X-Git-Url: http://git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmutators%2Fmutator%2Foverkill%2Fsv_overkill.qc;fp=qcsrc%2Fcommon%2Fmutators%2Fmutator%2Foverkill%2Fsv_overkill.qc;h=26cd9c23c863c0edd4732ab0227177ba3fefdaf4;hp=9fa66e8b2a18c12523da72e4c45820d0c711fe7e;hb=ca2b4af3846cb6e38d166006cc3b32c89cf99142;hpb=f53ede36a1898c157e840c96ffac2534ab3c8e31 diff --git a/qcsrc/common/mutators/mutator/overkill/sv_overkill.qc b/qcsrc/common/mutators/mutator/overkill/sv_overkill.qc index 9fa66e8b2..26cd9c23c 100644 --- a/qcsrc/common/mutators/mutator/overkill/sv_overkill.qc +++ b/qcsrc/common/mutators/mutator/overkill/sv_overkill.qc @@ -11,7 +11,7 @@ bool autocvar_g_overkill_itemwaypoints = true; .Weapon ok_lastwep[MAX_WEAPONSLOTS]; IntrusiveList g_overkill_items; -STATIC_INIT() +STATIC_INIT(overkill) { g_overkill_items = IL_NEW(); IL_PUSH(g_overkill_items, ITEM_HealthMega); @@ -81,7 +81,6 @@ MUTATOR_HOOKFUNCTION(ok, Damage_Calculate, CBC_ORDER_LAST) if(!STAT(FROZEN, frag_target)) if(!IS_DEAD(frag_target)) { - Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE); M_ARGV(6, vector) = '0 0 0'; // force } @@ -102,7 +101,7 @@ 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); + entity targ = ((IS_PLAYER(frag_attacker)) ? frag_attacker : frag_target); ok_DropItem(frag_target, targ); @@ -143,7 +142,7 @@ MUTATOR_HOOKFUNCTION(ok, PlayerPreThink) { return; } - if (!PHYS_INPUT_BUTTON_ATCK2(player) || forbidWeaponUse(player) || + if (!PHYS_INPUT_BUTTON_ATCK2(player) || weaponLocked(player) || !(round_handler_IsActive() && !round_handler_IsRoundStarted())) { return; @@ -274,7 +273,10 @@ MUTATOR_HOOKFUNCTION(ok, SetStartItems, CBC_ORDER_LAST) if(WEP_OVERKILL_RPC.weaponstart > 0) { ok_start_items |= WEPSET(OVERKILL_RPC); } if(WEP_OVERKILL_HMG.weaponstart > 0) { ok_start_items |= WEPSET(OVERKILL_HMG); } - start_items |= IT_UNLIMITED_WEAPON_AMMO; + // this gives unlimited ammo (the 4 types) but not fuel + // using `g_use_ammunition` instead gives also fuel which is unnecessary and distracting in the HUD + start_items |= IT_UNLIMITED_AMMO; + start_weapons = warmup_start_weapons = ok_start_items; }