+float autocvar_g_nexball_safepass_turnrate;
+float autocvar_g_nexball_safepass_maxdist;
+float autocvar_g_nexball_safepass_holdtime;
+float autocvar_g_nexball_viewmodel_scale;
+float autocvar_g_nexball_tackling;
+vector autocvar_g_nexball_viewmodel_offset;
+
void basketball_touch();
void football_touch();
void ResetBall();
{
WaypointSprite_Kill(ball.waypointsprite_attachedforcarrier);
}
-
- setattachment(ball, plyr, "");
- setorigin(ball, BALL_ATTACHORG);
+
+ //setattachment(ball, plyr, "");
+ setorigin(ball, plyr.origin + plyr.view_ofs);
if(ball.team != plyr.team)
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.team = plyr.team;
plyr.ballcarried = ball;
- ball.dropperid = plyr.playerid;
+ ball.ctf_dropperid = plyr.playerid;
plyr.effects |= autocvar_g_nexball_basketball_effects_default;
ball.effects &~= autocvar_g_nexball_basketball_effects_default;
ball.think = DropOwner;
ball.nextthink = time + autocvar_g_nexball_basketball_delay_hold;
}
+
+ ownr = self;
+ self = plyr;
+ self.weaponentity.weapons = self.weapons;
+ self.weaponentity.switchweapon = self.weapon;
+ self.weapons = W_WeaponBit(WEP_PORTO);
+ weapon_action(WEP_PORTO, WR_RESETPLAYER);
+ self.switchweapon = WEP_PORTO;
+ W_SwitchWeapon(WEP_PORTO);
+ self = ownr;
}
void DropBall(entity ball, vector org, vector vel)
football_touch();
return;
}
- if(!self.cnt && other.classname == "player" && (other.playerid != self.dropperid || time > self.ctf_droptime + autocvar_g_nexball_delay_collect))
+ if(!self.cnt && other.classname == "player" && (other.playerid != self.ctf_dropperid || time > self.ctf_droptime + autocvar_g_nexball_delay_collect))
{
if(other.health <= 0)
return;
CVTOV(g_nexball_basketball_delay_hold_forteam);
CVTOV(g_nexball_basketball_teamsteal);
*/
- autocvar_g_nexball_basketball_effects_default = autocvar_g_nexball_basketball_effects_default & BALL_EFFECTMASK;
+ autocvar_g_nexball_basketball_effects_default = autocvar_g_nexball_basketball_effects_default & BALL_EFFECTMASK;
}
if(!self.effects)
self.effects = autocvar_g_nexball_basketball_effects_default;
// Weapon code //
//=======================//
+
+void W_Nexball_Think()
+{
+ //dprint("W_Nexball_Think\n");
+ //vector new_dir = steerlib_arrive(self.enemy.origin, 2500);
+ vector new_dir = normalize(self.enemy.origin - self.origin);
+ vector old_dir = normalize(self.velocity);
+ float _speed = vlen(self.velocity);
+ vector new_vel = normalize(old_dir + (new_dir * autocvar_g_nexball_safepass_turnrate)) * _speed;
+ //vector new_vel = (new_dir * autocvar_g_nexball_safepass_turnrate
+
+ self.velocity = new_vel;
+
+ self.nextthink = time;
+}
+
void W_Nexball_Touch(void)
{
entity ball, attacker;
attacker = self.owner;
-
+ //self.think = SUB_Null;
+ //self.enemy = world;
+
PROJECTILE_TOUCH;
if(attacker.team != other.team || autocvar_g_nexball_basketball_teamsteal)
if((ball = other.ballcarried) && (attacker.classname == "player"))
mul = 2 - mul;
mul = mi + (ma - mi) * mul; // range from the minimal power to the maximal power
}
- DropBall(ball, w_shotorg, W_CalculateProjectileVelocity(self.velocity, w_shotdir * autocvar_g_balance_nexball_primary_speed * mul, FALSE));
+
+ DropBall(ball, w_shotorg, W_CalculateProjectileVelocity(self.velocity, w_shotdir * autocvar_g_balance_nexball_primary_speed * mul, FALSE));
+
+
//TODO: use the speed_up cvar too ??
}
void W_Nexball_Attack2(void)
{
+ if(self.ballcarried.enemy)
+ {
+ entity _ball = self.ballcarried;
+ W_SetupShot(self, FALSE, 4, "nexball/shoot1.wav", CH_WEAPON_A, 0);
+ DropBall(_ball, w_shotorg, trigger_push_calculatevelocity(_ball.origin, _ball.enemy, 32));
+ _ball.think = W_Nexball_Think;
+ _ball.nextthink = time;
+ return;
+ }
+
+ if(!autocvar_g_nexball_tackling)
+ return;
+
entity missile;
if(!(balls & BALL_BASKET))
return;
missile.flags = FL_PROJECTILE;
}
+var const float() nullfunc;
+float ball_customize()
+{
+ if(!self.owner)
+ {
+ self.effects &~= EF_FLAME;
+ self.scale = 1;
+ self.customizeentityforclient = nullfunc;
+ return TRUE;
+ }
+
+ if(other == self.owner)
+ {
+ self.scale = autocvar_g_nexball_viewmodel_scale;
+ if(self.enemy)
+ self.effects |= EF_FLAME;
+ else
+ self.effects &~= EF_FLAME;
+ }
+ else
+ {
+ self.effects &~= EF_FLAME;
+ self.scale = 1;
+ }
+
+ return TRUE;
+}
+
float w_nexball_weapon(float req)
{
if(req == WR_THINK)
return 0;
}
+MUTATOR_HOOKFUNCTION(nexball_PlayerPreThink)
+{
+ makevectors(self.v_angle);
+ if(nexball_mode & NBM_BASKETBALL)
+ {
+ if(self.ballcarried)
+ {
+ // 'view ball'
+ self.ballcarried.velocity = self.velocity;
+ self.ballcarried.customizeentityforclient = ball_customize;
+
+ setorigin(self.ballcarried, self.origin + self.view_ofs +
+ v_forward * autocvar_g_nexball_viewmodel_offset_x +
+ v_right * autocvar_g_nexball_viewmodel_offset_y +
+ v_up * autocvar_g_nexball_viewmodel_offset_z);
+
+ // 'safe passing'
+ if(autocvar_g_nexball_safepass_maxdist)
+ {
+ if(self.ballcarried.wait < time && self.ballcarried.enemy)
+ {
+ //centerprint(self, sprintf("Lost lock on %s", self.ballcarried.enemy.netname));
+ self.ballcarried.enemy = world;
+ }
+
+
+ //tracebox(self.origin + self.view_ofs, '-2 -2 -2', '2 2 2', self.origin + self.view_ofs + v_forward * autocvar_g_nexball_safepass_maxdist);
+ crosshair_trace(self);
+ if( trace_ent &&
+ trace_ent.flags & FL_CLIENT &&
+ trace_ent.deadflag == DEAD_NO &&
+ trace_ent.team == self.team &&
+ vlen(trace_ent.origin - self.origin) <= autocvar_g_nexball_safepass_maxdist )
+ {
+
+ //if(self.ballcarried.enemy != trace_ent)
+ // centerprint(self, sprintf("Locked to %s", trace_ent.netname));
+ self.ballcarried.enemy = trace_ent;
+ self.ballcarried.wait = time + autocvar_g_nexball_safepass_holdtime;
+
+
+ }
+ }
+ }
+ else
+ {
+ if(self.weaponentity.weapons)
+ {
+ self.weapons = self.weaponentity.weapons;
+ weapon_action(WEP_PORTO, WR_RESETPLAYER);
+ self.switchweapon = self.weaponentity.switchweapon;
+ W_SwitchWeapon(self.switchweapon);
+
+ self.weaponentity.weapons = 0;
+ }
+ }
+
+ }
+ return FALSE;
+}
+
MUTATOR_HOOKFUNCTION(nexball_PlayerSpawn)
{
- if(nexball_mode & NBM_BASKETBALL)
- return FALSE;
+ self.weaponentity.weapons = 0;
- if(autocvar_g_weapon_stay)
- return FALSE;
+ if(nexball_mode & NBM_BASKETBALL)
+ self.weapons |= W_WeaponBit(WEP_PORTO);
+ else
+ self.weapons = 0; // W_WeaponBit(WEP_PORTO);
- self.weapons = 0;
return FALSE;
}
MUTATOR_HOOK(BuildMutatorsPrettyString, nexball_BuildMutatorsPrettyString, CBC_ORDER_ANY);
MUTATOR_HOOK(BuildMutatorsString, nexball_BuildMutatorsString, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerSpawn, nexball_PlayerSpawn, CBC_ORDER_ANY);
+ MUTATOR_HOOK(PlayerPreThink, nexball_PlayerPreThink, CBC_ORDER_ANY);
MUTATOR_ONADD
{