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 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.pauseregen_finished = max(frag_target.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 M_ARGV(4, float) = M_ARGV(1, float) = 1; // limit_mod = max_mod
176 MUTATOR_HOOKFUNCTION(ok, ForbidThrowCurrentWeapon)
181 MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
183 if(intermission_running || gameover)
186 entity player = M_ARGV(0, entity);
188 if(IS_DEAD(player) || !IS_PLAYER(player) || STAT(FROZEN, player))
191 if(player.ok_lastwep)
193 Weapon newwep = Weapons_from(player.ok_lastwep);
194 if(player.ok_lastwep == WEP_HMG.m_id)
195 newwep = WEP_MACHINEGUN;
196 if(player.ok_lastwep == WEP_RPC.m_id)
198 PS(player).m_switchweapon = newwep;
199 player.ok_lastwep = 0;
202 ok_IncreaseCharge(player, PS(player).m_weapon.m_id);
204 if(PHYS_INPUT_BUTTON_ATCK2(player))
205 if(!forbidWeaponUse(player) || player.weapon_blocked) // allow if weapon is blocked
206 if(time >= player.jump_interval)
208 player.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor(player);
209 makevectors(player.v_angle);
211 Weapon oldwep = PS(player).m_weapon;
212 PS(player).m_weapon = WEP_BLASTER;
215 weaponentities[0], // TODO: unhardcode
216 WEP_BLASTER.m_id | HITTYPE_SECONDARY,
217 WEP_CVAR_SEC(vaporizer, shotangle),
218 WEP_CVAR_SEC(vaporizer, damage),
219 WEP_CVAR_SEC(vaporizer, edgedamage),
220 WEP_CVAR_SEC(vaporizer, radius),
221 WEP_CVAR_SEC(vaporizer, force),
222 WEP_CVAR_SEC(vaporizer, speed),
223 WEP_CVAR_SEC(vaporizer, spread),
224 WEP_CVAR_SEC(vaporizer, delay),
225 WEP_CVAR_SEC(vaporizer, lifetime)
227 PS(player).m_weapon = oldwep;
230 player.weapon_blocked = false;
232 player.ok_ammo_charge = player.ammo_charge[PS(player).m_weapon.m_id];
234 if(player.ok_use_ammocharge)
235 if(!ok_CheckWeaponCharge(player, PS(player).m_weapon.m_id))
237 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)
239 //Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_OVERKILL_CHARGE);
240 player.ok_notice_time = time + 2;
241 play2(player, SND(DRYFIRE));
243 Weapon wpn = PS(player).m_weapon;
244 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
245 if(player.(weaponentity).state != WS_CLEAR)
246 w_ready(wpn, player, weaponentity, PHYS_INPUT_BUTTON_ATCK(player) | (PHYS_INPUT_BUTTON_ATCK2(player) << 1));
248 player.weapon_blocked = true;
251 PHYS_INPUT_BUTTON_ATCK2(player) = false;
254 MUTATOR_HOOKFUNCTION(ok, PlayerSpawn)
256 entity player = M_ARGV(0, entity);
258 if(autocvar_g_overkill_ammo_charge)
260 FOREACH(Weapons, it != WEP_Null, LAMBDA(player.ammo_charge[it.m_id] = autocvar_g_overkill_ammo_charge_limit));
262 player.ok_use_ammocharge = 1;
263 player.ok_notice_time = time;
266 player.ok_use_ammocharge = 0;
268 // if player changed their weapon while dead, don't switch to their death weapon
270 player.ok_lastwep = 0;
272 player.pauseregen_finished = time + 2;
275 void self_spawnfunc_weapon_hmg(entity this) { spawnfunc_weapon_hmg(this); }
276 void self_spawnfunc_weapon_rpc(entity this) { spawnfunc_weapon_rpc(this); }
278 MUTATOR_HOOKFUNCTION(ok, OnEntityPreSpawn)
280 entity ent = M_ARGV(0, entity);
282 if(autocvar_g_powerups)
283 if(autocvar_g_overkill_powerups_replace)
285 if(ent.classname == "item_strength")
287 entity wep = new(weapon_hmg);
288 setorigin(wep, ent.origin);
289 setmodel(wep, MDL_OK_HMG);
291 wep.noalign = ent.noalign;
294 wep.respawntime = autocvar_g_overkill_superguns_respawn_time;
295 wep.pickup_anyway = true;
296 wep.spawnfunc_checked = true;
297 setthink(wep, self_spawnfunc_weapon_hmg);
298 wep.nextthink = time + 0.1;
302 if(ent.classname == "item_invincible")
304 entity wep = new(weapon_rpc);
305 setorigin(wep, ent.origin);
306 setmodel(wep, MDL_OK_RPC);
308 wep.noalign = ent.noalign;
311 wep.respawntime = autocvar_g_overkill_superguns_respawn_time;
312 wep.pickup_anyway = true;
313 wep.spawnfunc_checked = true;
314 setthink(wep, self_spawnfunc_weapon_rpc);
315 wep.nextthink = time + 0.1;
321 MUTATOR_HOOKFUNCTION(ok, FilterItem)
323 entity item = M_ARGV(0, entity);
330 case ITEM_HealthMega.m_itemid: return !(autocvar_g_overkill_100h_anyway);
331 case ITEM_ArmorMega.m_itemid: return !(autocvar_g_overkill_100a_anyway);
337 MUTATOR_HOOKFUNCTION(ok, SpectateCopy)
339 entity spectatee = M_ARGV(0, entity);
340 entity client = M_ARGV(1, entity);
342 client.ammo_charge[PS(client).m_weapon.m_id] = spectatee.ammo_charge[PS(spectatee).m_weapon.m_id];
343 client.ok_use_ammocharge = spectatee.ok_use_ammocharge;
346 MUTATOR_HOOKFUNCTION(ok, SetStartItems, CBC_ORDER_LAST)
348 WepSet ok_start_items = (WEPSET(MACHINEGUN) | WEPSET(VORTEX) | WEPSET(SHOTGUN));
350 if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET(RPC); }
351 if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET(HMG); }
353 start_items |= IT_UNLIMITED_WEAPON_AMMO;
354 start_weapons = warmup_start_weapons = ok_start_items;
357 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsString)
359 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":OK");
362 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsPrettyString)
364 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Overkill");
367 MUTATOR_HOOKFUNCTION(ok, SetModname)
369 M_ARGV(0, string) = "Overkill";
375 // hack to force overkill playermodels
376 cvar_settemp("sv_defaultcharacter", "1");
377 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");
378 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");
379 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");
386 precache_all_playermodels("models/ok_player/*.dpm");
388 WEP_RPC.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
389 WEP_HMG.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
391 WEP_SHOTGUN.mdl = "ok_shotgun";
392 WEP_MACHINEGUN.mdl = "ok_mg";
393 WEP_VORTEX.mdl = "ok_sniper";