1 #ifndef MUTATOR_INSTAGIB_H
2 #define MUTATOR_INSTAGIB_H
7 float autocvar_g_instagib_invis_alpha;
15 int autocvar_g_instagib_ammo_drop;
16 int autocvar_g_instagib_extralives;
17 float autocvar_g_instagib_speed_highspeed;
19 #include <server/cl_client.qh>
21 #include <common/items/all.qc>
23 REGISTER_MUTATOR(mutator_instagib, cvar("g_instagib") && !g_nexball);
25 spawnfunc(item_minst_cells)
27 if (!g_instagib) { remove(this); return; }
28 if (!this.ammo_cells) this.ammo_cells = autocvar_g_instagib_ammo_drop;
29 StartItem(this, ITEM_VaporizerCells);
32 void instagib_invisibility(entity this)
34 this.strength_finished = autocvar_g_balance_powerup_strength_time;
35 StartItem(this, ITEM_Invisibility);
38 void instagib_extralife(entity this)
40 StartItem(this, ITEM_ExtraLife);
43 void instagib_speed(entity this)
45 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
46 StartItem(this, ITEM_Speed);
49 .float instagib_nextthink;
50 .float instagib_needammo;
51 void instagib_stop_countdown(entity e)
53 if (!e.instagib_needammo)
55 Kill_Notification(NOTIF_ONE_ONLY, e, MSG_CENTER, CPID_INSTAGIB_FINDAMMO);
56 e.instagib_needammo = false;
58 void instagib_ammocheck(entity this)
60 if(time < this.instagib_nextthink)
63 return; // not a player
65 if(IS_DEAD(this) || gameover)
66 instagib_stop_countdown(this);
67 else if (this.ammo_cells > 0 || (this.items & IT_UNLIMITED_WEAPON_AMMO) || (this.flags & FL_GODMODE))
68 instagib_stop_countdown(this);
69 else if(autocvar_g_rm && autocvar_g_rm_laser)
71 if(!this.instagib_needammo)
73 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_INSTAGIB_DOWNGRADE);
74 this.instagib_needammo = true;
79 this.instagib_needammo = true;
82 Damage(this, this, this, 5, DEATH_NOAMMO.m_id, this.origin, '0 0 0');
83 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_INSTAGIB_TERMINATED);
85 else if (this.health <= 10)
87 Damage(this, this, this, 5, DEATH_NOAMMO.m_id, this.origin, '0 0 0');
88 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_NUM_1);
90 else if (this.health <= 20)
92 Damage(this, this, this, 10, DEATH_NOAMMO.m_id, this.origin, '0 0 0');
93 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_NUM_2);
95 else if (this.health <= 30)
97 Damage(this, this, this, 10, DEATH_NOAMMO.m_id, this.origin, '0 0 0');
98 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_NUM_3);
100 else if (this.health <= 40)
102 Damage(this, this, this, 10, DEATH_NOAMMO.m_id, this.origin, '0 0 0');
103 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_NUM_4);
105 else if (this.health <= 50)
107 Damage(this, this, this, 10, DEATH_NOAMMO.m_id, this.origin, '0 0 0');
108 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_NUM_5);
110 else if (this.health <= 60)
112 Damage(this, this, this, 10, DEATH_NOAMMO.m_id, this.origin, '0 0 0');
113 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_NUM_6);
115 else if (this.health <= 70)
117 Damage(this, this, this, 10, DEATH_NOAMMO.m_id, this.origin, '0 0 0');
118 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_NUM_7);
120 else if (this.health <= 80)
122 Damage(this, this, this, 10, DEATH_NOAMMO.m_id, this.origin, '0 0 0');
123 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_NUM_8);
125 else if (this.health <= 90)
127 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_INSTAGIB_FINDAMMO);
128 Damage(this, this, this, 10, DEATH_NOAMMO.m_id, this.origin, '0 0 0');
129 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_NUM_9);
133 Send_Notification(NOTIF_ONE_ONLY, this, MSG_MULTI, MULTI_INSTAGIB_FINDAMMO);
134 Damage(this, this, this, 10, DEATH_NOAMMO.m_id, this.origin, '0 0 0');
137 this.instagib_nextthink = time + 1;
140 MUTATOR_HOOKFUNCTION(mutator_instagib, MatchEnd)
142 FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(instagib_stop_countdown(it)));
146 MUTATOR_HOOKFUNCTION(mutator_instagib, MonsterDropItem)
148 other.monster_loot = spawnfunc_item_minst_cells;
153 MUTATOR_HOOKFUNCTION(mutator_instagib, MonsterSpawn)
155 // always refill ammo
156 if(self.monsterid == MON_MAGE.monsterid)
162 MUTATOR_HOOKFUNCTION(mutator_instagib, BotShouldAttack)
164 if (checkentity.items & ITEM_Invisibility.m_itemid)
170 MUTATOR_HOOKFUNCTION(mutator_instagib, MakePlayerObserver)
172 instagib_stop_countdown(self);
176 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerSpawn)
178 self.effects |= EF_FULLBRIGHT;
182 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerPreThink)
184 instagib_ammocheck(self);
188 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerRegen)
190 // no regeneration in instagib
194 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerPowerups)
196 if (!(self.effects & EF_FULLBRIGHT))
197 self.effects |= EF_FULLBRIGHT;
199 if (self.items & ITEM_Invisibility.m_itemid)
201 play_countdown(self.strength_finished, SND_POWEROFF);
202 if (time > self.strength_finished)
204 self.alpha = default_player_alpha;
205 self.exteriorweaponentity.alpha = default_weapon_alpha;
206 self.items &= ~ITEM_Invisibility.m_itemid;
207 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_INVISIBILITY);
212 if (time < self.strength_finished)
214 self.alpha = autocvar_g_instagib_invis_alpha;
215 self.exteriorweaponentity.alpha = autocvar_g_instagib_invis_alpha;
216 self.items |= ITEM_Invisibility.m_itemid;
217 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_INVISIBILITY, self.netname);
218 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_INVISIBILITY);
222 if (self.items & ITEM_Speed.m_itemid)
224 play_countdown(self.invincible_finished, SND_POWEROFF);
225 if (time > self.invincible_finished)
227 self.items &= ~ITEM_Speed.m_itemid;
228 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SPEED);
233 if (time < self.invincible_finished)
235 self.items |= ITEM_Speed.m_itemid;
236 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SPEED, self.netname);
237 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SPEED);
243 .float stat_sv_maxspeed;
245 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerPhysics)
247 if(self.items & ITEM_Speed.m_itemid)
248 self.stat_sv_maxspeed = self.stat_sv_maxspeed * autocvar_g_instagib_speed_highspeed;
253 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerDamage_SplitHealthArmor)
256 damage_take = frag_damage;
261 MUTATOR_HOOKFUNCTION(mutator_instagib, ForbidThrowCurrentWeapon)
263 // weapon dropping on death handled by FilterItem
268 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerDamage_Calculate)
270 entity frag_attacker = M_ARGV(1, entity);
271 entity frag_target = M_ARGV(2, entity);
272 float frag_deathtype = M_ARGV(3, float);
273 float frag_damage = M_ARGV(4, float);
274 float frag_mirrordamage = M_ARGV(5, float);
275 vector frag_force = M_ARGV(6, vector);
277 if(autocvar_g_friendlyfire == 0 && SAME_TEAM(frag_target, frag_attacker) && IS_PLAYER(frag_target) && IS_PLAYER(frag_attacker))
280 if(IS_PLAYER(frag_target))
282 if(frag_deathtype == DEATH_FALL.m_id)
283 frag_damage = 0; // never count fall damage
285 if(!autocvar_g_instagib_damagedbycontents)
286 switch(DEATH_ENT(frag_deathtype))
295 if(IS_PLAYER(frag_attacker))
296 if(DEATH_ISWEAPON(frag_deathtype, WEP_VAPORIZER))
298 if(!autocvar_g_instagib_friendlypush && SAME_TEAM(frag_target, frag_attacker))
299 frag_force = '0 0 0';
301 if(frag_target.armorvalue)
303 frag_target.armorvalue -= 1;
305 frag_target.damage_dealt += 1;
306 frag_attacker.damage_dealt += 1;
307 Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_INSTAGIB_LIVES_REMAINING, frag_target.armorvalue);
311 if(IS_PLAYER(frag_attacker) && DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
313 if(frag_deathtype & HITTYPE_SECONDARY)
315 if(!autocvar_g_instagib_blaster_keepdamage || frag_attacker == frag_target)
318 if(!autocvar_g_instagib_mirrordamage)
319 frag_mirrordamage = 0; // never do mirror damage on enemies
322 if(frag_target != frag_attacker)
324 if(frag_damage <= 0 && frag_target.health > 0) { Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE); }
325 if(!autocvar_g_instagib_blaster_keepforce)
326 frag_force = '0 0 0';
332 if(!autocvar_g_instagib_mirrordamage) // only apply the taking lives hack if we don't want to support real damage mirroring
333 if(IS_PLAYER(frag_attacker))
334 if(frag_mirrordamage > 0)
336 // just lose extra LIVES, don't kill the player for mirror damage
337 if(frag_attacker.armorvalue > 0)
339 frag_attacker.armorvalue -= 1;
340 Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_INSTAGIB_LIVES_REMAINING, frag_attacker.armorvalue);
341 frag_attacker.damage_dealt += frag_mirrordamage;
343 frag_mirrordamage = 0;
346 if(frag_target.alpha && frag_target.alpha < 1)
347 if(IS_PLAYER(frag_target))
350 M_ARGV(4, float) = frag_damage;
351 M_ARGV(5, float) = frag_mirrordamage;
352 M_ARGV(6, vector) = frag_force;
357 MUTATOR_HOOKFUNCTION(mutator_instagib, SetStartItems)
359 start_health = warmup_start_health = 100;
360 start_armorvalue = warmup_start_armorvalue = 0;
362 start_ammo_shells = warmup_start_ammo_shells = 0;
363 start_ammo_nails = warmup_start_ammo_nails = 0;
364 start_ammo_cells = warmup_start_ammo_cells = cvar("g_instagib_ammo_start");
365 start_ammo_plasma = warmup_start_ammo_plasma = 0;
366 start_ammo_rockets = warmup_start_ammo_rockets = 0;
367 start_ammo_fuel = warmup_start_ammo_fuel = 0;
369 start_weapons = warmup_start_weapons = WEPSET(VAPORIZER);
370 start_items |= IT_UNLIMITED_SUPERWEAPONS;
375 MUTATOR_HOOKFUNCTION(mutator_instagib, FilterItem)
377 if(self.classname == "item_cells")
378 return true; // no normal cells?
380 if(self.weapon == WEP_VAPORIZER.m_id && self.classname == "droppedweapon")
382 self.ammo_cells = autocvar_g_instagib_ammo_drop;
386 if(self.weapon == WEP_DEVASTATOR.m_id || self.weapon == WEP_VORTEX.m_id)
389 setorigin(e, self.origin);
390 e.noalign = self.noalign;
393 e.spawnfunc_checked = true;
394 WITHSELF(e, spawnfunc_item_minst_cells(e));
398 if(self.flags & FL_POWERUP)
401 if(self.ammo_cells > autocvar_g_instagib_ammo_drop && self.classname != "item_minst_cells")
402 self.ammo_cells = autocvar_g_instagib_ammo_drop;
404 if(self.ammo_cells && !self.weapon)
410 MUTATOR_HOOKFUNCTION(mutator_instagib, CustomizeWaypoint)
412 entity e = WaypointSprite_getviewentity(other);
414 // if you have the invisibility powerup, sprites ALWAYS are restricted to your team
415 // but only apply this to real players, not to spectators
416 if((self.owner.flags & FL_CLIENT) && (self.owner.items & ITEM_Invisibility.m_itemid) && (e == other))
417 if(DIFF_TEAM(self.owner, e))
423 MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerDies)
425 if(DEATH_ISWEAPON(frag_deathtype, WEP_VAPORIZER))
426 frag_damage = 1000; // always gib if it was a vaporizer death
431 MUTATOR_HOOKFUNCTION(mutator_instagib, ItemTouch)
435 // play some cool sounds ;)
436 if (IS_CLIENT(other))
438 if(other.health <= 5)
439 Send_Notification(NOTIF_ONE, other, MSG_ANNCE, ANNCE_INSTAGIB_LASTSECOND);
440 else if(other.health < 50)
441 Send_Notification(NOTIF_ONE, other, MSG_ANNCE, ANNCE_INSTAGIB_NARROWLY);
444 if(other.health < 100)
447 return MUT_ITEMTOUCH_CONTINUE;
450 if(self.itemdef == ITEM_ExtraLife)
452 other.armorvalue = bound(other.armorvalue, 999, other.armorvalue + autocvar_g_instagib_extralives);
453 Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_EXTRALIVES);
454 return MUT_ITEMTOUCH_PICKUP;
457 return MUT_ITEMTOUCH_CONTINUE;
460 MUTATOR_HOOKFUNCTION(mutator_instagib, OnEntityPreSpawn)
462 if (!autocvar_g_powerups) { return false; }
463 // Can't use .itemdef here
464 if (!(self.classname == "item_strength" || self.classname == "item_invincible" || self.classname == "item_health_mega"))
471 setthink(e, instagib_invisibility);
473 setthink(e, instagib_extralife);
475 setthink(e, instagib_speed);
477 e.nextthink = time + 0.1;
478 e.spawnflags = self.spawnflags;
479 e.noalign = self.noalign;
480 setorigin(e, self.origin);
485 MUTATOR_HOOKFUNCTION(mutator_instagib, BuildMutatorsString)
487 ret_string = strcat(ret_string, ":instagib");
491 MUTATOR_HOOKFUNCTION(mutator_instagib, BuildMutatorsPrettyString)
493 ret_string = strcat(ret_string, ", instagib");
497 MUTATOR_HOOKFUNCTION(mutator_instagib, SetModname)
499 modname = "InstaGib";