1 #include "sv_overkill.qh"
6 bool autocvar_g_overkill_powerups_replace;
8 bool autocvar_g_overkill_itemwaypoints = true;
10 bool autocvar_g_overkill_filter_healthmega;
11 bool autocvar_g_overkill_filter_armormedium;
12 bool autocvar_g_overkill_filter_armorbig;
13 bool autocvar_g_overkill_filter_armormega;
17 .Weapon ok_lastwep[MAX_WEAPONSLOTS];
21 REGISTER_MUTATOR(ok, cvar("g_overkill") && !cvar("g_instagib") && !g_nexball && cvar_string("g_mod_balance") == "Overkill")
30 WEP_RPC.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
31 WEP_HMG.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
35 void W_Blaster_Attack(entity, .entity, float, float, float, float, float, float, float, float, float, float);
36 spawnfunc(weapon_hmg);
37 spawnfunc(weapon_rpc);
39 MUTATOR_HOOKFUNCTION(ok, Damage_Calculate, CBC_ORDER_LAST)
41 entity frag_attacker = M_ARGV(1, entity);
42 entity frag_target = M_ARGV(2, entity);
43 float frag_deathtype = M_ARGV(3, float);
45 if(IS_PLAYER(frag_attacker) && (IS_PLAYER(frag_target) || IS_VEHICLE(frag_target) || IS_TURRET(frag_target)))
46 if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
48 if(frag_attacker != frag_target)
49 if(!STAT(FROZEN, frag_target))
50 if(!IS_DEAD(frag_target))
52 Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE);
53 M_ARGV(6, vector) = '0 0 0'; // force
56 M_ARGV(4, float) = 0; // damage
60 void ok_DropItem(entity this, entity targ)
62 entity e = new(droppedweapon); // hax
65 e.pickup_anyway = true;
66 e.spawnfunc_checked = true;
67 spawnfunc_item_armor_small(e);
68 if (!wasfreed(e)) { // might have been blocked by a mutator
69 set_movetype(e, MOVETYPE_TOSS);
72 setorigin(e, this.origin + '0 0 32');
73 e.velocity = '0 0 200' + normalize(targ.origin - this.origin) * 500;
74 SUB_SetFade(e, time + 5, 1);
78 MUTATOR_HOOKFUNCTION(ok, PlayerDies)
80 entity frag_attacker = M_ARGV(1, entity);
81 entity frag_target = M_ARGV(2, entity);
83 entity targ = ((frag_attacker) ? frag_attacker : frag_target);
85 ok_DropItem(frag_target, targ);
87 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
89 .entity weaponentity = weaponentities[slot];
91 frag_target.ok_lastwep[slot] = frag_target.(weaponentity).m_switchweapon;
95 MUTATOR_HOOKFUNCTION(ok, MonsterDropItem)
97 entity mon = M_ARGV(0, entity);
98 entity olditem = M_ARGV(1, entity);
99 entity frag_attacker = M_ARGV(2, entity);
103 M_ARGV(1, entity) = NULL;
105 ok_DropItem(mon, frag_attacker);
108 MUTATOR_HOOKFUNCTION(ok, ForbidThrowCurrentWeapon)
113 MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
118 entity player = M_ARGV(0, entity);
120 if(IS_DEAD(player) || !IS_PLAYER(player) || STAT(FROZEN, player))
123 if(PHYS_INPUT_BUTTON_ATCK2(player) && time >= player.jump_interval)
124 if( !forbidWeaponUse(player)
125 || (round_handler_IsActive() && !round_handler_IsRoundStarted()) )
127 player.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor(player);
128 makevectors(player.v_angle);
130 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
132 .entity weaponentity = weaponentities[slot];
134 if(player.(weaponentity).m_weapon == WEP_Null && slot != 0)
137 Weapon oldwep = player.(weaponentity).m_weapon;
138 player.(weaponentity).m_weapon = WEP_BLASTER;
142 WEP_BLASTER.m_id | HITTYPE_SECONDARY,
143 WEP_CVAR_SEC(vaporizer, shotangle),
144 WEP_CVAR_SEC(vaporizer, damage),
145 WEP_CVAR_SEC(vaporizer, edgedamage),
146 WEP_CVAR_SEC(vaporizer, radius),
147 WEP_CVAR_SEC(vaporizer, force),
148 WEP_CVAR_SEC(vaporizer, speed),
149 WEP_CVAR_SEC(vaporizer, spread),
150 WEP_CVAR_SEC(vaporizer, delay),
151 WEP_CVAR_SEC(vaporizer, lifetime)
153 player.(weaponentity).m_weapon = oldwep;
157 PHYS_INPUT_BUTTON_ATCK2(player) = false;
160 MUTATOR_HOOKFUNCTION(ok, PlayerWeaponSelect)
162 entity player = M_ARGV(0, entity);
164 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
166 .entity weaponentity = weaponentities[slot];
167 entity thiswep = player.(weaponentity);
169 if(player.ok_lastwep[slot] && player.ok_lastwep[slot] != WEP_Null)
171 Weapon newwep = player.ok_lastwep[slot];
172 if(player.ok_lastwep[slot] == WEP_HMG)
173 newwep = WEP_MACHINEGUN;
174 if(player.ok_lastwep[slot] == WEP_RPC)
176 thiswep.m_switchweapon = newwep;
177 player.ok_lastwep[slot] = WEP_Null;
182 void self_spawnfunc_weapon_hmg(entity this) { spawnfunc_weapon_hmg(this); }
183 void self_spawnfunc_weapon_rpc(entity this) { spawnfunc_weapon_rpc(this); }
185 MUTATOR_HOOKFUNCTION(ok, OnEntityPreSpawn)
187 entity ent = M_ARGV(0, entity);
189 if(autocvar_g_powerups)
190 if(autocvar_g_overkill_powerups_replace)
192 if(ent.classname == "item_strength")
194 entity wep = new(weapon_hmg);
195 setorigin(wep, ent.origin);
196 setmodel(wep, MDL_OK_HMG);
198 wep.noalign = ent.noalign;
201 wep.respawntime = g_pickup_respawntime_superweapon;
202 wep.pickup_anyway = true;
203 wep.spawnfunc_checked = true;
204 setthink(wep, self_spawnfunc_weapon_hmg);
205 wep.nextthink = time + 0.1;
208 else if(ent.classname == "item_invincible")
210 entity wep = new(weapon_rpc);
211 setorigin(wep, ent.origin);
212 setmodel(wep, MDL_OK_RPC);
214 wep.noalign = ent.noalign;
217 wep.respawntime = g_pickup_respawntime_superweapon;
218 wep.pickup_anyway = true;
219 wep.spawnfunc_checked = true;
220 setthink(wep, self_spawnfunc_weapon_rpc);
221 wep.nextthink = time + 0.1;
227 bool ok_HandleItemWaypoints(entity e)
229 if(!autocvar_g_overkill_itemwaypoints)
230 return false; // don't handle it
234 case ITEM_HealthMega: return true;
235 case ITEM_ArmorMedium: return true;
236 case ITEM_ArmorBig: return true;
237 case ITEM_ArmorMega: return true;
243 MUTATOR_HOOKFUNCTION(ok, Item_RespawnCountdown)
245 entity item = M_ARGV(0, entity);
246 return ok_HandleItemWaypoints(item);
249 MUTATOR_HOOKFUNCTION(ok, Item_ScheduleRespawn)
251 entity item = M_ARGV(0, entity);
252 return ok_HandleItemWaypoints(item);
255 MUTATOR_HOOKFUNCTION(ok, FilterItem)
257 entity item = M_ARGV(0, entity);
264 case ITEM_HealthMega: return autocvar_g_overkill_filter_healthmega;
265 case ITEM_ArmorMedium: return autocvar_g_overkill_filter_armormedium;
266 case ITEM_ArmorBig: return autocvar_g_overkill_filter_armorbig;
267 case ITEM_ArmorMega: return autocvar_g_overkill_filter_armormega;
273 MUTATOR_HOOKFUNCTION(ok, SetStartItems, CBC_ORDER_LAST)
275 WepSet ok_start_items = (WEPSET(MACHINEGUN) | WEPSET(VORTEX) | WEPSET(SHOTGUN));
277 if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET(RPC); }
278 if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET(HMG); }
280 start_items |= IT_UNLIMITED_WEAPON_AMMO;
281 start_weapons = warmup_start_weapons = ok_start_items;
284 MUTATOR_HOOKFUNCTION(ok, SetWeaponArena)
286 // turn weapon arena off
287 M_ARGV(0, string) = "off";
290 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsString)
292 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":OK");
295 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsPrettyString)
297 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Overkill");
300 MUTATOR_HOOKFUNCTION(ok, SetModname)
302 M_ARGV(0, string) = "Overkill";
308 precache_all_playermodels("models/ok_player/*.dpm");
310 WEP_RPC.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
311 WEP_HMG.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
313 WEP_SHOTGUN.mdl = "ok_shotgun";
314 WEP_MACHINEGUN.mdl = "ok_mg";
315 WEP_VORTEX.mdl = "ok_sniper";