#ifdef IMPLEMENTATION
#ifdef SVQC
-.float metertime;
+.float metertime = _STAT(NB_METERSTART);
int autocvar_g_nexball_goalleadlimit;
#define autocvar_g_nexball_goallimit cvar("g_nexball_goallimit")
GameLogEcho(s);
}
-void ball_restart()
-{SELFPARAM();
- if(self.owner)
- DropBall(self, self.owner.origin, '0 0 0');
+void ball_restart(entity this)
+{
+ if(this.owner)
+ DropBall(this, this.owner.origin, '0 0 0');
ResetBall();
}
DropBall(self, ownr.origin, ownr.velocity);
makevectors(ownr.v_angle.y * '0 1 0');
ownr.velocity += ('0 0 0.75' - v_forward) * 1000;
- ownr.flags &= ~FL_ONGROUND;
+ UNSET_ONGROUND(ownr);
}
void GiveBall(entity plyr, entity ball)
}
plyr.(weaponentity).weapons = plyr.weapons;
- plyr.(weaponentity).switchweapon = plyr.weapon;
+ plyr.(weaponentity).m_switchweapon = PS(plyr).m_weapon;
plyr.weapons = WEPSET(NEXBALL);
setself(plyr);
Weapon w = WEP_NEXBALL;
w.wr_resetplayer(w);
- plyr.switchweapon = WEP_NEXBALL.m_id;
- W_SwitchWeapon(WEP_NEXBALL.m_id);
+ PS(plyr).m_switchweapon = WEP_NEXBALL;
+ W_SwitchWeapon(WEP_NEXBALL);
setself(this);
}
setattachment(ball, world, "");
setorigin(ball, org);
ball.movetype = MOVETYPE_BOUNCE;
- ball.flags &= ~FL_ONGROUND;
+ UNSET_ONGROUND(ball);
ball.scale = ball_scale;
ball.velocity = vel;
ball.nb_droptime = time;
void InitBall()
{SELFPARAM();
if(gameover) return;
- self.flags &= ~FL_ONGROUND;
+ UNSET_ONGROUND(self);
self.movetype = MOVETYPE_BOUNCE;
if(self.classname == "nexball_basketball")
self.touch = basketball_touch;
if((ball = other.ballcarried) && !other.frozen && !other.deadflag && (IS_PLAYER(attacker)))
{
other.velocity = other.velocity + normalize(self.velocity) * other.damageforcescale * autocvar_g_balance_nexball_secondary_force;
- other.flags &= ~FL_ONGROUND;
+ UNSET_ONGROUND(other);
if(!attacker.ballcarried)
{
LogNB("stole", attacker);
W_SetupProjVelocity_Basic(missile, autocvar_g_balance_nexball_secondary_speed, 0);
missile.angles = vectoangles(missile.velocity);
missile.touch = W_Nexball_Touch;
- missile.think = SUB_Remove;
+ missile.think = SUB_Remove_self;
missile.nextthink = time + autocvar_g_balance_nexball_secondary_lifetime; //FIXME: use a distance instead?
missile.effects = EF_BRIGHTFIELD | EF_LOWPRECISION;
self.ballcarried.velocity = self.velocity;
self.ballcarried.customizeentityforclient = ball_customize;
- setorigin(self.ballcarried, self.origin + self.view_ofs +
+ vector org = self.origin + self.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);
+ v_up * autocvar_g_nexball_viewmodel_offset.z;
+ setorigin(self.ballcarried, org);
// 'safe passing'
if(autocvar_g_nexball_safepass_maxdist)
self.weapons = self.(weaponentity).weapons;
Weapon w = WEP_NEXBALL;
w.wr_resetplayer(w);
- self.switchweapon = self.(weaponentity).switchweapon;
- W_SwitchWeapon(self.switchweapon);
+ PS(self).m_switchweapon = self.(weaponentity).m_switchweapon;
+ W_SwitchWeapon(PS(self).m_switchweapon);
self.(weaponentity).weapons = '0 0 0';
}
MUTATOR_HOOKFUNCTION(nb, ForbidThrowCurrentWeapon)
{SELFPARAM();
- return self.weapon == WEP_NEXBALL.m_id;
+ return PS(self).m_weapon == WEP_NEXBALL;
}
MUTATOR_HOOKFUNCTION(nb, ForbidDropCurrentWeapon)
{SELFPARAM();
- return self.weapon == WEP_MORTAR.m_id; // TODO: what is this for?
+ return PS(self).m_weapon == WEP_MORTAR; // TODO: what is this for?
}
MUTATOR_HOOKFUNCTION(nb, FilterItem)
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
- addstat(STAT_NB_METERSTART, AS_FLOAT, metertime);
// General settings
/*