1 #include "sv_overkill.qh"
6 bool autocvar_g_overkill_powerups_replace;
7 bool autocvar_g_overkill_ammo_charge;
8 float autocvar_g_overkill_ammo_charge_notice;
9 float autocvar_g_overkill_ammo_charge_limit;
11 bool autocvar_g_overkill_filter_healthmega;
12 bool autocvar_g_overkill_filter_armormedium;
13 bool autocvar_g_overkill_filter_armorbig;
14 bool autocvar_g_overkill_filter_armorlarge;
19 .float ok_notice_time;
20 .float ammo_charge[Weapons_MAX];
21 .float ok_use_ammocharge = _STAT(OK_AMMO_CHARGE);
22 .float ok_ammo_charge = _STAT(OK_AMMO_CHARGEPOOL);
24 void(entity ent, float wep) ok_DecreaseCharge;
28 REGISTER_MUTATOR(ok, cvar("g_overkill") && !cvar("g_instagib") && !g_nexball && cvar_string("g_mod_balance") == "Overkill")
37 WEP_RPC.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
38 WEP_HMG.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
42 MUTATOR_HOOKFUNCTION(ok, W_DecreaseAmmo)
44 entity actor = M_ARGV(0, entity);
45 if (actor.ok_use_ammocharge)
47 ok_DecreaseCharge(actor, PS(actor).m_weapon.m_id);
52 MUTATOR_HOOKFUNCTION(ok, W_Reload)
54 entity actor = M_ARGV(0, entity);
55 return actor.ok_use_ammocharge;
58 void W_Blaster_Attack(entity, .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 = Weapons_from(wep);
68 if (wepent == WEP_Null) return; // dummy
70 ent.ammo_charge[wep] -= max(0, cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname)));
73 void ok_IncreaseCharge(entity ent, int wep)
75 entity wepent = Weapons_from(wep);
77 if (wepent == WEP_Null) return; // dummy
79 if(ent.ok_use_ammocharge)
80 if(!PHYS_INPUT_BUTTON_ATCK(ent)) // not while attacking?
81 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);
84 float ok_CheckWeaponCharge(entity ent, int wep)
86 if(!ent.ok_use_ammocharge) return true;
88 entity wepent = Weapons_from(wep);
90 if(wepent == WEP_Null) return false; // dummy
92 return (ent.ammo_charge[wep] >= cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname)));
95 MUTATOR_HOOKFUNCTION(ok, PlayerDamage_Calculate, CBC_ORDER_LAST)
97 entity frag_attacker = M_ARGV(1, entity);
98 entity frag_target = M_ARGV(2, entity);
99 float frag_deathtype = M_ARGV(3, float);
101 if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target))
102 if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
104 if(frag_attacker != frag_target)
105 if(frag_target.health > 0)
106 if(STAT(FROZEN, frag_target) == 0)
107 if(!IS_DEAD(frag_target))
109 Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE);
110 M_ARGV(6, vector) = '0 0 0'; // force
113 M_ARGV(4, float) = 0; // damage
117 void ok_DropItem(entity this, entity targ)
119 entity e = new(droppedweapon); // hax
122 e.pickup_anyway = true;
123 e.spawnfunc_checked = true;
124 spawnfunc_item_armor_small(e);
125 if (!wasfreed(e)) { // might have been blocked by a mutator
126 set_movetype(e, MOVETYPE_TOSS);
128 e.reset = SUB_Remove;
129 setorigin(e, this.origin + '0 0 32');
130 e.velocity = '0 0 200' + normalize(targ.origin - this.origin) * 500;
131 SUB_SetFade(e, time + 5, 1);
135 MUTATOR_HOOKFUNCTION(ok, PlayerDies)
137 entity frag_attacker = M_ARGV(1, entity);
138 entity frag_target = M_ARGV(2, entity);
140 entity targ = ((frag_attacker) ? frag_attacker : frag_target);
142 ok_DropItem(frag_target, targ);
144 frag_target.ok_lastwep = PS(frag_target).m_switchweapon.m_id;
147 MUTATOR_HOOKFUNCTION(ok, MonsterDropItem)
149 entity mon = M_ARGV(0, entity);
150 entity olditem = M_ARGV(1, entity);
151 entity frag_attacker = M_ARGV(2, entity);
155 M_ARGV(1, entity) = NULL;
157 ok_DropItem(mon, frag_attacker);
160 MUTATOR_HOOKFUNCTION(ok, ForbidThrowCurrentWeapon)
165 MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
167 if(intermission_running || gameover)
170 entity player = M_ARGV(0, entity);
172 if(IS_DEAD(player) || !IS_PLAYER(player) || STAT(FROZEN, player))
175 if(player.ok_lastwep)
177 Weapon newwep = Weapons_from(player.ok_lastwep);
178 if(player.ok_lastwep == WEP_HMG.m_id)
179 newwep = WEP_MACHINEGUN;
180 if(player.ok_lastwep == WEP_RPC.m_id)
182 PS(player).m_switchweapon = newwep;
183 player.ok_lastwep = 0;
186 ok_IncreaseCharge(player, PS(player).m_weapon.m_id);
188 if(PHYS_INPUT_BUTTON_ATCK2(player))
189 if( !forbidWeaponUse(player) || player.weapon_blocked // allow if weapon is blocked
190 || (round_handler_IsActive() && !round_handler_IsRoundStarted()) )
191 if(time >= player.jump_interval)
193 player.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor(player);
194 makevectors(player.v_angle);
196 Weapon oldwep = PS(player).m_weapon;
197 PS(player).m_weapon = WEP_BLASTER;
200 weaponentities[0], // TODO: unhardcode
201 WEP_BLASTER.m_id | HITTYPE_SECONDARY,
202 WEP_CVAR_SEC(vaporizer, shotangle),
203 WEP_CVAR_SEC(vaporizer, damage),
204 WEP_CVAR_SEC(vaporizer, edgedamage),
205 WEP_CVAR_SEC(vaporizer, radius),
206 WEP_CVAR_SEC(vaporizer, force),
207 WEP_CVAR_SEC(vaporizer, speed),
208 WEP_CVAR_SEC(vaporizer, spread),
209 WEP_CVAR_SEC(vaporizer, delay),
210 WEP_CVAR_SEC(vaporizer, lifetime)
212 PS(player).m_weapon = oldwep;
215 player.weapon_blocked = false;
217 player.ok_ammo_charge = player.ammo_charge[PS(player).m_weapon.m_id];
219 if(player.ok_use_ammocharge)
220 if(!ok_CheckWeaponCharge(player, PS(player).m_weapon.m_id))
222 if(autocvar_g_overkill_ammo_charge_notice && time > player.ok_notice_time && PHYS_INPUT_BUTTON_ATCK(player) && IS_REAL_CLIENT(player) && PS(player).m_weapon == PS(player).m_switchweapon)
224 //Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_OVERKILL_CHARGE);
225 player.ok_notice_time = time + 2;
226 play2(player, SND(DRYFIRE));
228 Weapon wpn = PS(player).m_weapon;
229 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
230 if(player.(weaponentity).state != WS_CLEAR)
231 w_ready(wpn, player, weaponentity, PHYS_INPUT_BUTTON_ATCK(player) | (PHYS_INPUT_BUTTON_ATCK2(player) << 1));
233 player.weapon_blocked = true;
236 PHYS_INPUT_BUTTON_ATCK2(player) = false;
239 MUTATOR_HOOKFUNCTION(ok, PlayerSpawn)
241 entity player = M_ARGV(0, entity);
243 if(autocvar_g_overkill_ammo_charge)
245 FOREACH(Weapons, it != WEP_Null, LAMBDA(player.ammo_charge[it.m_id] = autocvar_g_overkill_ammo_charge_limit));
247 player.ok_use_ammocharge = 1;
248 player.ok_notice_time = time;
251 player.ok_use_ammocharge = 0;
253 // if player changed their weapon while dead, don't switch to their death weapon
255 player.ok_lastwep = 0;
258 void self_spawnfunc_weapon_hmg(entity this) { spawnfunc_weapon_hmg(this); }
259 void self_spawnfunc_weapon_rpc(entity this) { spawnfunc_weapon_rpc(this); }
261 MUTATOR_HOOKFUNCTION(ok, OnEntityPreSpawn)
263 entity ent = M_ARGV(0, entity);
265 if(autocvar_g_powerups)
266 if(autocvar_g_overkill_powerups_replace)
268 if(ent.classname == "item_strength")
270 entity wep = new(weapon_hmg);
271 setorigin(wep, ent.origin);
272 setmodel(wep, MDL_OK_HMG);
274 wep.noalign = ent.noalign;
277 wep.respawntime = g_pickup_respawntime_superweapon;
278 wep.pickup_anyway = true;
279 wep.spawnfunc_checked = true;
280 setthink(wep, self_spawnfunc_weapon_hmg);
281 wep.nextthink = time + 0.1;
285 if(ent.classname == "item_invincible")
287 entity wep = new(weapon_rpc);
288 setorigin(wep, ent.origin);
289 setmodel(wep, MDL_OK_RPC);
291 wep.noalign = ent.noalign;
294 wep.respawntime = g_pickup_respawntime_superweapon;
295 wep.pickup_anyway = true;
296 wep.spawnfunc_checked = true;
297 setthink(wep, self_spawnfunc_weapon_rpc);
298 wep.nextthink = time + 0.1;
304 MUTATOR_HOOKFUNCTION(ok, FilterItem)
306 entity item = M_ARGV(0, entity);
313 case ITEM_HealthMega: return autocvar_g_overkill_filter_healthmega;
314 case ITEM_ArmorMedium: return autocvar_g_overkill_filter_armormedium;
315 // WARNING: next two statements look wrong because of inconsistency between cvar names and code
316 // armor cvars need renaming to be consistent with their health counterparts
317 case ITEM_ArmorLarge: return autocvar_g_overkill_filter_armorbig;
318 case ITEM_ArmorMega: return autocvar_g_overkill_filter_armorlarge;
324 MUTATOR_HOOKFUNCTION(ok, SpectateCopy)
326 entity spectatee = M_ARGV(0, entity);
327 entity client = M_ARGV(1, entity);
329 client.ammo_charge[PS(client).m_weapon.m_id] = spectatee.ammo_charge[PS(spectatee).m_weapon.m_id];
330 client.ok_use_ammocharge = spectatee.ok_use_ammocharge;
333 MUTATOR_HOOKFUNCTION(ok, SetStartItems, CBC_ORDER_LAST)
335 WepSet ok_start_items = (WEPSET(MACHINEGUN) | WEPSET(VORTEX) | WEPSET(SHOTGUN));
337 if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET(RPC); }
338 if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET(HMG); }
340 start_items |= IT_UNLIMITED_WEAPON_AMMO;
341 start_weapons = warmup_start_weapons = ok_start_items;
344 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsString)
346 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":OK");
349 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsPrettyString)
351 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Overkill");
354 MUTATOR_HOOKFUNCTION(ok, SetModname)
356 M_ARGV(0, string) = "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";