14 if(actor.ballcarried && !
STAT(NB_METERSTART, actor))
31 if(!(fire & 1) &&
STAT(NB_METERSTART, actor) && actor.ballcarried)
80 attacker = this.
owner;
91 if(!attacker.ballcarried && !
IS_DEAD(attacker))
93 LogNB(
"stole", attacker);
98 CS(attacker).teamkill_complain =
time + 5;
99 CS(attacker).teamkill_soundtime =
time + 0.4;
100 CS(attacker).teamkill_soundsource =
toucher;
113 if(!(ball = actor.ballcarried))
120 if(
STAT(NB_METERSTART, actor))
121 STAT(NB_METERSTART, actor) = 0;
136 mul = mi + (ma - mi) * mul;
147 if(actor.ballcarried.enemy)
149 entity _ball = actor.ballcarried;
153 _ball.nextthink =
time;
161 entity missile =
new(ballstealer);
163 missile.owner = actor;
169 setsize(missile,
'0 0 0',
'0 0 0');
IntrusiveList g_bot_dodge
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
void CSQCProjectile(entity e, float clientanimate, int type, float docull)
const int HITTYPE_SECONDARY
void SUB_Remove(entity this)
Remove entity.
ERASEABLE entity IL_PUSH(IntrusiveList this, entity it)
Push to tail.
void set_movetype(entity this, int mt)
#define UNSET_ONGROUND(s)
#define METHOD(cname, name, prototype)
const int PROJECTILE_ELECTRO
#define PROJECTILE_TOUCH(e, t)
IntrusiveList g_projectiles
#define PROJECTILE_MAKETRIGGER(e)
#define _sound(e, c, s, v, a)
ClientState CS(Client this)
float autocvar_g_nexball_basketball_meter_minpower
float autocvar_g_balance_nexball_primary_refire
bool autocvar_g_nexball_basketball_meter
float autocvar_g_balance_nexball_secondary_refire
float autocvar_g_nexball_basketball_meter_maxpower
void LogNB(string mode, entity actor)
float autocvar_g_balance_nexball_primary_animtime
float autocvar_g_balance_nexball_secondary_lifetime
float autocvar_g_balance_nexball_secondary_speed
void GiveBall(entity plyr, entity ball)
float autocvar_g_balance_nexball_primary_speed
float autocvar_g_nexball_safepass_turnrate
float autocvar_g_balance_nexball_secondary_force
float autocvar_g_nexball_tackling
void DropBall(entity ball, vector org, vector vel)
float autocvar_g_balance_nexball_secondary_animtime
float autocvar_g_nexball_basketball_teamsteal
float g_nexball_meter_period
void W_Nexball_Think(entity this)
vector trigger_push_calculatevelocity(vector org, entity tgt, float ht, entity pushed_entity)
void W_Nexball_Attack2(Weapon thiswep, entity actor,.entity weaponentity)
void W_Nexball_Attack(Weapon thiswep, entity actor,.entity weaponentity, float t)
void W_Nexball_Touch(entity this, entity toucher)
vector W_CalculateProjectileVelocity(entity actor, vector pvelocity, vector mvelocity, float forceAbsolute)
#define W_SetupShot(ent, wepent, antilag, recoil, snd, chan, maxdamage, deathtype)
#define W_SetupProjVelocity_Basic(ent, pspeed, pspread)
void weapon_thinkf(entity actor,.entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,.entity weaponentity, int fire) func)
bool weapon_prepareattack(Weapon thiswep, entity actor,.entity weaponentity, bool secondary, float attacktime)
void w_ready(Weapon thiswep, entity actor,.entity weaponentity, int fire)