]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/gamemodes/gamemode/nexball/nexball.qc
Merge branch 'martin-t/random' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / gamemodes / gamemode / nexball / nexball.qc
index 35fe31c2bd6ea49295a0697d68cf0e7d55c85cc0..163d7b81cbda375b689661b62b3e7498ad77bd65 100644 (file)
@@ -1,6 +1,5 @@
 #include "nexball.qh"
 
-#ifdef IMPLEMENTATION
 #ifdef CSQC
 int autocvar_cl_eventchase_nexball = 1;
 
@@ -70,8 +69,6 @@ float OtherTeam(float t)  //works only if there are two teams on the map!
 }
 
 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);
@@ -106,9 +103,9 @@ void nexball_setstatus(entity this)
        {
                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
@@ -258,7 +255,7 @@ void ResetBall(entity this)
        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);
@@ -453,7 +450,7 @@ spawnfunc(nexball_team)
 {
        if(!g_nexball)
        {
-               remove(this);
+               delete(this);
                return;
        }
        this.team = this.cnt + 1;
@@ -461,7 +458,7 @@ spawnfunc(nexball_team)
 
 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;
@@ -527,7 +524,7 @@ void nb_delayedinit(entity this)
 
 void SpawnBall(entity this)
 {
-       if(!g_nexball) { remove(this); return; }
+       if(!g_nexball) { delete(this); return; }
 
 //     balls += 4; // using the remaining bits to count balls will leave more than the max edict count, so it's fine
 
@@ -624,7 +621,7 @@ bool nb_Goal_Customize(entity this, entity client)
 
 void SpawnGoal(entity this)
 {
-       if(!g_nexball) { remove(this); return; }
+       if(!g_nexball) { delete(this); return; }
 
        EXACTTRIGGER_INIT;
 
@@ -761,17 +758,17 @@ void W_Nexball_Touch(entity this, entity toucher)
                                GiveBall(attacker, toucher.ballcarried);
                        }
                }
-       remove(this);
+       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)
        {
@@ -802,12 +799,12 @@ void W_Nexball_Attack(entity actor, float t)
 
 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;
@@ -817,7 +814,7 @@ void W_Nexball_Attack2(entity actor)
        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;
@@ -837,6 +834,8 @@ void W_Nexball_Attack2(entity 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);
 }
@@ -882,19 +881,19 @@ METHOD(BallStealer, wr_think, void(BallStealer thiswep, entity actor, .entity we
             }
             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);
     }
@@ -1087,7 +1086,7 @@ MUTATOR_HOOKFUNCTION(nb, ItemTouch)
        return MUT_ITEMTOUCH_CONTINUE;
 }
 
-MUTATOR_HOOKFUNCTION(nb, GetTeamCount)
+MUTATOR_HOOKFUNCTION(nb, CheckAllowedTeams)
 {
        M_ARGV(1, string) = "nexball_team";
        return true;
@@ -1158,4 +1157,3 @@ REGISTER_MUTATOR(nb, g_nexball)
 }
 
 #endif
-#endif