1 float g_nix_with_laser;
7 float nix_nextweapon_ammo;
8 .float nix_lastchange_id;
9 .float nix_lastinfotime;
12 float NIX_CanChooseWeapon(float wpn)
15 e = get_weaponinfo(wpn);
16 if(!e.weapon) // skip dummies
20 if not(WEPSET_CONTAINS_AW(g_weaponarena_weapons, wpn))
25 if(wpn == WEP_LASER && g_nix_with_laser)
27 if not(e.spawnflags & WEP_FLAG_NORMAL)
32 void NIX_ChooseNextWeapon()
35 RandomSelection_Init();
36 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
37 if(NIX_CanChooseWeapon(j))
38 RandomSelection_Add(world, j, string_null, 1, (j != nix_weapon));
39 nix_nextweapon = RandomSelection_chosen_float;
40 nix_nextweapon_ammo = W_AmmoItemCode(nix_nextweapon);
43 void NIX_GiveCurrentWeapon()
48 NIX_ChooseNextWeapon();
50 dt = ceil(nix_nextchange - time);
54 nix_weapon = nix_nextweapon;
55 nix_weapon_ammo = nix_nextweapon_ammo;
57 if (!nix_nextchange) // no round played yet?
58 nix_nextchange = time; // start the first round now!
60 nix_nextchange = time + autocvar_g_balance_nix_roundtime;
61 //weapon_action(nix_weapon, WR_PRECACHE); // forget it, too slow
64 if(nix_nextchange != self.nix_lastchange_id) // this shall only be called once per round!
66 self.nix_lastchange_id = nix_nextchange;
67 if (self.items & IT_UNLIMITED_WEAPON_AMMO)
69 self.ammo_shells = (nix_weapon_ammo & IT_SHELLS) ?
70 autocvar_g_pickup_shells_max : 0;
71 self.ammo_nails = (nix_weapon_ammo & IT_NAILS) ?
72 autocvar_g_pickup_nails_max : 0;
73 self.ammo_rockets = (nix_weapon_ammo & IT_ROCKETS) ?
74 autocvar_g_pickup_rockets_max : 0;
75 self.ammo_cells = (nix_weapon_ammo & IT_CELLS) ?
76 autocvar_g_pickup_cells_max : 0;
77 self.ammo_fuel = (nix_weapon_ammo & IT_FUEL) ?
78 autocvar_g_pickup_fuel_max : 0;
82 self.ammo_shells = (nix_weapon_ammo & IT_SHELLS) ?
83 autocvar_g_balance_nix_ammo_shells : 0;
84 self.ammo_nails = (nix_weapon_ammo & IT_NAILS) ?
85 autocvar_g_balance_nix_ammo_nails : 0;
86 self.ammo_rockets = (nix_weapon_ammo & IT_ROCKETS) ?
87 autocvar_g_balance_nix_ammo_rockets : 0;
88 self.ammo_cells = (nix_weapon_ammo & IT_CELLS) ?
89 autocvar_g_balance_nix_ammo_cells : 0;
90 self.ammo_fuel = (nix_weapon_ammo & IT_FUEL) ?
91 autocvar_g_balance_nix_ammo_fuel : 0;
93 self.nix_nextincr = time + autocvar_g_balance_nix_incrtime;
94 if(dt >= 1 && dt <= 5)
95 self.nix_lastinfotime = -42;
97 Send_CSQC_Centerprint_Generic(self, CPID_NIX_WPNCHANGE, strcat("^2Active weapon: ^3", W_Name(nix_weapon)), 0, 0);
99 weapon_action(nix_weapon, WR_RESETPLAYER);
101 // all weapons must be fully loaded when we spawn
103 e = get_weaponinfo(nix_weapon);
104 if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
105 self.(weapon_load[nix_weapon]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
108 if(autocvar_g_balance_nex_charge)
110 if(autocvar_g_balance_nex_secondary_chargepool)
111 self.nex_chargepool_ammo = 1;
112 self.nex_charge = autocvar_g_balance_nex_charge_start;
115 if(self.nix_lastinfotime != dt)
117 self.nix_lastinfotime = dt; // initial value 0 should count as "not seen"
118 if(dt >= 1 && dt <= 5)
119 Send_CSQC_Centerprint_Generic(self, CPID_NIX_WPNCHANGE, strcat("^3%d^2 seconds until weapon change...\n\nNext weapon: ^3", W_Name(nix_nextweapon)), 1, dt);
122 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO) && time > self.nix_nextincr)
124 if (nix_weapon_ammo & IT_SHELLS)
125 self.ammo_shells = self.ammo_shells + autocvar_g_balance_nix_ammoincr_shells;
126 else if (nix_weapon_ammo & IT_NAILS)
127 self.ammo_nails = self.ammo_nails + autocvar_g_balance_nix_ammoincr_nails;
128 else if (nix_weapon_ammo & IT_ROCKETS)
129 self.ammo_rockets = self.ammo_rockets + autocvar_g_balance_nix_ammoincr_rockets;
130 else if (nix_weapon_ammo & IT_CELLS)
131 self.ammo_cells = self.ammo_cells + autocvar_g_balance_nix_ammoincr_cells;
132 if (nix_weapon_ammo & IT_FUEL) // hook uses cells and fuel
133 self.ammo_fuel = self.ammo_fuel + autocvar_g_balance_nix_ammoincr_fuel;
134 self.nix_nextincr = time + autocvar_g_balance_nix_incrtime;
137 WEPSET_CLEAR_E(self);
139 WEPSET_ANDNOT_EW(self, WEP_LASER);
140 WEPSET_OR_EW(self, nix_weapon);
142 if(self.switchweapon != nix_weapon)
143 if(!client_hasweapon(self, self.switchweapon, TRUE, FALSE))
144 if(client_hasweapon(self, nix_weapon, TRUE, FALSE))
145 W_SwitchWeapon(nix_weapon);
151 for (i = WEP_FIRST; i <= WEP_LAST; ++i)
152 if (NIX_CanChooseWeapon(i))
153 weapon_action(i, WR_PRECACHE);
156 MUTATOR_HOOKFUNCTION(nix_ForbidThrowCurrentWeapon)
158 return 1; // no throwing in NIX
161 MUTATOR_HOOKFUNCTION(nix_SetStartItems)
164 // we do NOT change the start weapons any more, so we can later turn off the mutator!
165 // start_weapons = 0; // will be done later, when player spawns
166 // warmup_start_weapons = 0; // will be done later, when player spawns
170 MUTATOR_HOOKFUNCTION(nix_BuildMutatorsString)
172 ret_string = strcat(ret_string, ":NIX");
176 MUTATOR_HOOKFUNCTION(nix_BuildMutatorsPrettyString)
178 ret_string = strcat(ret_string, ", NIX");
182 MUTATOR_HOOKFUNCTION(nix_FilterItem)
191 if (autocvar_g_nix_with_healtharmor)
196 if (autocvar_g_nix_with_powerups)
201 return 1; // delete all other items
204 MUTATOR_HOOKFUNCTION(nix_OnEntityPreSpawn)
206 if(self.classname == "target_items") // items triggers cannot work in nix (as they change weapons/ammo)
211 MUTATOR_HOOKFUNCTION(nix_PlayerPreThink)
213 if(!intermission_running)
214 if(self.deadflag == DEAD_NO)
215 if(self.classname == "player")
216 NIX_GiveCurrentWeapon();
220 MUTATOR_HOOKFUNCTION(nix_PlayerSpawn)
222 self.nix_lastchange_id = -1;
223 NIX_GiveCurrentWeapon(); // overrides the weapons you got when spawning
224 self.items |= IT_UNLIMITED_SUPERWEAPONS;
228 MUTATOR_DEFINITION(mutator_nix)
232 MUTATOR_HOOK(ForbidThrowCurrentWeapon, nix_ForbidThrowCurrentWeapon, CBC_ORDER_ANY);
233 MUTATOR_HOOK(SetStartItems, nix_SetStartItems, CBC_ORDER_EXCLUSIVE);
234 MUTATOR_HOOK(BuildMutatorsString, nix_BuildMutatorsString, CBC_ORDER_ANY);
235 MUTATOR_HOOK(BuildMutatorsPrettyString, nix_BuildMutatorsPrettyString, CBC_ORDER_ANY);
236 MUTATOR_HOOK(FilterItem, nix_FilterItem, CBC_ORDER_ANY);
237 MUTATOR_HOOK(OnEntityPreSpawn, nix_OnEntityPreSpawn, CBC_ORDER_ANY);
238 MUTATOR_HOOK(PlayerPreThink, nix_PlayerPreThink, CBC_ORDER_ANY);
239 MUTATOR_HOOK(PlayerSpawn, nix_PlayerSpawn, CBC_ORDER_ANY);
243 g_nix_with_laser = autocvar_g_nix_with_laser;
253 // as the PlayerSpawn hook will no longer run, NIX is turned off by this!
255 FOR_EACH_PLAYER(e) if(e.deadflag == DEAD_NO)
257 e.ammo_cells = start_ammo_cells;
258 e.ammo_shells = start_ammo_shells;
259 e.ammo_nails = start_ammo_nails;
260 e.ammo_rockets = start_ammo_rockets;
261 e.ammo_fuel = start_ammo_fuel;
262 WEPSET_COPY_EA(e, start_weapons);
263 if(!client_hasweapon(e, e.weapon, TRUE, FALSE))
264 e.switchweapon = w_getbestweapon(self);