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_armorlarge;
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, PlayerDamage_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))
44 if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
46 if(frag_attacker != frag_target)
47 if(frag_target.health > 0)
48 if(STAT(FROZEN, frag_target) == 0)
49 if(!IS_DEAD(frag_target))
51 Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE);
52 M_ARGV(6, vector) = '0 0 0'; // force
55 M_ARGV(4, float) = 0; // damage
59 void ok_DropItem(entity this, entity targ)
61 entity e = new(droppedweapon); // hax
64 e.pickup_anyway = true;
65 e.spawnfunc_checked = true;
66 spawnfunc_item_armor_small(e);
67 if (!wasfreed(e)) { // might have been blocked by a mutator
68 set_movetype(e, MOVETYPE_TOSS);
71 setorigin(e, this.origin + '0 0 32');
72 e.velocity = '0 0 200' + normalize(targ.origin - this.origin) * 500;
73 SUB_SetFade(e, time + 5, 1);
77 MUTATOR_HOOKFUNCTION(ok, PlayerDies)
79 entity frag_attacker = M_ARGV(1, entity);
80 entity frag_target = M_ARGV(2, entity);
82 entity targ = ((frag_attacker) ? frag_attacker : frag_target);
84 ok_DropItem(frag_target, targ);
86 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
88 .entity weaponentity = weaponentities[slot];
90 frag_target.ok_lastwep[slot] = frag_target.(weaponentity).m_switchweapon;
94 MUTATOR_HOOKFUNCTION(ok, MonsterDropItem)
96 entity mon = M_ARGV(0, entity);
97 entity olditem = M_ARGV(1, entity);
98 entity frag_attacker = M_ARGV(2, entity);
102 M_ARGV(1, entity) = NULL;
104 ok_DropItem(mon, frag_attacker);
107 MUTATOR_HOOKFUNCTION(ok, ForbidThrowCurrentWeapon)
112 MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
114 if(intermission_running || gameover)
117 entity player = M_ARGV(0, entity);
119 if(IS_DEAD(player) || !IS_PLAYER(player) || STAT(FROZEN, player))
122 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
124 .entity weaponentity = weaponentities[slot];
125 entity thiswep = player.(weaponentity);
127 if(player.ok_lastwep[slot] && player.ok_lastwep[slot] != WEP_Null)
129 Weapon newwep = player.ok_lastwep[slot];
130 if(player.ok_lastwep[slot] == WEP_HMG)
131 newwep = WEP_MACHINEGUN;
132 if(player.ok_lastwep[slot] == WEP_RPC)
134 thiswep.m_switchweapon = newwep;
135 player.ok_lastwep[slot] = WEP_Null;
139 if(PHYS_INPUT_BUTTON_ATCK2(player))
140 if( !forbidWeaponUse(player) || player.weapon_blocked // allow if weapon is blocked
141 || (round_handler_IsActive() && !round_handler_IsRoundStarted()) )
142 if(time >= player.jump_interval)
144 player.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor(player);
145 makevectors(player.v_angle);
147 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
149 .entity weaponentity = weaponentities[slot];
151 if(player.(weaponentity).m_weapon == WEP_Null && slot != 0)
154 Weapon oldwep = player.(weaponentity).m_weapon;
155 player.(weaponentity).m_weapon = WEP_BLASTER;
159 WEP_BLASTER.m_id | HITTYPE_SECONDARY,
160 WEP_CVAR_SEC(vaporizer, shotangle),
161 WEP_CVAR_SEC(vaporizer, damage),
162 WEP_CVAR_SEC(vaporizer, edgedamage),
163 WEP_CVAR_SEC(vaporizer, radius),
164 WEP_CVAR_SEC(vaporizer, force),
165 WEP_CVAR_SEC(vaporizer, speed),
166 WEP_CVAR_SEC(vaporizer, spread),
167 WEP_CVAR_SEC(vaporizer, delay),
168 WEP_CVAR_SEC(vaporizer, lifetime)
170 player.(weaponentity).m_weapon = oldwep;
174 PHYS_INPUT_BUTTON_ATCK2(player) = false;
177 MUTATOR_HOOKFUNCTION(ok, PlayerSpawn)
179 entity player = M_ARGV(0, entity);
181 // if player changed their weapon while dead, don't switch to their death weapon
184 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
186 player.ok_lastwep[slot] = WEP_Null;
191 void self_spawnfunc_weapon_hmg(entity this) { spawnfunc_weapon_hmg(this); }
192 void self_spawnfunc_weapon_rpc(entity this) { spawnfunc_weapon_rpc(this); }
194 MUTATOR_HOOKFUNCTION(ok, OnEntityPreSpawn)
196 entity ent = M_ARGV(0, entity);
198 if(autocvar_g_powerups)
199 if(autocvar_g_overkill_powerups_replace)
201 if(ent.classname == "item_strength")
203 entity wep = new(weapon_hmg);
204 setorigin(wep, ent.origin);
205 setmodel(wep, MDL_OK_HMG);
207 wep.noalign = ent.noalign;
210 wep.respawntime = g_pickup_respawntime_superweapon;
211 wep.pickup_anyway = true;
212 wep.spawnfunc_checked = true;
213 setthink(wep, self_spawnfunc_weapon_hmg);
214 wep.nextthink = time + 0.1;
218 if(ent.classname == "item_invincible")
220 entity wep = new(weapon_rpc);
221 setorigin(wep, ent.origin);
222 setmodel(wep, MDL_OK_RPC);
224 wep.noalign = ent.noalign;
227 wep.respawntime = g_pickup_respawntime_superweapon;
228 wep.pickup_anyway = true;
229 wep.spawnfunc_checked = true;
230 setthink(wep, self_spawnfunc_weapon_rpc);
231 wep.nextthink = time + 0.1;
237 MUTATOR_HOOKFUNCTION(ok, FilterItem)
239 entity item = M_ARGV(0, entity);
246 case ITEM_HealthMega: return autocvar_g_overkill_filter_healthmega;
247 case ITEM_ArmorMedium: return autocvar_g_overkill_filter_armormedium;
248 // WARNING: next two statements look wrong because of inconsistency between cvar names and code
249 // armor cvars need renaming to be consistent with their health counterparts
250 case ITEM_ArmorLarge: return autocvar_g_overkill_filter_armorbig;
251 case ITEM_ArmorMega: return autocvar_g_overkill_filter_armorlarge;
257 MUTATOR_HOOKFUNCTION(ok, SetStartItems, CBC_ORDER_LAST)
259 WepSet ok_start_items = (WEPSET(MACHINEGUN) | WEPSET(VORTEX) | WEPSET(SHOTGUN));
261 if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET(RPC); }
262 if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET(HMG); }
264 start_items |= IT_UNLIMITED_WEAPON_AMMO;
265 start_weapons = warmup_start_weapons = ok_start_items;
268 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsString)
270 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":OK");
273 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsPrettyString)
275 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Overkill");
278 MUTATOR_HOOKFUNCTION(ok, SetModname)
280 M_ARGV(0, string) = "Overkill";
286 // hack to force overkill playermodels
287 cvar_settemp("sv_defaultcharacter", "1");
288 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");
289 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");
290 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");
297 precache_all_playermodels("models/ok_player/*.dpm");
299 WEP_RPC.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
300 WEP_HMG.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
302 WEP_SHOTGUN.mdl = "ok_shotgun";
303 WEP_MACHINEGUN.mdl = "ok_mg";
304 WEP_VORTEX.mdl = "ok_sniper";