set g_balance_nexball_secondary_refire 0.6 "stealing projectile refire"
set g_balance_nexball_secondary_animtime 0.3 "stealing projectile animtime"
set g_nexball_football_physics 2 "0: Revenant's original movement, 1: 0 but half independant of aiming height, 2: 1 fully independant, -1: first recode try"
+set g_nexball_basketball_jumppad 1 "whether basketballs should be pushable by jumppads"
set g_nexball_basketball_bouncefactor 0.6 "velocity loss when the ball bounces"
set g_nexball_basketball_bouncestop 0.075 "speed at which the ball stops when it hits the ground (multiplied by sv_gravity)"
+set g_nexball_football_jumppad 1 "whether footballs should be pushable by jumppads"
set g_nexball_football_bouncefactor 0.6 "velocity loss when the ball bounces"
set g_nexball_football_bouncestop 0.075 "speed at which the ball stops when it hits the ground (multiplied by sv_gravity)"
set g_nexball_football_boost_forward 100 "forward velocity boost when the ball is touched"
int autocvar_g_nexball_goalleadlimit;
#define autocvar_g_nexball_goallimit cvar("g_nexball_goallimit")
+bool autocvar_g_nexball_basketball_jumppad = true;
float autocvar_g_nexball_basketball_bouncefactor;
float autocvar_g_nexball_basketball_bouncestop;
float autocvar_g_nexball_basketball_carrier_highspeed;
float autocvar_g_nexball_delay_collect;
float autocvar_g_nexball_delay_goal;
float autocvar_g_nexball_delay_start;
+bool autocvar_g_nexball_football_jumppad = true;
float autocvar_g_nexball_football_bouncefactor;
float autocvar_g_nexball_football_bouncestop;
bool autocvar_g_nexball_radar_showallplayers;
if(!self.effects)
self.effects = autocvar_g_nexball_basketball_effects_default;
self.solid = SOLID_TRIGGER;
+ self.pushable = autocvar_g_nexball_basketball_jumppad;
balls |= BALL_BASKET;
self.bouncefactor = autocvar_g_nexball_basketball_bouncefactor;
self.bouncestop = autocvar_g_nexball_basketball_bouncestop;
self.classname = "nexball_football";
self.solid = SOLID_TRIGGER;
balls |= BALL_FOOT;
+ self.pushable = autocvar_g_nexball_football_jumppad;
self.bouncefactor = autocvar_g_nexball_football_bouncefactor;
self.bouncestop = autocvar_g_nexball_football_bouncestop;
SpawnBall();