2 bool autocvar_g_overkill_powerups_replace;
3 float autocvar_g_overkill_superguns_respawn_time;
4 bool autocvar_g_overkill_100h_anyway;
5 bool autocvar_g_overkill_100a_anyway;
6 bool autocvar_g_overkill_ammo_charge;
7 float autocvar_g_overkill_ammo_charge_notice;
8 float autocvar_g_overkill_ammo_charge_limit;
11 .float ok_spawnsys_timer;
15 .float ok_notice_time;
16 .float ammo_charge[Weapons_MAX];
17 .float ok_use_ammocharge = _STAT(OK_AMMO_CHARGE);
18 .float ok_ammo_charge = _STAT(OK_AMMO_CHARGEPOOL);
20 .float ok_pauseregen_finished;
22 void(entity ent, float wep) ok_DecreaseCharge;
26 REGISTER_MUTATOR(ok, cvar("g_overkill") && !cvar("g_instagib") && !g_nexball && cvar_string("g_mod_balance") == "Overkill")
35 WEP_RPC.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
36 WEP_HMG.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
42 MUTATOR_HOOKFUNCTION(ok, W_DecreaseAmmo)
44 entity actor = M_ARGV(0, entity);
45 if (actor.ok_use_ammocharge)
47 ok_DecreaseCharge(actor, PS(actor).m_weapon.m_id);
52 MUTATOR_HOOKFUNCTION(ok, W_Reload)
54 entity actor = M_ARGV(0, entity);
55 return actor.ok_use_ammocharge;
58 void W_Blaster_Attack(entity, float, float, float, float, float, float, float, float, float, float);
59 spawnfunc(weapon_hmg);
60 spawnfunc(weapon_rpc);
62 void ok_DecreaseCharge(entity ent, int wep)
64 if(!ent.ok_use_ammocharge) return;
66 entity wepent = Weapons_from(wep);
68 if (wepent == WEP_Null) return; // dummy
70 ent.ammo_charge[wep] -= max(0, cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname)));
73 void ok_IncreaseCharge(entity ent, int wep)
75 entity wepent = Weapons_from(wep);
77 if (wepent == WEP_Null) return; // dummy
79 if(ent.ok_use_ammocharge)
80 if(!PHYS_INPUT_BUTTON_ATCK(ent)) // not while attacking?
81 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);
84 float ok_CheckWeaponCharge(entity ent, int wep)
86 if(!ent.ok_use_ammocharge) return true;
88 entity wepent = Weapons_from(wep);
90 if(wepent == WEP_Null) return 0; // dummy
92 return (ent.ammo_charge[wep] >= cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname)));
95 MUTATOR_HOOKFUNCTION(ok, PlayerDamage_Calculate, CBC_ORDER_LAST)
97 entity frag_attacker = M_ARGV(1, entity);
98 entity frag_target = M_ARGV(2, entity);
99 float frag_deathtype = M_ARGV(3, float);
101 if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target))
102 if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
104 if(frag_attacker != frag_target)
105 if(frag_target.health > 0)
106 if(STAT(FROZEN, frag_target) == 0)
107 if(!IS_DEAD(frag_target))
109 Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE);
110 M_ARGV(6, vector) = '0 0 0';
113 M_ARGV(4, float) = 0;
119 MUTATOR_HOOKFUNCTION(ok, PlayerDamage_SplitHealthArmor)
121 entity frag_target = M_ARGV(2, entity);
122 float damage_take = M_ARGV(4, float);
125 frag_target.ok_pauseregen_finished = max(frag_target.ok_pauseregen_finished, time + 2);
128 void ok_DropItem(entity this, entity targ)
130 entity e = new(droppedweapon); // hax
133 e.pickup_anyway = true;
134 e.spawnfunc_checked = true;
135 WITHSELF(e, spawnfunc_item_armor_small(e));
136 if (!wasfreed(e)) { // might have been blocked by a mutator
137 e.movetype = MOVETYPE_TOSS;
139 e.reset = SUB_Remove;
140 setorigin(e, this.origin + '0 0 32');
141 e.velocity = '0 0 200' + normalize(targ.origin - this.origin) * 500;
142 SUB_SetFade(e, time + 5, 1);
146 MUTATOR_HOOKFUNCTION(ok, PlayerDies)
148 entity frag_attacker = M_ARGV(1, entity);
149 entity frag_target = M_ARGV(2, entity);
151 entity targ = ((frag_attacker) ? frag_attacker : frag_target);
153 ok_DropItem(frag_target, targ);
155 frag_target.ok_lastwep = PS(frag_target).m_switchweapon.m_id;
158 MUTATOR_HOOKFUNCTION(ok, MonsterDropItem)
160 entity mon = M_ARGV(0, entity);
161 entity olditem = M_ARGV(1, entity);
162 entity frag_attacker = M_ARGV(2, entity);
166 M_ARGV(1, entity) = NULL;
168 ok_DropItem(mon, frag_attacker);
171 MUTATOR_HOOKFUNCTION(ok, PlayerRegen)
173 // overkill's values are different, so use custom regen
174 if(!STAT(FROZEN, self))
176 self.armorvalue = CalcRotRegen(self.armorvalue, autocvar_g_balance_armor_regenstable, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, 1 * frametime * (time > self.ok_pauseregen_finished), 0, 0, 1, 1 * frametime * (time > self.pauserotarmor_finished), autocvar_g_balance_armor_limit);
177 self.health = CalcRotRegen(self.health, autocvar_g_balance_health_regenstable, 0, 100, 1 * frametime * (time > self.ok_pauseregen_finished), 200, 0, autocvar_g_balance_health_rotlinear, 1 * frametime * (time > self.pauserothealth_finished), autocvar_g_balance_health_limit);
179 float minf, maxf, limitf;
181 maxf = autocvar_g_balance_fuel_rotstable;
182 minf = autocvar_g_balance_fuel_regenstable;
183 limitf = autocvar_g_balance_fuel_limit;
185 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > self.pauseregen_finished) * ((self.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > self.pauserotfuel_finished), limitf);
187 return true; // return true anyway, as frozen uses no regen
190 MUTATOR_HOOKFUNCTION(ok, ForbidThrowCurrentWeapon)
195 MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
197 if(intermission_running || gameover)
200 entity player = M_ARGV(0, entity);
202 if(IS_DEAD(player) || !IS_PLAYER(player) || STAT(FROZEN, player))
205 if(player.ok_lastwep)
207 Weapon newwep = Weapons_from(player.ok_lastwep);
208 if(player.ok_lastwep == WEP_HMG.m_id)
209 newwep = WEP_MACHINEGUN;
210 if(player.ok_lastwep == WEP_RPC.m_id)
212 PS(player).m_switchweapon = newwep;
213 player.ok_lastwep = 0;
216 ok_IncreaseCharge(player, PS(player).m_weapon.m_id);
218 if(PHYS_INPUT_BUTTON_ATCK2(player))
219 if(!forbidWeaponUse(player) || player.weapon_blocked) // allow if weapon is blocked
220 if(time >= player.jump_interval)
222 player.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor(player);
223 makevectors(player.v_angle);
225 Weapon oldwep = PS(player).m_weapon;
226 PS(player).m_weapon = WEP_BLASTER;
229 WEP_BLASTER.m_id | HITTYPE_SECONDARY,
230 WEP_CVAR_SEC(vaporizer, shotangle),
231 WEP_CVAR_SEC(vaporizer, damage),
232 WEP_CVAR_SEC(vaporizer, edgedamage),
233 WEP_CVAR_SEC(vaporizer, radius),
234 WEP_CVAR_SEC(vaporizer, force),
235 WEP_CVAR_SEC(vaporizer, speed),
236 WEP_CVAR_SEC(vaporizer, spread),
237 WEP_CVAR_SEC(vaporizer, delay),
238 WEP_CVAR_SEC(vaporizer, lifetime)
240 PS(player).m_weapon = oldwep;
243 player.weapon_blocked = false;
245 player.ok_ammo_charge = player.ammo_charge[PS(player).m_weapon.m_id];
247 if(player.ok_use_ammocharge)
248 if(!ok_CheckWeaponCharge(player, PS(player).m_weapon.m_id))
250 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)
252 //Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_OVERKILL_CHARGE);
253 player.ok_notice_time = time + 2;
254 play2(player, SND(DRYFIRE));
256 Weapon wpn = PS(player).m_weapon;
257 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
258 if(player.(weaponentity).state != WS_CLEAR)
259 w_ready(wpn, player, weaponentity, PHYS_INPUT_BUTTON_ATCK(player) | (PHYS_INPUT_BUTTON_ATCK2(player) << 1));
261 player.weapon_blocked = true;
264 PHYS_INPUT_BUTTON_ATCK2(player) = false;
267 MUTATOR_HOOKFUNCTION(ok, PlayerSpawn)
269 entity player = M_ARGV(0, entity);
271 if(autocvar_g_overkill_ammo_charge)
273 FOREACH(Weapons, it != WEP_Null, LAMBDA(player.ammo_charge[it.m_id] = autocvar_g_overkill_ammo_charge_limit));
275 player.ok_use_ammocharge = 1;
276 player.ok_notice_time = time;
279 player.ok_use_ammocharge = 0;
281 // if player changed their weapon while dead, don't switch to their death weapon
283 player.ok_lastwep = 0;
285 player.ok_pauseregen_finished = time + 2;
290 void self_spawnfunc_weapon_hmg(entity this) { spawnfunc_weapon_hmg(this); }
291 void self_spawnfunc_weapon_rpc(entity this) { spawnfunc_weapon_rpc(this); }
293 MUTATOR_HOOKFUNCTION(ok, OnEntityPreSpawn)
295 entity ent = M_ARGV(0, entity);
297 if(autocvar_g_powerups)
298 if(autocvar_g_overkill_powerups_replace)
300 if(ent.classname == "item_strength")
302 entity wep = new(weapon_hmg);
303 setorigin(wep, ent.origin);
304 setmodel(wep, MDL_OK_HMG);
306 wep.noalign = ent.noalign;
309 wep.respawntime = autocvar_g_overkill_superguns_respawn_time;
310 wep.pickup_anyway = true;
311 wep.spawnfunc_checked = true;
312 setthink(wep, self_spawnfunc_weapon_hmg);
313 wep.nextthink = time + 0.1;
317 if(ent.classname == "item_invincible")
319 entity wep = new(weapon_rpc);
320 setorigin(wep, ent.origin);
321 setmodel(wep, MDL_OK_RPC);
323 wep.noalign = ent.noalign;
326 wep.respawntime = autocvar_g_overkill_superguns_respawn_time;
327 wep.pickup_anyway = true;
328 wep.spawnfunc_checked = true;
329 setthink(wep, self_spawnfunc_weapon_rpc);
330 wep.nextthink = time + 0.1;
338 MUTATOR_HOOKFUNCTION(ok, FilterItem)
340 entity item = M_ARGV(0, entity);
347 case ITEM_HealthMega.m_itemid: return !(autocvar_g_overkill_100h_anyway);
348 case ITEM_ArmorMega.m_itemid: return !(autocvar_g_overkill_100a_anyway);
354 MUTATOR_HOOKFUNCTION(ok, SpectateCopy)
356 entity spectatee = M_ARGV(0, entity);
357 entity client = M_ARGV(1, entity);
359 client.ammo_charge[PS(client).m_weapon.m_id] = spectatee.ammo_charge[PS(spectatee).m_weapon.m_id];
360 client.ok_use_ammocharge = spectatee.ok_use_ammocharge;
363 MUTATOR_HOOKFUNCTION(ok, SetStartItems)
365 WepSet ok_start_items = (WEPSET(MACHINEGUN) | WEPSET(VORTEX) | WEPSET(SHOTGUN));
367 if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET(RPC); }
368 if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET(HMG); }
370 start_items |= IT_UNLIMITED_WEAPON_AMMO;
371 start_weapons = warmup_start_weapons = ok_start_items;
376 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsString)
378 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":OK");
381 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsPrettyString)
383 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Overkill");
386 MUTATOR_HOOKFUNCTION(ok, SetModname)
388 M_ARGV(0, string) = "Overkill";
394 // hack to force overkill playermodels
395 cvar_settemp("sv_defaultcharacter", "1");
396 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");
397 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");
398 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");
405 precache_all_playermodels("models/ok_player/*.dpm");
407 WEP_RPC.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
408 WEP_HMG.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
410 WEP_SHOTGUN.mdl = "ok_shotgun";
411 WEP_MACHINEGUN.mdl = "ok_mg";
412 WEP_VORTEX.mdl = "ok_sniper";