1 #include "sv_overkill.qh"
6 bool autocvar_g_overkill_powerups_replace;
8 bool autocvar_g_overkill_filter_healthmega;
9 bool autocvar_g_overkill_filter_armormedium;
10 bool autocvar_g_overkill_filter_armorbig;
11 bool autocvar_g_overkill_filter_armormega;
15 .Weapon ok_lastwep[MAX_WEAPONSLOTS];
19 REGISTER_MUTATOR(ok, cvar("g_overkill") && !cvar("g_instagib") && !g_nexball && cvar_string("g_mod_balance") == "Overkill")
28 WEP_RPC.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
29 WEP_HMG.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
33 void W_Blaster_Attack(entity, .entity, float, float, float, float, float, float, float, float, float, float);
34 spawnfunc(weapon_hmg);
35 spawnfunc(weapon_rpc);
37 MUTATOR_HOOKFUNCTION(ok, Damage_Calculate, CBC_ORDER_LAST)
39 entity frag_attacker = M_ARGV(1, entity);
40 entity frag_target = M_ARGV(2, entity);
41 float frag_deathtype = M_ARGV(3, float);
43 if(IS_PLAYER(frag_attacker) && (IS_PLAYER(frag_target) || IS_VEHICLE(frag_target) || IS_TURRET(frag_target)))
44 if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
46 if(frag_attacker != frag_target)
47 if(!STAT(FROZEN, frag_target))
48 if(!IS_DEAD(frag_target))
50 Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE);
51 M_ARGV(6, vector) = '0 0 0'; // force
54 M_ARGV(4, float) = 0; // damage
58 void ok_DropItem(entity this, entity targ)
60 entity e = new(droppedweapon); // hax
63 e.pickup_anyway = true;
64 e.spawnfunc_checked = true;
65 spawnfunc_item_armor_small(e);
66 if (!wasfreed(e)) { // might have been blocked by a mutator
67 set_movetype(e, MOVETYPE_TOSS);
70 setorigin(e, this.origin + '0 0 32');
71 e.velocity = '0 0 200' + normalize(targ.origin - this.origin) * 500;
72 SUB_SetFade(e, time + 5, 1);
76 MUTATOR_HOOKFUNCTION(ok, PlayerDies)
78 entity frag_attacker = M_ARGV(1, entity);
79 entity frag_target = M_ARGV(2, entity);
81 entity targ = ((frag_attacker) ? frag_attacker : frag_target);
83 ok_DropItem(frag_target, targ);
85 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
87 .entity weaponentity = weaponentities[slot];
89 frag_target.ok_lastwep[slot] = frag_target.(weaponentity).m_switchweapon;
93 MUTATOR_HOOKFUNCTION(ok, MonsterDropItem)
95 entity mon = M_ARGV(0, entity);
96 entity olditem = M_ARGV(1, entity);
97 entity frag_attacker = M_ARGV(2, entity);
101 M_ARGV(1, entity) = NULL;
103 ok_DropItem(mon, frag_attacker);
106 MUTATOR_HOOKFUNCTION(ok, ForbidThrowCurrentWeapon)
111 MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
116 entity player = M_ARGV(0, entity);
118 if(IS_DEAD(player) || !IS_PLAYER(player) || STAT(FROZEN, player))
121 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
123 .entity weaponentity = weaponentities[slot];
124 entity thiswep = player.(weaponentity);
126 if(player.ok_lastwep[slot] && player.ok_lastwep[slot] != WEP_Null)
128 Weapon newwep = player.ok_lastwep[slot];
129 if(player.ok_lastwep[slot] == WEP_HMG)
130 newwep = WEP_MACHINEGUN;
131 if(player.ok_lastwep[slot] == WEP_RPC)
133 thiswep.m_switchweapon = newwep;
134 player.ok_lastwep[slot] = WEP_Null;
138 if(PHYS_INPUT_BUTTON_ATCK2(player))
139 if( !forbidWeaponUse(player) || player.weapon_blocked // allow if weapon is blocked
140 || (round_handler_IsActive() && !round_handler_IsRoundStarted()) )
141 if(time >= player.jump_interval)
143 player.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor(player);
144 makevectors(player.v_angle);
146 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
148 .entity weaponentity = weaponentities[slot];
150 if(player.(weaponentity).m_weapon == WEP_Null && slot != 0)
153 Weapon oldwep = player.(weaponentity).m_weapon;
154 player.(weaponentity).m_weapon = WEP_BLASTER;
158 WEP_BLASTER.m_id | HITTYPE_SECONDARY,
159 WEP_CVAR_SEC(vaporizer, shotangle),
160 WEP_CVAR_SEC(vaporizer, damage),
161 WEP_CVAR_SEC(vaporizer, edgedamage),
162 WEP_CVAR_SEC(vaporizer, radius),
163 WEP_CVAR_SEC(vaporizer, force),
164 WEP_CVAR_SEC(vaporizer, speed),
165 WEP_CVAR_SEC(vaporizer, spread),
166 WEP_CVAR_SEC(vaporizer, delay),
167 WEP_CVAR_SEC(vaporizer, lifetime)
169 player.(weaponentity).m_weapon = oldwep;
173 PHYS_INPUT_BUTTON_ATCK2(player) = false;
176 MUTATOR_HOOKFUNCTION(ok, PlayerSpawn)
178 entity player = M_ARGV(0, entity);
180 // if player changed their weapon while dead, don't switch to their death weapon
183 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
185 player.ok_lastwep[slot] = WEP_Null;
190 void self_spawnfunc_weapon_hmg(entity this) { spawnfunc_weapon_hmg(this); }
191 void self_spawnfunc_weapon_rpc(entity this) { spawnfunc_weapon_rpc(this); }
193 MUTATOR_HOOKFUNCTION(ok, OnEntityPreSpawn)
195 entity ent = M_ARGV(0, entity);
197 if(autocvar_g_powerups)
198 if(autocvar_g_overkill_powerups_replace)
200 if(ent.classname == "item_strength")
202 entity wep = new(weapon_hmg);
203 setorigin(wep, ent.origin);
204 setmodel(wep, MDL_OK_HMG);
206 wep.noalign = ent.noalign;
209 wep.respawntime = g_pickup_respawntime_superweapon;
210 wep.pickup_anyway = true;
211 wep.spawnfunc_checked = true;
212 setthink(wep, self_spawnfunc_weapon_hmg);
213 wep.nextthink = time + 0.1;
216 else if(ent.classname == "item_invincible")
218 entity wep = new(weapon_rpc);
219 setorigin(wep, ent.origin);
220 setmodel(wep, MDL_OK_RPC);
222 wep.noalign = ent.noalign;
225 wep.respawntime = g_pickup_respawntime_superweapon;
226 wep.pickup_anyway = true;
227 wep.spawnfunc_checked = true;
228 setthink(wep, self_spawnfunc_weapon_rpc);
229 wep.nextthink = time + 0.1;
235 MUTATOR_HOOKFUNCTION(ok, FilterItem)
237 entity item = M_ARGV(0, entity);
244 case ITEM_HealthMega: return autocvar_g_overkill_filter_healthmega;
245 case ITEM_ArmorMedium: return autocvar_g_overkill_filter_armormedium;
246 case ITEM_ArmorBig: return autocvar_g_overkill_filter_armorbig;
247 case ITEM_ArmorMega: return autocvar_g_overkill_filter_armormega;
253 MUTATOR_HOOKFUNCTION(ok, SetStartItems, CBC_ORDER_LAST)
255 WepSet ok_start_items = (WEPSET(MACHINEGUN) | WEPSET(VORTEX) | WEPSET(SHOTGUN));
257 if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET(RPC); }
258 if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET(HMG); }
260 start_items |= IT_UNLIMITED_WEAPON_AMMO;
261 start_weapons = warmup_start_weapons = ok_start_items;
264 MUTATOR_HOOKFUNCTION(ok, SetWeaponArena)
266 // turn weapon arena off
267 M_ARGV(0, string) = "off";
270 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsString)
272 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":OK");
275 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsPrettyString)
277 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Overkill");
280 MUTATOR_HOOKFUNCTION(ok, SetModname)
282 M_ARGV(0, string) = "Overkill";
288 // hack to force overkill playermodels
289 cvar_settemp("sv_defaultcharacter", "1");
290 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");
291 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");
292 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");
299 precache_all_playermodels("models/ok_player/*.dpm");
301 WEP_RPC.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
302 WEP_HMG.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
304 WEP_SHOTGUN.mdl = "ok_shotgun";
305 WEP_MACHINEGUN.mdl = "ok_mg";
306 WEP_VORTEX.mdl = "ok_sniper";