X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmutators%2Fmutator%2Foverkill%2Fsv_overkill.qc;h=1a6faa16fa5209a5eacd8f327a9cbcfb83f24c22;hb=c8988d346ff2d4aaa0f2147d72416b88f328c328;hp=97301d6f189f16838609acdc854d3714912ada15;hpb=7ec3c5536c92511931fff5d691ebf5b3c9a8bdb8;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/mutators/mutator/overkill/sv_overkill.qc b/qcsrc/common/mutators/mutator/overkill/sv_overkill.qc index 97301d6f1..1a6faa16f 100644 --- a/qcsrc/common/mutators/mutator/overkill/sv_overkill.qc +++ b/qcsrc/common/mutators/mutator/overkill/sv_overkill.qc @@ -4,26 +4,17 @@ #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; -.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); +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 pauseregen_finished; +.float ok_item; -void(entity ent, float wep) ok_DecreaseCharge; +.Weapon ok_lastwep[MAX_WEAPONSLOTS]; void ok_Initialize(); @@ -41,71 +32,21 @@ REGISTER_MUTATOR(ok, cvar("g_overkill") && !cvar("g_instagib") && !g_nexball && } } -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); @@ -116,15 +57,6 @@ MUTATOR_HOOKFUNCTION(ok, PlayerDamage_Calculate, CBC_ORDER_LAST) } } -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 @@ -152,7 +84,12 @@ 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) @@ -175,7 +112,7 @@ MUTATOR_HOOKFUNCTION(ok, ForbidThrowCurrentWeapon) MUTATOR_HOOKFUNCTION(ok, PlayerPreThink) { - if(intermission_running || gameover) + if(game_stopped) return; entity player = M_ARGV(0, entity); @@ -183,89 +120,64 @@ MUTATOR_HOOKFUNCTION(ok, PlayerPreThink) if(IS_DEAD(player) || !IS_PLAYER(player) || STAT(FROZEN, player)) return; - if(player.ok_lastwep) - { - 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 + 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); 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; - - 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) + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { - //Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_OVERKILL_CHARGE); - player.ok_notice_time = time + 2; - play2(player, SND(DRYFIRE)); + .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; } - 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) +MUTATOR_HOOKFUNCTION(ok, PlayerWeaponSelect) { entity player = M_ARGV(0, entity); - if(autocvar_g_overkill_ammo_charge) + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { - FOREACH(Weapons, it != WEP_Null, LAMBDA(player.ammo_charge[it.m_id] = autocvar_g_overkill_ammo_charge_limit)); + .entity weaponentity = weaponentities[slot]; + entity thiswep = player.(weaponentity); - player.ok_use_ammocharge = 1; - player.ok_notice_time = time; + 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; + } } - 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); } @@ -287,15 +199,14 @@ MUTATOR_HOOKFUNCTION(ok, OnEntityPreSpawn) 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); @@ -304,7 +215,7 @@ MUTATOR_HOOKFUNCTION(ok, OnEntityPreSpawn) 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); @@ -314,34 +225,55 @@ MUTATOR_HOOKFUNCTION(ok, OnEntityPreSpawn) } } +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, SpectateCopy) -{ - entity spectatee = M_ARGV(0, entity); - entity client = M_ARGV(1, entity); - - 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, 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); } @@ -350,6 +282,12 @@ MUTATOR_HOOKFUNCTION(ok, SetStartItems, CBC_ORDER_LAST) 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"); @@ -384,7 +322,7 @@ void ok_Initialize() 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"; }