Include the modicons files for the other gamemodes (CA and CTS excluded)
authorMario <mario@smbclan.net>
Sun, 11 Aug 2019 07:22:45 +0000 (17:22 +1000)
committerMario <mario@smbclan.net>
Sun, 11 Aug 2019 07:22:45 +0000 (17:22 +1000)
17 files changed:
qcsrc/common/gamemodes/gamemode/ctf/_mod.inc
qcsrc/common/gamemodes/gamemode/ctf/cl_ctf.qc [new file with mode: 0644]
qcsrc/common/gamemodes/gamemode/ctf/cl_ctf.qh [new file with mode: 0644]
qcsrc/common/gamemodes/gamemode/domination/_mod.inc
qcsrc/common/gamemodes/gamemode/domination/cl_domination.qc [new file with mode: 0644]
qcsrc/common/gamemodes/gamemode/domination/cl_domination.qh [new file with mode: 0644]
qcsrc/common/gamemodes/gamemode/keepaway/_mod.inc
qcsrc/common/gamemodes/gamemode/keepaway/cl_keepaway.qc [new file with mode: 0644]
qcsrc/common/gamemodes/gamemode/keepaway/cl_keepaway.qh [new file with mode: 0644]
qcsrc/common/gamemodes/gamemode/keyhunt/cl_keyhunt.qc [new file with mode: 0644]
qcsrc/common/gamemodes/gamemode/keyhunt/cl_keyhunt.qh [new file with mode: 0644]
qcsrc/common/gamemodes/gamemode/nexball/cl_nexball.qc [new file with mode: 0644]
qcsrc/common/gamemodes/gamemode/nexball/cl_nexball.qh [new file with mode: 0644]
qcsrc/common/gamemodes/gamemode/nexball/nexball.qc [deleted file]
qcsrc/common/gamemodes/gamemode/nexball/nexball.qh [deleted file]
qcsrc/common/gamemodes/gamemode/nexball/sv_nexball.qc [new file with mode: 0644]
qcsrc/common/gamemodes/gamemode/nexball/sv_nexball.qh [new file with mode: 0644]

index 7bc5a96..c6d756f 100644 (file)
@@ -1,4 +1,7 @@
 // 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
diff --git a/qcsrc/common/gamemodes/gamemode/ctf/cl_ctf.qc b/qcsrc/common/gamemodes/gamemode/ctf/cl_ctf.qc
new file mode 100644 (file)
index 0000000..c82e0bc
--- /dev/null
@@ -0,0 +1,198 @@
+#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
+}
diff --git a/qcsrc/common/gamemodes/gamemode/ctf/cl_ctf.qh b/qcsrc/common/gamemodes/gamemode/ctf/cl_ctf.qh
new file mode 100644 (file)
index 0000000..1cf4bcf
--- /dev/null
@@ -0,0 +1,6 @@
+#pragma once
+
+#include "ctf.qh"
+
+void HUD_Mod_CTF_Reset();
+void HUD_Mod_CTF(vector pos, vector mySize);
index ff9bc11..ccaa150 100644 (file)
@@ -1,4 +1,7 @@
 // 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
diff --git a/qcsrc/common/gamemodes/gamemode/domination/cl_domination.qc b/qcsrc/common/gamemodes/gamemode/domination/cl_domination.qc
new file mode 100644 (file)
index 0000000..418a843
--- /dev/null
@@ -0,0 +1,86 @@
+#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;
+               }
+       }
+}
diff --git a/qcsrc/common/gamemodes/gamemode/domination/cl_domination.qh b/qcsrc/common/gamemodes/gamemode/domination/cl_domination.qh
new file mode 100644 (file)
index 0000000..11ab3da
--- /dev/null
@@ -0,0 +1,3 @@
+#pragma once
+
+void HUD_Mod_Dom(vector myPos, vector mySize);
index 420f7af..2ce6f44 100644 (file)
@@ -1,4 +1,7 @@
 // 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
diff --git a/qcsrc/common/gamemodes/gamemode/keepaway/cl_keepaway.qc b/qcsrc/common/gamemodes/gamemode/keepaway/cl_keepaway.qc
new file mode 100644 (file)
index 0000000..b2d0874
--- /dev/null
@@ -0,0 +1,48 @@
+#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);
+}
diff --git a/qcsrc/common/gamemodes/gamemode/keepaway/cl_keepaway.qh b/qcsrc/common/gamemodes/gamemode/keepaway/cl_keepaway.qh
new file mode 100644 (file)
index 0000000..7bcc289
--- /dev/null
@@ -0,0 +1,3 @@
+#pragma once
+
+void HUD_Mod_Keepaway(vector pos, vector mySize);
diff --git a/qcsrc/common/gamemodes/gamemode/keyhunt/cl_keyhunt.qc b/qcsrc/common/gamemodes/gamemode/keyhunt/cl_keyhunt.qc
new file mode 100644 (file)
index 0000000..e95275e
--- /dev/null
@@ -0,0 +1,131 @@
+#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);
+}
diff --git a/qcsrc/common/gamemodes/gamemode/keyhunt/cl_keyhunt.qh b/qcsrc/common/gamemodes/gamemode/keyhunt/cl_keyhunt.qh
new file mode 100644 (file)
index 0000000..8d650f1
--- /dev/null
@@ -0,0 +1,3 @@
+#pragma once
+
+void HUD_Mod_KH(vector pos, vector mySize);
diff --git a/qcsrc/common/gamemodes/gamemode/nexball/cl_nexball.qc b/qcsrc/common/gamemodes/gamemode/nexball/cl_nexball.qc
new file mode 100644 (file)
index 0000000..5a6b42d
--- /dev/null
@@ -0,0 +1,44 @@
+#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;
+}
diff --git a/qcsrc/common/gamemodes/gamemode/nexball/cl_nexball.qh b/qcsrc/common/gamemodes/gamemode/nexball/cl_nexball.qh
new file mode 100644 (file)
index 0000000..d0b3731
--- /dev/null
@@ -0,0 +1,3 @@
+#pragma once
+
+void HUD_Mod_NexBall(vector pos, vector mySize);
diff --git a/qcsrc/common/gamemodes/gamemode/nexball/nexball.qc b/qcsrc/common/gamemodes/gamemode/nexball/nexball.qc
deleted file mode 100644 (file)
index ec46ac8..0000000
+++ /dev/null
@@ -1,984 +0,0 @@
-#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, 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;
-}
-
-#endif
diff --git a/qcsrc/common/gamemodes/gamemode/nexball/nexball.qh b/qcsrc/common/gamemodes/gamemode/nexball/nexball.qh
deleted file mode 100644 (file)
index 53797d2..0000000
+++ /dev/null
@@ -1,36 +0,0 @@
-#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
diff --git a/qcsrc/common/gamemodes/gamemode/nexball/sv_nexball.qc b/qcsrc/common/gamemodes/gamemode/nexball/sv_nexball.qc
new file mode 100644 (file)
index 0000000..38b7a7f
--- /dev/null
@@ -0,0 +1,969 @@
+#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;
+}
diff --git a/qcsrc/common/gamemodes/gamemode/nexball/sv_nexball.qh b/qcsrc/common/gamemodes/gamemode/nexball/sv_nexball.qh
new file mode 100644 (file)
index 0000000..d7cde3a
--- /dev/null
@@ -0,0 +1,34 @@
+#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;