#include "nexball.qh"
-#ifdef IMPLEMENTATION
#ifdef CSQC
int autocvar_cl_eventchase_nexball = 1;
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;
}
const float ST_NEXBALL_GOALS = 1;
-const float SP_NEXBALL_GOALS = 4;
-const float SP_NEXBALL_FAULTS = 5;
void nb_ScoreRules(int teams)
{
ScoreRules_basics(teams, 0, 0, true);
{
if(this.ballcarried.teamtime && (this.ballcarried.teamtime < time))
{
- bprint("The ", Team_ColoredFullName(this.team), " held the ball for too long.\n");
- DropBall(this.ballcarried, this.ballcarried.owner.origin, '0 0 0');
+ 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
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;
ball.nb_dropper = plyr;
}
plyr.(weaponentity).weapons = plyr.weapons;
- plyr.(weaponentity).m_switchweapon = PS(plyr).m_weapon;
+ plyr.m_switchweapon = plyr.(weaponentity).m_weapon;
plyr.weapons = WEPSET(NEXBALL);
Weapon w = WEP_NEXBALL;
w.wr_resetplayer(w, plyr);
- PS(plyr).m_switchweapon = WEP_NEXBALL;
- W_SwitchWeapon(plyr, WEP_NEXBALL);
+ plyr.(weaponentity).m_switchweapon = WEP_NEXBALL;
+ W_SwitchWeapon(plyr, WEP_NEXBALL, weaponentity);
}
void DropBall(entity ball, vector org, vector vel)
if(ball.owner.metertime)
{
ball.owner.metertime = 0;
- .entity weaponentity = weaponentities[0]; // TODO: find ballstealer
+ .entity weaponentity = ball.weaponentity_fld;
ball.owner.(weaponentity).state = WS_READY;
}
if(this.cnt < 2) // step 1
{
if(time == this.teamtime)
- bprint("The ", Team_ColoredFullName(this.team), " held the ball for too long.\n");
+ 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);
void nb_spawnteam(string teamname, float teamcolor)
{
- LOG_TRACE("^2spawned team ", teamname, "\n");
+ LOG_TRACE("^2spawned team ", teamname);
entity e = new(nexball_team);
e.netname = teamname;
e.cnt = teamcolor;
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 == "")
delete(this);
}
-void W_Nexball_Attack(entity actor, float t)
+void W_Nexball_Attack(entity actor, .entity weaponentity, float t)
{
entity ball;
float mul, mi, ma;
if(!(ball = actor.ballcarried))
return;
- W_SetupShot(actor, false, 4, SND_NB_SHOOT1, CH_WEAPON_A, 0);
+ W_SetupShot(actor, weaponentity, false, 4, SND_NB_SHOOT1, CH_WEAPON_A, 0);
tracebox(w_shotorg, BALL_MINS, BALL_MAXS, w_shotorg, MOVE_WORLDONLY, NULL);
if(trace_startsolid)
{
vector trigger_push_calculatevelocity(vector org, entity tgt, float ht);
-void W_Nexball_Attack2(entity actor)
+void W_Nexball_Attack2(entity actor, .entity weaponentity)
{
if(actor.ballcarried.enemy)
{
entity _ball = actor.ballcarried;
- W_SetupShot(actor, false, 4, SND_NB_SHOOT1, CH_WEAPON_A, 0);
+ W_SetupShot(actor, weaponentity, false, 4, SND_NB_SHOOT1, CH_WEAPON_A, 0);
DropBall(_ball, w_shotorg, trigger_push_calculatevelocity(_ball.origin, _ball.enemy, 32));
setthink(_ball, W_Nexball_Think);
_ball.nextthink = time;
if(!autocvar_g_nexball_tackling)
return;
- W_SetupShot(actor, false, 2, SND_NB_SHOOT2, CH_WEAPON_A, 0);
+ W_SetupShot(actor, weaponentity, false, 2, SND_NB_SHOOT2, CH_WEAPON_A, 0);
entity missile = new(ballstealer);
missile.owner = actor;
missile.effects = EF_BRIGHTFIELD | EF_LOWPRECISION;
missile.flags = FL_PROJECTILE;
+ IL_PUSH(g_projectiles, missile);
+ IL_PUSH(g_bot_dodge, missile);
CSQCProjectile(missile, true, PROJECTILE_ELECTRO, true);
}
}
else
{
- W_Nexball_Attack(actor, -1);
+ W_Nexball_Attack(actor, weaponentity, -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(actor);
+ W_Nexball_Attack2(actor, weaponentity);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_nexball_secondary_animtime, w_ready);
}
if(!(fire & 1) && actor.metertime && actor.ballcarried)
{
- W_Nexball_Attack(actor, time - actor.metertime);
+ W_Nexball_Attack(actor, weaponentity, 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, entity actor))
+METHOD(BallStealer, wr_setup, void(BallStealer this, entity actor, .entity weaponentity))
{
TC(BallStealer, this);
//weapon_setup(WEP_PORTO.m_id);
}
-METHOD(BallStealer, wr_checkammo1, bool(BallStealer this, entity actor))
+METHOD(BallStealer, wr_checkammo1, bool(BallStealer this, entity actor, .entity weaponentity))
{
TC(BallStealer, this);
return true;
}
-METHOD(BallStealer, wr_checkammo2, bool(BallStealer this, entity actor))
+METHOD(BallStealer, wr_checkammo2, bool(BallStealer this, entity actor, .entity weaponentity))
{
TC(BallStealer, this);
return true;
}
else
{
- .entity weaponentity = weaponentities[0]; // TODO
- if(player.(weaponentity).weapons)
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
- player.weapons = player.(weaponentity).weapons;
- Weapon w = WEP_NEXBALL;
- w.wr_resetplayer(w, player);
- PS(player).m_switchweapon = player.(weaponentity).m_switchweapon;
- W_SwitchWeapon(player, PS(player).m_switchweapon);
+ .entity weaponentity = weaponentities[slot];
- player.(weaponentity).weapons = '0 0 0';
+ if(player.(weaponentity).weapons)
+ {
+ player.weapons = player.(weaponentity).weapons;
+ Weapon w = WEP_NEXBALL;
+ w.wr_resetplayer(w, player);
+ player.(weaponentity).m_switchweapon = player.m_switchweapon;
+ W_SwitchWeapon(player, player.(weaponentity).m_switchweapon, weaponentity);
+
+ player.(weaponentity).weapons = '0 0 0';
+ }
}
}
entity player = M_ARGV(0, entity);
player.metertime = 0;
- .entity weaponentity = weaponentities[0];
- player.(weaponentity).weapons = '0 0 0';
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ player.(weaponentity).weapons = '0 0 0';
+ }
if (nexball_mode & NBM_BASKETBALL)
player.weapons |= WEPSET(NEXBALL);
MUTATOR_HOOKFUNCTION(nb, ForbidThrowCurrentWeapon)
{
- entity player = M_ARGV(0, entity);
+ //entity player = M_ARGV(0, entity);
+ entity wepent = M_ARGV(1, entity);
- return PS(player).m_weapon == WEP_NEXBALL;
+ return wepent.m_weapon == WEP_NEXBALL;
}
MUTATOR_HOOKFUNCTION(nb, ForbidDropCurrentWeapon)
{
- entity player = M_ARGV(0, entity);
+ //entity player = M_ARGV(0, entity);
+ int wep = M_ARGV(1, int);
- return PS(player).m_weapon == WEP_MORTAR; // TODO: what is this for?
+ return wep == WEP_MORTAR.m_id; // TODO: what is this for?
}
MUTATOR_HOOKFUNCTION(nb, FilterItem)
return MUT_ITEMTOUCH_CONTINUE;
}
-MUTATOR_HOOKFUNCTION(nb, GetTeamCount)
+MUTATOR_HOOKFUNCTION(nb, CheckAllowedTeams)
{
M_ARGV(1, string) = "nexball_team";
return true;
}
#endif
-#endif