkeylist; v; v = v.kh_worldkeynext )
// ALL OF THESE should be removed in the future, as other code should not have to care
// generated file; do not modify
-#include <common/gamemodes/gamemode/nexball/nexball.qc>
+#ifdef CSQC
+ #include <common/gamemodes/gamemode/nexball/cl_nexball.qc>
+#endif
+#ifdef SVQC
+ #include <common/gamemodes/gamemode/nexball/sv_nexball.qc>
+#endif
#include <common/gamemodes/gamemode/nexball/weapon.qc>
#ifdef SVQC
#include <common/gamemodes/gamemode/nexball/sv_weapon.qc>
// generated file; do not modify
-#include <common/gamemodes/gamemode/nexball/nexball.qh>
+#ifdef CSQC
+ #include <common/gamemodes/gamemode/nexball/cl_nexball.qh>
+#endif
+#ifdef SVQC
+ #include <common/gamemodes/gamemode/nexball/sv_nexball.qh>
+#endif
#include <common/gamemodes/gamemode/nexball/weapon.qh>
#ifdef SVQC
#include <common/gamemodes/gamemode/nexball/sv_weapon.qh>
--- /dev/null
+#include "cl_nexball.qh"
+
+#include <client/hud/panel/modicons.qh>
+
+// Nexball HUD mod icon
+void HUD_Mod_NexBall(vector pos, vector mySize)
+{
+ float nb_pb_starttime, dt, p;
+ int stat_items;
+
+ stat_items = STAT(ITEMS);
+ nb_pb_starttime = STAT(NB_METERSTART);
+
+ if (stat_items & IT_KEY1)
+ mod_active = 1;
+ else
+ mod_active = 0;
+
+ //Manage the progress bar if any
+ if (nb_pb_starttime > 0)
+ {
+ dt = (time - nb_pb_starttime) % nb_pb_period;
+ // one period of positive triangle
+ p = 2 * dt / nb_pb_period;
+ if (p > 1)
+ p = 2 - p;
+
+ HUD_Panel_DrawProgressBar(pos, mySize, "progressbar", p, (mySize.x <= mySize.y), 0, autocvar_hud_progressbar_nexball_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
+ }
+
+ if (stat_items & IT_KEY1)
+ drawpic_aspect_skin(pos, "nexball_carrying", eX * mySize.x + eY * mySize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+}
+
+int autocvar_cl_eventchase_nexball = 1;
+
+REGISTER_MUTATOR(cl_nb, true);
+
+MUTATOR_HOOKFUNCTION(cl_nb, WantEventchase)
+{
+ if(autocvar_cl_eventchase_nexball && ISGAMETYPE(NEXBALL) && !(WepSet_GetFromStat() & WEPSET(NEXBALL)))
+ return true;
+ return false;
+}
--- /dev/null
+#pragma once
+
+void HUD_Mod_NexBall(vector pos, vector mySize);
+++ /dev/null
-#include "nexball.qh"
-
-#ifdef CSQC
-int autocvar_cl_eventchase_nexball = 1;
-
-REGISTER_MUTATOR(cl_nb, true);
-
-MUTATOR_HOOKFUNCTION(cl_nb, WantEventchase)
-{
- if(autocvar_cl_eventchase_nexball && ISGAMETYPE(NEXBALL) && !(WepSet_GetFromStat() & WEPSET(NEXBALL)))
- return true;
- return false;
-}
-#endif
-#ifdef SVQC
-.entity ballcarried;
-
-int autocvar_g_nexball_goalleadlimit;
-#define autocvar_g_nexball_goallimit cvar("g_nexball_goallimit")
-
-bool autocvar_g_nexball_basketball_jumppad = true;
-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;
-bool autocvar_g_nexball_football_jumppad = true;
-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;
-bool autocvar_g_nexball_playerclip_collisions = true;
-
-float autocvar_g_nexball_safepass_turnrate;
-float autocvar_g_nexball_safepass_maxdist;
-float autocvar_g_nexball_safepass_holdtime;
-float autocvar_g_nexball_viewmodel_scale;
-float autocvar_g_nexball_tackling;
-vector autocvar_g_nexball_viewmodel_offset;
-
-float autocvar_g_balance_nexball_primary_animtime;
-float autocvar_g_balance_nexball_primary_refire;
-float autocvar_g_balance_nexball_primary_speed;
-float autocvar_g_balance_nexball_secondary_animtime;
-float autocvar_g_balance_nexball_secondary_force;
-float autocvar_g_balance_nexball_secondary_lifetime;
-float autocvar_g_balance_nexball_secondary_refire;
-float autocvar_g_balance_nexball_secondary_speed;
-
-void basketball_touch(entity this, entity toucher);
-void football_touch(entity this, entity toucher);
-void ResetBall(entity this);
-const int NBM_NONE = 0;
-const int NBM_FOOTBALL = 2;
-const int NBM_BASKETBALL = 4;
-float nexball_mode;
-
-float OtherTeam(float t) //works only if there are two teams on the map!
-{
- entity e;
- e = find(NULL, classname, "nexball_team");
- if(e.team == t)
- e = find(e, classname, "nexball_team");
- return e.team;
-}
-
-const int ST_NEXBALL_GOALS = 1;
-void nb_ScoreRules(int teams)
-{
- GameRules_scoring(teams, 0, 0, {
- field_team(ST_NEXBALL_GOALS, "goals", SFL_SORT_PRIO_PRIMARY);
- field(SP_NEXBALL_GOALS, "goals", SFL_SORT_PRIO_PRIMARY);
- field(SP_NEXBALL_FAULTS, "faults", SFL_SORT_PRIO_SECONDARY | SFL_LOWER_IS_BETTER);
- });
-}
-
-void LogNB(string mode, entity actor)
-{
- string s;
- if(!autocvar_sv_eventlog)
- return;
- s = strcat(":nexball:", mode);
- if(actor != NULL)
- s = strcat(s, ":", ftos(actor.playerid));
- GameLogEcho(s);
-}
-
-void ball_restart(entity this)
-{
- if(this.owner)
- DropBall(this, this.owner.origin, '0 0 0');
- ResetBall(this);
-}
-
-void nexball_setstatus(entity this)
-{
- this.items &= ~IT_KEY1;
- if(this.ballcarried)
- {
- if(this.ballcarried.teamtime && (this.ballcarried.teamtime < time))
- {
- Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_NEXBALL_RETURN_HELD));
- entity e = this.ballcarried;
- DropBall(this.ballcarried, this.ballcarried.owner.origin, '0 0 0');
- ResetBall(e);
- }
- else
- this.items |= IT_KEY1;
- }
-}
-
-void relocate_nexball(entity this)
-{
- tracebox(this.origin, BALL_MINS, BALL_MAXS, this.origin, true, this);
- if(trace_startsolid)
- {
- vector o = this.origin;
- if (!move_out_of_solid(this)) {
- objerror(this, "could not get out of solid at all!");
- }
- LOG_INFOF(
- "^1NOTE: this map needs FIXING. %s at %s needs to be moved out of solid, e.g. by %s",
- this.classname,
- vtos(o - '0 0 1'),
- vtos(this.origin - o)
- );
- this.origin = o;
- }
-}
-
-void DropOwner(entity this)
-{
- entity ownr;
- ownr = this.owner;
- DropBall(this, ownr.origin, ownr.velocity);
- makevectors(ownr.v_angle.y * '0 1 0');
- ownr.velocity += ('0 0 0.75' - v_forward) * 1000;
- UNSET_ONGROUND(ownr);
-}
-
-void GiveBall(entity plyr, entity ball)
-{
- .entity weaponentity = weaponentities[0]; // TODO: find ballstealer
- entity ownr = ball.owner;
- if(ownr)
- {
- ownr.effects &= ~autocvar_g_nexball_basketball_effects_default;
- ownr.ballcarried = NULL;
- GameRules_scoring_vip(ownr, false);
- if(STAT(NB_METERSTART, ownr))
- {
- STAT(NB_METERSTART, ownr) = 0;
- ownr.(weaponentity).state = WS_READY;
- }
- WaypointSprite_Kill(ownr.waypointsprite_attachedforcarrier);
- }
- else
- {
- WaypointSprite_Kill(ball.waypointsprite_attachedforcarrier);
- }
-
- //setattachment(ball, plyr, "");
- setorigin(ball, plyr.origin + plyr.view_ofs);
-
- if(ball.team != plyr.team)
- ball.teamtime = time + autocvar_g_nexball_basketball_delay_hold_forteam;
-
- ball.owner = ball.pusher = plyr; //"owner" is set to the player carrying, "pusher" to the last player who touched it
- ball.weaponentity_fld = weaponentity;
- ball.team = plyr.team;
- plyr.ballcarried = ball;
- GameRules_scoring_vip(plyr, true);
- ball.nb_dropper = plyr;
-
- plyr.effects |= autocvar_g_nexball_basketball_effects_default;
- ball.effects &= ~autocvar_g_nexball_basketball_effects_default;
-
- ball.velocity = '0 0 0';
- set_movetype(ball, MOVETYPE_NONE);
- settouch(ball, func_null);
- ball.effects |= EF_NOSHADOW;
- ball.scale = 1; // scale down.
-
- WaypointSprite_AttachCarrier(WP_NbBall, plyr, RADARICON_FLAGCARRIER);
- WaypointSprite_UpdateRule(plyr.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
-
- if(autocvar_g_nexball_basketball_delay_hold)
- {
- setthink(ball, DropOwner);
- ball.nextthink = time + autocvar_g_nexball_basketball_delay_hold;
- }
-
- STAT(WEAPONS, plyr.(weaponentity)) = STAT(WEAPONS, plyr);
- plyr.m_switchweapon = plyr.(weaponentity).m_weapon;
- STAT(WEAPONS, plyr) = WEPSET(NEXBALL);
- Weapon w = WEP_NEXBALL;
- w.wr_resetplayer(w, plyr);
- plyr.(weaponentity).m_switchweapon = WEP_NEXBALL;
- W_SwitchWeapon(plyr, WEP_NEXBALL, weaponentity);
-}
-
-void DropBall(entity ball, vector org, vector vel)
-{
- ball.effects |= autocvar_g_nexball_basketball_effects_default;
- ball.effects &= ~EF_NOSHADOW;
- ball.owner.effects &= ~autocvar_g_nexball_basketball_effects_default;
-
- setattachment(ball, NULL, "");
- setorigin(ball, org);
- set_movetype(ball, MOVETYPE_BOUNCE);
- UNSET_ONGROUND(ball);
- ball.scale = ball_scale;
- ball.velocity = vel;
- ball.nb_droptime = time;
- settouch(ball, basketball_touch);
- setthink(ball, ResetBall);
- ball.nextthink = min(time + autocvar_g_nexball_delay_idle, ball.teamtime);
-
- if(STAT(NB_METERSTART, ball.owner))
- {
- STAT(NB_METERSTART, ball.owner) = 0;
- .entity weaponentity = ball.weaponentity_fld;
- ball.owner.(weaponentity).state = WS_READY;
- }
-
- WaypointSprite_Kill(ball.owner.waypointsprite_attachedforcarrier);
- WaypointSprite_Spawn(WP_NbBall, 0, 0, ball, '0 0 64', NULL, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER); // no health bar please
- WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
-
- entity e = ball.owner; ball.owner = NULL;
- e.ballcarried = NULL;
- GameRules_scoring_vip(e, false);
-}
-
-void InitBall(entity this)
-{
- if(game_stopped) return;
- UNSET_ONGROUND(this);
- set_movetype(this, MOVETYPE_BOUNCE);
- if(this.classname == "nexball_basketball")
- settouch(this, basketball_touch);
- else if(this.classname == "nexball_football")
- settouch(this, football_touch);
- this.cnt = 0;
- setthink(this, ResetBall);
- this.nextthink = time + autocvar_g_nexball_delay_idle + 3;
- this.teamtime = 0;
- this.pusher = NULL;
- this.team = false;
- _sound(this, CH_TRIGGER, this.noise1, VOL_BASE, ATTEN_NORM);
- WaypointSprite_Ping(this.waypointsprite_attachedforcarrier);
- LogNB("init", NULL);
-}
-
-void ResetBall(entity this)
-{
- if(this.cnt < 2) // step 1
- {
- if(time == this.teamtime)
- Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_NEXBALL_RETURN_HELD));
-
- settouch(this, func_null);
- set_movetype(this, MOVETYPE_NOCLIP);
- this.velocity = '0 0 0'; // just in case?
- if(!this.cnt)
- LogNB("resetidle", NULL);
- this.cnt = 2;
- this.nextthink = time;
- }
- else if(this.cnt < 4) // step 2 and 3
- {
-// dprint("Step ", ftos(this.cnt), ": Calculated velocity: ", vtos(this.spawnorigin - this.origin), ", time: ", ftos(time), "\n");
- this.velocity = (this.spawnorigin - this.origin) * (this.cnt - 1); // 1 or 0.5 second movement
- this.nextthink = time + 0.5;
- this.cnt += 1;
- }
- else // step 4
- {
-// dprint("Step 4: time: ", ftos(time), "\n");
- if(vdist(this.origin - this.spawnorigin, >, 10)) // should not happen anymore
- LOG_TRACE("The ball moved too far away from its spawn origin.\nOffset: ",
- vtos(this.origin - this.spawnorigin), " Velocity: ", vtos(this.velocity), "\n");
- this.velocity = '0 0 0';
- setorigin(this, this.spawnorigin); // make sure it's positioned correctly anyway
- set_movetype(this, MOVETYPE_NONE);
- setthink(this, InitBall);
- this.nextthink = max(time, game_starttime) + autocvar_g_nexball_delay_start;
- }
-}
-
-void football_touch(entity this, entity toucher)
-{
- if(toucher.solid == SOLID_BSP)
- {
- if(time > this.lastground + 0.1)
- {
- _sound(this, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
- this.lastground = time;
- }
- if(this.velocity && !this.cnt)
- this.nextthink = time + autocvar_g_nexball_delay_idle;
- return;
- }
- if (!IS_PLAYER(toucher) && !IS_VEHICLE(toucher))
- return;
- if(GetResource(toucher, RES_HEALTH) < 1)
- return;
- if(!this.cnt)
- this.nextthink = time + autocvar_g_nexball_delay_idle;
-
- this.pusher = toucher;
- this.team = toucher.team;
-
- if(autocvar_g_nexball_football_physics == -1) // MrBougo try 1, before decompiling Rev's original
- {
- if(toucher.velocity)
- this.velocity = toucher.velocity * 1.5 + '0 0 1' * autocvar_g_nexball_football_boost_up;
- }
- else if(autocvar_g_nexball_football_physics == 1) // MrBougo's modded Rev style: partially independant of the height of the aiming point
- {
- makevectors(toucher.v_angle);
- this.velocity = toucher.velocity + v_forward * autocvar_g_nexball_football_boost_forward + '0 0 1' * autocvar_g_nexball_football_boost_up;
- }
- else if(autocvar_g_nexball_football_physics == 2) // 2nd mod try: totally independant. Really playable!
- {
- makevectors(toucher.v_angle.y * '0 1 0');
- this.velocity = toucher.velocity + v_forward * autocvar_g_nexball_football_boost_forward + v_up * autocvar_g_nexball_football_boost_up;
- }
- else // Revenant's original style (from the original mod's disassembly, acknowledged by Revenant)
- {
- makevectors(toucher.v_angle);
- this.velocity = toucher.velocity + v_forward * autocvar_g_nexball_football_boost_forward + v_up * autocvar_g_nexball_football_boost_up;
- }
- this.avelocity = -250 * v_forward; // maybe there is a way to make it look better?
-}
-
-void basketball_touch(entity this, entity toucher)
-{
- if(toucher.ballcarried)
- {
- football_touch(this, toucher);
- return;
- }
- if(!this.cnt && IS_PLAYER(toucher) && !STAT(FROZEN, toucher) && !IS_DEAD(toucher) && (toucher != this.nb_dropper || time > this.nb_droptime + autocvar_g_nexball_delay_collect))
- {
- if(GetResource(toucher, RES_HEALTH) < 1)
- return;
- LogNB("caught", toucher);
- GiveBall(toucher, this);
- }
- else if(toucher.solid == SOLID_BSP)
- {
- _sound(this, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
- if(this.velocity && !this.cnt)
- this.nextthink = min(time + autocvar_g_nexball_delay_idle, this.teamtime);
- }
-}
-
-void GoalTouch(entity this, entity toucher)
-{
- entity ball;
- float isclient, pscore, otherteam;
- string pname;
-
- if(game_stopped) return;
- if((this.spawnflags & GOAL_TOUCHPLAYER) && toucher.ballcarried)
- ball = toucher.ballcarried;
- else
- ball = toucher;
- if(ball.classname != "nexball_basketball")
- if(ball.classname != "nexball_football")
- return;
- if((!ball.pusher && this.team != GOAL_OUT) || ball.cnt)
- return;
- EXACTTRIGGER_TOUCH(this, toucher);
-
-
- if(NumTeams(nb_teams) == 2)
- otherteam = OtherTeam(ball.team);
- else
- otherteam = 0;
-
- if((isclient = IS_CLIENT(ball.pusher)))
- pname = ball.pusher.netname;
- else
- pname = "Someone (?)";
-
- if(ball.team == this.team) //owngoal (regular goals)
- {
- LogNB("owngoal", ball.pusher);
- bprint("Boo! ", pname, "^7 scored a goal against their own team!\n");
- pscore = -1;
- }
- else if(this.team == GOAL_FAULT)
- {
- LogNB("fault", ball.pusher);
- if(NumTeams(nb_teams) == 2)
- bprint(Team_ColoredFullName(otherteam), " gets a point due to ", pname, "^7's silliness.\n");
- else
- bprint(Team_ColoredFullName(ball.team), " loses a point due to ", pname, "^7's silliness.\n");
- pscore = -1;
- }
- else if(this.team == GOAL_OUT)
- {
- LogNB("out", ball.pusher);
- if((this.spawnflags & GOAL_TOUCHPLAYER) && ball.owner)
- bprint(pname, "^7 went out of bounds.\n");
- else
- bprint("The ball was returned.\n");
- pscore = 0;
- }
- else //score
- {
- LogNB(strcat("goal:", ftos(this.team)), ball.pusher);
- bprint("Goaaaaal! ", pname, "^7 scored a point for the ", Team_ColoredFullName(ball.team), ".\n");
- pscore = 1;
- }
-
- _sound(ball, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NONE);
-
- if(ball.team && pscore)
- {
- if(NumTeams(nb_teams) == 2 && pscore < 0)
- TeamScore_AddToTeam(otherteam, ST_NEXBALL_GOALS, -pscore);
- else
- TeamScore_AddToTeam(ball.team, ST_NEXBALL_GOALS, pscore);
- }
- if(isclient)
- {
- if(pscore > 0)
- GameRules_scoring_add(ball.pusher, NEXBALL_GOALS, pscore);
- else if(pscore < 0)
- GameRules_scoring_add(ball.pusher, NEXBALL_FAULTS, -pscore);
- }
-
- if(ball.owner) // Happens on spawnflag GOAL_TOUCHPLAYER
- DropBall(ball, ball.owner.origin, ball.owner.velocity);
-
- WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
-
- ball.cnt = 1;
- setthink(ball, ResetBall);
- if(ball.classname == "nexball_basketball")
- settouch(ball, football_touch); // better than func_null: football control until the ball gets reset
- ball.nextthink = time + autocvar_g_nexball_delay_goal * (this.team != GOAL_OUT);
-}
-
-//=======================//
-// team ents //
-//=======================//
-spawnfunc(nexball_team)
-{
- if(!g_nexball)
- {
- delete(this);
- return;
- }
- this.team = this.cnt + 1;
-}
-
-void nb_spawnteam(string teamname, float teamcolor)
-{
- LOG_TRACE("^2spawned team ", teamname);
- entity e = new(nexball_team);
- e.netname = teamname;
- e.cnt = teamcolor;
- e.team = e.cnt + 1;
- //nb_teams += 1;
-}
-
-void nb_spawnteams()
-{
- bool t_red = false, t_blue = false, t_yellow = false, t_pink = false;
- entity e;
- for(e = NULL; (e = find(e, classname, "nexball_goal"));)
- {
- switch(e.team)
- {
- case NUM_TEAM_1:
- if(!t_red)
- {
- nb_spawnteam("Red", e.team-1) ;
- nb_teams |= BIT(0);
- t_red = true;
- }
- break;
- case NUM_TEAM_2:
- if(!t_blue)
- {
- nb_spawnteam("Blue", e.team-1) ;
- t_blue = true;
- nb_teams |= BIT(1);
- }
- break;
- case NUM_TEAM_3:
- if(!t_yellow)
- {
- nb_spawnteam("Yellow", e.team-1);
- t_yellow = true;
- nb_teams |= BIT(2);
- }
- break;
- case NUM_TEAM_4:
- if(!t_pink)
- {
- nb_spawnteam("Pink", e.team-1) ;
- t_pink = true;
- nb_teams |= BIT(3);
- }
- break;
- }
- }
-}
-
-void nb_delayedinit(entity this)
-{
- if(find(NULL, classname, "nexball_team") == NULL)
- nb_spawnteams();
- nb_ScoreRules(nb_teams);
-}
-
-
-//=======================//
-// spawnfuncs //
-//=======================//
-
-void SpawnBall(entity this)
-{
- if(!g_nexball) { delete(this); return; }
-
-// balls += 4; // using the remaining bits to count balls will leave more than the max edict count, so it's fine
-
- if(this.model == "")
- {
- this.model = "models/nexball/ball.md3";
- this.scale = 1.3;
- }
-
- precache_model(this.model);
- _setmodel(this, this.model);
- setsize(this, BALL_MINS, BALL_MAXS);
- ball_scale = this.scale;
-
- relocate_nexball(this);
- this.spawnorigin = this.origin;
-
- this.effects = this.effects | EF_LOWPRECISION;
-
- if(cvar(strcat("g_", this.classname, "_trail"))) //nexball_basketball :p
- {
- this.glow_color = autocvar_g_nexball_trail_color;
- this.glow_trail = true;
- }
-
- set_movetype(this, MOVETYPE_FLY);
-
- if(autocvar_g_nexball_playerclip_collisions)
- this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP;
-
- if(!autocvar_g_nexball_sound_bounce)
- this.noise = "";
- else if(this.noise == "")
- this.noise = strzone(SND(NB_BOUNCE));
- //bounce sound placeholder (FIXME)
- if(this.noise1 == "")
- this.noise1 = strzone(SND(NB_DROP));
- //ball drop sound placeholder (FIXME)
- if(this.noise2 == "")
- this.noise2 = strzone(SND(NB_STEAL));
- //stealing sound placeholder (FIXME)
- if(this.noise) precache_sound(this.noise);
- precache_sound(this.noise1);
- precache_sound(this.noise2);
-
- WaypointSprite_AttachCarrier(WP_NbBall, this, RADARICON_FLAGCARRIER); // the ball's team is not set yet, no rule update needed
-
- this.reset = ball_restart;
- setthink(this, InitBall);
- this.nextthink = game_starttime + autocvar_g_nexball_delay_start;
-}
-
-spawnfunc(nexball_basketball)
-{
- nexball_mode |= NBM_BASKETBALL;
- this.classname = "nexball_basketball";
- if (!(balls & BALL_BASKET))
- {
- /*
- CVTOV(g_nexball_basketball_effects_default);
- CVTOV(g_nexball_basketball_delay_hold);
- CVTOV(g_nexball_basketball_delay_hold_forteam);
- CVTOV(g_nexball_basketball_teamsteal);
- */
- autocvar_g_nexball_basketball_effects_default = autocvar_g_nexball_basketball_effects_default & BALL_EFFECTMASK;
- }
- if(!this.effects)
- this.effects = autocvar_g_nexball_basketball_effects_default;
- this.solid = SOLID_TRIGGER;
- this.pushable = autocvar_g_nexball_basketball_jumppad;
- balls |= BALL_BASKET;
- this.bouncefactor = autocvar_g_nexball_basketball_bouncefactor;
- this.bouncestop = autocvar_g_nexball_basketball_bouncestop;
- SpawnBall(this);
-}
-
-spawnfunc(nexball_football)
-{
- nexball_mode |= NBM_FOOTBALL;
- this.classname = "nexball_football";
- this.solid = SOLID_TRIGGER;
- balls |= BALL_FOOT;
- this.pushable = autocvar_g_nexball_football_jumppad;
- this.bouncefactor = autocvar_g_nexball_football_bouncefactor;
- this.bouncestop = autocvar_g_nexball_football_bouncestop;
- SpawnBall(this);
-}
-
-bool nb_Goal_Customize(entity this, entity client)
-{
- entity e = WaypointSprite_getviewentity(client);
- entity wp_owner = this.owner;
- if(SAME_TEAM(e, wp_owner)) { return false; }
-
- return true;
-}
-
-void SpawnGoal(entity this)
-{
- if(!g_nexball) { delete(this); return; }
-
- EXACTTRIGGER_INIT;
-
- if(this.team != GOAL_OUT && Team_IsValidTeam(this.team))
- {
- entity wp = WaypointSprite_SpawnFixed(WP_NbGoal, (this.absmin + this.absmax) * 0.5, this, sprite, RADARICON_NONE);
- wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0.5 0');
- setcefc(this.sprite, nb_Goal_Customize);
- }
-
- this.classname = "nexball_goal";
- if(this.noise == "")
- this.noise = "ctf/respawn.wav";
- precache_sound(this.noise);
- settouch(this, GoalTouch);
-}
-
-spawnfunc(nexball_redgoal)
-{
- this.team = NUM_TEAM_1;
- SpawnGoal(this);
-}
-spawnfunc(nexball_bluegoal)
-{
- this.team = NUM_TEAM_2;
- SpawnGoal(this);
-}
-spawnfunc(nexball_yellowgoal)
-{
- this.team = NUM_TEAM_3;
- SpawnGoal(this);
-}
-spawnfunc(nexball_pinkgoal)
-{
- this.team = NUM_TEAM_4;
- SpawnGoal(this);
-}
-
-spawnfunc(nexball_fault)
-{
- this.team = GOAL_FAULT;
- if(this.noise == "")
- this.noise = strzone(SND(TYPEHIT));
- SpawnGoal(this);
-}
-
-spawnfunc(nexball_out)
-{
- this.team = GOAL_OUT;
- if(this.noise == "")
- this.noise = strzone(SND(TYPEHIT));
- SpawnGoal(this);
-}
-
-//
-//Spawnfuncs preserved for compatibility
-//
-
-spawnfunc(ball)
-{
- spawnfunc_nexball_football(this);
-}
-spawnfunc(ball_football)
-{
- spawnfunc_nexball_football(this);
-}
-spawnfunc(ball_basketball)
-{
- spawnfunc_nexball_basketball(this);
-}
-// The "red goal" is defended by blue team. A ball in there counts as a point for red.
-spawnfunc(ball_redgoal)
-{
- spawnfunc_nexball_bluegoal(this); // I blame Revenant
-}
-spawnfunc(ball_bluegoal)
-{
- spawnfunc_nexball_redgoal(this); // but he didn't mean to cause trouble :p
-}
-spawnfunc(ball_fault)
-{
- spawnfunc_nexball_fault(this);
-}
-spawnfunc(ball_bound)
-{
- spawnfunc_nexball_out(this);
-}
-
-bool ball_customize(entity this, entity client)
-{
- if(!this.owner)
- {
- this.effects &= ~EF_FLAME;
- this.scale = 1;
- setcefc(this, func_null);
- return true;
- }
-
- if(client == this.owner)
- {
- this.scale = autocvar_g_nexball_viewmodel_scale;
- if(this.enemy)
- this.effects |= EF_FLAME;
- else
- this.effects &= ~EF_FLAME;
- }
- else
- {
- this.effects &= ~EF_FLAME;
- this.scale = 1;
- }
-
- return true;
-}
-
-void nb_DropBall(entity player)
-{
- if(player.ballcarried && g_nexball)
- DropBall(player.ballcarried, player.origin, player.velocity);
-}
-
-MUTATOR_HOOKFUNCTION(nb, ClientDisconnect)
-{
- entity player = M_ARGV(0, entity);
-
- nb_DropBall(player);
-}
-
-MUTATOR_HOOKFUNCTION(nb, PlayerDies)
-{
- entity frag_target = M_ARGV(2, entity);
-
- nb_DropBall(frag_target);
-}
-
-MUTATOR_HOOKFUNCTION(nb, MakePlayerObserver)
-{
- entity player = M_ARGV(0, entity);
-
- nb_DropBall(player);
- return false;
-}
-
-MUTATOR_HOOKFUNCTION(nb, PlayerPreThink)
-{
- entity player = M_ARGV(0, entity);
-
- makevectors(player.v_angle);
- if(nexball_mode & NBM_BASKETBALL)
- {
- if(player.ballcarried)
- {
- // 'view ball'
- player.ballcarried.velocity = player.velocity;
- setcefc(player.ballcarried, ball_customize);
-
- vector org = player.origin + player.view_ofs +
- v_forward * autocvar_g_nexball_viewmodel_offset.x +
- v_right * autocvar_g_nexball_viewmodel_offset.y +
- v_up * autocvar_g_nexball_viewmodel_offset.z;
- setorigin(player.ballcarried, org);
-
- // 'safe passing'
- if(autocvar_g_nexball_safepass_maxdist)
- {
- if(player.ballcarried.wait < time && player.ballcarried.enemy)
- {
- //centerprint(player, sprintf("Lost lock on %s", player.ballcarried.enemy.netname));
- player.ballcarried.enemy = NULL;
- }
-
-
- //tracebox(player.origin + player.view_ofs, '-2 -2 -2', '2 2 2', player.origin + player.view_ofs + v_forward * autocvar_g_nexball_safepass_maxdist);
- crosshair_trace(player);
- if( trace_ent &&
- IS_CLIENT(trace_ent) &&
- !IS_DEAD(trace_ent) &&
- trace_ent.team == player.team &&
- vdist(trace_ent.origin - player.origin, <=, autocvar_g_nexball_safepass_maxdist) )
- {
-
- //if(player.ballcarried.enemy != trace_ent)
- // centerprint(player, sprintf("Locked to %s", trace_ent.netname));
- player.ballcarried.enemy = trace_ent;
- player.ballcarried.wait = time + autocvar_g_nexball_safepass_holdtime;
-
-
- }
- }
- }
- else
- {
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- .entity weaponentity = weaponentities[slot];
-
- if(STAT(WEAPONS, player.(weaponentity)))
- {
- STAT(WEAPONS, player) = STAT(WEAPONS, player.(weaponentity));
- Weapon w = WEP_NEXBALL;
- w.wr_resetplayer(w, player);
- player.(weaponentity).m_switchweapon = player.m_switchweapon;
- W_SwitchWeapon(player, player.(weaponentity).m_switchweapon, weaponentity);
-
- STAT(WEAPONS, player.(weaponentity)) = '0 0 0';
- }
- }
- }
-
- }
-
- nexball_setstatus(player);
-}
-
-MUTATOR_HOOKFUNCTION(nb, SpectateCopy)
-{
- entity spectatee = M_ARGV(0, entity);
- entity client = M_ARGV(1, entity);
-
- STAT(NB_METERSTART, client) = STAT(NB_METERSTART, spectatee);
-}
-
-MUTATOR_HOOKFUNCTION(nb, PlayerSpawn)
-{
- entity player = M_ARGV(0, entity);
-
- STAT(NB_METERSTART, player) = 0;
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- .entity weaponentity = weaponentities[slot];
- STAT(WEAPONS, player.(weaponentity)) = '0 0 0';
- }
-
- if (nexball_mode & NBM_BASKETBALL)
- STAT(WEAPONS, player) |= WEPSET(NEXBALL);
- else
- STAT(WEAPONS, player) = '0 0 0';
-
- return false;
-}
-
-MUTATOR_HOOKFUNCTION(nb, PlayerPhysics_UpdateStats)
-{
- entity player = M_ARGV(0, entity);
- // these automatically reset, no need to worry
-
- if(player.ballcarried)
- STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_nexball_basketball_carrier_highspeed;
-}
-
-MUTATOR_HOOKFUNCTION(nb, ForbidThrowCurrentWeapon)
-{
- //entity player = M_ARGV(0, entity);
- entity wepent = M_ARGV(1, entity);
-
- return wepent.m_weapon == WEP_NEXBALL;
-}
-
-MUTATOR_HOOKFUNCTION(nb, ForbidDropCurrentWeapon)
-{
- //entity player = M_ARGV(0, entity);
- int wep = M_ARGV(1, int);
-
- return wep == WEP_MORTAR.m_id; // TODO: what is this for?
-}
-
-MUTATOR_HOOKFUNCTION(nb, FilterItem)
-{
- entity item = M_ARGV(0, entity);
-
- if(Item_IsLoot(item))
- if(item.weapon == WEP_NEXBALL.m_id)
- return true;
-
- return false;
-}
-
-MUTATOR_HOOKFUNCTION(nb, ItemTouch)
-{
- entity item = M_ARGV(0, entity);
- entity toucher = M_ARGV(1, entity);
-
- if(item.weapon && toucher.ballcarried)
- return MUT_ITEMTOUCH_RETURN; // no new weapons for you, mister!
-
- return MUT_ITEMTOUCH_CONTINUE;
-}
-
-MUTATOR_HOOKFUNCTION(nb, TeamBalance_CheckAllowedTeams)
-{
- M_ARGV(1, string) = "nexball_team";
- return true;
-}
-
-MUTATOR_HOOKFUNCTION(nb, WantWeapon)
-{
- M_ARGV(1, float) = 0; // weapon is set a few lines later, apparently
- return true;
-}
-
-MUTATOR_HOOKFUNCTION(nb, DropSpecialItems)
-{
- entity frag_target = M_ARGV(0, entity);
-
- if(frag_target.ballcarried)
- DropBall(frag_target.ballcarried, frag_target.origin, frag_target.velocity);
-
- return false;
-}
-
-MUTATOR_HOOKFUNCTION(nb, SendWaypoint)
-{
- M_ARGV(2, int) &= ~0x80;
-}
-
-REGISTER_MUTATOR(nb, g_nexball)
-{
- MUTATOR_STATIC();
- MUTATOR_ONADD
- {
- g_nexball_meter_period = autocvar_g_nexball_meter_period;
- if(g_nexball_meter_period <= 0)
- g_nexball_meter_period = 2; // avoid division by zero etc. due to silly users
- g_nexball_meter_period = rint(g_nexball_meter_period * 32) / 32; //Round to 1/32ths to send as a byte multiplied by 32
-
- // General settings
- /*
- CVTOV(g_nexball_football_boost_forward); //100
- CVTOV(g_nexball_football_boost_up); //200
- CVTOV(g_nexball_delay_idle); //10
- CVTOV(g_nexball_football_physics); //0
- */
- radar_showennemies = autocvar_g_nexball_radar_showallplayers;
-
- InitializeEntity(NULL, nb_delayedinit, INITPRIO_GAMETYPE);
- WEP_NEXBALL.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
-
- GameRules_teams(true);
- GameRules_limit_score(autocvar_g_nexball_goallimit);
- GameRules_limit_lead(autocvar_g_nexball_goalleadlimit);
- }
-
- MUTATOR_ONROLLBACK_OR_REMOVE
- {
- WEP_NEXBALL.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
- }
- return 0;
-}
-
-#endif
+++ /dev/null
-#pragma once
-
-#ifdef SVQC
-//EF_BRIGHTFIELD|EF_BRIGHTLIGHT|EF_DIMLIGHT|EF_BLUE|EF_RED|EF_FLAME
-const float BALL_EFFECTMASK = 1229;
-const vector BALL_MINS = '-16 -16 -16'; // The model is 24*24*24
-const vector BALL_MAXS = '16 16 16';
-const vector BALL_ATTACHORG = '3 0 16';
-const float BALL_FOOT = 1;
-const float BALL_BASKET = 2;
-//spawnflags
-const float GOAL_TOUCHPLAYER = 1;
-//goal types
-const float GOAL_FAULT = -1;
-const float GOAL_OUT = -2;
-
-void DropBall(entity ball, vector org, vector vel);
-float autocvar_g_nexball_football_boost_forward;
-float autocvar_g_nexball_football_boost_up;
-float autocvar_g_nexball_football_physics;
-float autocvar_g_nexball_delay_idle;
-float autocvar_g_nexball_basketball_delay_hold;
-float autocvar_g_nexball_basketball_delay_hold_forteam;
-float autocvar_g_nexball_basketball_effects_default;
-float autocvar_g_nexball_basketball_teamsteal;
-float autocvar_g_nexball_meter_period;
-
-float balls;
-float ball_scale;
-float nb_teams;
-
-.entity nb_dropper;
-.float nb_droptime;
-
-.float teamtime;
-#endif
--- /dev/null
+#include "sv_nexball.qh"
+
+.entity ballcarried;
+
+int autocvar_g_nexball_goalleadlimit;
+#define autocvar_g_nexball_goallimit cvar("g_nexball_goallimit")
+
+bool autocvar_g_nexball_basketball_jumppad = true;
+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;
+bool autocvar_g_nexball_football_jumppad = true;
+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;
+bool autocvar_g_nexball_playerclip_collisions = true;
+
+float autocvar_g_nexball_safepass_turnrate;
+float autocvar_g_nexball_safepass_maxdist;
+float autocvar_g_nexball_safepass_holdtime;
+float autocvar_g_nexball_viewmodel_scale;
+float autocvar_g_nexball_tackling;
+vector autocvar_g_nexball_viewmodel_offset;
+
+float autocvar_g_balance_nexball_primary_animtime;
+float autocvar_g_balance_nexball_primary_refire;
+float autocvar_g_balance_nexball_primary_speed;
+float autocvar_g_balance_nexball_secondary_animtime;
+float autocvar_g_balance_nexball_secondary_force;
+float autocvar_g_balance_nexball_secondary_lifetime;
+float autocvar_g_balance_nexball_secondary_refire;
+float autocvar_g_balance_nexball_secondary_speed;
+
+void basketball_touch(entity this, entity toucher);
+void football_touch(entity this, entity toucher);
+void ResetBall(entity this);
+const int NBM_NONE = 0;
+const int NBM_FOOTBALL = 2;
+const int NBM_BASKETBALL = 4;
+float nexball_mode;
+
+float OtherTeam(float t) //works only if there are two teams on the map!
+{
+ entity e;
+ e = find(NULL, classname, "nexball_team");
+ if(e.team == t)
+ e = find(e, classname, "nexball_team");
+ return e.team;
+}
+
+const int ST_NEXBALL_GOALS = 1;
+void nb_ScoreRules(int teams)
+{
+ GameRules_scoring(teams, 0, 0, {
+ field_team(ST_NEXBALL_GOALS, "goals", SFL_SORT_PRIO_PRIMARY);
+ field(SP_NEXBALL_GOALS, "goals", SFL_SORT_PRIO_PRIMARY);
+ field(SP_NEXBALL_FAULTS, "faults", SFL_SORT_PRIO_SECONDARY | SFL_LOWER_IS_BETTER);
+ });
+}
+
+void LogNB(string mode, entity actor)
+{
+ string s;
+ if(!autocvar_sv_eventlog)
+ return;
+ s = strcat(":nexball:", mode);
+ if(actor != NULL)
+ s = strcat(s, ":", ftos(actor.playerid));
+ GameLogEcho(s);
+}
+
+void ball_restart(entity this)
+{
+ if(this.owner)
+ DropBall(this, this.owner.origin, '0 0 0');
+ ResetBall(this);
+}
+
+void nexball_setstatus(entity this)
+{
+ this.items &= ~IT_KEY1;
+ if(this.ballcarried)
+ {
+ if(this.ballcarried.teamtime && (this.ballcarried.teamtime < time))
+ {
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_NEXBALL_RETURN_HELD));
+ entity e = this.ballcarried;
+ DropBall(this.ballcarried, this.ballcarried.owner.origin, '0 0 0');
+ ResetBall(e);
+ }
+ else
+ this.items |= IT_KEY1;
+ }
+}
+
+void relocate_nexball(entity this)
+{
+ tracebox(this.origin, BALL_MINS, BALL_MAXS, this.origin, true, this);
+ if(trace_startsolid)
+ {
+ vector o = this.origin;
+ if (!move_out_of_solid(this)) {
+ objerror(this, "could not get out of solid at all!");
+ }
+ LOG_INFOF(
+ "^1NOTE: this map needs FIXING. %s at %s needs to be moved out of solid, e.g. by %s",
+ this.classname,
+ vtos(o - '0 0 1'),
+ vtos(this.origin - o)
+ );
+ this.origin = o;
+ }
+}
+
+void DropOwner(entity this)
+{
+ entity ownr;
+ ownr = this.owner;
+ DropBall(this, ownr.origin, ownr.velocity);
+ makevectors(ownr.v_angle.y * '0 1 0');
+ ownr.velocity += ('0 0 0.75' - v_forward) * 1000;
+ UNSET_ONGROUND(ownr);
+}
+
+void GiveBall(entity plyr, entity ball)
+{
+ .entity weaponentity = weaponentities[0]; // TODO: find ballstealer
+ entity ownr = ball.owner;
+ if(ownr)
+ {
+ ownr.effects &= ~autocvar_g_nexball_basketball_effects_default;
+ ownr.ballcarried = NULL;
+ GameRules_scoring_vip(ownr, false);
+ if(STAT(NB_METERSTART, ownr))
+ {
+ STAT(NB_METERSTART, ownr) = 0;
+ ownr.(weaponentity).state = WS_READY;
+ }
+ WaypointSprite_Kill(ownr.waypointsprite_attachedforcarrier);
+ }
+ else
+ {
+ WaypointSprite_Kill(ball.waypointsprite_attachedforcarrier);
+ }
+
+ //setattachment(ball, plyr, "");
+ setorigin(ball, plyr.origin + plyr.view_ofs);
+
+ if(ball.team != plyr.team)
+ ball.teamtime = time + autocvar_g_nexball_basketball_delay_hold_forteam;
+
+ ball.owner = ball.pusher = plyr; //"owner" is set to the player carrying, "pusher" to the last player who touched it
+ ball.weaponentity_fld = weaponentity;
+ ball.team = plyr.team;
+ plyr.ballcarried = ball;
+ GameRules_scoring_vip(plyr, true);
+ ball.nb_dropper = plyr;
+
+ plyr.effects |= autocvar_g_nexball_basketball_effects_default;
+ ball.effects &= ~autocvar_g_nexball_basketball_effects_default;
+
+ ball.velocity = '0 0 0';
+ set_movetype(ball, MOVETYPE_NONE);
+ settouch(ball, func_null);
+ ball.effects |= EF_NOSHADOW;
+ ball.scale = 1; // scale down.
+
+ WaypointSprite_AttachCarrier(WP_NbBall, plyr, RADARICON_FLAGCARRIER);
+ WaypointSprite_UpdateRule(plyr.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
+
+ if(autocvar_g_nexball_basketball_delay_hold)
+ {
+ setthink(ball, DropOwner);
+ ball.nextthink = time + autocvar_g_nexball_basketball_delay_hold;
+ }
+
+ STAT(WEAPONS, plyr.(weaponentity)) = STAT(WEAPONS, plyr);
+ plyr.m_switchweapon = plyr.(weaponentity).m_weapon;
+ STAT(WEAPONS, plyr) = WEPSET(NEXBALL);
+ Weapon w = WEP_NEXBALL;
+ w.wr_resetplayer(w, plyr);
+ plyr.(weaponentity).m_switchweapon = WEP_NEXBALL;
+ W_SwitchWeapon(plyr, WEP_NEXBALL, weaponentity);
+}
+
+void DropBall(entity ball, vector org, vector vel)
+{
+ ball.effects |= autocvar_g_nexball_basketball_effects_default;
+ ball.effects &= ~EF_NOSHADOW;
+ ball.owner.effects &= ~autocvar_g_nexball_basketball_effects_default;
+
+ setattachment(ball, NULL, "");
+ setorigin(ball, org);
+ set_movetype(ball, MOVETYPE_BOUNCE);
+ UNSET_ONGROUND(ball);
+ ball.scale = ball_scale;
+ ball.velocity = vel;
+ ball.nb_droptime = time;
+ settouch(ball, basketball_touch);
+ setthink(ball, ResetBall);
+ ball.nextthink = min(time + autocvar_g_nexball_delay_idle, ball.teamtime);
+
+ if(STAT(NB_METERSTART, ball.owner))
+ {
+ STAT(NB_METERSTART, ball.owner) = 0;
+ .entity weaponentity = ball.weaponentity_fld;
+ ball.owner.(weaponentity).state = WS_READY;
+ }
+
+ WaypointSprite_Kill(ball.owner.waypointsprite_attachedforcarrier);
+ WaypointSprite_Spawn(WP_NbBall, 0, 0, ball, '0 0 64', NULL, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER); // no health bar please
+ WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
+
+ entity e = ball.owner; ball.owner = NULL;
+ e.ballcarried = NULL;
+ GameRules_scoring_vip(e, false);
+}
+
+void InitBall(entity this)
+{
+ if(game_stopped) return;
+ UNSET_ONGROUND(this);
+ set_movetype(this, MOVETYPE_BOUNCE);
+ if(this.classname == "nexball_basketball")
+ settouch(this, basketball_touch);
+ else if(this.classname == "nexball_football")
+ settouch(this, football_touch);
+ this.cnt = 0;
+ setthink(this, ResetBall);
+ this.nextthink = time + autocvar_g_nexball_delay_idle + 3;
+ this.teamtime = 0;
+ this.pusher = NULL;
+ this.team = false;
+ _sound(this, CH_TRIGGER, this.noise1, VOL_BASE, ATTEN_NORM);
+ WaypointSprite_Ping(this.waypointsprite_attachedforcarrier);
+ LogNB("init", NULL);
+}
+
+void ResetBall(entity this)
+{
+ if(this.cnt < 2) // step 1
+ {
+ if(time == this.teamtime)
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_NEXBALL_RETURN_HELD));
+
+ settouch(this, func_null);
+ set_movetype(this, MOVETYPE_NOCLIP);
+ this.velocity = '0 0 0'; // just in case?
+ if(!this.cnt)
+ LogNB("resetidle", NULL);
+ this.cnt = 2;
+ this.nextthink = time;
+ }
+ else if(this.cnt < 4) // step 2 and 3
+ {
+// dprint("Step ", ftos(this.cnt), ": Calculated velocity: ", vtos(this.spawnorigin - this.origin), ", time: ", ftos(time), "\n");
+ this.velocity = (this.spawnorigin - this.origin) * (this.cnt - 1); // 1 or 0.5 second movement
+ this.nextthink = time + 0.5;
+ this.cnt += 1;
+ }
+ else // step 4
+ {
+// dprint("Step 4: time: ", ftos(time), "\n");
+ if(vdist(this.origin - this.spawnorigin, >, 10)) // should not happen anymore
+ LOG_TRACE("The ball moved too far away from its spawn origin.\nOffset: ",
+ vtos(this.origin - this.spawnorigin), " Velocity: ", vtos(this.velocity), "\n");
+ this.velocity = '0 0 0';
+ setorigin(this, this.spawnorigin); // make sure it's positioned correctly anyway
+ set_movetype(this, MOVETYPE_NONE);
+ setthink(this, InitBall);
+ this.nextthink = max(time, game_starttime) + autocvar_g_nexball_delay_start;
+ }
+}
+
+void football_touch(entity this, entity toucher)
+{
+ if(toucher.solid == SOLID_BSP)
+ {
+ if(time > this.lastground + 0.1)
+ {
+ _sound(this, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
+ this.lastground = time;
+ }
+ if(this.velocity && !this.cnt)
+ this.nextthink = time + autocvar_g_nexball_delay_idle;
+ return;
+ }
+ if (!IS_PLAYER(toucher) && !IS_VEHICLE(toucher))
+ return;
+ if(GetResource(toucher, RES_HEALTH) < 1)
+ return;
+ if(!this.cnt)
+ this.nextthink = time + autocvar_g_nexball_delay_idle;
+
+ this.pusher = toucher;
+ this.team = toucher.team;
+
+ if(autocvar_g_nexball_football_physics == -1) // MrBougo try 1, before decompiling Rev's original
+ {
+ if(toucher.velocity)
+ this.velocity = toucher.velocity * 1.5 + '0 0 1' * autocvar_g_nexball_football_boost_up;
+ }
+ else if(autocvar_g_nexball_football_physics == 1) // MrBougo's modded Rev style: partially independant of the height of the aiming point
+ {
+ makevectors(toucher.v_angle);
+ this.velocity = toucher.velocity + v_forward * autocvar_g_nexball_football_boost_forward + '0 0 1' * autocvar_g_nexball_football_boost_up;
+ }
+ else if(autocvar_g_nexball_football_physics == 2) // 2nd mod try: totally independant. Really playable!
+ {
+ makevectors(toucher.v_angle.y * '0 1 0');
+ this.velocity = toucher.velocity + v_forward * autocvar_g_nexball_football_boost_forward + v_up * autocvar_g_nexball_football_boost_up;
+ }
+ else // Revenant's original style (from the original mod's disassembly, acknowledged by Revenant)
+ {
+ makevectors(toucher.v_angle);
+ this.velocity = toucher.velocity + v_forward * autocvar_g_nexball_football_boost_forward + v_up * autocvar_g_nexball_football_boost_up;
+ }
+ this.avelocity = -250 * v_forward; // maybe there is a way to make it look better?
+}
+
+void basketball_touch(entity this, entity toucher)
+{
+ if(toucher.ballcarried)
+ {
+ football_touch(this, toucher);
+ return;
+ }
+ if(!this.cnt && IS_PLAYER(toucher) && !STAT(FROZEN, toucher) && !IS_DEAD(toucher) && (toucher != this.nb_dropper || time > this.nb_droptime + autocvar_g_nexball_delay_collect))
+ {
+ if(GetResource(toucher, RES_HEALTH) < 1)
+ return;
+ LogNB("caught", toucher);
+ GiveBall(toucher, this);
+ }
+ else if(toucher.solid == SOLID_BSP)
+ {
+ _sound(this, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
+ if(this.velocity && !this.cnt)
+ this.nextthink = min(time + autocvar_g_nexball_delay_idle, this.teamtime);
+ }
+}
+
+void GoalTouch(entity this, entity toucher)
+{
+ entity ball;
+ float isclient, pscore, otherteam;
+ string pname;
+
+ if(game_stopped) return;
+ if((this.spawnflags & GOAL_TOUCHPLAYER) && toucher.ballcarried)
+ ball = toucher.ballcarried;
+ else
+ ball = toucher;
+ if(ball.classname != "nexball_basketball")
+ if(ball.classname != "nexball_football")
+ return;
+ if((!ball.pusher && this.team != GOAL_OUT) || ball.cnt)
+ return;
+ EXACTTRIGGER_TOUCH(this, toucher);
+
+
+ if(NumTeams(nb_teams) == 2)
+ otherteam = OtherTeam(ball.team);
+ else
+ otherteam = 0;
+
+ if((isclient = IS_CLIENT(ball.pusher)))
+ pname = ball.pusher.netname;
+ else
+ pname = "Someone (?)";
+
+ if(ball.team == this.team) //owngoal (regular goals)
+ {
+ LogNB("owngoal", ball.pusher);
+ bprint("Boo! ", pname, "^7 scored a goal against their own team!\n");
+ pscore = -1;
+ }
+ else if(this.team == GOAL_FAULT)
+ {
+ LogNB("fault", ball.pusher);
+ if(NumTeams(nb_teams) == 2)
+ bprint(Team_ColoredFullName(otherteam), " gets a point due to ", pname, "^7's silliness.\n");
+ else
+ bprint(Team_ColoredFullName(ball.team), " loses a point due to ", pname, "^7's silliness.\n");
+ pscore = -1;
+ }
+ else if(this.team == GOAL_OUT)
+ {
+ LogNB("out", ball.pusher);
+ if((this.spawnflags & GOAL_TOUCHPLAYER) && ball.owner)
+ bprint(pname, "^7 went out of bounds.\n");
+ else
+ bprint("The ball was returned.\n");
+ pscore = 0;
+ }
+ else //score
+ {
+ LogNB(strcat("goal:", ftos(this.team)), ball.pusher);
+ bprint("Goaaaaal! ", pname, "^7 scored a point for the ", Team_ColoredFullName(ball.team), ".\n");
+ pscore = 1;
+ }
+
+ _sound(ball, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NONE);
+
+ if(ball.team && pscore)
+ {
+ if(NumTeams(nb_teams) == 2 && pscore < 0)
+ TeamScore_AddToTeam(otherteam, ST_NEXBALL_GOALS, -pscore);
+ else
+ TeamScore_AddToTeam(ball.team, ST_NEXBALL_GOALS, pscore);
+ }
+ if(isclient)
+ {
+ if(pscore > 0)
+ GameRules_scoring_add(ball.pusher, NEXBALL_GOALS, pscore);
+ else if(pscore < 0)
+ GameRules_scoring_add(ball.pusher, NEXBALL_FAULTS, -pscore);
+ }
+
+ if(ball.owner) // Happens on spawnflag GOAL_TOUCHPLAYER
+ DropBall(ball, ball.owner.origin, ball.owner.velocity);
+
+ WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
+
+ ball.cnt = 1;
+ setthink(ball, ResetBall);
+ if(ball.classname == "nexball_basketball")
+ settouch(ball, football_touch); // better than func_null: football control until the ball gets reset
+ ball.nextthink = time + autocvar_g_nexball_delay_goal * (this.team != GOAL_OUT);
+}
+
+//=======================//
+// team ents //
+//=======================//
+spawnfunc(nexball_team)
+{
+ if(!g_nexball)
+ {
+ delete(this);
+ return;
+ }
+ this.team = this.cnt + 1;
+}
+
+void nb_spawnteam(string teamname, float teamcolor)
+{
+ LOG_TRACE("^2spawned team ", teamname);
+ entity e = new(nexball_team);
+ e.netname = teamname;
+ e.cnt = teamcolor;
+ e.team = e.cnt + 1;
+ //nb_teams += 1;
+}
+
+void nb_spawnteams()
+{
+ bool t_red = false, t_blue = false, t_yellow = false, t_pink = false;
+ entity e;
+ for(e = NULL; (e = find(e, classname, "nexball_goal"));)
+ {
+ switch(e.team)
+ {
+ case NUM_TEAM_1:
+ if(!t_red)
+ {
+ nb_spawnteam("Red", e.team-1) ;
+ nb_teams |= BIT(0);
+ t_red = true;
+ }
+ break;
+ case NUM_TEAM_2:
+ if(!t_blue)
+ {
+ nb_spawnteam("Blue", e.team-1) ;
+ t_blue = true;
+ nb_teams |= BIT(1);
+ }
+ break;
+ case NUM_TEAM_3:
+ if(!t_yellow)
+ {
+ nb_spawnteam("Yellow", e.team-1);
+ t_yellow = true;
+ nb_teams |= BIT(2);
+ }
+ break;
+ case NUM_TEAM_4:
+ if(!t_pink)
+ {
+ nb_spawnteam("Pink", e.team-1) ;
+ t_pink = true;
+ nb_teams |= BIT(3);
+ }
+ break;
+ }
+ }
+}
+
+void nb_delayedinit(entity this)
+{
+ if(find(NULL, classname, "nexball_team") == NULL)
+ nb_spawnteams();
+ nb_ScoreRules(nb_teams);
+}
+
+
+//=======================//
+// spawnfuncs //
+//=======================//
+
+void SpawnBall(entity this)
+{
+ if(!g_nexball) { delete(this); return; }
+
+// balls += 4; // using the remaining bits to count balls will leave more than the max edict count, so it's fine
+
+ if(this.model == "")
+ {
+ this.model = "models/nexball/ball.md3";
+ this.scale = 1.3;
+ }
+
+ precache_model(this.model);
+ _setmodel(this, this.model);
+ setsize(this, BALL_MINS, BALL_MAXS);
+ ball_scale = this.scale;
+
+ relocate_nexball(this);
+ this.spawnorigin = this.origin;
+
+ this.effects = this.effects | EF_LOWPRECISION;
+
+ if(cvar(strcat("g_", this.classname, "_trail"))) //nexball_basketball :p
+ {
+ this.glow_color = autocvar_g_nexball_trail_color;
+ this.glow_trail = true;
+ }
+
+ set_movetype(this, MOVETYPE_FLY);
+
+ if(autocvar_g_nexball_playerclip_collisions)
+ this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP;
+
+ if(!autocvar_g_nexball_sound_bounce)
+ this.noise = "";
+ else if(this.noise == "")
+ this.noise = strzone(SND(NB_BOUNCE));
+ //bounce sound placeholder (FIXME)
+ if(this.noise1 == "")
+ this.noise1 = strzone(SND(NB_DROP));
+ //ball drop sound placeholder (FIXME)
+ if(this.noise2 == "")
+ this.noise2 = strzone(SND(NB_STEAL));
+ //stealing sound placeholder (FIXME)
+ if(this.noise) precache_sound(this.noise);
+ precache_sound(this.noise1);
+ precache_sound(this.noise2);
+
+ WaypointSprite_AttachCarrier(WP_NbBall, this, RADARICON_FLAGCARRIER); // the ball's team is not set yet, no rule update needed
+
+ this.reset = ball_restart;
+ setthink(this, InitBall);
+ this.nextthink = game_starttime + autocvar_g_nexball_delay_start;
+}
+
+spawnfunc(nexball_basketball)
+{
+ nexball_mode |= NBM_BASKETBALL;
+ this.classname = "nexball_basketball";
+ if (!(balls & BALL_BASKET))
+ {
+ /*
+ CVTOV(g_nexball_basketball_effects_default);
+ CVTOV(g_nexball_basketball_delay_hold);
+ CVTOV(g_nexball_basketball_delay_hold_forteam);
+ CVTOV(g_nexball_basketball_teamsteal);
+ */
+ autocvar_g_nexball_basketball_effects_default = autocvar_g_nexball_basketball_effects_default & BALL_EFFECTMASK;
+ }
+ if(!this.effects)
+ this.effects = autocvar_g_nexball_basketball_effects_default;
+ this.solid = SOLID_TRIGGER;
+ this.pushable = autocvar_g_nexball_basketball_jumppad;
+ balls |= BALL_BASKET;
+ this.bouncefactor = autocvar_g_nexball_basketball_bouncefactor;
+ this.bouncestop = autocvar_g_nexball_basketball_bouncestop;
+ SpawnBall(this);
+}
+
+spawnfunc(nexball_football)
+{
+ nexball_mode |= NBM_FOOTBALL;
+ this.classname = "nexball_football";
+ this.solid = SOLID_TRIGGER;
+ balls |= BALL_FOOT;
+ this.pushable = autocvar_g_nexball_football_jumppad;
+ this.bouncefactor = autocvar_g_nexball_football_bouncefactor;
+ this.bouncestop = autocvar_g_nexball_football_bouncestop;
+ SpawnBall(this);
+}
+
+bool nb_Goal_Customize(entity this, entity client)
+{
+ entity e = WaypointSprite_getviewentity(client);
+ entity wp_owner = this.owner;
+ if(SAME_TEAM(e, wp_owner)) { return false; }
+
+ return true;
+}
+
+void SpawnGoal(entity this)
+{
+ if(!g_nexball) { delete(this); return; }
+
+ EXACTTRIGGER_INIT;
+
+ if(this.team != GOAL_OUT && Team_IsValidTeam(this.team))
+ {
+ entity wp = WaypointSprite_SpawnFixed(WP_NbGoal, (this.absmin + this.absmax) * 0.5, this, sprite, RADARICON_NONE);
+ wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0.5 0');
+ setcefc(this.sprite, nb_Goal_Customize);
+ }
+
+ this.classname = "nexball_goal";
+ if(this.noise == "")
+ this.noise = "ctf/respawn.wav";
+ precache_sound(this.noise);
+ settouch(this, GoalTouch);
+}
+
+spawnfunc(nexball_redgoal)
+{
+ this.team = NUM_TEAM_1;
+ SpawnGoal(this);
+}
+spawnfunc(nexball_bluegoal)
+{
+ this.team = NUM_TEAM_2;
+ SpawnGoal(this);
+}
+spawnfunc(nexball_yellowgoal)
+{
+ this.team = NUM_TEAM_3;
+ SpawnGoal(this);
+}
+spawnfunc(nexball_pinkgoal)
+{
+ this.team = NUM_TEAM_4;
+ SpawnGoal(this);
+}
+
+spawnfunc(nexball_fault)
+{
+ this.team = GOAL_FAULT;
+ if(this.noise == "")
+ this.noise = strzone(SND(TYPEHIT));
+ SpawnGoal(this);
+}
+
+spawnfunc(nexball_out)
+{
+ this.team = GOAL_OUT;
+ if(this.noise == "")
+ this.noise = strzone(SND(TYPEHIT));
+ SpawnGoal(this);
+}
+
+//
+//Spawnfuncs preserved for compatibility
+//
+
+spawnfunc(ball)
+{
+ spawnfunc_nexball_football(this);
+}
+spawnfunc(ball_football)
+{
+ spawnfunc_nexball_football(this);
+}
+spawnfunc(ball_basketball)
+{
+ spawnfunc_nexball_basketball(this);
+}
+// The "red goal" is defended by blue team. A ball in there counts as a point for red.
+spawnfunc(ball_redgoal)
+{
+ spawnfunc_nexball_bluegoal(this); // I blame Revenant
+}
+spawnfunc(ball_bluegoal)
+{
+ spawnfunc_nexball_redgoal(this); // but he didn't mean to cause trouble :p
+}
+spawnfunc(ball_fault)
+{
+ spawnfunc_nexball_fault(this);
+}
+spawnfunc(ball_bound)
+{
+ spawnfunc_nexball_out(this);
+}
+
+bool ball_customize(entity this, entity client)
+{
+ if(!this.owner)
+ {
+ this.effects &= ~EF_FLAME;
+ this.scale = 1;
+ setcefc(this, func_null);
+ return true;
+ }
+
+ if(client == this.owner)
+ {
+ this.scale = autocvar_g_nexball_viewmodel_scale;
+ if(this.enemy)
+ this.effects |= EF_FLAME;
+ else
+ this.effects &= ~EF_FLAME;
+ }
+ else
+ {
+ this.effects &= ~EF_FLAME;
+ this.scale = 1;
+ }
+
+ return true;
+}
+
+void nb_DropBall(entity player)
+{
+ if(player.ballcarried && g_nexball)
+ DropBall(player.ballcarried, player.origin, player.velocity);
+}
+
+MUTATOR_HOOKFUNCTION(nb, ClientDisconnect)
+{
+ entity player = M_ARGV(0, entity);
+
+ nb_DropBall(player);
+}
+
+MUTATOR_HOOKFUNCTION(nb, PlayerDies)
+{
+ entity frag_target = M_ARGV(2, entity);
+
+ nb_DropBall(frag_target);
+}
+
+MUTATOR_HOOKFUNCTION(nb, MakePlayerObserver)
+{
+ entity player = M_ARGV(0, entity);
+
+ nb_DropBall(player);
+ return false;
+}
+
+MUTATOR_HOOKFUNCTION(nb, PlayerPreThink)
+{
+ entity player = M_ARGV(0, entity);
+
+ makevectors(player.v_angle);
+ if(nexball_mode & NBM_BASKETBALL)
+ {
+ if(player.ballcarried)
+ {
+ // 'view ball'
+ player.ballcarried.velocity = player.velocity;
+ setcefc(player.ballcarried, ball_customize);
+
+ vector org = player.origin + player.view_ofs +
+ v_forward * autocvar_g_nexball_viewmodel_offset.x +
+ v_right * autocvar_g_nexball_viewmodel_offset.y +
+ v_up * autocvar_g_nexball_viewmodel_offset.z;
+ setorigin(player.ballcarried, org);
+
+ // 'safe passing'
+ if(autocvar_g_nexball_safepass_maxdist)
+ {
+ if(player.ballcarried.wait < time && player.ballcarried.enemy)
+ {
+ //centerprint(player, sprintf("Lost lock on %s", player.ballcarried.enemy.netname));
+ player.ballcarried.enemy = NULL;
+ }
+
+
+ //tracebox(player.origin + player.view_ofs, '-2 -2 -2', '2 2 2', player.origin + player.view_ofs + v_forward * autocvar_g_nexball_safepass_maxdist);
+ crosshair_trace(player);
+ if( trace_ent &&
+ IS_CLIENT(trace_ent) &&
+ !IS_DEAD(trace_ent) &&
+ trace_ent.team == player.team &&
+ vdist(trace_ent.origin - player.origin, <=, autocvar_g_nexball_safepass_maxdist) )
+ {
+
+ //if(player.ballcarried.enemy != trace_ent)
+ // centerprint(player, sprintf("Locked to %s", trace_ent.netname));
+ player.ballcarried.enemy = trace_ent;
+ player.ballcarried.wait = time + autocvar_g_nexball_safepass_holdtime;
+
+
+ }
+ }
+ }
+ else
+ {
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+
+ if(STAT(WEAPONS, player.(weaponentity)))
+ {
+ STAT(WEAPONS, player) = STAT(WEAPONS, player.(weaponentity));
+ Weapon w = WEP_NEXBALL;
+ w.wr_resetplayer(w, player);
+ player.(weaponentity).m_switchweapon = player.m_switchweapon;
+ W_SwitchWeapon(player, player.(weaponentity).m_switchweapon, weaponentity);
+
+ STAT(WEAPONS, player.(weaponentity)) = '0 0 0';
+ }
+ }
+ }
+
+ }
+
+ nexball_setstatus(player);
+}
+
+MUTATOR_HOOKFUNCTION(nb, SpectateCopy)
+{
+ entity spectatee = M_ARGV(0, entity);
+ entity client = M_ARGV(1, entity);
+
+ STAT(NB_METERSTART, client) = STAT(NB_METERSTART, spectatee);
+}
+
+MUTATOR_HOOKFUNCTION(nb, PlayerSpawn)
+{
+ entity player = M_ARGV(0, entity);
+
+ STAT(NB_METERSTART, player) = 0;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ STAT(WEAPONS, player.(weaponentity)) = '0 0 0';
+ }
+
+ if (nexball_mode & NBM_BASKETBALL)
+ STAT(WEAPONS, player) |= WEPSET(NEXBALL);
+ else
+ STAT(WEAPONS, player) = '0 0 0';
+
+ return false;
+}
+
+MUTATOR_HOOKFUNCTION(nb, PlayerPhysics_UpdateStats)
+{
+ entity player = M_ARGV(0, entity);
+ // these automatically reset, no need to worry
+
+ if(player.ballcarried)
+ STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_nexball_basketball_carrier_highspeed;
+}
+
+MUTATOR_HOOKFUNCTION(nb, ForbidThrowCurrentWeapon)
+{
+ //entity player = M_ARGV(0, entity);
+ entity wepent = M_ARGV(1, entity);
+
+ return wepent.m_weapon == WEP_NEXBALL;
+}
+
+MUTATOR_HOOKFUNCTION(nb, ForbidDropCurrentWeapon)
+{
+ //entity player = M_ARGV(0, entity);
+ int wep = M_ARGV(1, int);
+
+ return wep == WEP_MORTAR.m_id; // TODO: what is this for?
+}
+
+MUTATOR_HOOKFUNCTION(nb, FilterItem)
+{
+ entity item = M_ARGV(0, entity);
+
+ if(Item_IsLoot(item))
+ if(item.weapon == WEP_NEXBALL.m_id)
+ return true;
+
+ return false;
+}
+
+MUTATOR_HOOKFUNCTION(nb, ItemTouch)
+{
+ entity item = M_ARGV(0, entity);
+ entity toucher = M_ARGV(1, entity);
+
+ if(item.weapon && toucher.ballcarried)
+ return MUT_ITEMTOUCH_RETURN; // no new weapons for you, mister!
+
+ return MUT_ITEMTOUCH_CONTINUE;
+}
+
+MUTATOR_HOOKFUNCTION(nb, TeamBalance_CheckAllowedTeams)
+{
+ M_ARGV(1, string) = "nexball_team";
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(nb, WantWeapon)
+{
+ M_ARGV(1, float) = 0; // weapon is set a few lines later, apparently
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(nb, DropSpecialItems)
+{
+ entity frag_target = M_ARGV(0, entity);
+
+ if(frag_target.ballcarried)
+ DropBall(frag_target.ballcarried, frag_target.origin, frag_target.velocity);
+
+ return false;
+}
+
+MUTATOR_HOOKFUNCTION(nb, SendWaypoint)
+{
+ M_ARGV(2, int) &= ~0x80;
+}
+
+REGISTER_MUTATOR(nb, false)
+{
+ MUTATOR_STATIC();
+ MUTATOR_ONADD
+ {
+ g_nexball_meter_period = autocvar_g_nexball_meter_period;
+ if(g_nexball_meter_period <= 0)
+ g_nexball_meter_period = 2; // avoid division by zero etc. due to silly users
+ g_nexball_meter_period = rint(g_nexball_meter_period * 32) / 32; //Round to 1/32ths to send as a byte multiplied by 32
+
+ // General settings
+ /*
+ CVTOV(g_nexball_football_boost_forward); //100
+ CVTOV(g_nexball_football_boost_up); //200
+ CVTOV(g_nexball_delay_idle); //10
+ CVTOV(g_nexball_football_physics); //0
+ */
+ radar_showennemies = autocvar_g_nexball_radar_showallplayers;
+
+ InitializeEntity(NULL, nb_delayedinit, INITPRIO_GAMETYPE);
+ WEP_NEXBALL.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
+
+ GameRules_teams(true);
+ GameRules_limit_score(autocvar_g_nexball_goallimit);
+ GameRules_limit_lead(autocvar_g_nexball_goalleadlimit);
+ }
+
+ MUTATOR_ONROLLBACK_OR_REMOVE
+ {
+ WEP_NEXBALL.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
+ }
+ return 0;
+}
--- /dev/null
+#pragma once
+
+//EF_BRIGHTFIELD|EF_BRIGHTLIGHT|EF_DIMLIGHT|EF_BLUE|EF_RED|EF_FLAME
+const float BALL_EFFECTMASK = 1229;
+const vector BALL_MINS = '-16 -16 -16'; // The model is 24*24*24
+const vector BALL_MAXS = '16 16 16';
+const vector BALL_ATTACHORG = '3 0 16';
+const float BALL_FOOT = 1;
+const float BALL_BASKET = 2;
+//spawnflags
+const float GOAL_TOUCHPLAYER = 1;
+//goal types
+const float GOAL_FAULT = -1;
+const float GOAL_OUT = -2;
+
+void DropBall(entity ball, vector org, vector vel);
+float autocvar_g_nexball_football_boost_forward;
+float autocvar_g_nexball_football_boost_up;
+float autocvar_g_nexball_football_physics;
+float autocvar_g_nexball_delay_idle;
+float autocvar_g_nexball_basketball_delay_hold;
+float autocvar_g_nexball_basketball_delay_hold_forteam;
+float autocvar_g_nexball_basketball_effects_default;
+float autocvar_g_nexball_basketball_teamsteal;
+float autocvar_g_nexball_meter_period;
+
+float balls;
+float ball_scale;
+float nb_teams;
+
+.entity nb_dropper;
+.float nb_droptime;
+
+.float teamtime;
{
Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_ONS_NOTSHIELDED_TEAM);
msg_entity = it;
- soundto(MSG_ONE, this, CHAN_AUTO, SND(KH_ALARM), VOL_BASE, ATTEN_NONE); // FIXME: unique sound?
+ soundto(MSG_ONE, this, CHAN_AUTO, SND(ONS_GENERATOR_ALARM), VOL_BASE, ATTEN_NONE);
}
else
Send_Notification(NOTIF_ONE, it, MSG_CENTER, APP_TEAM_NUM(this.team, CENTER_ONS_NOTSHIELDED));
WriteVector(MSG_ENTITY, this.origin);
- WriteString(MSG_ENTITY, this.target);
- WriteString(MSG_ENTITY, this.target2);
- WriteString(MSG_ENTITY, this.target3);
- WriteString(MSG_ENTITY, this.target4);
- WriteString(MSG_ENTITY, this.targetname);
- WriteByte(MSG_ENTITY, this.target_random);
+ sf = 0;
+ sf = BITSET(sf, BIT(0), this.target_random);
+
+ sf = BITSET(sf, BIT(1), this.target && this.target != "");
+ sf = BITSET(sf, BIT(2), this.target2 && this.target2 != "");
+ sf = BITSET(sf, BIT(3), this.target3 && this.target3 != "");
+ sf = BITSET(sf, BIT(4), this.target4 && this.target4 != "");
+ sf = BITSET(sf, BIT(5), this.targetname && this.targetname != "");
+
+ WriteByte(MSG_ENTITY, sf);
+ if(sf & BIT(1))
+ WriteString(MSG_ENTITY, this.target);
+ if(sf & BIT(2))
+ WriteString(MSG_ENTITY, this.target2);
+ if(sf & BIT(3))
+ WriteString(MSG_ENTITY, this.target3);
+ if(sf & BIT(4))
+ WriteString(MSG_ENTITY, this.target4);
+ if(sf & BIT(5))
+ WriteString(MSG_ENTITY, this.targetname);
WriteByte(MSG_ENTITY, this.wait);
this.origin = ReadVector();
setorigin(this, this.origin);
- this.target = strzone(ReadString());
- this.target2 = strzone(ReadString());
- this.target3 = strzone(ReadString());
- this.target4 = strzone(ReadString());
- this.targetname = strzone(ReadString());
- this.target_random = ReadByte();
+ int targbits = ReadByte();
+ this.target_random = (targbits & BIT(0));
+
+ this.target = ((targbits & BIT(1)) ? strzone(ReadString()) : string_null);
+ this.target2 = ((targbits & BIT(2)) ? strzone(ReadString()) : string_null);
+ this.target3 = ((targbits & BIT(3)) ? strzone(ReadString()) : string_null);
+ this.target4 = ((targbits & BIT(4)) ? strzone(ReadString()) : string_null);
+ this.targetname = ((targbits & BIT(5)) ? strzone(ReadString()) : string_null);
this.wait = ReadByte();
void dynlight_find_aiment(entity this)
{
entity targ;
- if (!this.target)
+ if (!this.target || this.target == "")
objerror (this, "dynlight: no target to follow");
targ = find(NULL, targetname, this.target);
void dynlight_find_path(entity this)
{
entity targ;
- if (!this.target)
+ if (!this.target || this.target == "")
objerror (this, "dynlight: no target to follow");
targ = find(NULL, targetname, this.target);
void dynlight_find_target(entity this)
{
entity targ;
- if (!this.target)
+ if (!this.target || this.target == "")
objerror (this, "dynlight: no target to follow");
targ = find(NULL, targetname, this.target);
void Ent_TriggerMusic_Think(entity this)
{
- if(this.active == ACTIVE_NOT)
+ if(this.active == ACTIVE_NOT || intermission)
{
return;
}
void counter_use(entity this, entity actor, entity trigger)
{
entity store = this;
- if(this.spawnflags & COUNTER_PER_PLAYER)
+ if(this.spawnflags & COUNTER_PER_PLAYER) // FIXME: multiple counters in the map will not function correctly, and upon trigger reset the player won't be able to use it again!
{
if(!IS_PLAYER(actor))
return;
toucher.triggerhealtime = time + this.delay;
bool playthesound = (this.spawnflags & HEAL_SOUND_ALWAYS);
- bool healed = Heal(toucher, this, GetResource(this, RES_HEALTH), this.max_health);
+ bool healed = Heal(toucher, this, this.health, this.max_health);
if(playthesound || healed)
_sound (toucher, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
this.active = ACTIVE_ACTIVE;
if(!this.delay)
this.delay = 1;
- if(!GetResource(this, RES_HEALTH))
- SetResourceExplicit(this, RES_HEALTH, 10); // TODO: use a special field for this, it doesn't have actual health!
+ if(!this.health)
+ this.health = 10;
if(!this.max_health)
this.max_health = 200; // max health topoff for field
if(this.noise == "")
#include "magicear.qh"
#ifdef SVQC
-float magicear_matched;
-float W_Tuba_HasPlayed(entity pl, .entity weaponentity, string melody, float instrument, float ignorepitch, float mintempo, float maxtempo);
+#include <common/weapons/weapon/tuba.qh>
+bool magicear_matched;
string trigger_magicear_processmessage(entity ear, entity source, float teamsay, entity privatesay, string msgin)
{
float domatch, dotrigger, matchstart, l;
/*
* t_swamp.c
-* Adds spawnfunc_trigger_swamp and suppoart routines for xonotic 1.2.1+
+* Adds spawnfunc_trigger_swamp and support routines for nexuiz 1.2.1+ and xonotic
* Author tZork (Jakob MG)
* jakob@games43.se
* 2005 11 29
*/
-.float swamp_interval; //Hurt players in swamp with this interval
-.float swamp_slowdown; //Players in swamp get slowd down by this mutch 0-1 is slowdown 1-~ is speedup (!?)
-.float swamp_lifetime; // holds the points remaining until slug dies (not quite health!)
-.entity swampslug;
-
-#ifdef SVQC
-spawnfunc(trigger_swamp);
-#endif
-void swamp_touch(entity this, entity toucher);
-void swampslug_think(entity this);
-
/*
* Uses a entity calld swampslug to handle players in the swamp
//Slug dead? then remove curses.
if(GetResource(this, RES_HEALTH) <= 0)
{
- this.owner.in_swamp = 0;
+ if(this.owner.swampslug == this)
+ {
+ this.owner.in_swamp = false;
+ this.owner.swampslug = NULL;
+ }
delete(this);
//centerprint(this.owner,"Killing slug...\n");
return;
EXACTTRIGGER_TOUCH(this, toucher);
// Chech if player alredy got a swampslug.
- if(toucher.in_swamp != 1)
+ if(!toucher.in_swamp)
{
// If not attach one.
//centerprint(toucher,"Entering swamp!\n");
- toucher.swampslug = spawn();
+ if(!toucher.swampslug) // just incase
+ toucher.swampslug = spawn();
toucher.swampslug.swamp_lifetime = 2;
setthink(toucher.swampslug, swampslug_think);
toucher.swampslug.nextthink = time;
toucher.swampslug.dmg = this.dmg;
toucher.swampslug.swamp_interval = this.swamp_interval;
toucher.swamp_slowdown = this.swamp_slowdown;
- toucher.in_swamp = 1;
+ toucher.in_swamp = true;
return;
}
- //toucher.in_swamp = 1;
+ //toucher.in_swamp = true;
//Revitalize players swampslug
toucher.swampslug.swamp_lifetime = 2;
}
/*QUAKED spawnfunc_trigger_swamp (.5 .5 .5) ?
-Players gettin into the swamp will
-get slowd down and damaged
+Players in the swamp will be
+slowed down and damaged over time
*/
spawnfunc(trigger_swamp)
{
.float swamp_interval; //Hurt players in swamp with this interval
.float swamp_slowdown; //Players in swamp get slowd down by this mutch 0-1 is slowdown 1-~ is speedup (!?)
-.entity swampslug;
-.float in_swamp; // bool
+.bool in_swamp;
.entity swampslug; // Uses this to release from swamp ("untouch" fix)
+
+.float swamp_interval; //Hurt players in swamp with this interval
+.float swamp_slowdown; //Players in swamp get slowd down by this mutch 0-1 is slowdown 1-~ is speedup (!?)
+.float swamp_lifetime; // holds the points remaining until slug dies (not quite health!)
+
+#ifdef SVQC
+spawnfunc(trigger_swamp);
+#endif
+void swamp_touch(entity this, entity toucher);
+void swampslug_think(entity this);
LOG_WARNF("Missing model: \"%s\"", s);
return;
}
- profile(sprintf("precache_model(\"%s\")", s));
+ //profile(sprintf("precache_model(\"%s\")", s));
precache_model(s);
strcpy(this.model_str_, s);
}
if(trace_ent && IS_MONSTER(trace_ent))
reverse = true;
- // TODO: fix this... tracing is broken if the floor is thin
- /*
- if(!allow_jumpoff)
+ if(!allow_jumpoff && IS_ONGROUND(this))
{
- a = b - '0 0 32';
- traceline(b, a, MOVE_WORLDONLY, this);
+ traceline(b, b - '0 0 32', MOVE_NORMAL, this);
if(trace_fraction == 1.0)
reverse = true;
- } */
+ }
if(reverse)
{
e.noalign = this.noalign;
e.angles = this.angles;
e.monster_skill = this.monster_skill;
+ e.skin = this.skin;
e = spawnmonster(e, this.spawnmob, 0, this, this, this.origin, false, true, this.monster_moveflags);
}
bool mutator_log = false;
.bool m_added;
-#define MUTATOR_IS_ENABLED(this) MUTATOR_##this.mutatorcheck()
+#define _MUTATOR_IS_ENABLED(this) this.mutatorcheck()
+#define MUTATOR_IS_ENABLED(this) _MUTATOR_IS_ENABLED(MUTATOR_##this)
#ifdef GAMEQC
/** server mutators activate corresponding client mutators for all clients */
}
STATIC_INIT_LATE(Mutators) {
- FOREACH(Mutators, it.mutatorcheck(), Mutator_Add(it));
+ FOREACH(Mutators, _MUTATOR_IS_ENABLED(it), Mutator_Add(it));
}
#define MUTATOR_ONADD if (mode == MUTATOR_ADDING)
ENDCLASS(Buff)
STATIC_INIT(REGISTER_BUFFS) {
- FOREACH(Buffs, true, {
- it.m_itemid = BIT(it.m_id - 1); \
- it.m_sprite = strzone(strcat("buff-", it.netname)); \
- });
+ FOREACH(Buffs, true, {
+ it.m_itemid = BIT(it.m_id - 1);
+ it.m_sprite = strzone(strcat("buff-", it.netname));
+ });
}
#ifdef SVQC
if ( STAT(NADE_BONUS_SCORE, player) >= 1 )
{
Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_NADE_BONUS);
- play2(player, SND(KH_ALARM));
+ play2(player, SND(NADE_BONUS));
STAT(NADE_BONUS, player)++;
STAT(NADE_BONUS_SCORE, player) -= 1;
}
bool autocvar_g_waypointsprite_turrets = true;
float autocvar_g_waypointsprite_turrets_maxdist = 5000;
bool autocvar_g_waypointsprite_turrets_text = false;
+bool autocvar_g_waypointsprite_turrets_onlyhurt = false;
bool autocvar_g_waypointsprite_uppercase;
bool autocvar_g_waypointsprite_text;
float autocvar_g_waypointsprite_iconsize = 32;
SOUND(ONS_CONTROLPOINT_UNDERATTACK, "onslaught/controlpoint_underattack");
SOUND(ONS_DAMAGEBLOCKEDBYSHIELD, "onslaught/damageblockedbyshield");
SOUND(ONS_ELECTRICITY_EXPLODE, "onslaught/electricity_explode");
+SOUND(ONS_GENERATOR_ALARM, "kh/alarm"); // FIXME: unique sound
SOUND(ONS_GENERATOR_DECAY, "onslaught/generator_decay");
SOUND(ONS_GENERATOR_UNDERATTACK, "onslaught/generator_underattack");
SOUND(ONS_HIT1, "onslaught/ons_hit1");
SOUND(VEH_SPIDERBOT_WALK, "vehicles/spiderbot_walk");
SOUND(NADE_BEEP, "overkill/grenadebip");
+SOUND(NADE_BONUS, "kh/alarm"); // FIXME: unique sound
SOUND(BUFF_LOST, "relics/relic_effect");
TC(Sound, this);
string s = _Sound_fixpath(this.sound_str());
if (!s) return;
- profile(sprintf("precache_sound(\"%s\")", s));
+ //profile(sprintf("precache_sound(\"%s\")", s));
precache_sound(s);
strcpy(this.sound_str_, s);
}
#ifdef SVQC
-/**
- turret_checkpoint
-**/
-
-
-//.entity checkpoint_target;
-
-/*
-#define checkpoint_cache_who flagcarried
-#define checkpoint_cache_from lastrocket
-#define checkpoint_cache_to selected_player
-*/
-
-/*
-entity path_makeorcache(entity forwho,entity start, entity end)
-{
- entity pth;
-
- //pth = pathlib_makepath(forwho, start.origin,end.origin,PFL_GROUNDSNAP,500,1.5,PT_QUICKSTAR);
-
- return pth;
-}
-*/
-
-void turret_checkpoint_use()
-{
-}
-
-#if 0
-void turret_checkpoint_think(entity this)
-{
- if(this.enemy)
- te_lightning1(this,this.origin, this.enemy.origin);
-
- this.nextthink = time + 0.25;
-}
-#endif
/*QUAKED turret_checkpoint (1 0 1) (-32 -32 -32) (32 32 32)
-----------KEYS------------
target: .targetname of next waypoint in chain.
-----------SPAWNFLAGS-----------
---------NOTES----------
If a loop is of targets are formed, any unit entering this loop will patrol it indefinitly.
-If the checkpoint chain in not looped, the unit will go "Roaming" when the last point is reached.
+If the checkpoint chain is not looped, the unit will go "Roaming" when the last point is reached.
*/
-//float tc_acum;
void turret_checkpoint_init(entity this)
{
traceline(this.origin + '0 0 16', this.origin - '0 0 1024', MOVE_WORLDONLY, this);
setorigin(this, trace_endpos + '0 0 32');
- if(this.target != "")
+ if(this.target && this.target != "")
{
this.enemy = find(NULL, targetname, this.target);
- if(this.enemy == NULL)
- LOG_TRACE("A turret_checkpoint faild to find its target!");
+ if(!this.enemy)
+ LOG_TRACE("A turret_checkpoint failed to find its target!");
}
- //setthink(this, turret_checkpoint_think);
- //this.nextthink = time + tc_acum + 0.25;
- //tc_acum += 0.25;
}
spawnfunc(turret_checkpoint)
{
setorigin(this, this.origin);
- setthink(this, turret_checkpoint_init);
- this.nextthink = time + 0.2;
+ InitializeEntity(this, turret_checkpoint_init, INITPRIO_FINDTARGET);
}
// Compat.
t = t * (1 - (1 - waypointsprite_crosshairfadescale) * (1 - bound(0, crosshairdistance/waypointsprite_crosshairfadedistance, 1)));
}
- o = drawspritearrow(o, M_PI, rgb, a, SPRITE_ARROW_SCALE * t);
- if(autocvar_g_waypointsprite_turrets_text)
+ bool draw_healthbar = ((this.helpme && time < this.helpme) || !autocvar_g_waypointsprite_turrets_onlyhurt || hud != HUD_NORMAL);
+ bool draw_text = autocvar_g_waypointsprite_turrets_text;
+
+ if(draw_healthbar || draw_text) // make sure it's actually being drawn
+ {
+ o = drawspritearrow(o, M_PI, rgb, a, SPRITE_ARROW_SCALE * t);
+ }
+ if(draw_text)
{
o = drawsprite_TextOrIcon(true, o, M_PI, (SPRITE_HEALTHBAR_WIDTH + 2 * SPRITE_HEALTHBAR_BORDER) * t, rgb, a, waypointsprite_fontsize * '1 1 0', txt);
}
- drawhealthbar(
- o,
- 0,
- GetResource(this, RES_HEALTH) / 255,
- '0 0 0',
- '0 0 0',
- 0.5 * SPRITE_HEALTHBAR_WIDTH * t,
- 0.5 * SPRITE_HEALTHBAR_HEIGHT * t,
- SPRITE_HEALTHBAR_MARGIN * t + 0.5 * waypointsprite_fontsize,
- SPRITE_HEALTHBAR_BORDER * t,
- 0,
- rgb,
- a * SPRITE_HEALTHBAR_BORDERALPHA,
- rgb,
- a * SPRITE_HEALTHBAR_HEALTHALPHA,
- DRAWFLAG_NORMAL
- );
+ if(draw_healthbar)
+ {
+ drawhealthbar(
+ o,
+ 0,
+ GetResource(this, RES_HEALTH) / 255,
+ '0 0 0',
+ '0 0 0',
+ 0.5 * SPRITE_HEALTHBAR_WIDTH * t,
+ 0.5 * SPRITE_HEALTHBAR_HEIGHT * t,
+ SPRITE_HEALTHBAR_MARGIN * t + 0.5 * waypointsprite_fontsize,
+ SPRITE_HEALTHBAR_BORDER * t,
+ 0,
+ rgb,
+ a * SPRITE_HEALTHBAR_BORDERALPHA,
+ rgb,
+ a * SPRITE_HEALTHBAR_HEALTHALPHA,
+ DRAWFLAG_NORMAL
+ );
+ }
}
void turret_construct(entity this, bool isnew)
actor.punchangle_y = random() - 0.5;
}
- fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, burst_speed), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), thiswep.m_id, EFFECT_BULLET);
+ fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, burst_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), thiswep.m_id, EFFECT_BULLET);
Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
P(class, prefix, burst_animtime, float, NONE) \
P(class, prefix, burst_refire2, float, NONE) \
P(class, prefix, burst_refire, float, NONE) \
- P(class, prefix, burst_speed, float, NONE) \
+ P(class, prefix, burst_spread, float, NONE) \
P(class, prefix, first, float, NONE) \
P(class, prefix, first_ammo, float, NONE) \
P(class, prefix, first_damage, float, NONE) \
classfield(Tuba) .float tuba_volume_initial;
classfield(Tuba) .int tuba_instrument;
#endif
+
+#ifdef SVQC
+bool W_Tuba_HasPlayed(entity pl, .entity weaponentity, string melody, int instrument, bool ignorepitch, float mintempo, float maxtempo);
+#endif
FIELD_SCALAR(fld, health) \
FIELD_SCALAR(fld, height) \
FIELD_SCALAR(fld, impulse) \
+ FIELD_SCALAR(fld, item_pickupsound) \
FIELD_SCALAR(fld, killtarget) \
FIELD_SCALAR(fld, lerpfrac) \
FIELD_SCALAR(fld, light_lev) \
FIELD_SCALAR(fld, lip) \
FIELD_SCALAR(fld, loddistance1) \
FIELD_SCALAR(fld, lodmodel1) \
+ FIELD_SCALAR(fld, lodmodel2) \
FIELD_SCALAR(fld, ltime) \
FIELD_SCALAR(fld, map) \
FIELD_SCALAR(fld, max_health) \
int autocvar_g_pickup_items;
float autocvar_g_player_alpha;
float autocvar_g_player_brightness;
+float autocvar_g_player_damageforcescale = 2;
bool autocvar_g_playerclip_collisions;
int autocvar_g_powerups;
int autocvar_g_projectiles_damage;
int autocvar_leadlimit_override;
int autocvar_minplayers;
int autocvar_minplayers_per_team;
-int autocvar_name_maxlength;
string autocvar_nextmap;
string autocvar_quit_and_redirect;
float autocvar_quit_and_redirect_timer;
float autocvar_sv_maxairspeed;
float autocvar_sv_maxspeed;
string autocvar_sv_motd;
+int autocvar_sv_name_maxlength = 64;
bool autocvar_sv_precacheplayermodels;
bool autocvar_sv_q3acompat_machineshotgunswap;
bool autocvar_sv_servermodelsonly;
const int WAYPOINTFLAG_LADDER = BIT(15);
const int WAYPOINTFLAG_JUMP = BIT(14);
-entity kh_worldkeylist;
-.entity kh_worldkeynext;
-
float bot_custom_weapon;
float bot_weapons_close[Weapons_MAX];
float bot_weapons_far[Weapons_MAX];
#include "havocbot.qh"
+#include "roles.qh"
+
#include <server/defs.qh>
#include <server/miscfunctions.qh>
#include "../cvars.qh"
#include <lib/warpzone/common.qh>
-.float speed;
-
void havocbot_ai(entity this)
{
if(this.draggedby)
void havocbot_keyboard_movement(entity this, vector destorg)
{
- vector keyboard;
+ if(time <= this.havocbot_keyboardtime)
+ return;
- if (time > this.havocbot_keyboardtime)
+ float sk = skill + this.bot_moveskill;
+ this.havocbot_keyboardtime =
+ max(
+ this.havocbot_keyboardtime
+ + 0.05 / max(1, sk + this.havocbot_keyboardskill)
+ + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
+ , time);
+ vector keyboard = CS(this).movement / autocvar_sv_maxspeed;
+
+ float trigger = autocvar_bot_ai_keyboard_threshold;
+
+ // categorize forward movement
+ // at skill < 1.5 only forward
+ // at skill < 2.5 only individual directions
+ // at skill < 4.5 only individual directions, and forward diagonals
+ // at skill >= 4.5, all cases allowed
+ if (keyboard.x > trigger)
{
- float sk = skill + this.bot_moveskill;
- this.havocbot_keyboardtime =
- max(
- this.havocbot_keyboardtime
- + 0.05 / max(1, sk + this.havocbot_keyboardskill)
- + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
- , time);
- keyboard = CS(this).movement / autocvar_sv_maxspeed;
-
- float trigger = autocvar_bot_ai_keyboard_threshold;
-
- // categorize forward movement
- // at skill < 1.5 only forward
- // at skill < 2.5 only individual directions
- // at skill < 4.5 only individual directions, and forward diagonals
- // at skill >= 4.5, all cases allowed
- if (keyboard.x > trigger)
- {
- keyboard.x = 1;
- if (sk < 2.5)
- keyboard.y = 0;
- }
- else if (keyboard.x < -trigger && sk > 1.5)
- {
- keyboard.x = -1;
- if (sk < 4.5)
- keyboard.y = 0;
- }
- else
- {
- keyboard.x = 0;
- if (sk < 1.5)
- keyboard.y = 0;
- }
+ keyboard.x = 1;
+ if (sk < 2.5)
+ keyboard.y = 0;
+ }
+ else if (keyboard.x < -trigger && sk > 1.5)
+ {
+ keyboard.x = -1;
if (sk < 4.5)
- keyboard.z = 0;
-
- if (keyboard.y > trigger)
- keyboard.y = 1;
- else if (keyboard.y < -trigger)
- keyboard.y = -1;
- else
keyboard.y = 0;
+ }
+ else
+ {
+ keyboard.x = 0;
+ if (sk < 1.5)
+ keyboard.y = 0;
+ }
+ if (sk < 4.5)
+ keyboard.z = 0;
- if (keyboard.z > trigger)
- keyboard.z = 1;
- else if (keyboard.z < -trigger)
- keyboard.z = -1;
- else
- keyboard.z = 0;
+ if (keyboard.y > trigger)
+ keyboard.y = 1;
+ else if (keyboard.y < -trigger)
+ keyboard.y = -1;
+ else
+ keyboard.y = 0;
- // make sure bots don't get stuck if havocbot_keyboardtime is very high
- if (keyboard == '0 0 0')
- this.havocbot_keyboardtime = min(this.havocbot_keyboardtime, time + 0.2);
+ if (keyboard.z > trigger)
+ keyboard.z = 1;
+ else if (keyboard.z < -trigger)
+ keyboard.z = -1;
+ else
+ keyboard.z = 0;
- this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
- if (this.havocbot_ducktime > time)
- PHYS_INPUT_BUTTON_CROUCH(this) = true;
+ // make sure bots don't get stuck if havocbot_keyboardtime is very high
+ if (keyboard == '0 0 0')
+ this.havocbot_keyboardtime = min(this.havocbot_keyboardtime, time + 0.2);
- keyboard = this.havocbot_keyboard;
- float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree
- //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
- CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend;
- }
+ this.havocbot_keyboard = keyboard * autocvar_sv_maxspeed;
+ if (this.havocbot_ducktime > time)
+ PHYS_INPUT_BUTTON_CROUCH(this) = true;
+
+ keyboard = this.havocbot_keyboard;
+ float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree
+ //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
+ CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend;
}
void havocbot_bunnyhop(entity this, vector dir)
{
- float bunnyhopdistance;
- vector deviation;
- float maxspeed;
-
// Don't jump when attacking
if(this.aistatus & AI_STATUS_ATTACKING)
return;
if(IS_PLAYER(this.goalcurrent))
return;
- maxspeed = autocvar_sv_maxspeed;
-
- if(this.aistatus & AI_STATUS_RUNNING && vdist(this.velocity, <, autocvar_sv_maxspeed * 0.75)
- || this.aistatus & AI_STATUS_DANGER_AHEAD)
+ if((this.aistatus & AI_STATUS_RUNNING) && vdist(this.velocity, <, autocvar_sv_maxspeed * 0.75)
+ || (this.aistatus & AI_STATUS_DANGER_AHEAD))
{
this.aistatus &= ~AI_STATUS_RUNNING;
PHYS_INPUT_BUTTON_JUMP(this) = false;
}
vector gco = get_closer_dest(this.goalcurrent, this.origin);
- bunnyhopdistance = vlen(this.origin - gco);
// Run only to visible goals
if(IS_ONGROUND(this))
- if(vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed)) // if -really- running
+ if(vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed))
if(checkpvs(this.origin + this.view_ofs, this.goalcurrent))
{
- this.bot_lastseengoal = this.goalcurrent;
+ this.bot_lastseengoal = this.goalcurrent;
- // seen it before
- if(this.bot_timelastseengoal)
+ // seen it before
+ if(this.bot_timelastseengoal)
+ {
+ // for a period of time
+ if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
{
- // for a period of time
- if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
- {
- float checkdistance;
- checkdistance = true;
+ bool checkdistance = true;
- // don't run if it is too close
- if(this.bot_canruntogoal==0)
- {
- if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_startdistance)
- this.bot_canruntogoal = 1;
- else
- this.bot_canruntogoal = -1;
- }
+ // don't run if it is too close
+ if(this.bot_canruntogoal==0)
+ {
+ if(vdist(this.origin - gco, >, autocvar_bot_ai_bunnyhop_startdistance))
+ this.bot_canruntogoal = 1;
+ else
+ this.bot_canruntogoal = -1;
+ }
- if(this.bot_canruntogoal != 1)
- return;
+ if(this.bot_canruntogoal != 1)
+ return;
- if(this.aistatus & AI_STATUS_ROAMING)
- if(this.goalcurrent.classname=="waypoint")
- if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
- if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
- if(this.goalstack01 && !wasfreed(this.goalstack01))
+ if(this.aistatus & AI_STATUS_ROAMING)
+ if(this.goalcurrent.classname == "waypoint")
+ if(!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
+ if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
+ if(this.goalstack01 && !wasfreed(this.goalstack01))
+ {
+ vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
+ vector deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
+ while (deviation.y < -180) deviation.y = deviation.y + 360;
+ while (deviation.y > 180) deviation.y = deviation.y - 360;
+
+ if(fabs(deviation.y) < 20)
+ if(vlen2(this.origin - gco) < vlen2(this.origin - gno))
+ if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
{
- vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
- deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
- while (deviation.y < -180) deviation.y = deviation.y + 360;
- while (deviation.y > 180) deviation.y = deviation.y - 360;
-
- if(fabs(deviation.y) < 20)
- if(bunnyhopdistance < vlen(this.origin - gno))
- if(fabs(gno.z - gco.z) < this.maxs.z - this.mins.z)
+ if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
+ if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
{
- if(vdist(gco - gno, >, autocvar_bot_ai_bunnyhop_startdistance))
- if(checkpvs(this.origin + this.view_ofs, this.goalstack01))
- {
- checkdistance = false;
- }
+ checkdistance = false;
}
}
+ }
- if(checkdistance)
- {
- this.aistatus &= ~AI_STATUS_RUNNING;
- // increase stop distance in case the goal is on a slope or a lower platform
- if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z))
- PHYS_INPUT_BUTTON_JUMP(this) = true;
- }
- else
- {
- this.aistatus |= AI_STATUS_RUNNING;
+ if(checkdistance)
+ {
+ this.aistatus &= ~AI_STATUS_RUNNING;
+ // increase stop distance in case the goal is on a slope or a lower platform
+ if(vdist(this.origin - gco, >, autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z)))
PHYS_INPUT_BUTTON_JUMP(this) = true;
- }
+ }
+ else
+ {
+ this.aistatus |= AI_STATUS_RUNNING;
+ PHYS_INPUT_BUTTON_JUMP(this) = true;
}
}
- else
- {
- this.bot_timelastseengoal = time;
- }
+ }
+ else
+ {
+ this.bot_timelastseengoal = time;
+ }
}
else
{
this.bot_timelastseengoal = 0;
}
-
-#if 0
- // Release jump button
- if(!cvar("sv_pogostick"))
- if((IS_ONGROUND(this)) == 0)
- {
- if(this.velocity.z < 0 || vlen(this.velocity)<maxspeed)
- PHYS_INPUT_BUTTON_JUMP(this) = false;
-
- // Strafe
- if(this.aistatus & AI_STATUS_RUNNING)
- if(vlen(this.velocity)>maxspeed)
- {
- deviation = vectoangles(dir) - vectoangles(this.velocity);
- while (deviation.y < -180) deviation.y = deviation.y + 360;
- while (deviation.y > 180) deviation.y = deviation.y - 360;
-
- if(fabs(deviation.y)>10)
- CS(this).movement_x = 0;
-
- if(deviation.y>10)
- CS(this).movement_y = maxspeed * -1;
- else if(deviation.y<10)
- CS(this).movement_y = maxspeed;
-
- }
- }
-#endif
}
// return true when bot isn't getting closer to the current goal
vector havocbot_dodge(entity this);
-.void(entity this) havocbot_role;
-.void(entity this) havocbot_previous_role;
-
void(entity this, float ratingscale, vector org, float sradius) havocbot_goalrating_items;
void(entity this, float ratingscale, vector org, float sradius) havocbot_goalrating_enemyplayers;
#include "../bot.qh"
#include "../navigation.qh"
-.float bot_ratingscale;
-.float bot_ratingscale_time;
-.float max_armorvalue;
-.float havocbot_role_timeout;
-
-.void(entity this) havocbot_previous_role;
-.void(entity this) havocbot_role;
-
void havocbot_goalrating_waypoints(entity this, float ratingscale, vector org, float sradius)
{
// rate waypoints only if there's no alternative goal
if(!teamplay)
return true;
- // actually these variables hold the squared distances in order to optimize code
- float friend_distance = FLOAT_MAX;
- float enemy_distance = FLOAT_MAX;
- float dist;
+ // these variables hold squared distances in order to optimize code
+ float friend_dist2 = FLOAT_MAX;
+ float enemy_dist2 = FLOAT_MAX;
+ float dist2;
FOREACH_CLIENT(IS_PLAYER(it) && it != this && !(IS_DEAD(it) || STAT(FROZEN, it)),
{
if (!IS_REAL_CLIENT(it))
continue;
- dist = vlen2(it.origin - item_org);
- if(dist > friend_distance)
+ dist2 = vlen2(it.origin - item_org);
+ if (dist2 > friend_dist2)
continue;
if(havocbot_goalrating_item_can_be_left_to_teammate(this, it, item))
{
- friend_distance = dist;
+ friend_dist2 = dist2;
continue;
}
}
{
// If enemy only track distances
// TODO: track only if visible ?
- dist = vlen2(it.origin - item_org);
- if(dist < enemy_distance)
- enemy_distance = dist;
+ dist2 = vlen2(it.origin - item_org);
+ if (dist2 < enemy_dist2)
+ enemy_dist2 = dist2;
}
});
// Rate the item only if no one needs it, or if an enemy is closer to it
- dist = vlen2(item_org - org);
- if ((enemy_distance < friend_distance && dist < enemy_distance) ||
- (friend_distance > autocvar_bot_ai_friends_aware_pickup_radius ** 2) ||
- (dist < friend_distance && dist < 200 ** 2))
+ dist2 = vlen2(item_org - org);
+ if ((enemy_dist2 < friend_dist2 && dist2 < enemy_dist2)
+ || (friend_dist2 > autocvar_bot_ai_friends_aware_pickup_radius ** 2)
+ || (dist2 < friend_dist2 && dist2 < 200 ** 2))
return true;
return false;
};
void havocbot_goalrating_items(entity this, float ratingscale, vector org, float sradius)
{
- float rating;
- vector o;
ratingscale = ratingscale * 0.0001;
IL_EACH(g_items, it.bot_pickup,
it.bot_pickup_respawning = true;
}
- o = (it.absmin + it.absmax) * 0.5;
+ vector o = (it.absmin + it.absmax) * 0.5;
if(vdist(o - org, >, sradius) || (it == this.ignoregoal && time < this.ignoregoaltime) )
continue;
it.bot_ratingscale_time = time;
it.bot_ratingscale = ratingscale;
- rating = it.bot_pickupevalfunc(this, it);
+ float rating = it.bot_pickupevalfunc(this, it);
if(rating > 0)
navigation_routerating(this, it, rating * ratingscale, 2000);
});
}
-#define BOT_RATING_ENEMY 2500
void havocbot_goalrating_enemyplayers(entity this, float ratingscale, vector org, float sradius)
{
if (autocvar_bot_nofire)
return;
// don't chase players if we're under water
- if(this.waterlevel>WATERLEVEL_WETFEET)
+ if(this.waterlevel > WATERLEVEL_WETFEET)
return;
ratingscale = ratingscale * 0.0001;
- float t;
FOREACH_CLIENT(IS_PLAYER(it) && bot_shouldattack(this, it), {
// TODO: Merge this logic with the bot_shouldattack function
if(vdist(it.origin - org, <, 100) || vdist(it.origin - org, >, sradius))
continue;
*/
- t = ((GetResource(this, RES_HEALTH) + GetResource(this, RES_ARMOR)) - (GetResource(it, RES_HEALTH) + GetResource(it, RES_ARMOR))) / 150;
+ float t = ((GetResource(this, RES_HEALTH) + GetResource(this, RES_ARMOR)) - (GetResource(it, RES_HEALTH) + GetResource(it, RES_ARMOR))) / 150;
t = bound(0, 1 + t, 3);
if (skill > 3)
{
#pragma once
+
+const float BOT_RATING_ENEMY = 2500;
+
+.float bot_ratingscale;
+.float bot_ratingscale_time;
+.float havocbot_role_timeout;
+
+.void(entity this) havocbot_previous_role;
+.void(entity this) havocbot_role;
#include "../common/mapobjects/teleporters.qh"
#include "../common/mapobjects/target/spawnpoint.qh"
#include <common/mapobjects/trigger/counter.qh>
+#include <common/mapobjects/trigger/swamp.qh>
#include "../common/vehicles/all.qh"
this.pauseregen_finished += f;
}
- this.damageforcescale = 2;
+ this.damageforcescale = autocvar_g_player_damageforcescale;
this.death_time = 0;
this.respawn_flags = 0;
this.respawn_time = 0;
if(this.conveyor)
IL_REMOVE(g_conveyed, this);
this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
+ if(this.swampslug)
+ delete(this.swampslug);
+ this.in_swamp = false;
STAT(HUD, this) = HUD_NORMAL;
this.event_damage = PlayerDamage;
{
if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
- else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
+ else if (CS(this).motd_actived_time == -2)
{
// instantly hide MOTD
CS(this).motd_actived_time = 0;
Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
}
+ else if (IS_PLAYER(this) || IS_SPEC(this))
+ {
+ // FIXME occasionally for some reason MOTD never goes away
+ // delay MOTD removal a little bit in the hope it fixes this bug
+ if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
+ CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
+ else //if (CS(this).motd_actived_time < -2)
+ CS(this).motd_actived_time++;
+ }
}
}
if (this.netname == "" || this.netname != CS(this).netname_previous)
{
bool assume_unchanged = (CS(this).netname_previous == "");
- if (autocvar_name_maxlength > 0 && strlennocol(this.netname) > autocvar_name_maxlength)
+ if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
{
- int new_length = textLengthUpToLength(this.netname, autocvar_name_maxlength, strlennocol);
+ int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
- sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_name_maxlength));
+ sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
assume_unchanged = false;
// stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
}
bool radar_showennemies;
-#ifdef PROFILING
-float client_cefc_accumulator;
-float client_cefc_accumulatortime;
-#endif
-
.float weapon_load[Weapons_MAX];
.int ammo_none; // used by the reloading system, must always be 0
.int clip_load;
UpdateFrags(attacker, f);
}
-.entity kh_next;
-
string AppendItemcodes(string s, entity player)
{
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
s = strcat(s, "S");
if(time < player.invincible_finished)
s = strcat(s, "I");
- if(player.flagcarried != NULL)
- s = strcat(s, "F");
if(PHYS_INPUT_BUTTON_CHAT(player))
s = strcat(s, "T");
- if(player.kh_next)
- s = strcat(s, "K");
+ // TODO: include these codes as a flag on the item itself
+ MUTATOR_CALLHOOK(LogDeath_AppendItemCodes, player, s);
+ s = M_ARGV(1, string);
return s;
}
hitloc = nearest;
if(deathtype & WEP_BLASTER.m_id)
- force *= WEP_CVAR_BOTH(blaster, !(deathtype & HITTYPE_SECONDARY), force_zscale);
+ force.z *= WEP_CVAR_BOTH(blaster, !(deathtype & HITTYPE_SECONDARY), force_zscale);
if(targ != directhitentity)
{
#include "../lib/warpzone/common.qh"
#include "../lib/warpzone/server.qh"
-.int state;
-
/*============================================
Wazat's Xonotic Grappling Hook
============================================*/
-.float hook_length;
-
void RemoveGrapplingHooks(entity pl)
{
if(pl.move_movetype == MOVETYPE_FLY)
// (note: you can change the hook impulse #'s to whatever you please)
.float hook_time;
+.float hook_length;
+
const float HOOK_FIRING = BIT(0);
const float HOOK_REMOVING = BIT(1);
const float HOOK_PULLING = BIT(2);
const float HOOK_RELEASING = BIT(3);
const float HOOK_WAITING_FOR_RELEASE = BIT(4);
.float hook_state;
+.int state;
void GrappleHookInit();
vector hook_shotorigin[4];
+
continue;
if(argv(0) == "cd")
{
+ string trackname = argv(2);
LOG_INFO("Found ^1UNSUPPORTED^7 cd loop command in .cfg file; put this line in mapinfo instead:");
- LOG_INFO(" cdtrack ", argv(2));
+ LOG_INFO(" cdtrack ", trackname);
+ if (cvar_value_issafe(trackname))
+ {
+ string newstuff = strcat(clientstuff, "cd loop \"", trackname, "\"\n");
+ strcpy(clientstuff, newstuff);
+ }
}
else if(argv(0) == "fog")
{
string Map_Current_Name;
// NOTE: this now expects the map list to be already tokenized and the count in Map_Count
-float GetMaplistPosition()
+int GetMaplistPosition()
{
- float pos, idx;
- string map;
-
- map = GetMapname();
- idx = autocvar_g_maplist_index;
+ string map = GetMapname();
+ int idx = autocvar_g_maplist_index;
if(idx >= 0)
+ {
if(idx < Map_Count)
+ {
if(map == argv(idx))
+ {
return idx;
+ }
+ }
+ }
- for(pos = 0; pos < Map_Count; ++pos)
+ for(int pos = 0; pos < Map_Count; ++pos)
+ {
if(map == argv(pos))
return pos;
+ }
// resume normal maplist rotation if current map is not in g_maplist
return idx;
void Maplist_Init()
{
- Map_Count = tokenizebyseparator(autocvar_g_maplist, " ");
- float i;
- for (i = 0; i < Map_Count; ++i)
- if (Map_Check(i, 2))
- break;
+ float i = Map_Count = 0;
+ if(autocvar_g_maplist != "")
+ {
+ Map_Count = tokenizebyseparator(autocvar_g_maplist, " ");
+ for (i = 0; i < Map_Count; ++i)
+ {
+ if (Map_Check(i, 2))
+ break;
+ }
+ }
+
if (i == Map_Count)
{
bprint( "Maplist contains no usable maps! Resetting it to default map list.\n" );
cvar_set("g_maplist", MapInfo_ListAllAllowedMaps(MapInfo_RequiredFlags(), MapInfo_ForbiddenFlags() | MAPINFO_FLAG_NOAUTOMAPLIST));
if(autocvar_g_maplist_shuffle)
ShuffleMaplist();
- localcmd("\nmenu_cmd sync\n");
+ if(!server_is_dedicated)
+ localcmd("\nmenu_cmd sync\n");
Map_Count = tokenizebyseparator(autocvar_g_maplist, " ");
}
if(Map_Count == 0)
string GetNextMap()
{
- float nextMap;
-
Maplist_Init();
- nextMap = -1;
+ float nextMap = -1;
if(nextMap == -1)
if(autocvar_g_maplist_shuffle > 0)
return;
alreadychangedlevel = true;
- string nextMap;
-
- nextMap = GetNextMap();
+ string nextMap = GetNextMap();
if(nextMap == "")
error("Everything is broken - cannot find a next map. Please report this to the developers.");
Map_Goto(reinit);
IMPULSE(waypoint_here_crosshair)
{
- WarpZone_crosshair_trace(this);
+ WarpZone_crosshair_trace_plusvisibletriggers(this);
entity wp = WaypointSprite_DeployFixed(WP_Here, false, this, trace_endpos, RADARICON_HERE);
if (wp) WaypointSprite_Ping(wp);
sprint(this, "HERE spawned at crosshair\n");
allow_mutatorblocked = M_ARGV(3, bool);
if(allguns)
- d = boolean(weaponinfo.spawnflags & WEP_FLAG_NORMAL);
+ d = boolean((weaponinfo.spawnflags & WEP_FLAG_NORMAL) && !(weaponinfo.spawnflags & WEP_FLAG_HIDDEN));
else if(!mutator_returnvalue)
d = !(!weaponinfo.weaponstart);
/**/ o(int, MUTATOR_ARGV_0_int) \
/**/
MUTATOR_HOOKABLE(GetPlayerLimit, EV_GetPlayerLimit);
+
+/** include special item codes for a death to the game log */
+#define EV_LogDeath_AppendItemCodes(i, o) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** item codes */ i(string, MUTATOR_ARGV_1_string) \
+ /**/ o(string, MUTATOR_ARGV_1_string) \
+ /**/
+MUTATOR_HOOKABLE(LogDeath_AppendItemCodes, EV_LogDeath_AppendItemCodes);
/**
Uniform push from a point
**/
-#define steerlib_push(ent,point) normalize(ent.origin - point)
+#define steerlib_push(ent,point) normalize((ent).origin - point)
/*
vector steerlib_push(entity this, vector point)
{
**/
vector steerlib_arrive(entity this, vector point, float maximal_distance)
{
- float distance = bound(0.001,vlen(this.origin - point),maximal_distance);
+ float distance = bound(0.001, vlen(this.origin - point), maximal_distance);
vector direction = normalize(point - this.origin);
return direction * (distance / maximal_distance);
}
**/
vector steerlib_attract(entity this, vector point, float maximal_distance)
{
- float distance = bound(0.001,vlen(this.origin - point),maximal_distance);
+ float distance = bound(0.001, vlen(this.origin - point), maximal_distance);
vector direction = normalize(point - this.origin);
- return direction * (1-(distance / maximal_distance));
+ return direction * (1 - (distance / maximal_distance));
}
-vector steerlib_attract2(entity this, vector point, float min_influense,float max_distance,float max_influense)
+vector steerlib_attract2(entity this, vector point, float min_influense, float max_distance, float max_influense)
{
- float distance = bound(0.00001,vlen(this.origin - point),max_distance);
+ float distance = bound(0.00001, vlen(this.origin - point), max_distance);
vector direction = normalize(point - this.origin);
float influense = 1 - (distance / max_distance);
influense = min_influense + (influense * (max_influense - min_influense));
- return direction * influense;
+ return direction * influense;
}
/*
/**
Move away from a point.
**/
-vector steerlib_repell(entity this, vector point,float maximal_distance)
+vector steerlib_repel(entity this, vector point, float maximal_distance)
{
- float distance;
- vector direction;
-
- distance = bound(0.001,vlen(this.origin - point),maximal_distance);
- direction = normalize(this.origin - point);
+ float distance = bound(0.001, vlen(this.origin - point), maximal_distance);
+ vector direction = normalize(this.origin - point);
- return direction * (1-(distance / maximal_distance));
+ return direction * (1 - (distance / maximal_distance));
}
/**
Try to keep at ideal_distance away from point
**/
-vector steerlib_standoff(entity this, vector point,float ideal_distance)
+vector steerlib_standoff(entity this, vector point, float ideal_distance)
{
- float distance;
vector direction;
-
- distance = vlen(this.origin - point);
-
+ float distance = vlen(this.origin - point);
if(distance < ideal_distance)
{
}
/**
- A random heading in a forward halfcicrle
+ A random heading in a forward semicircle
- use like:
- this.target = steerlib_wander(256,32,this.target)
+ usage:
+ this.target = steerlib_wander(256, 32, this.target)
- where range is the cicrle radius and tresh is how close we need to be to pick a new heading.
+ where range is the circle radius and threshold is how close we need to be to pick a new heading.
+ Assumes v_forward is set by makevectors
**/
-vector steerlib_wander(entity this, float range, float tresh, vector oldpoint)
+vector steerlib_wander(entity this, float range, float threshold, vector oldpoint)
{
- vector wander_point;
- wander_point = v_forward - oldpoint;
+ vector wander_point = v_forward - oldpoint;
- if (vdist(wander_point, >, tresh))
+ if (vdist(wander_point, >, threshold))
return oldpoint;
- range = bound(0,range,1);
+ range = bound(0, range, 1);
wander_point = this.origin + v_forward * 128;
wander_point = wander_point + randomvec() * (range * 128) - randomvec() * (range * 128);
}
/**
- Dodge a point. dont work to well.
+ Dodge a point NOTE: doesn't work well
**/
vector steerlib_dodge(entity this, vector point, vector dodge_dir, float min_distance)
{
- float distance;
-
- distance = max(vlen(this.origin - point),min_distance);
+ float distance = max(vlen(this.origin - point), min_distance);
if (min_distance < distance)
return '0 0 0';
- return dodge_dir * (min_distance/distance);
+ return dodge_dir * (min_distance / distance);
}
/**
Group will move towards the unified direction while keeping close to eachother.
**/
.float flock_id;
-vector steerlib_flock(entity this, float _radius, float standoff,float separation_force,float flock_force)
+vector steerlib_flock(entity this, float _radius, float standoff, float separation_force, float flock_force)
{
- entity flock_member;
vector push = '0 0 0', pull = '0 0 0';
- float ccount = 0;
+ int ccount = 0;
- flock_member = findradius(this.origin, _radius);
+ entity flock_member = findradius(this.origin, _radius);
while(flock_member)
{
if(flock_member != this)
if(flock_member.flock_id == this.flock_id)
{
++ccount;
- push = push + (steerlib_repell(this, flock_member.origin,standoff) * separation_force);
+ push = push + (steerlib_repel(this, flock_member.origin,standoff) * separation_force);
pull = pull + (steerlib_arrive(this, flock_member.origin + flock_member.velocity, _radius) * flock_force);
}
flock_member = flock_member.chain;
Group will move towards the unified direction while keeping close to eachother.
xy only version (for ground movers).
**/
-vector steerlib_flock2d(entity this, float _radius, float standoff,float separation_force,float flock_force)
+vector steerlib_flock2d(entity this, float _radius, float standoff, float separation_force, float flock_force)
{
- entity flock_member;
vector push = '0 0 0', pull = '0 0 0';
- float ccount = 0;
+ int ccount = 0;
- flock_member = findradius(this.origin,_radius);
+ entity flock_member = findradius(this.origin,_radius);
while(flock_member)
{
if(flock_member != this)
if(flock_member.flock_id == this.flock_id)
{
++ccount;
- push = push + (steerlib_repell(this, flock_member.origin, standoff) * separation_force);
+ push = push + (steerlib_repel(this, flock_member.origin, standoff) * separation_force);
pull = pull + (steerlib_arrive(this, flock_member.origin + flock_member.velocity, _radius) * flock_force);
}
flock_member = flock_member.chain;
/**
All members want to be in the center, and keep away from eachother.
- The furtehr form the center the more they want to be there.
+ The further from the center the more they want to be there.
This results in a aligned movement (?!) much like flocking.
**/
-vector steerlib_swarm(entity this, float _radius, float standoff,float separation_force,float swarm_force)
+vector steerlib_swarm(entity this, float _radius, float standoff, float separation_force, float swarm_force)
{
- entity swarm_member;
vector force = '0 0 0', center = '0 0 0';
- float ccount = 0;
-
- swarm_member = findradius(this.origin,_radius);
+ int ccount = 0;
+ entity swarm_member = findradius(this.origin,_radius);
while(swarm_member)
{
if(swarm_member.flock_id == this.flock_id)
{
++ccount;
center = center + swarm_member.origin;
- force = force + (steerlib_repell(this, swarm_member.origin,standoff) * separation_force);
+ force = force + (steerlib_repel(this, swarm_member.origin,standoff) * separation_force);
}
swarm_member = swarm_member.chain;
}
Run four tracelines in a forward funnel, bias each diretion negative if something is found there.
You need to call makevectors() (or equivalent) before this function to set v_forward and v_right
**/
-vector steerlib_traceavoid(entity this, float pitch,float length)
+vector steerlib_traceavoid(entity this, float pitch, float length)
{
- vector vup_left,vup_right,vdown_left,vdown_right;
- float fup_left,fup_right,fdown_left,fdown_right;
- vector upwish,downwish,leftwish,rightwish;
- vector v_left,v_down;
-
+ vector v_left = v_right * -1;
+ vector v_down = v_up * -1;
- v_left = v_right * -1;
- v_down = v_up * -1;
-
- vup_left = (v_forward + (v_left * pitch + v_up * pitch)) * length;
- traceline(this.origin, this.origin + vup_left,MOVE_NOMONSTERS,this);
- fup_left = trace_fraction;
+ vector vup_left = (v_forward + (v_left * pitch + v_up * pitch)) * length;
+ traceline(this.origin, this.origin + vup_left, MOVE_NOMONSTERS, this);
+ float fup_left = trace_fraction;
//te_lightning1(NULL,this.origin, trace_endpos);
- vup_right = (v_forward + (v_right * pitch + v_up * pitch)) * length;
- traceline(this.origin,this.origin + vup_right ,MOVE_NOMONSTERS,this);
- fup_right = trace_fraction;
+ vector vup_right = (v_forward + (v_right * pitch + v_up * pitch)) * length;
+ traceline(this.origin, this.origin + vup_right, MOVE_NOMONSTERS, this);
+ float fup_right = trace_fraction;
//te_lightning1(NULL,this.origin, trace_endpos);
- vdown_left = (v_forward + (v_left * pitch + v_down * pitch)) * length;
- traceline(this.origin,this.origin + vdown_left,MOVE_NOMONSTERS,this);
- fdown_left = trace_fraction;
+ vector vdown_left = (v_forward + (v_left * pitch + v_down * pitch)) * length;
+ traceline(this.origin, this.origin + vdown_left, MOVE_NOMONSTERS, this);
+ float fdown_left = trace_fraction;
//te_lightning1(NULL,this.origin, trace_endpos);
- vdown_right = (v_forward + (v_right * pitch + v_down * pitch)) * length;
- traceline(this.origin,this.origin + vdown_right,MOVE_NOMONSTERS,this);
- fdown_right = trace_fraction;
+ vector vdown_right = (v_forward + (v_right * pitch + v_down * pitch)) * length;
+ traceline(this.origin, this.origin + vdown_right, MOVE_NOMONSTERS, this);
+ float fdown_right = trace_fraction;
//te_lightning1(NULL,this.origin, trace_endpos);
- upwish = v_up * (fup_left + fup_right);
- downwish = v_down * (fdown_left + fdown_right);
- leftwish = v_left * (fup_left + fdown_left);
- rightwish = v_right * (fup_right + fdown_right);
+ vector upwish = v_up * (fup_left + fup_right);
+ vector downwish = v_down * (fdown_left + fdown_right);
+ vector leftwish = v_left * (fup_left + fdown_left);
+ vector rightwish = v_right * (fup_right + fdown_right);
- return (upwish+leftwish+downwish+rightwish) * 0.25;
+ return (upwish + leftwish + downwish + rightwish) * 0.25;
}
/**
Steer towards the direction least obstructed.
Run tracelines in a forward trident, bias each direction negative if something is found there.
+ You need to call makevectors() (or equivalent) before this function to set v_forward and v_right
**/
vector steerlib_traceavoid_flat(entity this, float pitch, float length, vector vofs)
{
- vector vt_left, vt_right,vt_front;
- float f_left, f_right,f_front;
- vector leftwish, rightwish,frontwish, v_left;
+ vector v_left = v_right * -1;
- v_left = v_right * -1;
-
-
- vt_front = v_forward * length;
+ vector vt_front = v_forward * length;
traceline(this.origin + vofs, this.origin + vofs + vt_front,MOVE_NOMONSTERS,this);
- f_front = trace_fraction;
+ float f_front = trace_fraction;
- vt_left = (v_forward + (v_left * pitch)) * length;
+ vector vt_left = (v_forward + (v_left * pitch)) * length;
traceline(this.origin + vofs, this.origin + vofs + vt_left,MOVE_NOMONSTERS,this);
- f_left = trace_fraction;
+ float f_left = trace_fraction;
//te_lightning1(NULL,this.origin, trace_endpos);
- vt_right = (v_forward + (v_right * pitch)) * length;
+ vector vt_right = (v_forward + (v_right * pitch)) * length;
traceline(this.origin + vofs, this.origin + vofs + vt_right ,MOVE_NOMONSTERS,this);
- f_right = trace_fraction;
+ float f_right = trace_fraction;
//te_lightning1(NULL,this.origin, trace_endpos);
- leftwish = v_left * f_left;
- rightwish = v_right * f_right;
- frontwish = v_forward * f_front;
+ vector leftwish = v_left * f_left;
+ vector rightwish = v_right * f_right;
+ vector frontwish = v_forward * f_front;
return normalize(leftwish + rightwish + frontwish);
}
//#define BEAMSTEER_VISUAL
-float beamsweep(entity this, vector from, vector dir,float length, float step,float step_up, float step_down)
+float beamsweep(entity this, vector from, vector dir, float length, float step, float step_up, float step_down)
{
- float i;
- vector a, b, u, d;
-
- u = '0 0 1' * step_up;
- d = '0 0 1' * step_down;
+ vector u = '0 0 1' * step_up;
+ vector d = '0 0 1' * step_down;
traceline(from + u, from - d,MOVE_NORMAL,this);
if(trace_fraction == 1.0)
if(!location_isok(trace_endpos, false, false))
return 0;
- a = trace_endpos;
- for(i = 0; i < length; i += step)
+ vector a = trace_endpos;
+ for(int i = 0; i < length; i += step)
{
- b = a + dir * step;
+ vector b = a + dir * step;
tracebox(a + u,'-4 -4 -4','4 4 4', b + u,MOVE_NORMAL,this);
if(trace_fraction != 1.0)
return i / length;
vector steerlib_beamsteer(entity this, vector dir, float length, float step, float step_up, float step_down)
{
- float bm_forward, bm_right, bm_left,p;
- vector vr,vl;
-
dir.z *= 0.15;
- vr = vectoangles(dir);
- //vr_x *= -1;
+ vector vr = vectoangles(dir);
+ //vr.x *= -1;
tracebox(this.origin + '0 0 1' * step_up, this.mins, this.maxs, ('0 0 1' * step_up) + this.origin + (dir * length), MOVE_NOMONSTERS, this);
if(trace_fraction == 1.0)
{
- //te_lightning1(this,this.origin,this.origin + (dir * length));
+ //te_lightning1(this,this.origin,this.origin + (dir * length));
return dir;
}
makevectors(vr);
- bm_forward = beamsweep(this, this.origin, v_forward, length, step, step_up, step_down);
+ float bm_forward = beamsweep(this, this.origin, v_forward, length, step, step_up, step_down);
vr = normalize(v_forward + v_right * 0.125);
- vl = normalize(v_forward - v_right * 0.125);
+ vector vl = normalize(v_forward - v_right * 0.125);
- bm_right = beamsweep(this, this.origin, vr, length, step, step_up, step_down);
- bm_left = beamsweep(this, this.origin, vl, length, step, step_up, step_down);
+ float bm_right = beamsweep(this, this.origin, vr, length, step, step_up, step_down);
+ float bm_left = beamsweep(this, this.origin, vl, length, step, step_up, step_down);
-
- p = bm_left + bm_right;
+ float p = bm_left + bm_right;
if(p == 2)
{
//te_lightning1(this,this.origin + '0 0 32',this.origin + '0 0 32' + vr * length);
vl = vl * bm_left;
return normalize(vr + vl);
-
}
#include "../lib/warpzone/common.qh"
#include "../lib/warpzone/server.qh"
-.float lastground;
-.int state;
-
void CreatureFrame_hotliquids(entity this)
{
- if (this.dmgtime < time)
+ if (this.dmgtime > time)
{
- this.dmgtime = time + autocvar_g_balance_contents_damagerate;
+ return;
+ }
- if (this.flags & FL_PROJECTILE)
- {
- if (this.watertype == CONTENT_LAVA)
- Damage (this, NULL, NULL, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_LAVA.m_id, DMG_NOWEP, this.origin, '0 0 0');
- else if (this.watertype == CONTENT_SLIME)
- Damage (this, NULL, NULL, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_SLIME.m_id, DMG_NOWEP, this.origin, '0 0 0');
- }
- else
+ this.dmgtime = time + autocvar_g_balance_contents_damagerate;
+
+ if (this.flags & FL_PROJECTILE)
+ {
+ if (this.watertype == CONTENT_LAVA)
+ Damage (this, NULL, NULL, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_LAVA.m_id, DMG_NOWEP, this.origin, '0 0 0');
+ else if (this.watertype == CONTENT_SLIME)
+ Damage (this, NULL, NULL, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_SLIME.m_id, DMG_NOWEP, this.origin, '0 0 0');
+ }
+ else
+ {
+ if (this.watertype == CONTENT_LAVA)
{
- if (this.watertype == CONTENT_LAVA)
+ if (this.watersound_finished < time)
{
- if (this.watersound_finished < time)
- {
- this.watersound_finished = time + 0.5;
- sound (this, CH_PLAYER_SINGLE, SND_LAVA, VOL_BASE, ATTEN_NORM);
- }
- Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_lava * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_LAVA.m_id, DMG_NOWEP, this.origin, '0 0 0');
- if(autocvar_g_balance_contents_playerdamage_lava_burn)
- Fire_AddDamage(this, NULL, autocvar_g_balance_contents_playerdamage_lava_burn * this.waterlevel, autocvar_g_balance_contents_playerdamage_lava_burn_time * this.waterlevel, DEATH_LAVA.m_id);
+ this.watersound_finished = time + 0.5;
+ sound (this, CH_PLAYER_SINGLE, SND_LAVA, VOL_BASE, ATTEN_NORM);
}
- else if (this.watertype == CONTENT_SLIME)
+ Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_lava * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_LAVA.m_id, DMG_NOWEP, this.origin, '0 0 0');
+ if(autocvar_g_balance_contents_playerdamage_lava_burn)
+ Fire_AddDamage(this, NULL, autocvar_g_balance_contents_playerdamage_lava_burn * this.waterlevel, autocvar_g_balance_contents_playerdamage_lava_burn_time * this.waterlevel, DEATH_LAVA.m_id);
+ }
+ else if (this.watertype == CONTENT_SLIME)
+ {
+ if (this.watersound_finished < time)
{
- if (this.watersound_finished < time)
- {
- this.watersound_finished = time + 0.5;
- sound (this, CH_PLAYER_SINGLE, SND_SLIME, VOL_BASE, ATTEN_NORM);
- }
- Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_slime * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_SLIME.m_id, DMG_NOWEP, this.origin, '0 0 0');
+ this.watersound_finished = time + 0.5;
+ sound (this, CH_PLAYER_SINGLE, SND_SLIME, VOL_BASE, ATTEN_NORM);
}
+ Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_slime * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_SLIME.m_id, DMG_NOWEP, this.origin, '0 0 0');
}
}
}
void CreatureFrame_FallDamage(entity this)
{
- if(!IS_VEHICLE(this) && !(this.flags & FL_PROJECTILE)) // vehicles don't get falling damage
- if(this.velocity || this.oldvelocity) // moving or has moved
+ if(IS_VEHICLE(this) || (this.flags & FL_PROJECTILE))
+ return; // vehicles and projectiles don't receive fall damage
+ if(!(this.velocity || this.oldvelocity))
+ return; // if the entity hasn't moved and isn't moving, then don't do anything
+
+ // check for falling damage
+ float velocity_len = vlen(this.velocity);
+ bool have_hook = false;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
- // check for falling damage
- float velocity_len = vlen(this.velocity);
- bool have_hook = false;
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ .entity weaponentity = weaponentities[slot];
+ if(this.(weaponentity).hook && this.(weaponentity).hook.state)
{
- .entity weaponentity = weaponentities[slot];
- if(this.(weaponentity).hook && this.(weaponentity).hook.state)
- {
- have_hook = true;
- break;
- }
+ have_hook = true;
+ break;
}
- if(!have_hook)
- {
- float dm = vlen(this.oldvelocity) - velocity_len; // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.
- if (IS_DEAD(this))
- dm = (dm - autocvar_g_balance_falldamage_deadminspeed) * autocvar_g_balance_falldamage_factor;
- else
- dm = min((dm - autocvar_g_balance_falldamage_minspeed) * autocvar_g_balance_falldamage_factor, autocvar_g_balance_falldamage_maxdamage);
- if (dm > 0)
- Damage (this, NULL, NULL, dm, DEATH_FALL.m_id, DMG_NOWEP, this.origin, '0 0 0');
- }
-
- if(autocvar_g_maxspeed > 0 && velocity_len > autocvar_g_maxspeed)
- Damage (this, NULL, NULL, 100000, DEATH_SHOOTING_STAR.m_id, DMG_NOWEP, this.origin, '0 0 0');
}
+ if(!have_hook)
+ {
+ float dm = vlen(this.oldvelocity) - velocity_len; // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.
+ if (IS_DEAD(this))
+ dm = (dm - autocvar_g_balance_falldamage_deadminspeed) * autocvar_g_balance_falldamage_factor;
+ else
+ dm = min((dm - autocvar_g_balance_falldamage_minspeed) * autocvar_g_balance_falldamage_factor, autocvar_g_balance_falldamage_maxdamage);
+ if (dm > 0)
+ Damage (this, NULL, NULL, dm, DEATH_FALL.m_id, DMG_NOWEP, this.origin, '0 0 0');
+ }
+
+ if(autocvar_g_maxspeed > 0 && velocity_len > autocvar_g_maxspeed)
+ Damage (this, NULL, NULL, 100000, DEATH_SHOOTING_STAR.m_id, DMG_NOWEP, this.origin, '0 0 0');
}
void CreatureFrame_All()
bool expr_evaluate(string s);
+#ifdef PROFILING
+float client_cefc_accumulator;
+float client_cefc_accumulatortime;
+#endif
+
/*
==================
main
void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype)
{
- entity pseudoprojectile = NULL;
-
vector dir = normalize(end - start);
- //float max_length = vlen(end - start);
vector force = dir * bforce;
// go a little bit into the wall because we need to hit this wall later
it.solid = it.railgunhitsolidbackup;
});
- // spawn a temporary explosion entity for RadiusDamage calls
- //explosion = spawn();
+ // Find all players the beam passed close by (even those hit)
+ float length = vlen(endpoint - start);
+ entity pseudoprojectile = NULL;
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, {
+ // not when spectating the shooter
+ if (IS_SPEC(it) && it.enemy == this) continue;
- // Find all non-hit players the beam passed close by
- float length = vlen(trace_endpos - start);
- if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id) // WEAPONTODO
- {
- FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, {
- if (!it.railgunhit && !(IS_SPEC(it) && it.enemy == this))
- {
- // nearest point on the beam
- vector beampos = start + dir * bound(0, (it.origin - start) * dir, length);
+ // nearest point on the beam
+ vector beampos = start + dir * bound(0, (it.origin - start) * dir, length);
- float f = bound(0, 1 - vlen(beampos - it.origin) / 512, 1);
- if(f <= 0)
- continue;
+ if(!pseudoprojectile)
+ pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
- if(!pseudoprojectile)
- pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
- msg_entity = it;
- soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASE * f, ATTEN_NONE);
- }
- });
-
- if(pseudoprojectile)
- delete(pseudoprojectile);
- }
+ msg_entity = it;
+ // we want this to be very loud when close but fall off quickly -> using max base volume and high attenuation
+ soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASEVOICE, ATTEN_IDLE);
+ });
+ if(pseudoprojectile)
+ delete(pseudoprojectile);
// find all the entities the railgun hit and hurt them
IL_EACH(g_railgunhit, it.railgunhit,
{
// removal from the list is handled below
- // get the details we need to call the damage function
- vector hitloc = it.railgunhitloc;
-
float foff = ExponentialFalloff(mindist, maxdist, halflifedist, it.railgundistance);
float ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, it.railgundistance);
// apply the damage
if (it.takedamage)
- Damage (it, this, this, bdamage * foff, deathtype, weaponentity, hitloc, it.railgunforce * ffs);
-
- // create a small explosion to throw gibs around (if applicable)
- //setorigin(explosion, hitloc);
- //RadiusDamage (explosion, this, 10, 0, 50, NULL, NULL, 300, deathtype);
+ Damage(it, this, this, bdamage * foff, deathtype, weaponentity, it.railgunhitloc, it.railgunforce * ffs);
it.railgunhitloc = '0 0 0';
it.railgunhitsolidbackup = SOLID_NOT;
seta g_waypointsprite_turrets 1 "disable turret waypoints"
seta g_waypointsprite_turrets_maxdist 5000 "max distance for turret waypoints"
seta g_waypointsprite_turrets_text 0 "show the turret's name in the waypoint"
+seta g_waypointsprite_turrets_onlyhurt 0 "only show the turret waypoint for a short period after being hurt"
seta g_waypointsprite_uppercase 1
seta g_waypointsprite_text 0 "Always show text instead of icons, setting this to 0 will still use text if the icon is unavailable"
seta g_waypointsprite_iconsize 32
+// most common prefixes (currently not used consistently - especially g_ and sv_):
+// cl_ client
+// g_ gameplay
+// r_ renderer
+// sv_ server administration, should not affect gameplay
+// _ temporary, private or internal cvar - should not be changed manually, sometimes used in scripts
+
// Xonotic version (formatted for machines)
// used to determine if a client version is compatible
// this doesn't have to be bumped with every release
// note that it doesn't reset all server cvars,
// some are shared with the client and so are left in xonotic-common.cfg
-set name_maxlength 64 "max player name length (not counting color codes) allowed by the server"
+set sv_name_maxlength 64 "max player name length (not counting color codes) allowed by the server"
// taunts and voices
set sv_taunt 1 "allow taunts on the server"
set g_cloaked 0 "display all players mostly invisible"
set g_player_alpha 1 "default opacity of players"
set g_player_brightness 0 "set to 2 for brighter players"
+set g_player_damageforcescale 2 "push multiplier of attacks against players"
set g_balance_cloaked_alpha 0.25 "opacity of cloaked players"
set g_playerclip_collisions 1 "0 = disable collision testing against playerclips, might be useful on some defrag maps"