2 bool autocvar_g_overkill_powerups_replace;
3 float autocvar_g_overkill_superguns_respawn_time;
4 bool autocvar_g_overkill_100h_anyway;
5 bool autocvar_g_overkill_100a_anyway;
6 bool autocvar_g_overkill_ammo_charge;
7 float autocvar_g_overkill_ammo_charge_notice;
8 float autocvar_g_overkill_ammo_charge_limit;
11 .float ok_spawnsys_timer;
15 .float ok_notice_time;
16 .float ammo_charge[Weapons_MAX];
17 .float ok_use_ammocharge = _STAT(OK_AMMO_CHARGE);
18 .float ok_ammo_charge = _STAT(OK_AMMO_CHARGEPOOL);
20 .float ok_pauseregen_finished;
22 void(entity ent, float wep) ok_DecreaseCharge;
26 REGISTER_MUTATOR(ok, cvar("g_overkill") && !cvar("g_instagib") && !g_nexball && cvar_string("g_mod_balance") == "Overkill")
35 WEP_RPC.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
36 WEP_HMG.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
42 MUTATOR_HOOKFUNCTION(ok, W_DecreaseAmmo)
44 entity actor = MUTATOR_ARGV(0, entity);
45 if (actor.ok_use_ammocharge)
47 ok_DecreaseCharge(actor, actor.weapon);
52 MUTATOR_HOOKFUNCTION(ok, W_Reload)
54 entity actor = MUTATOR_ARGV(0, entity);
55 return actor.ok_use_ammocharge;
58 void W_Blaster_Attack(entity, float, float, float, float, float, float, float, float, float, float);
59 spawnfunc(weapon_hmg);
60 spawnfunc(weapon_rpc);
62 void ok_DecreaseCharge(entity ent, int wep)
64 if(!ent.ok_use_ammocharge) return;
66 entity wepent = get_weaponinfo(wep);
68 if(wepent.weapon == 0)
71 ent.ammo_charge[wep] -= max(0, cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname)));
74 void ok_IncreaseCharge(entity ent, int wep)
76 entity wepent = get_weaponinfo(wep);
78 if(wepent.weapon == 0)
81 if(ent.ok_use_ammocharge)
82 if(!ent.BUTTON_ATCK) // not while attacking?
83 ent.ammo_charge[wep] = min(autocvar_g_overkill_ammo_charge_limit, ent.ammo_charge[wep] + cvar(sprintf("g_overkill_ammo_charge_rate_%s", wepent.netname)) * frametime / W_TICSPERFRAME);
86 float ok_CheckWeaponCharge(entity ent, int wep)
88 if(!ent.ok_use_ammocharge) return true;
90 entity wepent = get_weaponinfo(wep);
92 if(wepent.weapon == 0)
95 return (ent.ammo_charge[wep] >= cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname)));
98 MUTATOR_HOOKFUNCTION(ok, PlayerDamage_Calculate, CBC_ORDER_LAST)
100 if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target))
101 if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
105 if(frag_attacker != frag_target)
106 if(frag_target.health > 0)
107 if(frag_target.frozen == 0)
108 if(frag_target.deadflag == DEAD_NO)
110 Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE);
111 frag_force = '0 0 0';
118 MUTATOR_HOOKFUNCTION(ok, PlayerDamage_SplitHealthArmor)
121 self.ok_pauseregen_finished = max(self.ok_pauseregen_finished, time + 2);
125 MUTATOR_HOOKFUNCTION(ok, PlayerDies)
127 entity targ = ((frag_attacker) ? frag_attacker : frag_target);
131 remove(other); // remove default item
135 setself(new(droppedweapon)); // hax
138 self.pickup_anyway = true;
139 spawnfunc_item_armor_small(this);
140 self.movetype = MOVETYPE_TOSS;
142 self.reset = SUB_Remove;
143 setorigin(self, frag_target.origin + '0 0 32');
144 self.velocity = '0 0 200' + normalize(targ.origin - self.origin) * 500;
145 SUB_SetFade(self, time + 5, 1);
148 self.ok_lastwep = self.switchweapon;
152 MUTATOR_HOOKFUNCTION(ok, MonsterDropItem) { ok_PlayerDies(); }
154 MUTATOR_HOOKFUNCTION(ok, PlayerRegen)
156 // overkill's values are different, so use custom regen
159 self.armorvalue = CalcRotRegen(self.armorvalue, autocvar_g_balance_armor_regenstable, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, 1 * frametime * (time > self.ok_pauseregen_finished), 0, 0, 1, 1 * frametime * (time > self.pauserotarmor_finished), autocvar_g_balance_armor_limit);
160 self.health = CalcRotRegen(self.health, autocvar_g_balance_health_regenstable, 0, 100, 1 * frametime * (time > self.ok_pauseregen_finished), 200, 0, autocvar_g_balance_health_rotlinear, 1 * frametime * (time > self.pauserothealth_finished), autocvar_g_balance_health_limit);
162 float minf, maxf, limitf;
164 maxf = autocvar_g_balance_fuel_rotstable;
165 minf = autocvar_g_balance_fuel_regenstable;
166 limitf = autocvar_g_balance_fuel_limit;
168 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > self.pauseregen_finished) * ((self.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > self.pauserotfuel_finished), limitf);
170 return true; // return true anyway, as frozen uses no regen
173 MUTATOR_HOOKFUNCTION(ok, ForbidThrowCurrentWeapon)
178 MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
180 if(intermission_running || gameover)
183 if(self.deadflag != DEAD_NO || !IS_PLAYER(self) || self.frozen)
188 self.switchweapon = self.ok_lastwep;
192 ok_IncreaseCharge(self, self.weapon);
194 if(self.BUTTON_ATCK2)
195 if(!forbidWeaponUse(self) || self.weapon_blocked) // allow if weapon is blocked
196 if(time >= self.jump_interval)
198 self.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor();
199 makevectors(self.v_angle);
201 int oldwep = self.weapon;
202 self.weapon = WEP_BLASTER.m_id;
205 WEP_BLASTER.m_id | HITTYPE_SECONDARY,
206 WEP_CVAR_SEC(vaporizer, shotangle),
207 WEP_CVAR_SEC(vaporizer, damage),
208 WEP_CVAR_SEC(vaporizer, edgedamage),
209 WEP_CVAR_SEC(vaporizer, radius),
210 WEP_CVAR_SEC(vaporizer, force),
211 WEP_CVAR_SEC(vaporizer, speed),
212 WEP_CVAR_SEC(vaporizer, spread),
213 WEP_CVAR_SEC(vaporizer, delay),
214 WEP_CVAR_SEC(vaporizer, lifetime)
216 self.weapon = oldwep;
219 self.weapon_blocked = false;
221 self.ok_ammo_charge = self.ammo_charge[self.weapon];
223 if(self.ok_use_ammocharge)
224 if(!ok_CheckWeaponCharge(self, self.weapon))
226 if(autocvar_g_overkill_ammo_charge_notice && time > self.ok_notice_time && self.BUTTON_ATCK && IS_REAL_CLIENT(self) && self.weapon == self.switchweapon)
228 //Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_OVERKILL_CHARGE);
229 self.ok_notice_time = time + 2;
230 play2(self, SND(DRYFIRE));
232 Weapon wpn = get_weaponinfo(self.weapon);
233 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
234 if(self.(weaponentity).state != WS_CLEAR)
235 w_ready(wpn, self, weaponentity, (self.BUTTON_ATCK ? 1 : 0) | (self.BUTTON_ATCK2 ? 2 : 0));
237 self.weapon_blocked = true;
240 self.BUTTON_ATCK2 = 0;
245 MUTATOR_HOOKFUNCTION(ok, PlayerSpawn)
247 if(autocvar_g_overkill_ammo_charge)
249 for(int i = WEP_FIRST; i <= WEP_LAST; ++i)
250 self.ammo_charge[i] = autocvar_g_overkill_ammo_charge_limit;
252 self.ok_use_ammocharge = 1;
253 self.ok_notice_time = time;
256 self.ok_use_ammocharge = 0;
258 self.ok_pauseregen_finished = time + 2;
263 void self_spawnfunc_weapon_hmg() { SELFPARAM(); spawnfunc_weapon_hmg(this); }
264 void self_spawnfunc_weapon_rpc() { SELFPARAM(); spawnfunc_weapon_rpc(this); }
266 MUTATOR_HOOKFUNCTION(ok, OnEntityPreSpawn)
268 if(autocvar_g_powerups)
269 if(autocvar_g_overkill_powerups_replace)
271 if(self.classname == "item_strength")
273 entity wep = new(weapon_hmg);
274 setorigin(wep, self.origin);
275 setmodel(wep, MDL_OK_HMG);
277 wep.noalign = self.noalign;
279 wep.team = self.team;
280 wep.respawntime = autocvar_g_overkill_superguns_respawn_time;
281 wep.pickup_anyway = true;
282 wep.think = self_spawnfunc_weapon_hmg;
283 wep.nextthink = time + 0.1;
287 if(self.classname == "item_invincible")
289 entity wep = new(weapon_rpc);
290 setorigin(wep, self.origin);
291 setmodel(wep, MDL_OK_RPC);
293 wep.noalign = self.noalign;
295 wep.team = self.team;
296 wep.respawntime = autocvar_g_overkill_superguns_respawn_time;
297 wep.pickup_anyway = true;
298 wep.think = self_spawnfunc_weapon_rpc;
299 wep.nextthink = time + 0.1;
307 MUTATOR_HOOKFUNCTION(ok, FilterItem)
314 case ITEM_HealthMega.m_itemid: return !(autocvar_g_overkill_100h_anyway);
315 case ITEM_ArmorMega.m_itemid: return !(autocvar_g_overkill_100a_anyway);
321 MUTATOR_HOOKFUNCTION(ok, SpectateCopy)
323 self.ammo_charge[self.weapon] = other.ammo_charge[other.weapon];
324 self.ok_use_ammocharge = other.ok_use_ammocharge;
329 MUTATOR_HOOKFUNCTION(ok, SetStartItems)
331 WepSet ok_start_items = (WEPSET(MACHINEGUN) | WEPSET(VORTEX) | WEPSET(SHOTGUN));
333 if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET(RPC); }
334 if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET(HMG); }
336 start_items |= IT_UNLIMITED_WEAPON_AMMO;
337 start_weapons = warmup_start_weapons = ok_start_items;
342 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsString)
344 ret_string = strcat(ret_string, ":OK");
348 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsPrettyString)
350 ret_string = strcat(ret_string, ", Overkill");
354 MUTATOR_HOOKFUNCTION(ok, SetModname)
356 modname = "Overkill";
362 // hack to force overkill playermodels
363 cvar_settemp("sv_defaultcharacter", "1");
364 cvar_settemp("sv_defaultplayermodel", "models/ok_player/okrobot1.dpm models/ok_player/okrobot2.dpm models/ok_player/okrobot3.dpm models/ok_player/okrobot4.dpm models/ok_player/okmale1.dpm models/ok_player/okmale2.dpm models/ok_player/okmale3.dpm models/ok_player/okmale4.dpm");
365 cvar_settemp("sv_defaultplayermodel_red", "models/ok_player/okrobot1.dpm models/ok_player/okrobot2.dpm models/ok_player/okrobot3.dpm models/ok_player/okrobot4.dpm");
366 cvar_settemp("sv_defaultplayermodel_blue", "models/ok_player/okmale1.dpm models/ok_player/okmale2.dpm models/ok_player/okmale3.dpm models/ok_player/okmale4.dpm");
373 precache_all_playermodels("models/ok_player/*.dpm");
375 WEP_RPC.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
376 WEP_HMG.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
378 WEP_SHOTGUN.mdl = "ok_shotgun";
379 WEP_MACHINEGUN.mdl = "ok_mg";
380 WEP_VORTEX.mdl = "ok_sniper";