return -1;
}
- return 0;
+ return false;
}
float autocvar_g_keepawayball_respawntime;
int autocvar_g_keepawayball_trail_color;
-float ka_ballcarrier_waypointsprite_visible_for_player(entity e) // runs on waypoints which are attached to ballcarriers, updates once per frame
+bool ka_ballcarrier_waypointsprite_visible_for_player(entity this, entity player, entity view) // runs on waypoints which are attached to ballcarriers, updates once per frame
{
- if(e.ballcarried)
- if(IS_SPEC(other))
+ if(view.ballcarried)
+ if(IS_SPEC(player))
return false; // we don't want spectators of the ballcarrier to see the attached waypoint on the top of their screen
// TODO: Make the ballcarrier lack a waypointsprite whenever they have the invisibility powerup
void ka_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later
{
if(autocvar_sv_eventlog)
- GameLogEcho(strcat(":ka:", mode, ((actor != world) ? (strcat(":", ftos(actor.playerid))) : "")));
+ GameLogEcho(strcat(":ka:", mode, ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : "")));
}
-void ka_TouchEvent();
-void ka_RespawnBall() // runs whenever the ball needs to be relocated
-{SELFPARAM();
+void ka_TouchEvent(entity this);
+void ka_RespawnBall(entity this);
+void ka_RespawnBall(entity this) // runs whenever the ball needs to be relocated
+{
if(gameover) { return; }
- vector oldballorigin = self.origin;
+ vector oldballorigin = this.origin;
- if(!MoveToRandomMapLocation(self, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
+ if(!MoveToRandomMapLocation(this, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
{
- entity spot = SelectSpawnPoint(true);
- setorigin(self, spot.origin);
- self.angles = spot.angles;
+ entity spot = SelectSpawnPoint(this, true);
+ setorigin(this, spot.origin);
+ this.angles = spot.angles;
}
- makevectors(self.angles);
- self.movetype = MOVETYPE_BOUNCE;
- self.velocity = '0 0 200';
- self.angles = '0 0 0';
- self.effects = autocvar_g_keepawayball_effects;
- self.touch = ka_TouchEvent;
- self.think = ka_RespawnBall;
- self.nextthink = time + autocvar_g_keepawayball_respawntime;
+ makevectors(this.angles);
+ this.movetype = MOVETYPE_BOUNCE;
+ this.velocity = '0 0 200';
+ this.angles = '0 0 0';
+ this.effects = autocvar_g_keepawayball_effects;
+ settouch(this, ka_TouchEvent);
+ setthink(this, ka_RespawnBall);
+ this.nextthink = time + autocvar_g_keepawayball_respawntime;
Send_Effect(EFFECT_ELECTRO_COMBO, oldballorigin, '0 0 0', 1);
- Send_Effect(EFFECT_ELECTRO_COMBO, self.origin, '0 0 0', 1);
+ Send_Effect(EFFECT_ELECTRO_COMBO, this.origin, '0 0 0', 1);
- WaypointSprite_Spawn(WP_KaBall, 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
- WaypointSprite_Ping(self.waypointsprite_attachedforcarrier);
+ WaypointSprite_Spawn(WP_KaBall, 0, 0, this, '0 0 64', NULL, this.team, this, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
+ WaypointSprite_Ping(this.waypointsprite_attachedforcarrier);
- sound(self, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
+ sound(this, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
}
-void ka_TimeScoring()
-{SELFPARAM();
- if(self.owner.ballcarried)
+void ka_TimeScoring(entity this)
+{
+ if(this.owner.ballcarried)
{ // add points for holding the ball after a certain amount of time
if(autocvar_g_keepaway_score_timepoints)
- PlayerScore_Add(self.owner, SP_SCORE, autocvar_g_keepaway_score_timepoints);
+ PlayerScore_Add(this.owner, SP_SCORE, autocvar_g_keepaway_score_timepoints);
- PlayerScore_Add(self.owner, SP_KEEPAWAY_BCTIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds"
- self.nextthink = time + autocvar_g_keepaway_score_timeinterval;
+ PlayerScore_Add(this.owner, SP_KEEPAWAY_BCTIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds"
+ this.nextthink = time + autocvar_g_keepaway_score_timeinterval;
}
}
-void ka_TouchEvent() // runs any time that the ball comes in contact with something
-{SELFPARAM();
+void ka_TouchEvent(entity this) // runs any time that the ball comes in contact with something
+{
if(gameover) { return; }
- if(!self) { return; }
+ if(!this) { return; }
if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
{ // The ball fell off the map, respawn it since players can't get to it
- ka_RespawnBall();
+ ka_RespawnBall(this);
return;
}
if(IS_DEAD(other)) { return; }
if(STAT(FROZEN, other)) { return; }
if (!IS_PLAYER(other))
{ // The ball just touched an object, most likely the world
- Send_Effect(EFFECT_BALL_SPARKS, self.origin, '0 0 0', 1);
- sound(self, CH_TRIGGER, SND_KA_TOUCH, VOL_BASE, ATTEN_NORM);
+ Send_Effect(EFFECT_BALL_SPARKS, this.origin, '0 0 0', 1);
+ sound(this, CH_TRIGGER, SND_KA_TOUCH, VOL_BASE, ATTEN_NORM);
return;
}
- else if(self.wait > time) { return; }
+ else if(this.wait > time) { return; }
// attach the ball to the player
- self.owner = other;
- other.ballcarried = self;
- setattachment(self, other, "");
- setorigin(self, '0 0 0');
+ this.owner = other;
+ other.ballcarried = this;
+ setattachment(this, other, "");
+ setorigin(this, '0 0 0');
// make the ball invisible/unable to do anything/set up time scoring
- self.velocity = '0 0 0';
- self.movetype = MOVETYPE_NONE;
- self.effects |= EF_NODRAW;
- self.touch = func_null;
- self.think = ka_TimeScoring;
- self.nextthink = time + autocvar_g_keepaway_score_timeinterval;
- self.takedamage = DAMAGE_NO;
+ this.velocity = '0 0 0';
+ this.movetype = MOVETYPE_NONE;
+ this.effects |= EF_NODRAW;
+ settouch(this, func_null);
+ setthink(this, ka_TimeScoring);
+ this.nextthink = time + autocvar_g_keepaway_score_timeinterval;
+ this.takedamage = DAMAGE_NO;
// apply effects to player
other.glow_color = autocvar_g_keepawayball_trail_color;
// messages and sounds
ka_EventLog("pickup", other);
- Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_KEEPAWAY_PICKUP, other.netname);
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_PICKUP, other.netname);
Send_Notification(NOTIF_ALL_EXCEPT, other, MSG_CENTER, CENTER_KEEPAWAY_PICKUP, other.netname);
Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_KEEPAWAY_PICKUP_SELF);
- sound(self.owner, CH_TRIGGER, SND_KA_PICKEDUP, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
+ sound(this.owner, CH_TRIGGER, SND_KA_PICKEDUP, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
// scoring
PlayerScore_Add(other, SP_KEEPAWAY_PICKUPS, 1);
other.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = ka_ballcarrier_waypointsprite_visible_for_player;
WaypointSprite_UpdateRule(other.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
WaypointSprite_Ping(other.waypointsprite_attachedforcarrier);
- WaypointSprite_Kill(self.waypointsprite_attachedforcarrier);
+ WaypointSprite_Kill(this.waypointsprite_attachedforcarrier);
}
void ka_DropEvent(entity plyr) // runs any time that a player is supposed to lose the ball
if(!ball) { return; }
// reset the ball
- setattachment(ball, world, "");
+ setattachment(ball, NULL, "");
ball.movetype = MOVETYPE_BOUNCE;
ball.wait = time + 1;
- ball.touch = ka_TouchEvent;
- ball.think = ka_RespawnBall;
+ settouch(ball, ka_TouchEvent);
+ setthink(ball, ka_RespawnBall);
ball.nextthink = time + autocvar_g_keepawayball_respawntime;
ball.takedamage = DAMAGE_YES;
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; // I hope nothing checks to see if the world has the ball in the rest of my code :P
- ball.owner = world;
+ ball.owner = NULL;
// reset the player effects
plyr.glow_trail = false;
// messages and sounds
ka_EventLog("dropped", plyr);
- Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_KEEPAWAY_DROPPED, plyr.netname);
- Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_KEEPAWAY_DROPPED, plyr.netname);
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_DROPPED, plyr.netname);
+ Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_KEEPAWAY_DROPPED, plyr.netname);
sound(other, CH_TRIGGER, SND_KA_DROPPED, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
// scoring
// PlayerScore_Add(plyr, SP_KEEPAWAY_DROPS, 1); Not anymore, this is 100% the same as pickups and is useless.
// waypoints
- WaypointSprite_Spawn(WP_KaBall, 0, 0, ball, '0 0 64', world, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
+ WaypointSprite_Spawn(WP_KaBall, 0, 0, ball, '0 0 64', NULL, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier);
if(time < game_starttime)
{
- this.think = ka_RespawnBall;
- this.touch = func_null;
+ setthink(this, ka_RespawnBall);
+ settouch(this, func_null);
this.nextthink = game_starttime;
}
else
- ka_RespawnBall();
+ ka_RespawnBall(this);
}
MUTATOR_HOOKFUNCTION(ka, PlayerDies)
{
+ entity frag_attacker = M_ARGV(1, entity);
+ entity frag_target = M_ARGV(2, entity);
+
if((frag_attacker != frag_target) && (IS_PLAYER(frag_attacker)))
{
if(frag_target.ballcarried) { // add to amount of times killing carrier
}
if(frag_target.ballcarried) { ka_DropEvent(frag_target); } // a player with the ball has died, drop it
- return 0;
}
MUTATOR_HOOKFUNCTION(ka, GiveFragsForKill)
{
- frag_score = 0; // no frags counted in keepaway
- return 1; // you deceptive little bugger ;3 This needs to be true in order for this function to even count.
+ M_ARGV(2, float) = 0; // no frags counted in keepaway
+ return true; // you deceptive little bugger ;3 This needs to be true in order for this function to even count.
}
MUTATOR_HOOKFUNCTION(ka, PlayerPreThink)
-{SELFPARAM();
+{
+ entity player = M_ARGV(0, entity);
+
// clear the item used for the ball in keepaway
- self.items &= ~IT_KEY1;
+ player.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;
-
- return 0;
+ if(player.ballcarried)
+ player.items |= IT_KEY1;
}
MUTATOR_HOOKFUNCTION(ka, PlayerUseKey)
-{SELFPARAM();
+{
+ entity player = M_ARGV(0, entity);
+
if(MUTATOR_RETURNVALUE == 0)
- if(self.ballcarried)
+ if(player.ballcarried)
{
- ka_DropEvent(self);
- return 1;
+ ka_DropEvent(player);
+ return true;
}
- return 0;
}
MUTATOR_HOOKFUNCTION(ka, PlayerDamage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc
{
+ entity frag_attacker = M_ARGV(1, entity);
+ entity frag_target = M_ARGV(2, entity);
+ float frag_damage = M_ARGV(4, float);
+ vector frag_force = M_ARGV(6, vector);
+
if(frag_attacker.ballcarried) // if the attacker is a ballcarrier
{
if(frag_target == frag_attacker) // damage done to yourself
frag_force *= autocvar_g_keepaway_noncarrier_force;
}
}
- return 0;
+
+ M_ARGV(4, float) = frag_damage;
+ M_ARGV(6, vector) = frag_force;
}
MUTATOR_HOOKFUNCTION(ka, ClientDisconnect)
-{SELFPARAM();
- if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has left the match, drop it
- return 0;
+{
+ entity player = M_ARGV(0, entity);
+
+ if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it
}
MUTATOR_HOOKFUNCTION(ka, MakePlayerObserver)
-{SELFPARAM();
- if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has left the match, drop it
- return 0;
+{
+ entity player = M_ARGV(0, entity);
+
+ if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it
}
MUTATOR_HOOKFUNCTION(ka, PlayerPowerups)
-{SELFPARAM();
+{
+ entity player = M_ARGV(0, entity);
+
// In the future this hook is supposed to allow me to do some extra stuff with waypointsprites and invisibility powerup
// So bare with me until I can fix a certain bug with ka_ballcarrier_waypointsprite_visible_for_player()
- self.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
+ player.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
- if(self.ballcarried)
- self.effects |= autocvar_g_keepaway_ballcarrier_effects;
-
- return 0;
+ if(player.ballcarried)
+ player.effects |= autocvar_g_keepaway_ballcarrier_effects;
}
.float stat_sv_airspeedlimit_nonqw;
.float stat_sv_maxspeed;
MUTATOR_HOOKFUNCTION(ka, PlayerPhysics)
-{SELFPARAM();
- if(self.ballcarried)
+{
+ entity player = M_ARGV(0, entity);
+
+ if(player.ballcarried)
{
- self.stat_sv_airspeedlimit_nonqw *= autocvar_g_keepaway_ballcarrier_highspeed;
- self.stat_sv_maxspeed *= autocvar_g_keepaway_ballcarrier_highspeed;
+ player.stat_sv_airspeedlimit_nonqw *= autocvar_g_keepaway_ballcarrier_highspeed;
+ player.stat_sv_maxspeed *= autocvar_g_keepaway_ballcarrier_highspeed;
}
- return false;
}
MUTATOR_HOOKFUNCTION(ka, BotShouldAttack)
-{SELFPARAM();
+{
+ entity bot = M_ARGV(0, entity);
+ entity targ = M_ARGV(1, entity);
+
// if neither player has ball then don't attack unless the ball is on the ground
- if(!checkentity.ballcarried && !self.ballcarried && ka_ball.owner)
+ if(!targ.ballcarried && !bot.ballcarried && ka_ball.owner)
return true;
- return false;
}
MUTATOR_HOOKFUNCTION(ka, HavocBot_ChooseRole)
-{SELFPARAM();
- if (self.ballcarried)
- self.havocbot_role = havocbot_role_ka_carrier;
+{
+ entity bot = M_ARGV(0, entity);
+
+ if (bot.ballcarried)
+ bot.havocbot_role = havocbot_role_ka_carrier;
else
- self.havocbot_role = havocbot_role_ka_collector;
+ bot.havocbot_role = havocbot_role_ka_collector;
return true;
}
MUTATOR_HOOKFUNCTION(ka, DropSpecialItems)
{
+ entity frag_target = M_ARGV(0, entity);
+
if(frag_target.ballcarried)
ka_DropEvent(frag_target);
-
- return false;
}
e.glow_color = autocvar_g_keepawayball_trail_color;
e.glow_trail = true;
e.flags = FL_ITEM;
+ e.pushable = true;
e.reset = ka_Reset;
- e.touch = ka_TouchEvent;
- e.owner = world;
+ settouch(e, ka_TouchEvent);
+ e.owner = NULL;
ka_ball = e;
InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So.