set g_overkill_superguns_onemag 1
set g_overkill_superguns_respawn_time 20
+set g_overkill_ammo_charge 1
+set g_overkill_ammo_charge_notice 1
+set g_overkill_ammo_charge_limit 1
+set g_overkill_ammo_charge_rate 0.5
+set g_overkill_ammo_charge_rate_nex 0.5
+set g_overkill_ammo_charge_rate_uzi 0.5
+set g_overkill_ammo_charge_rate_shotgun 0.5
+set g_overkill_ammo_charge_rate_hmg 0.25
+set g_overkill_ammo_charge_rate_rpc 1.5
+set g_overkill_ammo_decharge 0.1
+set g_overkill_ammo_decharge_uzi 0.025
+set g_overkill_ammo_decharge_shotgun 0.15
+set g_overkill_ammo_decharge_nex 0.2
+set g_overkill_ammo_decharge_rpc 1
+set g_overkill_ammo_decharge_hmg 0.01
+
// =========
// vampire
float nex_charge, nex_chargepool;
nex_charge = getstatf(STAT_NEX_CHARGE);
nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
+
+ float ok_ammo_charge, ok_ammo_chargepool;
+ ok_ammo_charge = getstatf(STAT_OK_AMMO_CHARGE);
+ ok_ammo_chargepool = getstatf(STAT_OK_AMMO_CHARGEPOOl);
if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
nex_charge_movingavg = nex_charge;
ring_rgb = wcross_color;
ring_image = "gfx/crosshair_ring.tga";
}
-
- if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
+ else if (ok_ammo_charge)
+ {
+ ring_value = ok_ammo_chargepool;
+ ring_alpha = autocvar_crosshair_ring_reload_alpha;
+ ring_rgb = wcross_color;
+ ring_image = "gfx/crosshair_ring.tga";
+ }
+ else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
{
ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
ring_scale = autocvar_crosshair_ring_reload_size;
const float STAT_WEAPONS2 = 74;
const float STAT_WEAPONS3 = 75;
+const float STAT_OK_AMMO_CHARGE = 76;
+const float STAT_OK_AMMO_CHARGEPOOl = 77;
+
// mod stats (1xx)
const float STAT_REDALIVE = 100;
const float STAT_BLUEALIVE = 101;
MSG_CENTER_NOTIF(1, CENTER_NIX_COUNTDOWN, 0, 2, "item_wepname", CPID_NIX, "1 f2", _("^F2^COUNT^BG until weapon change...\nNext weapon: ^F1%s"), "") \
MSG_CENTER_NOTIF(1, CENTER_NIX_NEWWEAPON, 0, 1, "item_wepname", CPID_NIX, "0 0", _("^F2Active weapon: ^F1%s"), "") \
MSG_CENTER_NOTIF(1, CENTER_NADE, 0, 0, "", NO_CPID, "0 0", _("^BGPress ^F2DROPWEAPON^BG again to toss the grenade!"), "") \
+ MSG_CENTER_NOTIF(1, CENTER_OVERKILL_CHARGE, 0, 0, "", CPID_OVERKILL, "0 0", _("^BGYour weapon's charge is too low, release the attack button & wait for it to charge"), "") \
MSG_CENTER_NOTIF(1, CENTER_OVERTIME_FRAG, 0, 0, "", CPID_OVERTIME, "0 0", _("^F2Now playing ^F4OVERTIME^F2!\nKeep fragging until we have a winner!"), _("^F2Now playing ^F4OVERTIME^F2!\nKeep scoring until we have a winner!")) \
MSG_CENTER_NOTIF(1, CENTER_OVERTIME_TIME, 0, 1, "f1time", CPID_OVERTIME, "0 0", _("^F2Now playing ^F4OVERTIME^F2!\n^BGAdded ^F4%s^BG to the game!"), "") \
MSG_CENTER_NOTIF(1, CENTER_POWERDOWN_INVISIBILITY, 0, 0, "", CPID_POWERUP, "0 0", _("^F2Invisibility has worn off"), "") \
float autocvar_g_balance_hmg_spread_min;
float autocvar_g_balance_hmg_sustained_ammo;
float autocvar_g_balance_hmg_sustained_damage;
-//float autocvar_g_balance_hmg_sustained_headshotaddeddamage;
float autocvar_g_balance_hmg_sustained_force;
float autocvar_g_balance_hmg_sustained_refire;
-//float autocvar_g_balance_hmg_sustained_spread;
float autocvar_g_balance_hmg_reload_ammo;
float autocvar_g_balance_hmg_reload_time;
float autocvar_g_balance_rpc_ammo;
float autocvar_g_overkill_100h_anyway;
float autocvar_g_overkill_100a_anyway;
float autocvar_g_overkill_ammo_start;
+float autocvar_g_overkill_ammo_charge;
+float autocvar_g_overkill_ammo_charge_notice;
+float autocvar_g_overkill_ammo_charge_limit;
return 1;
if(self.player_blocked)
return 1;
+ if(self.weapon_blocked)
+ return 1;
if(self.freezetag_frozen)
return 1;
return 0;
#define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"), FALSE)
void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload)
-{
+{
+ if(cvar("g_overkill"))
+ if(autocvar_g_overkill_ammo_charge)
+ {
+ ok_DecreaseCharge(self, self.weapon);
+ return; // TODO
+ }
+
if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !ammo_reload)
return;
entity e;
e = get_weaponinfo(self.weapon);
+
+ if(cvar("g_overkill"))
+ if(autocvar_g_overkill_ammo_charge)
+ return; // TODO
// don't reload weapons that don't have the RELOADABLE flag
if not(e.spawnflags & WEP_FLAG_RELOADABLE)
.float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
.float player_blocked;
+.float weapon_blocked; // weapon use disabled
.float freezetag_frozen;
+void ok_DecreaseCharge(entity ent, float wep)
+{
+ if not(autocvar_g_overkill_ammo_charge) return;
+
+ entity wepent = get_weaponinfo(wep);
+
+ if(wepent.netname == "")
+ return; // dummy
+
+ ent.ammo_charge[wep] -= cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname));
+}
+
+void ok_IncreaseCharge(entity ent, float wep)
+{
+ entity wepent = get_weaponinfo(wep);
+
+ if(wepent.netname == "")
+ return; // dummy
+
+ if(autocvar_g_overkill_ammo_charge)
+ if not(ent.BUTTON_ATCK)
+ if(ent.ammo_charge[wep] <= autocvar_g_overkill_ammo_charge_limit)
+ 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, float wep, float swep)
+{
+ if not(autocvar_g_overkill_ammo_charge) return TRUE;
+ //if(wep != swep) return TRUE; // switching, don't even bother checking
+
+ entity wepent = get_weaponinfo(wep);
+
+ if(wepent.netname == "")
+ return 0; // dummy
+
+ return !(ent.ammo_charge[wep] < cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname)));
+}
+
MUTATOR_HOOKFUNCTION(ok_PlayerDamage_Calculate)
{
if(DEATH_ISWEAPON(frag_deathtype, WEP_LASER) && frag_target == frag_attacker)
cvar_set("g_pickup_items", "1");
self = spawn();
- self.noalign = TRUE;
self.ok_item = TRUE;
+ self.noalign = TRUE;
spawnfunc_item_armor_small();
self.movetype = MOVETYPE_TOSS;
self.gravity = 1;
MUTATOR_HOOKFUNCTION(ok_ForbidThrowCurrentWeapon)
{
+ nades_CheckThrow();
+
return TRUE;
}
if(self.freezetag_frozen)
return FALSE;
+ ok_IncreaseCharge(self, self.weapon);
+
if(self.BUTTON_ATCK2)
if(self.jump_interval <= time)
{
self.weapon = w;
}
+ self.weapon_blocked = FALSE;
+
+ self.ok_ammo_charge = self.ammo_charge[self.weapon];
+
+ if(autocvar_g_overkill_ammo_charge)
+ if(!ok_CheckWeaponCharge(self, self.weapon, self.switchweapon))
+ {
+ if(autocvar_g_overkill_ammo_charge_notice && time > self.ok_notice_time && self.BUTTON_ATCK && IS_REAL_CLIENT(self))
+ {
+ Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_OVERKILL_CHARGE);
+ self.ok_notice_time = time + 2;
+ play2(self, "weapons/dryfire.wav");
+ }
+ if(self.weaponentity.state != WS_CLEAR)
+ w_ready();
+
+ self.weapon_blocked = TRUE;
+ }
+
self.BUTTON_ATCK2 = 0;
+
return FALSE;
}
MUTATOR_HOOKFUNCTION(ok_PlayerSpawn)
{
+ if(autocvar_g_overkill_ammo_charge)
+ {
+ float i;
+
+ for(i = WEP_FIRST; i <= WEP_LAST; ++i)
+ self.ammo_charge[i] = autocvar_g_overkill_ammo_charge_limit;
+
+ self.ok_use_ammocharge = 1;
+ self.ok_notice_time = time;
+ }
+ else
+ self.ok_use_ammocharge = 0;
+
if(autocvar_g_overkill_spawnsystem_delay_death)
self.ok_spawnsys_timer = time + autocvar_g_overkill_spawnsystem_delay_death;
MUTATOR_HOOKFUNCTION(ok_OnEntityPreSpawn)
{
- if(autocvar_g_powerups != 0)
+ if(autocvar_g_powerups)
if(autocvar_g_overkill_powerups_replace)
if(self.classname == "item_strength")
{
entity wep = spawn();
setorigin(wep, self.origin);
+ wep.ok_item = TRUE;
wep.think = start_hmg;
wep.nextthink = time + 0.1;
return TRUE;
}
- if(autocvar_g_powerups != 0)
+ if(autocvar_g_powerups)
if(autocvar_g_overkill_powerups_replace)
if(self.classname == "item_invincible")
{
entity wep = spawn();
setorigin(wep, self.origin);
+ wep.ok_item = TRUE;
wep.think = start_rpc;
wep.nextthink = time + 0.1;
return TRUE;
return TRUE;
}
+MUTATOR_HOOKFUNCTION(ok_SpectateCopy)
+{
+ self.ammo_charge[self.weapon] = other.ammo_charge[other.weapon];
+ self.ok_use_ammocharge = other.ok_use_ammocharge;
+
+ return FALSE;
+}
+
MUTATOR_HOOKFUNCTION(ok_SetModname)
{
modname = "Overkill";
precache_model("models/weapons/v_ok_sniper.md3");
precache_model("models/weapons/g_ok_sniper.md3");
+ precache_sound("weapons/dryfire.wav");
+
+ addstat(STAT_OK_AMMO_CHARGE, AS_FLOAT, ok_use_ammocharge);
+ addstat(STAT_OK_AMMO_CHARGEPOOl, AS_FLOAT, ok_ammo_charge);
+
w_uzi(WR_PRECACHE);
w_nex(WR_PRECACHE);
w_shotgun(WR_PRECACHE);
MUTATOR_HOOK(OnEntityPreSpawn, ok_OnEntityPreSpawn, CBC_ORDER_ANY);
MUTATOR_HOOK(SetModname, ok_SetModname, CBC_ORDER_ANY);
MUTATOR_HOOK(FilterItem, ok_ItemRemove, CBC_ORDER_ANY);
+ MUTATOR_HOOK(SpectateCopy, ok_SpectateCopy, CBC_ORDER_ANY);
MUTATOR_HOOK(SetStartItems, ok_StartItems, CBC_ORDER_ANY);
MUTATOR_ONADD
.vector ok_deathloc;
.float ok_spawnsys_timer;
.float ok_lastwep;
-.float ok_item;
\ No newline at end of file
+.float ok_item;
+
+.float ok_notice_time;
+.float ammo_charge[WEP_MAXCOUNT];
+.float ok_use_ammocharge;
+.float ok_ammo_charge;
+
+void(entity ent, float wep) ok_DecreaseCharge;
+