1 #include "sv_overkill.qh"
6 bool autocvar_g_overkill_powerups_replace;
7 float autocvar_g_overkill_superguns_respawn_time;
8 bool autocvar_g_overkill_100h_anyway;
9 bool autocvar_g_overkill_100a_anyway;
10 bool autocvar_g_overkill_ammo_charge;
11 float autocvar_g_overkill_ammo_charge_notice;
12 float autocvar_g_overkill_ammo_charge_limit;
15 .float ok_spawnsys_timer;
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 .float ok_pauseregen_finished;
26 void(entity ent, float wep) ok_DecreaseCharge;
30 REGISTER_MUTATOR(ok, cvar("g_overkill") && !cvar("g_instagib") && !g_nexball && cvar_string("g_mod_balance") == "Overkill")
39 WEP_RPC.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
40 WEP_HMG.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
44 MUTATOR_HOOKFUNCTION(ok, W_DecreaseAmmo)
46 entity actor = M_ARGV(0, entity);
47 if (actor.ok_use_ammocharge)
49 ok_DecreaseCharge(actor, PS(actor).m_weapon.m_id);
54 MUTATOR_HOOKFUNCTION(ok, W_Reload)
56 entity actor = M_ARGV(0, entity);
57 return actor.ok_use_ammocharge;
60 void W_Blaster_Attack(entity, .entity, float, float, float, float, float, float, float, float, float, float);
61 spawnfunc(weapon_hmg);
62 spawnfunc(weapon_rpc);
64 void ok_DecreaseCharge(entity ent, int wep)
66 if(!ent.ok_use_ammocharge) return;
68 entity wepent = Weapons_from(wep);
70 if (wepent == WEP_Null) return; // dummy
72 ent.ammo_charge[wep] -= max(0, cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname)));
75 void ok_IncreaseCharge(entity ent, int wep)
77 entity wepent = Weapons_from(wep);
79 if (wepent == WEP_Null) return; // dummy
81 if(ent.ok_use_ammocharge)
82 if(!PHYS_INPUT_BUTTON_ATCK(ent)) // 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 = Weapons_from(wep);
92 if(wepent == WEP_Null) return false; // dummy
94 return (ent.ammo_charge[wep] >= cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname)));
97 MUTATOR_HOOKFUNCTION(ok, PlayerDamage_Calculate, CBC_ORDER_LAST)
99 entity frag_attacker = M_ARGV(1, entity);
100 entity frag_target = M_ARGV(2, entity);
101 float frag_deathtype = M_ARGV(3, float);
103 if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target))
104 if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
106 if(frag_attacker != frag_target)
107 if(frag_target.health > 0)
108 if(STAT(FROZEN, frag_target) == 0)
109 if(!IS_DEAD(frag_target))
111 Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE);
112 M_ARGV(6, vector) = '0 0 0';
115 M_ARGV(4, float) = 0;
119 MUTATOR_HOOKFUNCTION(ok, PlayerDamage_SplitHealthArmor)
121 entity frag_target = M_ARGV(2, entity);
122 float damage_take = M_ARGV(4, float);
125 frag_target.ok_pauseregen_finished = max(frag_target.ok_pauseregen_finished, time + 2);
128 void ok_DropItem(entity this, entity targ)
130 entity e = new(droppedweapon); // hax
133 e.pickup_anyway = true;
134 e.spawnfunc_checked = true;
135 spawnfunc_item_armor_small(e);
136 if (!wasfreed(e)) { // might have been blocked by a mutator
137 set_movetype(e, MOVETYPE_TOSS);
139 e.reset = SUB_Remove;
140 setorigin(e, this.origin + '0 0 32');
141 e.velocity = '0 0 200' + normalize(targ.origin - this.origin) * 500;
142 SUB_SetFade(e, time + 5, 1);
146 MUTATOR_HOOKFUNCTION(ok, PlayerDies)
148 entity frag_attacker = M_ARGV(1, entity);
149 entity frag_target = M_ARGV(2, entity);
151 entity targ = ((frag_attacker) ? frag_attacker : frag_target);
153 ok_DropItem(frag_target, targ);
155 frag_target.ok_lastwep = PS(frag_target).m_switchweapon.m_id;
158 MUTATOR_HOOKFUNCTION(ok, MonsterDropItem)
160 entity mon = M_ARGV(0, entity);
161 entity olditem = M_ARGV(1, entity);
162 entity frag_attacker = M_ARGV(2, entity);
166 M_ARGV(1, entity) = NULL;
168 ok_DropItem(mon, frag_attacker);
171 MUTATOR_HOOKFUNCTION(ok, PlayerRegen)
173 entity player = M_ARGV(0, entity);
175 // overkill's values are different, so use custom regen
176 if(!STAT(FROZEN, player))
178 player.armorvalue = CalcRotRegen(player.armorvalue, autocvar_g_balance_armor_regenstable, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
179 1 * frametime * (time > player.ok_pauseregen_finished), 0, 0, 1, 1 * frametime * (time > player.pauserotarmor_finished), autocvar_g_balance_armor_limit);
180 player.health = CalcRotRegen(player.health, autocvar_g_balance_health_regenstable, 0, 100, 1 * frametime * (time > player.ok_pauseregen_finished), 200, 0,
181 autocvar_g_balance_health_rotlinear, 1 * frametime * (time > player.pauserothealth_finished), autocvar_g_balance_health_limit);
183 float minf, maxf, limitf;
185 maxf = autocvar_g_balance_fuel_rotstable;
186 minf = autocvar_g_balance_fuel_regenstable;
187 limitf = autocvar_g_balance_fuel_limit;
189 player.ammo_fuel = CalcRotRegen(player.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
190 frametime * (time > player.pauseregen_finished) * ((player.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > player.pauserotfuel_finished), limitf);
192 return true; // return true anyway, as frozen uses no regen
195 MUTATOR_HOOKFUNCTION(ok, ForbidThrowCurrentWeapon)
200 MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
205 entity player = M_ARGV(0, entity);
207 if(IS_DEAD(player) || !IS_PLAYER(player) || STAT(FROZEN, player))
210 if(player.ok_lastwep)
212 Weapon newwep = Weapons_from(player.ok_lastwep);
213 if(player.ok_lastwep == WEP_HMG.m_id)
214 newwep = WEP_MACHINEGUN;
215 if(player.ok_lastwep == WEP_RPC.m_id)
217 PS(player).m_switchweapon = newwep;
218 player.ok_lastwep = 0;
221 ok_IncreaseCharge(player, PS(player).m_weapon.m_id);
223 if(PHYS_INPUT_BUTTON_ATCK2(player))
224 if(!forbidWeaponUse(player) || player.weapon_blocked) // allow if weapon is blocked
225 if(time >= player.jump_interval)
227 player.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor(player);
228 makevectors(player.v_angle);
230 Weapon oldwep = PS(player).m_weapon;
231 PS(player).m_weapon = WEP_BLASTER;
234 weaponentities[0], // TODO: unhardcode
235 WEP_BLASTER.m_id | HITTYPE_SECONDARY,
236 WEP_CVAR_SEC(vaporizer, shotangle),
237 WEP_CVAR_SEC(vaporizer, damage),
238 WEP_CVAR_SEC(vaporizer, edgedamage),
239 WEP_CVAR_SEC(vaporizer, radius),
240 WEP_CVAR_SEC(vaporizer, force),
241 WEP_CVAR_SEC(vaporizer, speed),
242 WEP_CVAR_SEC(vaporizer, spread),
243 WEP_CVAR_SEC(vaporizer, delay),
244 WEP_CVAR_SEC(vaporizer, lifetime)
246 PS(player).m_weapon = oldwep;
249 player.weapon_blocked = false;
251 player.ok_ammo_charge = player.ammo_charge[PS(player).m_weapon.m_id];
253 if(player.ok_use_ammocharge)
254 if(!ok_CheckWeaponCharge(player, PS(player).m_weapon.m_id))
256 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)
258 //Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_OVERKILL_CHARGE);
259 player.ok_notice_time = time + 2;
260 play2(player, SND(DRYFIRE));
262 Weapon wpn = PS(player).m_weapon;
263 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
264 if(player.(weaponentity).state != WS_CLEAR)
265 w_ready(wpn, player, weaponentity, PHYS_INPUT_BUTTON_ATCK(player) | (PHYS_INPUT_BUTTON_ATCK2(player) << 1));
267 player.weapon_blocked = true;
270 PHYS_INPUT_BUTTON_ATCK2(player) = false;
273 MUTATOR_HOOKFUNCTION(ok, PlayerSpawn)
275 entity player = M_ARGV(0, entity);
277 if(autocvar_g_overkill_ammo_charge)
279 FOREACH(Weapons, it != WEP_Null, LAMBDA(player.ammo_charge[it.m_id] = autocvar_g_overkill_ammo_charge_limit));
281 player.ok_use_ammocharge = 1;
282 player.ok_notice_time = time;
285 player.ok_use_ammocharge = 0;
287 // if player changed their weapon while dead, don't switch to their death weapon
289 player.ok_lastwep = 0;
291 player.ok_pauseregen_finished = time + 2;
294 void self_spawnfunc_weapon_hmg(entity this) { spawnfunc_weapon_hmg(this); }
295 void self_spawnfunc_weapon_rpc(entity this) { spawnfunc_weapon_rpc(this); }
297 MUTATOR_HOOKFUNCTION(ok, OnEntityPreSpawn)
299 entity ent = M_ARGV(0, entity);
301 if(autocvar_g_powerups)
302 if(autocvar_g_overkill_powerups_replace)
304 if(ent.classname == "item_strength")
306 entity wep = new(weapon_hmg);
307 setorigin(wep, ent.origin);
308 setmodel(wep, MDL_OK_HMG);
310 wep.noalign = ent.noalign;
313 wep.respawntime = autocvar_g_overkill_superguns_respawn_time;
314 wep.pickup_anyway = true;
315 wep.spawnfunc_checked = true;
316 setthink(wep, self_spawnfunc_weapon_hmg);
317 wep.nextthink = time + 0.1;
321 if(ent.classname == "item_invincible")
323 entity wep = new(weapon_rpc);
324 setorigin(wep, ent.origin);
325 setmodel(wep, MDL_OK_RPC);
327 wep.noalign = ent.noalign;
330 wep.respawntime = autocvar_g_overkill_superguns_respawn_time;
331 wep.pickup_anyway = true;
332 wep.spawnfunc_checked = true;
333 setthink(wep, self_spawnfunc_weapon_rpc);
334 wep.nextthink = time + 0.1;
340 MUTATOR_HOOKFUNCTION(ok, FilterItem)
342 entity item = M_ARGV(0, entity);
349 case ITEM_HealthMega.m_itemid: return !(autocvar_g_overkill_100h_anyway);
350 case ITEM_ArmorMega.m_itemid: return !(autocvar_g_overkill_100a_anyway);
356 MUTATOR_HOOKFUNCTION(ok, SpectateCopy)
358 entity spectatee = M_ARGV(0, entity);
359 entity client = M_ARGV(1, entity);
361 client.ammo_charge[PS(client).m_weapon.m_id] = spectatee.ammo_charge[PS(spectatee).m_weapon.m_id];
362 client.ok_use_ammocharge = spectatee.ok_use_ammocharge;
365 MUTATOR_HOOKFUNCTION(ok, SetStartItems)
367 WepSet ok_start_items = (WEPSET(MACHINEGUN) | WEPSET(VORTEX) | WEPSET(SHOTGUN));
369 if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET(RPC); }
370 if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET(HMG); }
372 start_items |= IT_UNLIMITED_WEAPON_AMMO;
373 start_weapons = warmup_start_weapons = ok_start_items;
376 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsString)
378 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":OK");
381 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsPrettyString)
383 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Overkill");
386 MUTATOR_HOOKFUNCTION(ok, SetModname)
388 M_ARGV(0, string) = "Overkill";
394 // hack to force overkill playermodels
395 cvar_settemp("sv_defaultcharacter", "1");
396 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");
397 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");
398 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");
405 precache_all_playermodels("models/ok_player/*.dpm");
407 WEP_RPC.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
408 WEP_HMG.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
410 WEP_SHOTGUN.mdl = "ok_shotgun";
411 WEP_MACHINEGUN.mdl = "ok_mg";
412 WEP_VORTEX.mdl = "ok_sniper";