#include "nexball.qh"
#ifdef IMPLEMENTATION
+#ifdef CSQC
+int autocvar_cl_eventchase_nexball = 1;
+
+REGISTER_MUTATOR(cl_nb, true);
+
+MUTATOR_HOOKFUNCTION(cl_nb, WantEventchase)
+{
+ if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WEPSET(NEXBALL)))
+ return true;
+ return false;
+}
+#endif
#ifdef SVQC
.float metertime = _STAT(NB_METERSTART);
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;
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;
float autocvar_g_balance_nexball_secondary_refire;
float autocvar_g_balance_nexball_secondary_speed;
-void basketball_touch();
-void football_touch();
-void ResetBall();
+void basketball_touch(entity this);
+void football_touch(entity this);
+void ResetBall(entity this);
const int NBM_NONE = 0;
const int NBM_FOOTBALL = 2;
const int NBM_BASKETBALL = 4;
{
if(this.owner)
DropBall(this, this.owner.origin, '0 0 0');
- ResetBall();
+ ResetBall(this);
}
-void nexball_setstatus()
-{SELFPARAM();
- self.items &= ~IT_KEY1;
- if(self.ballcarried)
+void nexball_setstatus(entity this)
+{
+ this.items &= ~IT_KEY1;
+ if(this.ballcarried)
{
- if(self.ballcarried.teamtime && (self.ballcarried.teamtime < time))
+ if(this.ballcarried.teamtime && (this.ballcarried.teamtime < time))
{
- bprint("The ", Team_ColoredFullName(self.team), " held the ball for too long.\n");
- setself(self.ballcarried);
- DropBall(self, self.owner.origin, '0 0 0');
- ResetBall();
- setself(this);
+ bprint("The ", Team_ColoredFullName(this.team), " held the ball for too long.\n");
+ DropBall(this.ballcarried, this.ballcarried.owner.origin, '0 0 0');
+ entity e = this.ballcarried;
+ WITHSELF(e, ResetBall(e));
}
else
- self.items |= IT_KEY1;
+ this.items |= IT_KEY1;
}
}
-void relocate_nexball()
-{SELFPARAM();
- tracebox(self.origin, BALL_MINS, BALL_MAXS, self.origin, true, self);
+void relocate_nexball(entity this)
+{
+ tracebox(this.origin, BALL_MINS, BALL_MAXS, this.origin, true, this);
if(trace_startsolid)
{
vector o;
- o = self.origin;
- if(!move_out_of_solid(self))
+ o = this.origin;
+ if(!move_out_of_solid(this))
objerror("could not get out of solid at all!");
- LOG_INFO("^1NOTE: this map needs FIXING. ", self.classname, " at ", vtos(o - '0 0 1'));
- LOG_INFO(" needs to be moved out of solid, e.g. by '", ftos(self.origin.x - o.x));
- LOG_INFO(" ", ftos(self.origin.y - o.y));
- LOG_INFO(" ", ftos(self.origin.z - o.z), "'\n");
- self.origin = o;
+ LOG_INFO("^1NOTE: this map needs FIXING. ", this.classname, " at ", vtos(o - '0 0 1'));
+ LOG_INFO(" needs to be moved out of solid, e.g. by '", ftos(this.origin.x - o.x));
+ LOG_INFO(" ", ftos(this.origin.y - o.y));
+ LOG_INFO(" ", ftos(this.origin.z - o.z), "'\n");
+ this.origin = o;
}
}
-void DropOwner()
-{SELFPARAM();
+void DropOwner(entity this)
+{
entity ownr;
- ownr = self.owner;
- DropBall(self, ownr.origin, ownr.velocity);
+ 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)
-{SELFPARAM();
+{
.entity weaponentity = weaponentities[0]; // TODO: find ballstealer
entity ownr = ball.owner;
if(ownr)
ball.velocity = '0 0 0';
ball.movetype = MOVETYPE_NONE;
- ball.touch = func_null;
+ settouch(ball, func_null);
ball.effects |= EF_NOSHADOW;
ball.scale = 1; // scale down.
if(autocvar_g_nexball_basketball_delay_hold)
{
- ball.think = DropOwner;
+ setthink(ball, DropOwner);
ball.nextthink = time + autocvar_g_nexball_basketball_delay_hold;
}
plyr.(weaponentity).weapons = plyr.weapons;
plyr.(weaponentity).m_switchweapon = PS(plyr).m_weapon;
plyr.weapons = WEPSET(NEXBALL);
- setself(plyr);
Weapon w = WEP_NEXBALL;
- w.wr_resetplayer(w);
+ WITHSELF(plyr, w.wr_resetplayer(w, plyr));
PS(plyr).m_switchweapon = WEP_NEXBALL;
- W_SwitchWeapon(WEP_NEXBALL);
- setself(this);
+ WITHSELF(plyr, W_SwitchWeapon(plyr, WEP_NEXBALL));
}
void DropBall(entity ball, vector org, vector vel)
ball.scale = ball_scale;
ball.velocity = vel;
ball.nb_droptime = time;
- ball.touch = basketball_touch;
- ball.think = ResetBall;
+ settouch(ball, basketball_touch);
+ setthink(ball, ResetBall);
ball.nextthink = min(time + autocvar_g_nexball_delay_idle, ball.teamtime);
if(ball.owner.metertime)
ball.owner = world;
}
-void InitBall()
-{SELFPARAM();
+void InitBall(entity this)
+{
if(gameover) return;
- UNSET_ONGROUND(self);
- self.movetype = MOVETYPE_BOUNCE;
- if(self.classname == "nexball_basketball")
- self.touch = basketball_touch;
- else if(self.classname == "nexball_football")
- self.touch = football_touch;
- self.cnt = 0;
- self.think = ResetBall;
- self.nextthink = time + autocvar_g_nexball_delay_idle + 3;
- self.teamtime = 0;
- self.pusher = world;
- self.team = false;
- _sound(self, CH_TRIGGER, self.noise1, VOL_BASE, ATTEN_NORM);
- WaypointSprite_Ping(self.waypointsprite_attachedforcarrier);
+ UNSET_ONGROUND(this);
+ this.movetype = 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 = world;
+ this.team = false;
+ _sound(this, CH_TRIGGER, this.noise1, VOL_BASE, ATTEN_NORM);
+ WaypointSprite_Ping(this.waypointsprite_attachedforcarrier);
LogNB("init", world);
}
-void ResetBall()
-{SELFPARAM();
- if(self.cnt < 2) // step 1
+void ResetBall(entity this)
+{
+ if(this.cnt < 2) // step 1
{
- if(time == self.teamtime)
- bprint("The ", Team_ColoredFullName(self.team), " held the ball for too long.\n");
+ if(time == this.teamtime)
+ bprint("The ", Team_ColoredFullName(this.team), " held the ball for too long.\n");
- self.touch = func_null;
- self.movetype = MOVETYPE_NOCLIP;
- self.velocity = '0 0 0'; // just in case?
- if(!self.cnt)
+ settouch(this, func_null);
+ this.movetype = MOVETYPE_NOCLIP;
+ this.velocity = '0 0 0'; // just in case?
+ if(!this.cnt)
LogNB("resetidle", world);
- self.cnt = 2;
- self.nextthink = time;
+ this.cnt = 2;
+ this.nextthink = time;
}
- else if(self.cnt < 4) // step 2 and 3
+ else if(this.cnt < 4) // step 2 and 3
{
-// dprint("Step ", ftos(self.cnt), ": Calculated velocity: ", vtos(self.spawnorigin - self.origin), ", time: ", ftos(time), "\n");
- self.velocity = (self.spawnorigin - self.origin) * (self.cnt - 1); // 1 or 0.5 second movement
- self.nextthink = time + 0.5;
- self.cnt += 1;
+// 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(vlen(self.origin - self.spawnorigin) > 10) // should not happen anymore
+ if(vlen(this.origin - this.spawnorigin) > 10) // should not happen anymore
LOG_TRACE("The ball moved too far away from its spawn origin.\nOffset: ",
- vtos(self.origin - self.spawnorigin), " Velocity: ", vtos(self.velocity), "\n");
- self.velocity = '0 0 0';
- setorigin(self, self.spawnorigin); // make sure it's positioned correctly anyway
- self.movetype = MOVETYPE_NONE;
- self.think = InitBall;
- self.nextthink = max(time, game_starttime) + autocvar_g_nexball_delay_start;
+ 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
+ this.movetype = MOVETYPE_NONE;
+ setthink(this, InitBall);
+ this.nextthink = max(time, game_starttime) + autocvar_g_nexball_delay_start;
}
}
-void football_touch()
-{SELFPARAM();
+void football_touch(entity this)
+{
if(other.solid == SOLID_BSP)
{
if(time > self.lastground + 0.1)
self.avelocity = -250 * v_forward; // maybe there is a way to make it look better?
}
-void basketball_touch()
-{SELFPARAM();
+void basketball_touch(entity this)
+{
if(other.ballcarried)
{
- football_touch();
+ football_touch(this);
return;
}
if(!self.cnt && IS_PLAYER(other) && !STAT(FROZEN, other) && !IS_DEAD(other) && (other != self.nb_dropper || time > self.nb_droptime + autocvar_g_nexball_delay_collect))
}
}
-void GoalTouch()
-{SELFPARAM();
+void GoalTouch(entity this)
+{
entity ball;
float isclient, pscore, otherteam;
string pname;
WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
ball.cnt = 1;
- ball.think = ResetBall;
+ setthink(ball, ResetBall);
if(ball.classname == "nexball_basketball")
- ball.touch = football_touch; // better than func_null: football control until the ball gets reset
+ settouch(ball, football_touch); // better than func_null: football control until the ball gets reset
ball.nextthink = time + autocvar_g_nexball_delay_goal * (self.team != GOAL_OUT);
}
{
if(!g_nexball)
{
- remove(self);
+ remove(this);
return;
}
- self.team = self.cnt + 1;
+ this.team = this.cnt + 1;
}
void nb_spawnteam(string teamname, float teamcolor)
}
}
-void nb_delayedinit()
+void nb_delayedinit(entity this)
{
if(find(world, classname, "nexball_team") == world)
nb_spawnteams();
// spawnfuncs //
//=======================//
-void SpawnBall()
-{SELFPARAM();
- if(!g_nexball) { remove(self); return; }
+void SpawnBall(entity this)
+{
+ if(!g_nexball) { remove(this); return; }
// balls += 4; // using the remaining bits to count balls will leave more than the max edict count, so it's fine
- if(self.model == "")
+ if(this.model == "")
{
- self.model = "models/nexball/ball.md3";
- self.scale = 1.3;
+ this.model = "models/nexball/ball.md3";
+ this.scale = 1.3;
}
- precache_model(self.model);
- _setmodel(self, self.model);
- setsize(self, BALL_MINS, BALL_MAXS);
- ball_scale = self.scale;
+ precache_model(this.model);
+ _setmodel(this, this.model);
+ setsize(this, BALL_MINS, BALL_MAXS);
+ ball_scale = this.scale;
- relocate_nexball();
- self.spawnorigin = self.origin;
+ relocate_nexball(this);
+ this.spawnorigin = this.origin;
- self.effects = self.effects | EF_LOWPRECISION;
+ this.effects = this.effects | EF_LOWPRECISION;
- if(cvar(strcat("g_", self.classname, "_trail"))) //nexball_basketball :p
+ if(cvar(strcat("g_", this.classname, "_trail"))) //nexball_basketball :p
{
- self.glow_color = autocvar_g_nexball_trail_color;
- self.glow_trail = true;
+ this.glow_color = autocvar_g_nexball_trail_color;
+ this.glow_trail = true;
}
- self.movetype = MOVETYPE_FLY;
+ this.movetype = MOVETYPE_FLY;
if(!autocvar_g_nexball_sound_bounce)
- self.noise = "";
- else if(self.noise == "")
- self.noise = strzone(SND(NB_BOUNCE));
+ this.noise = "";
+ else if(this.noise == "")
+ this.noise = strzone(SND(NB_BOUNCE));
//bounce sound placeholder (FIXME)
- if(self.noise1 == "")
- self.noise1 = strzone(SND(NB_DROP));
+ if(this.noise1 == "")
+ this.noise1 = strzone(SND(NB_DROP));
//ball drop sound placeholder (FIXME)
- if(self.noise2 == "")
- self.noise2 = strzone(SND(NB_STEAL));
+ if(this.noise2 == "")
+ this.noise2 = strzone(SND(NB_STEAL));
//stealing sound placeholder (FIXME)
- if(self.noise) precache_sound(self.noise);
- precache_sound(self.noise1);
- precache_sound(self.noise2);
+ if(this.noise) precache_sound(this.noise);
+ precache_sound(this.noise1);
+ precache_sound(this.noise2);
- WaypointSprite_AttachCarrier(WP_NbBall, self, RADARICON_FLAGCARRIER); // the ball's team is not set yet, no rule update needed
+ WaypointSprite_AttachCarrier(WP_NbBall, this, RADARICON_FLAGCARRIER); // the ball's team is not set yet, no rule update needed
- self.reset = ball_restart;
- self.think = InitBall;
- self.nextthink = game_starttime + autocvar_g_nexball_delay_start;
+ this.reset = ball_restart;
+ setthink(this, InitBall);
+ this.nextthink = game_starttime + autocvar_g_nexball_delay_start;
}
spawnfunc(nexball_basketball)
{
nexball_mode |= NBM_BASKETBALL;
- self.classname = "nexball_basketball";
+ this.classname = "nexball_basketball";
if (!(balls & BALL_BASKET))
{
/*
*/
autocvar_g_nexball_basketball_effects_default = autocvar_g_nexball_basketball_effects_default & BALL_EFFECTMASK;
}
- if(!self.effects)
- self.effects = autocvar_g_nexball_basketball_effects_default;
- self.solid = SOLID_TRIGGER;
+ 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;
- self.bouncefactor = autocvar_g_nexball_basketball_bouncefactor;
- self.bouncestop = autocvar_g_nexball_basketball_bouncestop;
- SpawnBall();
+ this.bouncefactor = autocvar_g_nexball_basketball_bouncefactor;
+ this.bouncestop = autocvar_g_nexball_basketball_bouncestop;
+ SpawnBall(this);
}
spawnfunc(nexball_football)
{
nexball_mode |= NBM_FOOTBALL;
- self.classname = "nexball_football";
- self.solid = SOLID_TRIGGER;
+ this.classname = "nexball_football";
+ this.solid = SOLID_TRIGGER;
balls |= BALL_FOOT;
- self.bouncefactor = autocvar_g_nexball_football_bouncefactor;
- self.bouncestop = autocvar_g_nexball_football_bouncestop;
- SpawnBall();
+ this.pushable = autocvar_g_nexball_football_jumppad;
+ this.bouncefactor = autocvar_g_nexball_football_bouncefactor;
+ this.bouncestop = autocvar_g_nexball_football_bouncestop;
+ SpawnBall(this);
}
-float nb_Goal_Customize()
-{SELFPARAM();
+float nb_Goal_Customize(entity this)
+{
entity e, wp_owner;
e = WaypointSprite_getviewentity(other);
wp_owner = self.owner;
return true;
}
-void SpawnGoal()
-{SELFPARAM();
- if(!g_nexball) { remove(self); return; }
+void SpawnGoal(entity this)
+{
+ if(!g_nexball) { remove(this); return; }
EXACTTRIGGER_INIT;
- if(self.team != GOAL_OUT && Team_TeamToNumber(self.team) != -1)
+ if(this.team != GOAL_OUT && Team_TeamToNumber(this.team) != -1)
{
- entity wp = WaypointSprite_SpawnFixed(WP_NbGoal, (self.absmin + self.absmax) * 0.5, self, sprite, RADARICON_NONE);
- wp.colormod = ((self.team) ? Team_ColorRGB(self.team) : '1 0.5 0');
- self.sprite.customizeentityforclient = nb_Goal_Customize;
+ 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);
}
- self.classname = "nexball_goal";
- if(self.noise == "")
- self.noise = "ctf/respawn.wav";
- precache_sound(self.noise);
- self.touch = GoalTouch;
+ this.classname = "nexball_goal";
+ if(this.noise == "")
+ this.noise = "ctf/respawn.wav";
+ precache_sound(this.noise);
+ settouch(this, GoalTouch);
}
spawnfunc(nexball_redgoal)
{
- self.team = NUM_TEAM_1;
- SpawnGoal();
+ this.team = NUM_TEAM_1;
+ SpawnGoal(this);
}
spawnfunc(nexball_bluegoal)
{
- self.team = NUM_TEAM_2;
- SpawnGoal();
+ this.team = NUM_TEAM_2;
+ SpawnGoal(this);
}
spawnfunc(nexball_yellowgoal)
{
- self.team = NUM_TEAM_3;
- SpawnGoal();
+ this.team = NUM_TEAM_3;
+ SpawnGoal(this);
}
spawnfunc(nexball_pinkgoal)
{
- self.team = NUM_TEAM_4;
- SpawnGoal();
+ this.team = NUM_TEAM_4;
+ SpawnGoal(this);
}
spawnfunc(nexball_fault)
{
- self.team = GOAL_FAULT;
- if(self.noise == "")
- self.noise = strzone(SND(TYPEHIT));
- SpawnGoal();
+ this.team = GOAL_FAULT;
+ if(this.noise == "")
+ this.noise = strzone(SND(TYPEHIT));
+ SpawnGoal(this);
}
spawnfunc(nexball_out)
{
- self.team = GOAL_OUT;
- if(self.noise == "")
- self.noise = strzone(SND(TYPEHIT));
- SpawnGoal();
+ this.team = GOAL_OUT;
+ if(this.noise == "")
+ this.noise = strzone(SND(TYPEHIT));
+ SpawnGoal(this);
}
//
//=======================//
-void W_Nexball_Think()
-{SELFPARAM();
+void W_Nexball_Think(entity this)
+{
//dprint("W_Nexball_Think\n");
- //vector new_dir = steerlib_arrive(self.enemy.origin, 2500);
- vector new_dir = normalize(self.enemy.origin + '0 0 50' - self.origin);
- vector old_dir = normalize(self.velocity);
- float _speed = vlen(self.velocity);
+ //vector new_dir = steerlib_arrive(this.enemy.origin, 2500);
+ vector new_dir = normalize(this.enemy.origin + '0 0 50' - this.origin);
+ vector old_dir = normalize(this.velocity);
+ float _speed = vlen(this.velocity);
vector new_vel = normalize(old_dir + (new_dir * autocvar_g_nexball_safepass_turnrate)) * _speed;
//vector new_vel = (new_dir * autocvar_g_nexball_safepass_turnrate
- self.velocity = new_vel;
+ this.velocity = new_vel;
- self.nextthink = time;
+ this.nextthink = time;
}
-void W_Nexball_Touch()
-{SELFPARAM();
+void W_Nexball_Touch(entity this)
+{
entity ball, attacker;
- attacker = self.owner;
- //self.think = func_null;
- //self.enemy = world;
+ attacker = this.owner;
+ //this.think = func_null;
+ //this.enemy = world;
- PROJECTILE_TOUCH;
+ PROJECTILE_TOUCH(this);
if(attacker.team != other.team || autocvar_g_nexball_basketball_teamsteal)
if((ball = other.ballcarried) && !STAT(FROZEN, other) && !IS_DEAD(other) && (IS_PLAYER(attacker)))
{
- other.velocity = other.velocity + normalize(self.velocity) * other.damageforcescale * autocvar_g_balance_nexball_secondary_force;
+ other.velocity = other.velocity + normalize(this.velocity) * other.damageforcescale * autocvar_g_balance_nexball_secondary_force;
UNSET_ONGROUND(other);
if(!attacker.ballcarried)
{
GiveBall(attacker, other.ballcarried);
}
}
- remove(self);
+ remove(this);
}
-void W_Nexball_Attack(float t)
-{SELFPARAM();
+void W_Nexball_Attack(entity actor, float t)
+{
entity ball;
float mul, mi, ma;
- if(!(ball = self.ballcarried))
+ if(!(ball = actor.ballcarried))
return;
- W_SetupShot(self, false, 4, SND_NB_SHOOT1, CH_WEAPON_A, 0);
+ W_SetupShot(actor, false, 4, SND_NB_SHOOT1, CH_WEAPON_A, 0);
tracebox(w_shotorg, BALL_MINS, BALL_MAXS, w_shotorg, MOVE_WORLDONLY, world);
if(trace_startsolid)
{
- if(self.metertime)
- self.metertime = 0; // Shot failed, hide the power meter
+ if(actor.metertime)
+ actor.metertime = 0; // Shot failed, hide the power meter
return;
}
mul = mi + (ma - mi) * mul; // range from the minimal power to the maximal power
}
- DropBall(ball, w_shotorg, W_CalculateProjectileVelocity(self.velocity, w_shotdir * autocvar_g_balance_nexball_primary_speed * mul, false));
+ DropBall(ball, w_shotorg, W_CalculateProjectileVelocity(actor, actor.velocity, w_shotdir * autocvar_g_balance_nexball_primary_speed * mul, false));
//TODO: use the speed_up cvar too ??
vector trigger_push_calculatevelocity(vector org, entity tgt, float ht);
-void W_Nexball_Attack2()
-{SELFPARAM();
- if(self.ballcarried.enemy)
+void W_Nexball_Attack2(entity actor)
+{
+ if(actor.ballcarried.enemy)
{
- entity _ball = self.ballcarried;
- W_SetupShot(self, false, 4, SND_NB_SHOOT1, CH_WEAPON_A, 0);
+ entity _ball = actor.ballcarried;
+ W_SetupShot(actor, false, 4, SND_NB_SHOOT1, CH_WEAPON_A, 0);
DropBall(_ball, w_shotorg, trigger_push_calculatevelocity(_ball.origin, _ball.enemy, 32));
- _ball.think = W_Nexball_Think;
+ setthink(_ball, W_Nexball_Think);
_ball.nextthink = time;
return;
}
if(!autocvar_g_nexball_tackling)
return;
- W_SetupShot(self, false, 2, SND_NB_SHOOT2, CH_WEAPON_A, 0);
+ W_SetupShot(actor, false, 2, SND_NB_SHOOT2, CH_WEAPON_A, 0);
entity missile = new(ballstealer);
- missile.owner = self;
+ missile.owner = actor;
missile.movetype = MOVETYPE_FLY;
PROJECTILE_MAKETRIGGER(missile);
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_self;
+ settouch(missile, W_Nexball_Touch);
+ setthink(missile, SUB_Remove);
missile.nextthink = time + autocvar_g_balance_nexball_secondary_lifetime; //FIXME: use a distance instead?
missile.effects = EF_BRIGHTFIELD | EF_LOWPRECISION;
CSQCProjectile(missile, true, PROJECTILE_ELECTRO, true);
}
-float ball_customize()
-{SELFPARAM();
+float ball_customize(entity this)
+{
if(!self.owner)
{
self.effects &= ~EF_FLAME;
self.scale = 1;
- self.customizeentityforclient = func_null;
+ setcefc(self, func_null);
return true;
}
METHOD(BallStealer, wr_think, void(BallStealer thiswep, entity actor, .entity weaponentity, int fire))
{
- SELFPARAM();
TC(BallStealer, thiswep);
if(fire & 1)
if(weapon_prepareattack(thiswep, actor, weaponentity, false, autocvar_g_balance_nexball_primary_refire))
if(autocvar_g_nexball_basketball_meter)
{
- if(self.ballcarried && !self.metertime)
- self.metertime = time;
+ if(actor.ballcarried && !actor.metertime)
+ actor.metertime = time;
else
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
}
else
{
- W_Nexball_Attack(-1);
+ W_Nexball_Attack(actor, -1);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
}
if(fire & 2)
if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_nexball_secondary_refire))
{
- W_Nexball_Attack2();
+ W_Nexball_Attack2(actor);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_nexball_secondary_animtime, w_ready);
}
- if(!(fire & 1) && self.metertime && self.ballcarried)
+ if(!(fire & 1) && actor.metertime && actor.ballcarried)
{
- W_Nexball_Attack(time - self.metertime);
+ W_Nexball_Attack(actor, time - actor.metertime);
// DropBall or stealing will set metertime back to 0
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
}
}
-METHOD(BallStealer, wr_setup, void(BallStealer this))
+METHOD(BallStealer, wr_setup, void(BallStealer this, entity actor))
{
TC(BallStealer, this);
//weapon_setup(WEP_PORTO.m_id);
}
-METHOD(BallStealer, wr_checkammo1, bool(BallStealer this))
+METHOD(BallStealer, wr_checkammo1, bool(BallStealer this, entity actor))
{
TC(BallStealer, this);
return true;
}
-METHOD(BallStealer, wr_checkammo2, bool(BallStealer this))
+METHOD(BallStealer, wr_checkammo2, bool(BallStealer this, entity actor))
{
TC(BallStealer, this);
return true;
}
MUTATOR_HOOKFUNCTION(nb, ClientDisconnect)
-{SELFPARAM();
- nb_DropBall(self);
- return false;
+{
+ entity player = M_ARGV(0, entity);
+
+ nb_DropBall(player);
}
MUTATOR_HOOKFUNCTION(nb, PlayerDies)
{
+ entity frag_target = M_ARGV(2, entity);
+
nb_DropBall(frag_target);
- return false;
}
MUTATOR_HOOKFUNCTION(nb, MakePlayerObserver)
-{SELFPARAM();
- nb_DropBall(self);
+{
+ entity player = M_ARGV(0, entity);
+
+ nb_DropBall(player);
return false;
}
{
// 'view ball'
self.ballcarried.velocity = self.velocity;
- self.ballcarried.customizeentityforclient = ball_customize;
+ setcefc(self.ballcarried, ball_customize);
vector org = self.origin + self.view_ofs +
v_forward * autocvar_g_nexball_viewmodel_offset.x +
{
self.weapons = self.(weaponentity).weapons;
Weapon w = WEP_NEXBALL;
- w.wr_resetplayer(w);
+ w.wr_resetplayer(w, self);
PS(self).m_switchweapon = self.(weaponentity).m_switchweapon;
- W_SwitchWeapon(PS(self).m_switchweapon);
+ W_SwitchWeapon(self, PS(self).m_switchweapon);
self.(weaponentity).weapons = '0 0 0';
}
}
- nexball_setstatus();
+ nexball_setstatus(self);
return false;
}
MUTATOR_HOOKFUNCTION(nb, SpectateCopy)
{
- SELFPARAM();
- this.metertime = other.metertime;
+ entity spectatee = M_ARGV(0, entity);
+ entity client = M_ARGV(1, entity);
+
+ client.metertime = spectatee.metertime;
}
MUTATOR_HOOKFUNCTION(nb, PlayerSpawn)
{
- SELFPARAM();
- this.metertime = 0;
+ entity player = M_ARGV(0, entity);
+
+ player.metertime = 0;
.entity weaponentity = weaponentities[0];
- this.(weaponentity).weapons = '0 0 0';
+ player.(weaponentity).weapons = '0 0 0';
if (nexball_mode & NBM_BASKETBALL)
- this.weapons |= WEPSET(NEXBALL);
+ player.weapons |= WEPSET(NEXBALL);
else
- this.weapons = '0 0 0';
+ player.weapons = '0 0 0';
return false;
}
}
MUTATOR_HOOKFUNCTION(nb, ForbidThrowCurrentWeapon)
-{SELFPARAM();
- return PS(self).m_weapon == WEP_NEXBALL;
+{
+ entity player = M_ARGV(0, entity);
+
+ return PS(player).m_weapon == WEP_NEXBALL;
}
MUTATOR_HOOKFUNCTION(nb, ForbidDropCurrentWeapon)
-{SELFPARAM();
- return PS(self).m_weapon == WEP_MORTAR; // TODO: what is this for?
+{
+ entity player = M_ARGV(0, entity);
+
+ return PS(player).m_weapon == WEP_MORTAR; // TODO: what is this for?
}
MUTATOR_HOOKFUNCTION(nb, FilterItem)
-{SELFPARAM();
- if(self.classname == "droppedweapon")
- if(self.weapon == WEP_NEXBALL.m_id)
+{
+ entity item = M_ARGV(0, entity);
+
+ if(item.classname == "droppedweapon")
+ if(item.weapon == WEP_NEXBALL.m_id)
return true;
return false;
MUTATOR_HOOKFUNCTION(nb, GetTeamCount)
{
- ret_string = "nexball_team";
+ M_ARGV(1, string) = "nexball_team";
return true;
}
MUTATOR_HOOKFUNCTION(nb, WantWeapon)
{
- ret_float = 0; // weapon is set a few lines later, apparently
+ 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);
WEP_NEXBALL.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
ActivateTeamplay();
- SetLimits(autocvar_g_nexball_goallimit, autocvar_g_nexball_goalleadlimit, -1, -1);
+ SetLimits(autocvar_g_nexball_goallimit, autocvar_g_nexball_goalleadlimit, autocvar_timelimit_override, -1);
have_team_spawns = -1; // request team spawns
}