X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fmutators%2Fmutator%2Fgamemode_keepaway.qc;h=454e2f168f984369d6e3a6b40c3e8675ff7d4f00;hb=fc15d72b041c9a748b605ba28735380fbe5b5b01;hp=b12ddb4b38ead884cc11f488a98479ac2de725be;hpb=640749c392e1312c4b43b8fbc0a7c9ee2acf9041;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/mutators/mutator/gamemode_keepaway.qc b/qcsrc/server/mutators/mutator/gamemode_keepaway.qc index b12ddb4b3..454e2f168 100644 --- a/qcsrc/server/mutators/mutator/gamemode_keepaway.qc +++ b/qcsrc/server/mutators/mutator/gamemode_keepaway.qc @@ -78,7 +78,7 @@ bool ka_ballcarrier_waypointsprite_visible_for_player(entity this, entity player 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(entity this); @@ -86,78 +86,78 @@ 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(this, true); - setorigin(self, spot.origin); - self.angles = spot.angles; + 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; - settouch(self, ka_TouchEvent); - setthink(self, 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(entity this) { - if(self.owner.ballcarried) + 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(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(self); + 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; - settouch(self, func_null); - setthink(self, 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; @@ -166,10 +166,10 @@ void ka_TouchEvent(entity this) // runs any time that the ball comes in contact // 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); @@ -179,7 +179,7 @@ void ka_TouchEvent(entity this) // runs any time that the ball comes in contact 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 @@ -190,7 +190,7 @@ void ka_DropEvent(entity plyr) // runs any time that a player is supposed to los if(!ball) { return; } // reset the ball - setattachment(ball, world, ""); + setattachment(ball, NULL, ""); ball.movetype = MOVETYPE_BOUNCE; ball.wait = time + 1; settouch(ball, ka_TouchEvent); @@ -201,7 +201,7 @@ void ka_DropEvent(entity plyr) // runs any time that a player is supposed to los 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; @@ -209,15 +209,15 @@ void ka_DropEvent(entity plyr) // runs any time that a player is supposed to los // 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); @@ -316,6 +316,9 @@ void havocbot_role_ka_collector(entity 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 @@ -332,36 +335,36 @@ MUTATOR_HOOKFUNCTION(ka, PlayerDies) } if(frag_target.ballcarried) { ka_DropEvent(frag_target); } // a player with the ball has died, drop it - return false; } 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 false; + 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 false; } MUTATOR_HOOKFUNCTION(ka, PlayerDamage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc @@ -400,71 +403,76 @@ MUTATOR_HOOKFUNCTION(ka, PlayerDamage_Calculate) // for changing damage and forc M_ARGV(4, float) = frag_damage; M_ARGV(6, vector) = frag_force; - - return false; } MUTATOR_HOOKFUNCTION(ka, ClientDisconnect) -{SELFPARAM(); - if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has left the match, drop it - return false; +{ + 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 false; +{ + 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 false; + 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; } @@ -489,7 +497,7 @@ void ka_SpawnBall() // loads various values for the ball, runs only once at star e.pushable = true; e.reset = ka_Reset; settouch(e, ka_TouchEvent); - e.owner = world; + 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.