#define X(BEGIN, P, END, class, prefix) \
BEGIN(class) \
- P(class, prefix, ammo, float, NONE) \
- P(class, prefix, damage, float, NONE) \
- P(class, prefix, force, float, NONE) \
- P(class, prefix, refire, float, NONE) \
+ P(class, prefix, ammo, float, PRI) \
+ P(class, prefix, damage, float, PRI) \
+ P(class, prefix, force, float, PRI) \
+ P(class, prefix, refire, float, PRI) \
+ P(class, prefix, solidpenetration, float, PRI) \
+ P(class, prefix, spread_add, float, PRI) \
+ P(class, prefix, spread_max, float, PRI) \
+ P(class, prefix, spread_min, float, PRI) \
+ P(class, prefix, ammo, float, SEC) \
+ P(class, prefix, animtime, float, SEC) \
+ P(class, prefix, damage, float, SEC) \
+ P(class, prefix, delay, float, SEC) \
+ P(class, prefix, edgedamage, float, SEC) \
+ P(class, prefix, force, float, SEC) \
+ P(class, prefix, lifetime, float, SEC) \
+ P(class, prefix, radius, float, SEC) \
+ P(class, prefix, refire, float, SEC) \
+ P(class, prefix, refire_type, float, SEC) \
+ P(class, prefix, shotangle, float, SEC) \
+ P(class, prefix, speed, float, SEC) \
+ P(class, prefix, spread, float, SEC) \
P(class, prefix, reload_ammo, float, NONE) \
P(class, prefix, reload_time, float, NONE) \
- P(class, prefix, solidpenetration, float, NONE) \
- P(class, prefix, spread_add, float, NONE) \
- P(class, prefix, spread_max, float, NONE) \
- P(class, prefix, spread_min, float, NONE) \
P(class, prefix, switchdelay_drop, float, NONE) \
P(class, prefix, switchdelay_raise, float, NONE) \
P(class, prefix, weaponreplace, string, NONE) \
ENDCLASS(HeavyMachineGun)
REGISTER_WEAPON(HMG, hmg, NEW(HeavyMachineGun));
+
+ #ifdef SVQC
+ spawnfunc(weapon_hmg);
+ #endif
#define X(BEGIN, P, END, class, prefix) \
BEGIN(class) \
- P(class, prefix, ammo, float, NONE) \
- P(class, prefix, animtime, float, NONE) \
- P(class, prefix, damage2, float, NONE) \
- P(class, prefix, damageforcescale, float, NONE) \
- P(class, prefix, damage, float, NONE) \
- P(class, prefix, edgedamage, float, NONE) \
- P(class, prefix, force, float, NONE) \
- P(class, prefix, health, float, NONE) \
- P(class, prefix, lifetime, float, NONE) \
- P(class, prefix, radius, float, NONE) \
- P(class, prefix, refire, float, NONE) \
+ P(class, prefix, ammo, float, PRI) \
+ P(class, prefix, animtime, float, PRI) \
+ P(class, prefix, damage, float, PRI) \
+ P(class, prefix, damage2, float, PRI) \
+ P(class, prefix, damageforcescale, float, PRI) \
+ P(class, prefix, edgedamage, float, PRI) \
+ P(class, prefix, force, float, PRI) \
+ P(class, prefix, health, float, PRI) \
+ P(class, prefix, lifetime, float, PRI) \
+ P(class, prefix, radius, float, PRI) \
+ P(class, prefix, refire, float, PRI) \
+ P(class, prefix, speedaccel, float, PRI) \
+ P(class, prefix, speed, float, PRI) \
+ P(class, prefix, ammo, float, SEC) \
+ P(class, prefix, animtime, float, SEC) \
+ P(class, prefix, damage, float, SEC) \
+ P(class, prefix, delay, float, SEC) \
+ P(class, prefix, edgedamage, float, SEC) \
+ P(class, prefix, force, float, SEC) \
+ P(class, prefix, lifetime, float, SEC) \
+ P(class, prefix, radius, float, SEC) \
+ P(class, prefix, refire, float, SEC) \
+ P(class, prefix, refire_type, float, SEC) \
+ P(class, prefix, shotangle, float, SEC) \
+ P(class, prefix, speed, float, SEC) \
+ P(class, prefix, spread, float, SEC) \
P(class, prefix, reload_ammo, float, NONE) \
P(class, prefix, reload_time, float, NONE) \
- P(class, prefix, speedaccel, float, NONE) \
- P(class, prefix, speed, float, NONE) \
P(class, prefix, switchdelay_drop, float, NONE) \
P(class, prefix, switchdelay_raise, float, NONE) \
P(class, prefix, weaponreplace, string, NONE) \
ENDCLASS(RocketPropelledChainsaw)
REGISTER_WEAPON(RPC, rpc, NEW(RocketPropelledChainsaw));
+
+ #ifdef SVQC
+ spawnfunc(weapon_rpc);
+ #endif
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;
-
.Weapon ok_lastwep[MAX_WEAPONSLOTS];
void ok_Initialize();
return true;
}
-MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
-{
- if(game_stopped)
- return;
-
- entity player = M_ARGV(0, entity);
-
- if(IS_DEAD(player) || !IS_PLAYER(player) || STAT(FROZEN, player))
- return;
-
- if(PHYS_INPUT_BUTTON_ATCK2(player) && time >= player.jump_interval)
- if( !forbidWeaponUse(player)
- || (round_handler_IsActive() && !round_handler_IsRoundStarted()) )
- {
- 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, PlayerWeaponSelect)
{
entity player = M_ARGV(0, entity);
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); }
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";
}