#include "rpc.qh"
bool autocvar_g_overkill_powerups_replace;
-float autocvar_g_overkill_superguns_respawn_time;
-bool autocvar_g_overkill_100h_anyway;
-bool autocvar_g_overkill_100a_anyway;
-.vector ok_deathloc;
-.float ok_spawnsys_timer;
-.Weapon ok_lastwep[MAX_WEAPONSLOTS];
+bool autocvar_g_overkill_itemwaypoints = true;
+
+bool autocvar_g_overkill_filter_healthmega;
+bool autocvar_g_overkill_filter_armormedium;
+bool autocvar_g_overkill_filter_armorbig;
+bool autocvar_g_overkill_filter_armormega;
+
.float ok_item;
-.float ok_pauseregen_finished;
+.Weapon ok_lastwep[MAX_WEAPONSLOTS];
void ok_Initialize();
spawnfunc(weapon_hmg);
spawnfunc(weapon_rpc);
-MUTATOR_HOOKFUNCTION(ok, PlayerDamage_Calculate, CBC_ORDER_LAST)
+MUTATOR_HOOKFUNCTION(ok, Damage_Calculate, CBC_ORDER_LAST)
{
entity frag_attacker = M_ARGV(1, entity);
entity frag_target = M_ARGV(2, entity);
float frag_deathtype = M_ARGV(3, float);
- if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target))
+ if(IS_PLAYER(frag_attacker) && (IS_PLAYER(frag_target) || IS_VEHICLE(frag_target) || IS_TURRET(frag_target)))
if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
{
if(frag_attacker != frag_target)
- if(frag_target.health > 0)
- if(STAT(FROZEN, frag_target) == 0)
+ if(!STAT(FROZEN, frag_target))
if(!IS_DEAD(frag_target))
{
Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE);
- M_ARGV(6, vector) = '0 0 0';
+ M_ARGV(6, vector) = '0 0 0'; // force
}
- M_ARGV(4, float) = 0;
+ M_ARGV(4, float) = 0; // damage
}
}
-MUTATOR_HOOKFUNCTION(ok, PlayerDamage_SplitHealthArmor)
-{
- entity frag_target = M_ARGV(2, entity);
- float damage_take = M_ARGV(4, float);
-
- if(damage_take)
- frag_target.ok_pauseregen_finished = max(frag_target.ok_pauseregen_finished, time + 2);
-}
-
void ok_DropItem(entity this, entity targ)
{
entity e = new(droppedweapon); // hax
ok_DropItem(mon, frag_attacker);
}
-MUTATOR_HOOKFUNCTION(ok, PlayerRegen)
-{
- entity player = M_ARGV(0, entity);
-
- // overkill's values are different, so use custom regen
- if(!STAT(FROZEN, player))
- {
- player.armorvalue = CalcRotRegen(player.armorvalue, autocvar_g_balance_armor_regenstable, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
- 1 * frametime * (time > player.ok_pauseregen_finished), 0, 0, 1, 1 * frametime * (time > player.pauserotarmor_finished), autocvar_g_balance_armor_limit);
- player.health = CalcRotRegen(player.health, autocvar_g_balance_health_regenstable, 0, 100, 1 * frametime * (time > player.ok_pauseregen_finished), 200, 0,
- autocvar_g_balance_health_rotlinear, 1 * frametime * (time > player.pauserothealth_finished), autocvar_g_balance_health_limit);
-
- float minf, maxf, limitf;
-
- maxf = autocvar_g_balance_fuel_rotstable;
- minf = autocvar_g_balance_fuel_regenstable;
- limitf = autocvar_g_balance_fuel_limit;
-
- player.ammo_fuel = CalcRotRegen(player.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
- 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);
- }
- return true; // return true anyway, as frozen uses no regen
-}
-
MUTATOR_HOOKFUNCTION(ok, ForbidThrowCurrentWeapon)
{
return true;
MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
{
- if(intermission_running || gameover)
+ if(game_stopped)
return;
entity player = M_ARGV(0, entity);
if(IS_DEAD(player) || !IS_PLAYER(player) || STAT(FROZEN, player))
return;
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- .entity weaponentity = weaponentities[slot];
- entity thiswep = player.(weaponentity);
-
- if(player.ok_lastwep[slot] && player.ok_lastwep[slot] != WEP_Null)
- {
- Weapon newwep = player.ok_lastwep[slot];
- if(player.ok_lastwep[slot] == WEP_HMG)
- newwep = WEP_MACHINEGUN;
- if(player.ok_lastwep[slot] == WEP_RPC)
- newwep = WEP_VORTEX;
- thiswep.m_switchweapon = newwep;
- player.ok_lastwep[slot] = WEP_Null;
- }
- }
-
if(PHYS_INPUT_BUTTON_ATCK2(player))
- if(!forbidWeaponUse(player) || player.weapon_blocked) // allow if weapon is blocked
+ if( !forbidWeaponUse(player)
+ || (round_handler_IsActive() && !round_handler_IsRoundStarted()) )
if(time >= player.jump_interval)
{
player.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor(player);
PHYS_INPUT_BUTTON_ATCK2(player) = false;
}
-MUTATOR_HOOKFUNCTION(ok, PlayerSpawn)
+MUTATOR_HOOKFUNCTION(ok, PlayerWeaponSelect)
{
entity player = M_ARGV(0, entity);
- // if player changed their weapon while dead, don't switch to their death weapon
- if(player.impulse)
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ .entity weaponentity = weaponentities[slot];
+ entity thiswep = player.(weaponentity);
+
+ if(player.ok_lastwep[slot] && player.ok_lastwep[slot] != WEP_Null)
{
+ Weapon newwep = player.ok_lastwep[slot];
+ if(player.ok_lastwep[slot] == WEP_HMG)
+ newwep = WEP_MACHINEGUN;
+ if(player.ok_lastwep[slot] == WEP_RPC)
+ newwep = WEP_VORTEX;
+ thiswep.m_switchweapon = newwep;
player.ok_lastwep[slot] = WEP_Null;
}
}
-
- player.ok_pauseregen_finished = time + 2;
}
void self_spawnfunc_weapon_hmg(entity this) { spawnfunc_weapon_hmg(this); }
wep.noalign = ent.noalign;
wep.cnt = ent.cnt;
wep.team = ent.team;
- wep.respawntime = autocvar_g_overkill_superguns_respawn_time;
+ wep.respawntime = g_pickup_respawntime_superweapon;
wep.pickup_anyway = true;
wep.spawnfunc_checked = true;
setthink(wep, self_spawnfunc_weapon_hmg);
wep.nextthink = time + 0.1;
return true;
}
-
- if(ent.classname == "item_invincible")
+ else if(ent.classname == "item_invincible")
{
entity wep = new(weapon_rpc);
setorigin(wep, ent.origin);
wep.noalign = ent.noalign;
wep.cnt = ent.cnt;
wep.team = ent.team;
- wep.respawntime = autocvar_g_overkill_superguns_respawn_time;
+ wep.respawntime = g_pickup_respawntime_superweapon;
wep.pickup_anyway = true;
wep.spawnfunc_checked = true;
setthink(wep, self_spawnfunc_weapon_rpc);
}
}
+bool ok_HandleItemWaypoints(entity e)
+{
+ if(!autocvar_g_overkill_itemwaypoints)
+ return false; // don't handle it
+
+ switch(e.itemdef)
+ {
+ case ITEM_HealthMega: return true;
+ case ITEM_ArmorMedium: return true;
+ case ITEM_ArmorBig: return true;
+ case ITEM_ArmorMega: return true;
+ }
+
+ return false;
+}
+
+MUTATOR_HOOKFUNCTION(ok, Item_RespawnCountdown)
+{
+ entity item = M_ARGV(0, entity);
+ return ok_HandleItemWaypoints(item);
+}
+
+MUTATOR_HOOKFUNCTION(ok, Item_ScheduleRespawn)
+{
+ entity item = M_ARGV(0, entity);
+ return ok_HandleItemWaypoints(item);
+}
+
MUTATOR_HOOKFUNCTION(ok, FilterItem)
{
entity item = M_ARGV(0, entity);
if(item.ok_item)
- return;
+ return false;
- switch(item.items)
+ switch(item.itemdef)
{
- case ITEM_HealthMega.m_itemid: return !(autocvar_g_overkill_100h_anyway);
- case ITEM_ArmorMega.m_itemid: return !(autocvar_g_overkill_100a_anyway);
+ case ITEM_HealthMega: return autocvar_g_overkill_filter_healthmega;
+ case ITEM_ArmorMedium: return autocvar_g_overkill_filter_armormedium;
+ case ITEM_ArmorBig: return autocvar_g_overkill_filter_armorbig;
+ case ITEM_ArmorMega: return autocvar_g_overkill_filter_armormega;
}
return true;
}
-MUTATOR_HOOKFUNCTION(ok, SetStartItems)
+MUTATOR_HOOKFUNCTION(ok, SetStartItems, CBC_ORDER_LAST)
{
- WepSet ok_start_items = (WEPSET(MACHINEGUN) | WEPSET(VORTEX) | WEPSET(SHOTGUN));
+ WepSet ok_start_items = (WEPSET(OVERKILL_MACHINEGUN) | WEPSET(OVERKILL_VORTEX) | WEPSET(OVERKILL_SHOTGUN));
if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET(RPC); }
if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET(HMG); }
start_weapons = warmup_start_weapons = ok_start_items;
}
+MUTATOR_HOOKFUNCTION(ok, SetWeaponArena)
+{
+ // turn weapon arena off
+ M_ARGV(0, string) = "off";
+}
+
MUTATOR_HOOKFUNCTION(ok, BuildMutatorsString)
{
M_ARGV(0, string) = strcat(M_ARGV(0, string), ":OK");
WEP_RPC.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
WEP_HMG.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
- WEP_SHOTGUN.mdl = "ok_shotgun";
- WEP_MACHINEGUN.mdl = "ok_mg";
- WEP_VORTEX.mdl = "ok_sniper";
+ //WEP_SHOTGUN.mdl = "ok_shotgun";
+ //WEP_MACHINEGUN.mdl = "ok_mg";
+ //WEP_VORTEX.mdl = "ok_sniper";
}