#include "hmg.qh"
#include "rpc.qh"
-bool autocvar_g_overkill_powerups_replace;
+string autocvar_g_overkill;
-bool autocvar_g_overkill_filter_healthmega;
-bool autocvar_g_overkill_filter_armormedium;
-bool autocvar_g_overkill_filter_armorbig;
-bool autocvar_g_overkill_filter_armorlarge;
+bool autocvar_g_overkill_powerups_replace;
-.float ok_item;
+bool autocvar_g_overkill_itemwaypoints = true;
.Weapon ok_lastwep[MAX_WEAPONSLOTS];
-void ok_Initialize();
-
-REGISTER_MUTATOR(ok, cvar("g_overkill") && !cvar("g_instagib") && !g_nexball && cvar_string("g_mod_balance") == "Overkill")
+REGISTER_MUTATOR(ok, expr_evaluate(autocvar_g_overkill) && !cvar("g_instagib") && !g_nexball && cvar_string("g_mod_balance") == "Overkill")
{
MUTATOR_ONADD
{
- ok_Initialize();
+ precache_all_playermodels("models/ok_player/*.dpm");
+
+ if (autocvar_g_overkill_filter_healthmega)
+ {
+ ITEM_HealthMega.spawnflags |= ITEM_FLAG_MUTATORBLOCKED;
+ }
+ if (autocvar_g_overkill_filter_armormedium)
+ {
+ ITEM_ArmorMedium.spawnflags |= ITEM_FLAG_MUTATORBLOCKED;
+ }
+ if (autocvar_g_overkill_filter_armorbig)
+ {
+ ITEM_ArmorBig.spawnflags |= ITEM_FLAG_MUTATORBLOCKED;
+ }
+ if (autocvar_g_overkill_filter_armormega)
+ {
+ ITEM_ArmorMega.spawnflags |= ITEM_FLAG_MUTATORBLOCKED;
+ }
+
+ 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";
}
MUTATOR_ONREMOVE
{
+ ITEM_HealthMega.spawnflags &= ~ITEM_FLAG_MUTATORBLOCKED;
+ ITEM_ArmorMedium.spawnflags &= ~ITEM_FLAG_MUTATORBLOCKED;
+ ITEM_ArmorBig.spawnflags &= ~ITEM_FLAG_MUTATORBLOCKED;
+ ITEM_ArmorMega.spawnflags &= ~ITEM_FLAG_MUTATORBLOCKED;
+
WEP_RPC.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
WEP_HMG.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
}
}
void W_Blaster_Attack(entity, .entity, float, float, float, float, float, float, float, float, float, float);
-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);
void ok_DropItem(entity this, entity targ)
{
- entity e = new(droppedweapon); // hax
+ entity e = spawn();
e.ok_item = true;
- e.noalign = true;
- e.pickup_anyway = true;
- e.spawnfunc_checked = true;
- spawnfunc_item_armor_small(e);
- if (!wasfreed(e)) { // might have been blocked by a mutator
- set_movetype(e, MOVETYPE_TOSS);
- e.gravity = 1;
- e.reset = SUB_Remove;
- setorigin(e, this.origin + '0 0 32');
- e.velocity = '0 0 200' + normalize(targ.origin - this.origin) * 500;
- SUB_SetFade(e, time + 5, 1);
- }
+ Item_InitializeLoot(e, "item_armor_small", this.origin + '0 0 32',
+ '0 0 200' + normalize(targ.origin - this.origin) * 500, 5);
}
MUTATOR_HOOKFUNCTION(ok, PlayerDies)
return true;
}
-MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
+MUTATOR_HOOKFUNCTION(ok, PlayerWeaponSelect)
{
- if(intermission_running || gameover)
- 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];
player.ok_lastwep[slot] = WEP_Null;
}
}
-
- if(PHYS_INPUT_BUTTON_ATCK2(player))
- if( !forbidWeaponUse(player) || player.weapon_blocked // allow if weapon is blocked
- || (round_handler_IsActive() && !round_handler_IsRoundStarted()) )
- if(time >= player.jump_interval)
- {
- player.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor(player);
- makevectors(player.v_angle);
-
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- .entity weaponentity = weaponentities[slot];
-
- if(player.(weaponentity).m_weapon == WEP_Null && slot != 0)
- continue;
-
- Weapon oldwep = player.(weaponentity).m_weapon;
- player.(weaponentity).m_weapon = WEP_BLASTER;
- W_Blaster_Attack(
- player,
- weaponentity,
- WEP_BLASTER.m_id | HITTYPE_SECONDARY,
- WEP_CVAR_SEC(vaporizer, shotangle),
- WEP_CVAR_SEC(vaporizer, damage),
- WEP_CVAR_SEC(vaporizer, edgedamage),
- WEP_CVAR_SEC(vaporizer, radius),
- WEP_CVAR_SEC(vaporizer, force),
- WEP_CVAR_SEC(vaporizer, speed),
- WEP_CVAR_SEC(vaporizer, spread),
- WEP_CVAR_SEC(vaporizer, delay),
- WEP_CVAR_SEC(vaporizer, lifetime)
- );
- player.(weaponentity).m_weapon = oldwep;
- }
- }
-
- PHYS_INPUT_BUTTON_ATCK2(player) = false;
-}
-
-MUTATOR_HOOKFUNCTION(ok, PlayerSpawn)
-{
- 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)
- {
- player.ok_lastwep[slot] = WEP_Null;
- }
- }
}
void self_spawnfunc_weapon_hmg(entity this) { spawnfunc_weapon_hmg(this); }
setorigin(wep, ent.origin);
setmodel(wep, MDL_OK_HMG);
wep.ok_item = true;
- wep.noalign = ent.noalign;
+ wep.noalign = Item_ShouldKeepPosition(ent);
wep.cnt = ent.cnt;
wep.team = ent.team;
wep.respawntime = g_pickup_respawntime_superweapon;
wep.nextthink = time + 0.1;
return true;
}
-
- if(ent.classname == "item_invincible")
+ else if(ent.classname == "item_shield")
{
entity wep = new(weapon_rpc);
setorigin(wep, ent.origin);
setmodel(wep, MDL_OK_RPC);
wep.ok_item = true;
- wep.noalign = ent.noalign;
+ wep.noalign = Item_ShouldKeepPosition(ent);
wep.cnt = ent.cnt;
wep.team = ent.team;
wep.respawntime = g_pickup_respawntime_superweapon;
}
}
+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 false;
- switch(item.itemdef)
- {
- case ITEM_HealthMega: return autocvar_g_overkill_filter_healthmega;
- case ITEM_ArmorMedium: return autocvar_g_overkill_filter_armormedium;
- // WARNING: next two statements look wrong because of inconsistency between cvar names and code
- // armor cvars need renaming to be consistent with their health counterparts
- case ITEM_ArmorLarge: return autocvar_g_overkill_filter_armorbig;
- case ITEM_ArmorMega: return autocvar_g_overkill_filter_armorlarge;
- }
-
return true;
}
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); }
return true;
}
-void ok_SetCvars()
-{
- // hack to force overkill playermodels
- cvar_settemp("sv_defaultcharacter", "1");
- 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");
- 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");
- 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");
-}
-
-void ok_Initialize()
-{
- ok_SetCvars();
-
- precache_all_playermodels("models/ok_player/*.dpm");
-
- 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";
-}