#include "hmg.qh"
#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;
-bool autocvar_g_overkill_ammo_charge;
-float autocvar_g_overkill_ammo_charge_notice;
-float autocvar_g_overkill_ammo_charge_limit;
-
-.vector ok_deathloc;
-.float ok_spawnsys_timer;
-.float ok_lastwep;
-.float ok_item;
+string autocvar_g_overkill;
-.float ok_notice_time;
-.float ammo_charge[Weapons_MAX];
-.float ok_use_ammocharge = _STAT(OK_AMMO_CHARGE);
-.float ok_ammo_charge = _STAT(OK_AMMO_CHARGEPOOL);
-
-.float pauseregen_finished;
+bool autocvar_g_overkill_powerups_replace;
-void(entity ent, float wep) ok_DecreaseCharge;
+bool autocvar_g_overkill_itemwaypoints = true;
-void ok_Initialize();
+.Weapon ok_lastwep[MAX_WEAPONSLOTS];
-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;
}
}
-MUTATOR_HOOKFUNCTION(ok, W_DecreaseAmmo)
-{
- entity actor = M_ARGV(0, entity);
- if (actor.ok_use_ammocharge)
- {
- ok_DecreaseCharge(actor, PS(actor).m_weapon.m_id);
- return true;
- }
-}
-
-MUTATOR_HOOKFUNCTION(ok, W_Reload)
-{
- entity actor = M_ARGV(0, entity);
- return actor.ok_use_ammocharge;
-}
-
void W_Blaster_Attack(entity, .entity, float, float, float, float, float, float, float, float, float, float);
-spawnfunc(weapon_hmg);
-spawnfunc(weapon_rpc);
-void ok_DecreaseCharge(entity ent, int wep)
-{
- if(!ent.ok_use_ammocharge) return;
-
- entity wepent = Weapons_from(wep);
-
- if (wepent == WEP_Null) return; // dummy
-
- ent.ammo_charge[wep] -= max(0, cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname)));
-}
-
-void ok_IncreaseCharge(entity ent, int wep)
-{
- entity wepent = Weapons_from(wep);
-
- if (wepent == WEP_Null) return; // dummy
-
- if(ent.ok_use_ammocharge)
- if(!PHYS_INPUT_BUTTON_ATCK(ent)) // not while attacking?
- 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);
-}
-
-float ok_CheckWeaponCharge(entity ent, int wep)
-{
- if(!ent.ok_use_ammocharge) return true;
-
- entity wepent = Weapons_from(wep);
-
- if(wepent == WEP_Null) return false; // dummy
-
- return (ent.ammo_charge[wep] >= cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname)));
-}
-
-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);
}
}
-MUTATOR_HOOKFUNCTION(ok, PlayerDamage_SplitHealthArmor)
-{
- entity frag_target = M_ARGV(2, entity);
- float damage_take = M_ARGV(4, float);
-
- if(damage_take)
- frag_target.pauseregen_finished = max(frag_target.pauseregen_finished, time + 2);
-}
-
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)
ok_DropItem(frag_target, targ);
- frag_target.ok_lastwep = PS(frag_target).m_switchweapon.m_id;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+
+ frag_target.ok_lastwep[slot] = frag_target.(weaponentity).m_switchweapon;
+ }
}
MUTATOR_HOOKFUNCTION(ok, MonsterDropItem)
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;
-
- if(player.ok_lastwep)
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
- Weapon newwep = Weapons_from(player.ok_lastwep);
- if(player.ok_lastwep == WEP_HMG.m_id)
- newwep = WEP_MACHINEGUN;
- if(player.ok_lastwep == WEP_RPC.m_id)
- newwep = WEP_VORTEX;
- PS(player).m_switchweapon = newwep;
- player.ok_lastwep = 0;
- }
-
- ok_IncreaseCharge(player, PS(player).m_weapon.m_id);
-
- 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);
-
- Weapon oldwep = PS(player).m_weapon;
- PS(player).m_weapon = WEP_BLASTER;
- W_Blaster_Attack(
- player,
- weaponentities[0], // TODO: unhardcode
- 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)
- );
- PS(player).m_weapon = oldwep;
- }
-
- player.weapon_blocked = false;
+ .entity weaponentity = weaponentities[slot];
+ entity thiswep = player.(weaponentity);
- player.ok_ammo_charge = player.ammo_charge[PS(player).m_weapon.m_id];
-
- if(player.ok_use_ammocharge)
- if(!ok_CheckWeaponCharge(player, PS(player).m_weapon.m_id))
- {
- 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)
+ if(player.ok_lastwep[slot] && player.ok_lastwep[slot] != WEP_Null)
{
- //Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_OVERKILL_CHARGE);
- player.ok_notice_time = time + 2;
- play2(player, SND(DRYFIRE));
+ 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;
}
- Weapon wpn = PS(player).m_weapon;
- .entity weaponentity = weaponentities[0]; // TODO: unhardcode
- if(player.(weaponentity).state != WS_CLEAR)
- w_ready(wpn, player, weaponentity, PHYS_INPUT_BUTTON_ATCK(player) | (PHYS_INPUT_BUTTON_ATCK2(player) << 1));
-
- player.weapon_blocked = true;
- }
-
- PHYS_INPUT_BUTTON_ATCK2(player) = false;
-}
-
-MUTATOR_HOOKFUNCTION(ok, PlayerSpawn)
-{
- entity player = M_ARGV(0, entity);
-
- if(autocvar_g_overkill_ammo_charge)
- {
- FOREACH(Weapons, it != WEP_Null, LAMBDA(player.ammo_charge[it.m_id] = autocvar_g_overkill_ammo_charge_limit));
-
- player.ok_use_ammocharge = 1;
- player.ok_notice_time = time;
}
- else
- player.ok_use_ammocharge = 0;
-
- // if player changed their weapon while dead, don't switch to their death weapon
- if(player.impulse)
- player.ok_lastwep = 0;
-
- player.pauseregen_finished = time + 2;
}
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 = 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_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 = 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);
}
}
-MUTATOR_HOOKFUNCTION(ok, FilterItem)
+bool ok_HandleItemWaypoints(entity e)
{
- entity item = M_ARGV(0, entity);
-
- if(item.ok_item)
- return;
+ if(!autocvar_g_overkill_itemwaypoints)
+ return false; // don't handle it
- switch(item.items)
+ switch(e.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 true;
+ case ITEM_ArmorMedium: return true;
+ case ITEM_ArmorBig: return true;
+ case ITEM_ArmorMega: return true;
}
- return true;
+ return false;
}
-MUTATOR_HOOKFUNCTION(ok, SpectateCopy)
+MUTATOR_HOOKFUNCTION(ok, Item_RespawnCountdown)
{
- entity spectatee = M_ARGV(0, entity);
- entity client = M_ARGV(1, entity);
+ entity item = M_ARGV(0, entity);
+ return ok_HandleItemWaypoints(item);
+}
- client.ammo_charge[PS(client).m_weapon.m_id] = spectatee.ammo_charge[PS(spectatee).m_weapon.m_id];
- client.ok_use_ammocharge = spectatee.ok_use_ammocharge;
+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;
+
+ 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); }
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");
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";
-}