--- /dev/null
+#ifdef IMPLEMENTATION
+bool autocvar_g_overkill_powerups_replace;
+float autocvar_g_overkill_superguns_respawn_time;
+bool autocvar_g_overkill_100h_anyway;
+bool autocvar_g_overkill_100a_anyway;
+bool autocvar_g_overkill_ammo_charge;
+float autocvar_g_overkill_ammo_charge_notice;
+float autocvar_g_overkill_ammo_charge_limit;
+
+.vector ok_deathloc;
+.float ok_spawnsys_timer;
+.float ok_lastwep;
+.float ok_item;
+
+.float ok_notice_time;
+.float ammo_charge[Weapons_MAX];
+.float ok_use_ammocharge = _STAT(OK_AMMO_CHARGE);
+.float ok_ammo_charge = _STAT(OK_AMMO_CHARGEPOOL);
+
+.float ok_pauseregen_finished;
+
+void(entity ent, float wep) ok_DecreaseCharge;
+
+void ok_Initialize();
+
+REGISTER_MUTATOR(ok, cvar("g_overkill") && !cvar("g_instagib") && !g_nexball && cvar_string("g_mod_balance") == "Overkill")
+{
+ MUTATOR_ONADD
+ {
+ ok_Initialize();
+ }
+
+ MUTATOR_ONREMOVE
+ {
+ WEP_RPC.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
+ WEP_HMG.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
+ }
+}
+
+MUTATOR_HOOKFUNCTION(ok, W_DecreaseAmmo)
+{
+ entity actor = M_ARGV(0, entity);
+ if (actor.ok_use_ammocharge)
+ {
+ ok_DecreaseCharge(actor, PS(actor).m_weapon.m_id);
+ return true;
+ }
+}
+
+MUTATOR_HOOKFUNCTION(ok, W_Reload)
+{
+ entity actor = M_ARGV(0, entity);
+ return actor.ok_use_ammocharge;
+}
+
+void W_Blaster_Attack(entity, float, float, float, float, float, float, float, float, float, float);
+spawnfunc(weapon_hmg);
+spawnfunc(weapon_rpc);
+
+void ok_DecreaseCharge(entity ent, int wep)
+{
+ if(!ent.ok_use_ammocharge) return;
+
+ entity wepent = Weapons_from(wep);
+
+ if (wepent == WEP_Null) return; // dummy
+
+ ent.ammo_charge[wep] -= max(0, cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname)));
+}
+
+void ok_IncreaseCharge(entity ent, int wep)
+{
+ entity wepent = Weapons_from(wep);
+
+ if (wepent == WEP_Null) return; // dummy
+
+ if(ent.ok_use_ammocharge)
+ if(!PHYS_INPUT_BUTTON_ATCK(ent)) // not while attacking?
+ 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, int wep)
+{
+ if(!ent.ok_use_ammocharge) return true;
+
+ entity wepent = Weapons_from(wep);
+
+ if(wepent == WEP_Null) return false; // dummy
+
+ return (ent.ammo_charge[wep] >= cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname)));
+}
+
+MUTATOR_HOOKFUNCTION(ok, PlayerDamage_Calculate, CBC_ORDER_LAST)
+{
+ entity frag_attacker = M_ARGV(1, entity);
+ entity frag_target = M_ARGV(2, entity);
+ float frag_deathtype = M_ARGV(3, float);
+
+ if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target))
+ if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
+ {
+ if(frag_attacker != frag_target)
+ if(frag_target.health > 0)
+ if(STAT(FROZEN, frag_target) == 0)
+ if(!IS_DEAD(frag_target))
+ {
+ Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE);
+ M_ARGV(6, vector) = '0 0 0';
+ }
+
+ M_ARGV(4, float) = 0;
+ }
+}
+
+MUTATOR_HOOKFUNCTION(ok, PlayerDamage_SplitHealthArmor)
+{
+ entity frag_target = M_ARGV(2, entity);
+ float damage_take = M_ARGV(4, float);
+
+ if(damage_take)
+ frag_target.ok_pauseregen_finished = max(frag_target.ok_pauseregen_finished, time + 2);
+}
+
+void ok_DropItem(entity this, entity targ)
+{
+ entity e = new(droppedweapon); // hax
+ e.ok_item = true;
+ e.noalign = true;
+ e.pickup_anyway = true;
+ e.spawnfunc_checked = true;
+ spawnfunc_item_armor_small(e);
+ if (!wasfreed(e)) { // might have been blocked by a mutator
+ e.movetype = MOVETYPE_TOSS;
+ e.gravity = 1;
+ e.reset = SUB_Remove;
+ setorigin(e, this.origin + '0 0 32');
+ e.velocity = '0 0 200' + normalize(targ.origin - this.origin) * 500;
+ SUB_SetFade(e, time + 5, 1);
+ }
+}
+
+MUTATOR_HOOKFUNCTION(ok, PlayerDies)
+{
+ entity frag_attacker = M_ARGV(1, entity);
+ entity frag_target = M_ARGV(2, entity);
+
+ entity targ = ((frag_attacker) ? frag_attacker : frag_target);
+
+ ok_DropItem(frag_target, targ);
+
+ frag_target.ok_lastwep = PS(frag_target).m_switchweapon.m_id;
+}
+
+MUTATOR_HOOKFUNCTION(ok, MonsterDropItem)
+{
+ entity mon = M_ARGV(0, entity);
+ entity olditem = M_ARGV(1, entity);
+ entity frag_attacker = M_ARGV(2, entity);
+
+ remove(olditem);
+
+ M_ARGV(1, entity) = NULL;
+
+ ok_DropItem(mon, frag_attacker);
+}
+
+MUTATOR_HOOKFUNCTION(ok, PlayerRegen)
+{
+ entity player = M_ARGV(0, entity);
+
+ // overkill's values are different, so use custom regen
+ if(!STAT(FROZEN, player))
+ {
+ player.armorvalue = CalcRotRegen(player.armorvalue, autocvar_g_balance_armor_regenstable, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
+ 1 * frametime * (time > player.ok_pauseregen_finished), 0, 0, 1, 1 * frametime * (time > player.pauserotarmor_finished), autocvar_g_balance_armor_limit);
+ player.health = CalcRotRegen(player.health, autocvar_g_balance_health_regenstable, 0, 100, 1 * frametime * (time > player.ok_pauseregen_finished), 200, 0,
+ autocvar_g_balance_health_rotlinear, 1 * frametime * (time > player.pauserothealth_finished), autocvar_g_balance_health_limit);
+
+ float minf, maxf, limitf;
+
+ maxf = autocvar_g_balance_fuel_rotstable;
+ minf = autocvar_g_balance_fuel_regenstable;
+ limitf = autocvar_g_balance_fuel_limit;
+
+ player.ammo_fuel = CalcRotRegen(player.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
+ frametime * (time > player.pauseregen_finished) * ((player.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > player.pauserotfuel_finished), limitf);
+ }
+ return true; // return true anyway, as frozen uses no regen
+}
+
+MUTATOR_HOOKFUNCTION(ok, ForbidThrowCurrentWeapon)
+{
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
+{
+ if(intermission_running || gameover)
+ return;
+
+ entity player = M_ARGV(0, entity);
+
+ if(IS_DEAD(player) || !IS_PLAYER(player) || STAT(FROZEN, player))
+ return;
+
+ if(player.ok_lastwep)
+ {
+ Weapon newwep = Weapons_from(player.ok_lastwep);
+ if(player.ok_lastwep == WEP_HMG.m_id)
+ newwep = WEP_MACHINEGUN;
+ if(player.ok_lastwep == WEP_RPC.m_id)
+ newwep = WEP_VORTEX;
+ PS(player).m_switchweapon = newwep;
+ player.ok_lastwep = 0;
+ }
+
+ ok_IncreaseCharge(player, PS(player).m_weapon.m_id);
+
+ if(PHYS_INPUT_BUTTON_ATCK2(player))
+ if(!forbidWeaponUse(player) || player.weapon_blocked) // allow if weapon is blocked
+ if(time >= player.jump_interval)
+ {
+ player.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor(player);
+ makevectors(player.v_angle);
+
+ Weapon oldwep = PS(player).m_weapon;
+ PS(player).m_weapon = WEP_BLASTER;
+ W_Blaster_Attack(
+ player,
+ 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)
+ );
+ PS(player).m_weapon = oldwep;
+ }
+
+ player.weapon_blocked = false;
+
+ player.ok_ammo_charge = player.ammo_charge[PS(player).m_weapon.m_id];
+
+ if(player.ok_use_ammocharge)
+ if(!ok_CheckWeaponCharge(player, PS(player).m_weapon.m_id))
+ {
+ 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)
+ {
+ //Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_OVERKILL_CHARGE);
+ player.ok_notice_time = time + 2;
+ play2(player, SND(DRYFIRE));
+ }
+ Weapon wpn = PS(player).m_weapon;
+ .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+ if(player.(weaponentity).state != WS_CLEAR)
+ w_ready(wpn, player, weaponentity, PHYS_INPUT_BUTTON_ATCK(player) | (PHYS_INPUT_BUTTON_ATCK2(player) << 1));
+
+ player.weapon_blocked = true;
+ }
+
+ PHYS_INPUT_BUTTON_ATCK2(player) = false;
+}
+
+MUTATOR_HOOKFUNCTION(ok, PlayerSpawn)
+{
+ entity player = M_ARGV(0, entity);
+
+ if(autocvar_g_overkill_ammo_charge)
+ {
+ FOREACH(Weapons, it != WEP_Null, LAMBDA(player.ammo_charge[it.m_id] = autocvar_g_overkill_ammo_charge_limit));
+
+ player.ok_use_ammocharge = 1;
+ player.ok_notice_time = time;
+ }
+ else
+ player.ok_use_ammocharge = 0;
+
+ // if player changed their weapon while dead, don't switch to their death weapon
+ if(player.impulse)
+ player.ok_lastwep = 0;
+
+ player.ok_pauseregen_finished = time + 2;
+}
+
+void self_spawnfunc_weapon_hmg(entity this) { spawnfunc_weapon_hmg(this); }
+void self_spawnfunc_weapon_rpc(entity this) { spawnfunc_weapon_rpc(this); }
+
+MUTATOR_HOOKFUNCTION(ok, OnEntityPreSpawn)
+{
+ entity ent = M_ARGV(0, entity);
+
+ if(autocvar_g_powerups)
+ if(autocvar_g_overkill_powerups_replace)
+ {
+ if(ent.classname == "item_strength")
+ {
+ entity wep = new(weapon_hmg);
+ setorigin(wep, ent.origin);
+ setmodel(wep, MDL_OK_HMG);
+ wep.ok_item = true;
+ wep.noalign = ent.noalign;
+ wep.cnt = ent.cnt;
+ wep.team = ent.team;
+ wep.respawntime = autocvar_g_overkill_superguns_respawn_time;
+ wep.pickup_anyway = true;
+ wep.spawnfunc_checked = true;
+ setthink(wep, self_spawnfunc_weapon_hmg);
+ wep.nextthink = time + 0.1;
+ return true;
+ }
+
+ if(ent.classname == "item_invincible")
+ {
+ entity wep = new(weapon_rpc);
+ setorigin(wep, ent.origin);
+ setmodel(wep, MDL_OK_RPC);
+ wep.ok_item = true;
+ wep.noalign = ent.noalign;
+ wep.cnt = ent.cnt;
+ wep.team = ent.team;
+ wep.respawntime = autocvar_g_overkill_superguns_respawn_time;
+ wep.pickup_anyway = true;
+ wep.spawnfunc_checked = true;
+ setthink(wep, self_spawnfunc_weapon_rpc);
+ wep.nextthink = time + 0.1;
+ return true;
+ }
+ }
+}
+
+MUTATOR_HOOKFUNCTION(ok, FilterItem)
+{
+ entity item = M_ARGV(0, entity);
+
+ if(item.ok_item)
+ return;
+
+ switch(item.items)
+ {
+ case ITEM_HealthMega.m_itemid: return !(autocvar_g_overkill_100h_anyway);
+ case ITEM_ArmorMega.m_itemid: return !(autocvar_g_overkill_100a_anyway);
+ }
+
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(ok, SpectateCopy)
+{
+ entity spectatee = M_ARGV(0, entity);
+ entity client = M_ARGV(1, entity);
+
+ client.ammo_charge[PS(client).m_weapon.m_id] = spectatee.ammo_charge[PS(spectatee).m_weapon.m_id];
+ client.ok_use_ammocharge = spectatee.ok_use_ammocharge;
+}
+
+MUTATOR_HOOKFUNCTION(ok, SetStartItems)
+{
+ WepSet ok_start_items = (WEPSET(MACHINEGUN) | WEPSET(VORTEX) | WEPSET(SHOTGUN));
+
+ if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET(RPC); }
+ if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET(HMG); }
+
+ start_items |= IT_UNLIMITED_WEAPON_AMMO;
+ start_weapons = warmup_start_weapons = ok_start_items;
+}
+
+MUTATOR_HOOKFUNCTION(ok, BuildMutatorsString)
+{
+ M_ARGV(0, string) = strcat(M_ARGV(0, string), ":OK");
+}
+
+MUTATOR_HOOKFUNCTION(ok, BuildMutatorsPrettyString)
+{
+ M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Overkill");
+}
+
+MUTATOR_HOOKFUNCTION(ok, SetModname)
+{
+ M_ARGV(0, string) = "Overkill";
+ return true;
+}
+
+void ok_SetCvars()
+{
+ // hack to force overkill playermodels
+ cvar_settemp("sv_defaultcharacter", "1");
+ 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");
+ 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");
+ 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");
+}
+
+void ok_Initialize()
+{
+ ok_SetCvars();
+
+ precache_all_playermodels("models/ok_player/*.dpm");
+
+ 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";
+}
+#endif