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1 #ifdef IMPLEMENTATION
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;
9
10 .vector ok_deathloc;
11 .float ok_spawnsys_timer;
12 .float ok_lastwep;
13 .float ok_item;
14
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);
19
20 .float ok_pauseregen_finished;
21
22 void(entity ent, float wep) ok_DecreaseCharge;
23
24 void ok_Initialize();
25
26 REGISTER_MUTATOR(ok, cvar("g_overkill") && !cvar("g_instagib") && !g_nexball && cvar_string("g_mod_balance") == "Overkill")
27 {
28         MUTATOR_ONADD
29         {
30                 ok_Initialize();
31         }
32
33         MUTATOR_ONREMOVE
34         {
35                 WEP_RPC.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
36                 WEP_HMG.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
37         }
38
39         return false;
40 }
41
42 MUTATOR_HOOKFUNCTION(ok, W_DecreaseAmmo)
43 {
44         entity actor = M_ARGV(0, entity);
45         if (actor.ok_use_ammocharge)
46         {
47                 ok_DecreaseCharge(actor, PS(actor).m_weapon.m_id);
48                 return true;
49         }
50 }
51
52 MUTATOR_HOOKFUNCTION(ok, W_Reload)
53 {
54         entity actor = M_ARGV(0, entity);
55         return actor.ok_use_ammocharge;
56 }
57
58 void W_Blaster_Attack(entity, float, float, float, float, float, float, float, float, float, float);
59 spawnfunc(weapon_hmg);
60 spawnfunc(weapon_rpc);
61
62 void ok_DecreaseCharge(entity ent, int wep)
63 {
64         if(!ent.ok_use_ammocharge) return;
65
66         entity wepent = Weapons_from(wep);
67
68         if (wepent == WEP_Null) return;  // dummy
69
70         ent.ammo_charge[wep] -= max(0, cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname)));
71 }
72
73 void ok_IncreaseCharge(entity ent, int wep)
74 {
75         entity wepent = Weapons_from(wep);
76
77         if (wepent == WEP_Null) return;  // dummy
78
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);
82 }
83
84 float ok_CheckWeaponCharge(entity ent, int wep)
85 {
86         if(!ent.ok_use_ammocharge) return true;
87
88         entity wepent = Weapons_from(wep);
89
90         if(wepent == WEP_Null) return 0;  // dummy
91
92         return (ent.ammo_charge[wep] >= cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname)));
93 }
94
95 MUTATOR_HOOKFUNCTION(ok, PlayerDamage_Calculate, CBC_ORDER_LAST)
96 {
97         entity frag_attacker = M_ARGV(1, entity);
98         entity frag_target = M_ARGV(2, entity);
99         float frag_deathtype = M_ARGV(3, float);
100
101         if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target))
102         if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
103         {
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))
108                 {
109                         Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE);
110                         M_ARGV(6, vector) = '0 0 0';
111                 }
112
113                 M_ARGV(4, float) = 0;
114         }
115
116         return false;
117 }
118
119 MUTATOR_HOOKFUNCTION(ok, PlayerDamage_SplitHealthArmor)
120 {
121         entity frag_target = M_ARGV(2, entity);
122         float damage_take = M_ARGV(4, float);
123
124         if(damage_take)
125                 frag_target.ok_pauseregen_finished = max(frag_target.ok_pauseregen_finished, time + 2);
126 }
127
128 void ok_DropItem(entity this, entity targ)
129 {
130         entity e = new(droppedweapon); // hax
131         e.ok_item = true;
132         e.noalign = true;
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;
138         e.gravity = 1;
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);
143         }
144 }
145
146 MUTATOR_HOOKFUNCTION(ok, PlayerDies)
147 {
148         entity frag_attacker = M_ARGV(1, entity);
149         entity frag_target = M_ARGV(2, entity);
150
151         entity targ = ((frag_attacker) ? frag_attacker : frag_target);
152
153         ok_DropItem(frag_target, targ);
154
155         frag_target.ok_lastwep = PS(frag_target).m_switchweapon.m_id;
156 }
157
158 MUTATOR_HOOKFUNCTION(ok, MonsterDropItem)
159 {
160         entity mon = M_ARGV(0, entity);
161         entity olditem = M_ARGV(1, entity);
162         entity frag_attacker = M_ARGV(2, entity);
163
164         remove(olditem);
165
166         M_ARGV(1, entity) = NULL;
167
168         ok_DropItem(mon, frag_attacker);
169 }
170
171 MUTATOR_HOOKFUNCTION(ok, PlayerRegen)
172 {SELFPARAM();
173         // overkill's values are different, so use custom regen
174         if(!STAT(FROZEN, self))
175         {
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);
178
179                 float minf, maxf, limitf;
180
181                 maxf = autocvar_g_balance_fuel_rotstable;
182                 minf = autocvar_g_balance_fuel_regenstable;
183                 limitf = autocvar_g_balance_fuel_limit;
184
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);
186         }
187         return true; // return true anyway, as frozen uses no regen
188 }
189
190 MUTATOR_HOOKFUNCTION(ok, ForbidThrowCurrentWeapon)
191 {
192         return true;
193 }
194
195 MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
196 {
197         if(intermission_running || gameover)
198                 return false;
199
200         entity player = M_ARGV(0, entity);
201
202         if(IS_DEAD(player) || !IS_PLAYER(player) || STAT(FROZEN, player))
203                 return false;
204
205         if(player.ok_lastwep)
206         {
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)
211                         newwep = WEP_VORTEX;
212                 PS(player).m_switchweapon = newwep;
213                 player.ok_lastwep = 0;
214         }
215
216         ok_IncreaseCharge(player, PS(player).m_weapon.m_id);
217
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)
221         {
222                 player.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor(player);
223                 makevectors(player.v_angle);
224
225                 Weapon oldwep = PS(player).m_weapon;
226                 PS(player).m_weapon = WEP_BLASTER;
227                 W_Blaster_Attack(
228                         player,
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)
239                 );
240                 PS(player).m_weapon = oldwep;
241         }
242
243         player.weapon_blocked = false;
244
245         player.ok_ammo_charge = player.ammo_charge[PS(player).m_weapon.m_id];
246
247         if(player.ok_use_ammocharge)
248         if(!ok_CheckWeaponCharge(player, PS(player).m_weapon.m_id))
249         {
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)
251                 {
252                         //Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_OVERKILL_CHARGE);
253                         player.ok_notice_time = time + 2;
254                         play2(player, SND(DRYFIRE));
255                 }
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));
260
261                 player.weapon_blocked = true;
262         }
263
264         PHYS_INPUT_BUTTON_ATCK2(player) = false;
265 }
266
267 MUTATOR_HOOKFUNCTION(ok, PlayerSpawn)
268 {
269         entity player = M_ARGV(0, entity);
270
271         if(autocvar_g_overkill_ammo_charge)
272         {
273                 FOREACH(Weapons, it != WEP_Null, LAMBDA(player.ammo_charge[it.m_id] = autocvar_g_overkill_ammo_charge_limit));
274
275                 player.ok_use_ammocharge = 1;
276                 player.ok_notice_time = time;
277         }
278         else
279                 player.ok_use_ammocharge = 0;
280
281         // if player changed their weapon while dead, don't switch to their death weapon
282         if(player.impulse)
283                 player.ok_lastwep = 0;
284
285         player.ok_pauseregen_finished = time + 2;
286
287         return false;
288 }
289
290 void self_spawnfunc_weapon_hmg(entity this) { spawnfunc_weapon_hmg(this); }
291 void self_spawnfunc_weapon_rpc(entity this) { spawnfunc_weapon_rpc(this); }
292
293 MUTATOR_HOOKFUNCTION(ok, OnEntityPreSpawn)
294 {
295         entity ent = M_ARGV(0, entity);
296
297         if(autocvar_g_powerups)
298         if(autocvar_g_overkill_powerups_replace)
299         {
300                 if(ent.classname == "item_strength")
301                 {
302                         entity wep = new(weapon_hmg);
303                         setorigin(wep, ent.origin);
304                         setmodel(wep, MDL_OK_HMG);
305                         wep.ok_item = true;
306                         wep.noalign = ent.noalign;
307                         wep.cnt = ent.cnt;
308                         wep.team = ent.team;
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;
314                         return true;
315                 }
316
317                 if(ent.classname == "item_invincible")
318                 {
319                         entity wep = new(weapon_rpc);
320                         setorigin(wep, ent.origin);
321                         setmodel(wep, MDL_OK_RPC);
322                         wep.ok_item = true;
323                         wep.noalign = ent.noalign;
324                         wep.cnt = ent.cnt;
325                         wep.team = ent.team;
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;
331                         return true;
332                 }
333         }
334
335         return false;
336 }
337
338 MUTATOR_HOOKFUNCTION(ok, FilterItem)
339 {
340         entity item = M_ARGV(0, entity);
341
342         if(item.ok_item)
343                 return false;
344
345         switch(item.items)
346         {
347                 case ITEM_HealthMega.m_itemid: return !(autocvar_g_overkill_100h_anyway);
348                 case ITEM_ArmorMega.m_itemid: return !(autocvar_g_overkill_100a_anyway);
349         }
350
351         return true;
352 }
353
354 MUTATOR_HOOKFUNCTION(ok, SpectateCopy)
355 {
356         entity spectatee = M_ARGV(0, entity);
357         entity client = M_ARGV(1, entity);
358
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;
361 }
362
363 MUTATOR_HOOKFUNCTION(ok, SetStartItems)
364 {
365         WepSet ok_start_items = (WEPSET(MACHINEGUN) | WEPSET(VORTEX) | WEPSET(SHOTGUN));
366
367         if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET(RPC); }
368         if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET(HMG); }
369
370         start_items |= IT_UNLIMITED_WEAPON_AMMO;
371         start_weapons = warmup_start_weapons = ok_start_items;
372
373         return false;
374 }
375
376 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsString)
377 {
378         M_ARGV(0, string) = strcat(M_ARGV(0, string), ":OK");
379 }
380
381 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsPrettyString)
382 {
383         M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Overkill");
384 }
385
386 MUTATOR_HOOKFUNCTION(ok, SetModname)
387 {
388         M_ARGV(0, string) = "Overkill";
389         return true;
390 }
391
392 void ok_SetCvars()
393 {
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");
399 }
400
401 void ok_Initialize()
402 {
403         ok_SetCvars();
404
405         precache_all_playermodels("models/ok_player/*.dpm");
406
407         WEP_RPC.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
408         WEP_HMG.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
409
410         WEP_SHOTGUN.mdl = "ok_shotgun";
411         WEP_MACHINEGUN.mdl = "ok_mg";
412         WEP_VORTEX.mdl = "ok_sniper";
413 }
414 #endif