void ka_RespawnBall(void);
void ka_DropEvent(entity);
+float ka_ballcarrier_waypointsprite_visible_for_player(entity);
+
void ka_Initialize() // run at the start of a match, initiates game mode
{
if(!g_keepaway)
e.scale = 1;
precache_model(e.model);
setmodel(e, e.model);
- setsize(e, '-20 -20 -20', '20 20 20');
+ setsize(e, '-16 -16 -20', '16 16 20'); // 20 20 20 was too big, player is only 16 16 24... gotta cheat with the Z (20) axis so that the particle isn't cut off
e.classname = "keepawayball";
e.damageforcescale = cvar("g_keepawayball_damageforcescale");
e.takedamage = DAMAGE_YES;
WaypointSprite_UpdateTeamRadar(self.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '0 1 1');
WaypointSprite_Ping(self.waypointsprite_attachedforcarrier);
- sound(self, CHAN_AUTO, "keepaway/respawn.wav", VOL_BASE, ATTN_NONE); // no attenuation as this is a global sound
+ sound(self, CHAN_AUTO, "keepaway/respawn.wav", VOL_BASE, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere)
}
else
{
sound(self, CHAN_AUTO, "keepaway/touch.wav", VOL_BASE, ATTN_NORM);
return;
}
- if(self.wait > time) { return; }
+ else if(self.wait > time) { return; }
// attach the ball to the player
self.owner = other;
// apply effects to player
other.glow_color = cvar("g_keepawayball_trail_color");
other.glow_trail = TRUE;
- other.effects |= 8;
- other.alpha = 0.6;
+ other.effects |= EF_DIMLIGHT;
+ other.alpha = cvar("g_keepaway_ballcarrier_alpha");
+ other.exteriorweaponentity.alpha = cvar("g_keepaway_ballcarrier_alpha");
// messages and sounds
Send_KillNotification(other.netname, "", "", KA_PICKUPBALL, MSG_KA);
WriteByte(MSG_BROADCAST, SVC_CENTERPRINT);
WriteString(MSG_BROADCAST, strcat("\n\n", other.netname, "^7 has picked up the ball!\n"));
- sound(self.owner, CHAN_AUTO, "keepaway/pickedup.wav", VOL_BASE, ATTN_NONE);
+ sound(self.owner, CHAN_AUTO, "keepaway/pickedup.wav", VOL_BASE, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere)
// scoring
PlayerScore_Add(other, SP_KEEPAWAY_PICKUPS, 1);
// waypoints
WaypointSprite_AttachCarrier("ka-ballcarrier", other);
+ other.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = ka_ballcarrier_waypointsprite_visible_for_player;
WaypointSprite_UpdateRule(other.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
WaypointSprite_UpdateTeamRadar(other.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '1 0 0');
WaypointSprite_Ping(other.waypointsprite_attachedforcarrier);
// reset the ball
setattachment(ball, world, "");
ball.movetype = MOVETYPE_BOUNCE;
- ball.solid = SOLID_TRIGGER;
+ ball.solid = SOLID_TRIGGER; // is this needed?
ball.wait = time + 1;
ball.think = ka_RespawnBall;
ball.nextthink = time + cvar("g_keepawayball_respawntime");
ball.effects &~= EF_NODRAW;
setorigin(ball, plyr.origin + '0 0 10');
ball.velocity = '0 0 200' + '0 100 0'*crandom() + '100 0 0'*crandom();
- ball.owner.ballcarried = world;
+ ball.owner.ballcarried = world; // I hope nothing checks to see if the world has the ball in the rest of my code :P
ball.owner = world;
// reset the player effects
- plyr.effects &~= 8;
- plyr.alpha = 1.0;
+ plyr.effects &~= EF_DIMLIGHT;
+ plyr.alpha = default_player_alpha;
+ plyr.exteriorweaponentity.alpha = default_weapon_alpha;
plyr.glow_trail = FALSE;
// messages and sounds
Send_KillNotification(plyr.netname, "", "", KA_DROPBALL, MSG_KA);
WriteByte(MSG_BROADCAST, SVC_CENTERPRINT);
WriteString(MSG_BROADCAST, strcat("\n\n", plyr.netname, "^7 has dropped the ball!\n"));
- sound(other, CHAN_AUTO, "keepaway/dropped.wav", VOL_BASE, ATTN_NONE);
+ sound(other, CHAN_AUTO, "keepaway/dropped.wav", VOL_BASE, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere)
// scoring
PlayerScore_Add(plyr, SP_KEEPAWAY_DROPS, 1);
WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier);
}
+float ka_ballcarrier_waypointsprite_visible_for_player(entity e) // runs on waypoints which are attached to ballcarriers, updates once per frame
+{
+ if(e.ballcarried)
+ {
+ if(other.classname == "spectator")
+ return FALSE; // we don't want spectators of the ballcarrier to see the attached waypoint on the top of their screen
+ else if(g_minstagib && (e.items & IT_STRENGTH))
+ return FALSE; // if the ballcarrier has invisibility, don't draw the waypoint as this is the function of invisibility in keepaway
+ }
+
+ return TRUE;
+}
+
MUTATOR_HOOKFUNCTION(ka_RemovePlayer)
{
if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has left the match, drop it
MUTATOR_HOOKFUNCTION(ka_PlayerPreThink)
{
+ // clear the item used for the ball in keepaway
self.items &~= IT_KEY1;
-
+
+ // if the player has the ball, make sure they have the item for it (Used for HUD primarily)
if(self.ballcarried)
self.items |= IT_KEY1;
-
- if(self.BUTTON_USE) // drop the ball if the player presses the use button
+
+ // drop the ball if the player presses the use button
+ if(self.BUTTON_USE)
if(self.ballcarried) { ka_DropEvent(self); }
return 0;
MUTATOR_HOOKFUNCTION(ka_PlayerDamage) // for changing damage and force values that are applied to players in g_damage.qc
{
- if(frag_attacker.items & IT_KEY1) // if the attacker is a ballcarrier
+ if(frag_attacker.ballcarried) // if the attacker is a ballcarrier
{
if(frag_target == frag_attacker) // damage done to yourself
{
frag_force *= cvar("g_keepaway_ballcarrier_force");
}
}
- else if not(frag_target.items & IT_KEY1) // if the target is a noncarrier
+ else if not(frag_target.ballcarried) // if the target is a noncarrier
{
if(frag_target == frag_attacker) // damage done to yourself
{
return 0;
}
+MUTATOR_HOOKFUNCTION(ka_PlayerPowerups)
+{
+ if(self.ballcarried)
+ {
+ // if the player has the ball, force ballcarrier alpha upon them
+ self.alpha = cvar("g_keepaway_ballcarrier_alpha");
+ self.exteriorweaponentity.alpha = cvar("g_keepaway_ballcarrier_alpha");
+
+ // if we're in minstagib and a ballcarrier has just picked up invisibility,
+ // notify all the other players that the ballcarrier no longer has a waypoint
+ if(g_minstagib)
+ {
+ if(olditems & IT_STRENGTH)
+ {
+ if(time > self.strength_finished)
+ { // this only runs ONCE right after the player loses invisibility
+ bprint(self.netname, "^7 isn't invisible from radar anymore.\n");
+ }
+ }
+ else
+ {
+ if(time < self.strength_finished)
+ { // this only runs ONCE right after the player gains invisibility
+ bprint(self.netname, "^7 has picked up invisibility and can no longer be seen on radar!\n");
+ }
+ }
+ }
+ }
+ else if(g_minstagib)
+ {
+ // if we're in minstagib and a noncarrier has invisibility, assure that we apply the invisibility effects normally
+ if(olditems & IT_STRENGTH)
+ {
+ self.alpha = g_minstagib_invis_alpha;
+ self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
+ }
+ }
+ else
+ {
+ // if we're a normal player with no powerups that edit alpha make sure the alpha is default.
+ // (normal powerups just use EF_ADDITIVE)
+ self.alpha = default_player_alpha;
+ self.exteriorweaponentity.alpha = default_weapon_alpha;
+ }
+
+ return 0;
+}
+
MUTATOR_DEFINITION(gamemode_keepaway)
{
+ // I don't quite understand these orders, perhaps someone could enlighten me?
MUTATOR_HOOK(MakePlayerObserver, ka_RemovePlayer, CBC_ORDER_ANY);
MUTATOR_HOOK(ClientDisconnect, ka_RemovePlayer, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerDies, ka_Scoring, CBC_ORDER_ANY);
MUTATOR_HOOK(GiveFragsForKill, ka_GiveFragsForKill, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerPreThink, ka_PlayerPreThink, CBC_ORDER_FIRST);
MUTATOR_HOOK(PlayerDamage_Calculate, ka_PlayerDamage, CBC_ORDER_ANY);
+ MUTATOR_HOOK(PlayerPowerups, ka_PlayerPowerups, CBC_ORDER_ANY);
MUTATOR_ONADD
{