]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mutators/mutator/overkill/overkill.qc
Purge self from the damage/death mutator hooks
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / overkill / overkill.qc
index d50c75bef97cf3dc921927ca4980aa2a6c4fbfe7..71b11147625c9bf9108110814ef87881695b4e93 100644 (file)
@@ -41,7 +41,7 @@ REGISTER_MUTATOR(ok, cvar("g_overkill") && !cvar("g_instagib") && !g_nexball &&
 
 MUTATOR_HOOKFUNCTION(ok, W_DecreaseAmmo)
 {
-       entity actor = MUTATOR_ARGV(0, entity);
+       entity actor = M_ARGV(0, entity);
        if (actor.ok_use_ammocharge)
        {
                ok_DecreaseCharge(actor, PS(actor).m_weapon.m_id);
@@ -51,7 +51,7 @@ MUTATOR_HOOKFUNCTION(ok, W_DecreaseAmmo)
 
 MUTATOR_HOOKFUNCTION(ok, W_Reload)
 {
-       entity actor = MUTATOR_ARGV(0, entity);
+       entity actor = M_ARGV(0, entity);
        return actor.ok_use_ammocharge;
 }
 
@@ -77,7 +77,7 @@ void ok_IncreaseCharge(entity ent, int wep)
        if (wepent == WEP_Null) return;  // dummy
 
        if(ent.ok_use_ammocharge)
-       if(!ent.BUTTON_ATCK) // not while attacking?
+       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);
 }
 
@@ -94,6 +94,12 @@ float ok_CheckWeaponCharge(entity ent, int wep)
 
 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);
+       float frag_damage = M_ARGV(4, float);
+       vector frag_force = M_ARGV(6, vector);
+
        if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target))
        if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
        {
@@ -101,58 +107,76 @@ MUTATOR_HOOKFUNCTION(ok, PlayerDamage_Calculate, CBC_ORDER_LAST)
 
                if(frag_attacker != frag_target)
                if(frag_target.health > 0)
-               if(frag_target.frozen == 0)
-               if(frag_target.deadflag == DEAD_NO)
+               if(STAT(FROZEN, frag_target) == 0)
+               if(!IS_DEAD(frag_target))
                {
                        Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE);
                        frag_force = '0 0 0';
                }
+
+               M_ARGV(4, float) = frag_damage;
+               M_ARGV(6, vector) = frag_force;
        }
 
        return false;
 }
 
 MUTATOR_HOOKFUNCTION(ok, PlayerDamage_SplitHealthArmor)
-{SELFPARAM();
+{
+       entity frag_target = M_ARGV(2, entity);
+       float damage_take = M_ARGV(4, float);
+
        if(damage_take)
-               self.ok_pauseregen_finished = max(self.ok_pauseregen_finished, time + 2);
-       return false;
+               frag_target.ok_pauseregen_finished = max(frag_target.ok_pauseregen_finished, time + 2);
 }
 
-MUTATOR_HOOKFUNCTION(ok, PlayerDies)
+void ok_DropItem(entity this, entity targ)
 {
-       SELFPARAM();
-       entity targ = ((frag_attacker) ? frag_attacker : frag_target);
-
-       if(IS_MONSTER(this))
-       {
-               remove(other); // remove default item
-               other = NULL;
-       }
-
        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);
-       e.movetype = MOVETYPE_TOSS;
-       e.gravity = 1;
-       e.reset = SUB_Remove;
-       setorigin(e, frag_target.origin + '0 0 32');
-       e.velocity = '0 0 200' + normalize(targ.origin - self.origin) * 500;
-       SUB_SetFade(e, time + 5, 1);
+       WITHSELF(e, 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);
 
-       this.ok_lastwep = PS(this).m_switchweapon.m_id;
+       entity targ = ((frag_attacker) ? frag_attacker : frag_target);
 
-       return false;
+       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, MonsterDropItem) { ok_PlayerDies(); }
 
 MUTATOR_HOOKFUNCTION(ok, PlayerRegen)
 {SELFPARAM();
        // overkill's values are different, so use custom regen
-       if(!self.frozen)
+       if(!STAT(FROZEN, self))
        {
                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);
                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);
@@ -178,18 +202,23 @@ MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
        if(intermission_running || gameover)
                return false;
 
-       if(self.deadflag != DEAD_NO || !IS_PLAYER(self) || self.frozen)
+       if(IS_DEAD(self) || !IS_PLAYER(self) || STAT(FROZEN, self))
                return false;
 
        if(self.ok_lastwep)
        {
-               PS(self).m_switchweapon = Weapons_from(self.ok_lastwep);
+               Weapon newwep = Weapons_from(self.ok_lastwep);
+               if(self.ok_lastwep == WEP_HMG.m_id)
+                       newwep = WEP_MACHINEGUN;
+               if(self.ok_lastwep == WEP_RPC.m_id)
+                       newwep = WEP_VORTEX;
+               PS(self).m_switchweapon = newwep;
                self.ok_lastwep = 0;
        }
 
        ok_IncreaseCharge(self, PS(self).m_weapon.m_id);
 
-       if(self.BUTTON_ATCK2)
+       if(PHYS_INPUT_BUTTON_ATCK2(self))
        if(!forbidWeaponUse(self) || self.weapon_blocked) // allow if weapon is blocked
        if(time >= self.jump_interval)
        {
@@ -221,7 +250,7 @@ MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
        if(self.ok_use_ammocharge)
        if(!ok_CheckWeaponCharge(self, PS(self).m_weapon.m_id))
        {
-               if(autocvar_g_overkill_ammo_charge_notice && time > self.ok_notice_time && self.BUTTON_ATCK && IS_REAL_CLIENT(self) && PS(self).m_weapon == PS(self).m_switchweapon)
+               if(autocvar_g_overkill_ammo_charge_notice && time > self.ok_notice_time && PHYS_INPUT_BUTTON_ATCK(self) && IS_REAL_CLIENT(self) && PS(self).m_weapon == PS(self).m_switchweapon)
                {
                        //Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_OVERKILL_CHARGE);
                        self.ok_notice_time = time + 2;
@@ -230,35 +259,41 @@ MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
                Weapon wpn = PS(self).m_weapon;
                .entity weaponentity = weaponentities[0]; // TODO: unhardcode
                if(self.(weaponentity).state != WS_CLEAR)
-                       w_ready(wpn, self, weaponentity, (self.BUTTON_ATCK ? 1 : 0) | (self.BUTTON_ATCK2 ? 2 : 0));
+                       w_ready(wpn, self, weaponentity, PHYS_INPUT_BUTTON_ATCK(self) | (PHYS_INPUT_BUTTON_ATCK2(self) << 1));
 
                self.weapon_blocked = true;
        }
 
-       self.BUTTON_ATCK2 = 0;
+       PHYS_INPUT_BUTTON_ATCK2(self) = false;
 
        return false;
 }
 
 MUTATOR_HOOKFUNCTION(ok, PlayerSpawn)
-{SELFPARAM();
+{
+       entity player = M_ARGV(0, entity);
+
        if(autocvar_g_overkill_ammo_charge)
        {
-               FOREACH(Weapons, it != WEP_Null, LAMBDA(self.ammo_charge[it.m_id] = autocvar_g_overkill_ammo_charge_limit));
+               FOREACH(Weapons, it != WEP_Null, LAMBDA(player.ammo_charge[it.m_id] = autocvar_g_overkill_ammo_charge_limit));
 
-               self.ok_use_ammocharge = 1;
-               self.ok_notice_time = time;
+               player.ok_use_ammocharge = 1;
+               player.ok_notice_time = time;
        }
        else
-               self.ok_use_ammocharge = 0;
+               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;
 
-       self.ok_pauseregen_finished = time + 2;
+       player.ok_pauseregen_finished = time + 2;
 
        return false;
 }
 
-void self_spawnfunc_weapon_hmg() { SELFPARAM(); spawnfunc_weapon_hmg(this); }
-void self_spawnfunc_weapon_rpc() { SELFPARAM(); spawnfunc_weapon_rpc(this); }
+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)
 {SELFPARAM();
@@ -277,7 +312,7 @@ MUTATOR_HOOKFUNCTION(ok, OnEntityPreSpawn)
                        wep.respawntime = autocvar_g_overkill_superguns_respawn_time;
                        wep.pickup_anyway = true;
                        wep.spawnfunc_checked = true;
-                       wep.think = self_spawnfunc_weapon_hmg;
+                       setthink(wep, self_spawnfunc_weapon_hmg);
                        wep.nextthink = time + 0.1;
                        return true;
                }
@@ -294,7 +329,7 @@ MUTATOR_HOOKFUNCTION(ok, OnEntityPreSpawn)
                        wep.respawntime = autocvar_g_overkill_superguns_respawn_time;
                        wep.pickup_anyway = true;
                        wep.spawnfunc_checked = true;
-                       wep.think = self_spawnfunc_weapon_rpc;
+                       setthink(wep, self_spawnfunc_weapon_rpc);
                        wep.nextthink = time + 0.1;
                        return true;
                }