#include "sv_tmayhem.qh" #include "common/gamemodes/gamemode/mayhem/sv_mayhem.qh" float autocvar_g_tmayhem_point_limit; float autocvar_g_tmayhem_point_leadlimit; int autocvar_g_tmayhem_teams; int autocvar_g_tmayhem_teams_override; bool autocvar_g_tmayhem_team_spawns; bool autocvar_g_tmayhem_regenerate; bool autocvar_g_tmayhem_rot; string autocvar_g_tmayhem_weaponarena; bool autocvar_g_tmayhem_powerups; bool autocvar_g_tmayhem_selfdamage; bool autocvar_g_tmayhem_pickup_items; bool autocvar_g_tmayhem_pickup_items_remove_weapons_and_ammo; bool autocvar_g_tmayhem_unlimited_ammo; float autocvar_g_tmayhem_start_health = 200; float autocvar_g_tmayhem_start_armor = 200; float autocvar_g_tmayhem_start_ammo_shells = 60; float autocvar_g_tmayhem_start_ammo_nails = 320; float autocvar_g_tmayhem_start_ammo_rockets = 160; float autocvar_g_tmayhem_start_ammo_cells = 180; float autocvar_g_tmayhem_start_ammo_plasma = 180; float autocvar_g_tmayhem_start_ammo_fuel = 0; .float total_damage_dealt; // code from here on is just to support maps that don't have team entities void tmayhem_SpawnTeam (string teamname, int teamcolor) { entity this = new_pure(tmayhem_team); this.netname = teamname; this.cnt = teamcolor - 1; this.team = teamcolor; this.spawnfunc_checked = true; //spawnfunc_tmayhem_team(this); } void tmayhem_DelayedInit(entity this) { // if no teams are found, spawn defaults if (find(NULL, classname, "tmayhem_team") == NULL) { LOG_TRACE("No \"tmayhem_team\" entities found on this map, creating them anyway."); int numteams = autocvar_g_tmayhem_teams_override; if(numteams < 2) { numteams = autocvar_g_tmayhem_teams; } int teams = BITS(bound(2, numteams, 4)); if(teams & BIT(0)) tmayhem_SpawnTeam("Red", NUM_TEAM_1); if(teams & BIT(1)) tmayhem_SpawnTeam("Blue", NUM_TEAM_2); if(teams & BIT(2)) tmayhem_SpawnTeam("Yellow", NUM_TEAM_3); if(teams & BIT(3)) tmayhem_SpawnTeam("Pink", NUM_TEAM_4); } } void tmayhem_Initialize() { GameRules_teams(true); GameRules_spawning_teams(autocvar_g_tmayhem_team_spawns); GameRules_limit_score(autocvar_g_tmayhem_point_limit); GameRules_limit_lead(autocvar_g_tmayhem_point_leadlimit); InitializeEntity(NULL, tmayhem_DelayedInit, INITPRIO_GAMETYPE); } // code up to here is just to support maps that don't have team entities MUTATOR_HOOKFUNCTION(tmayhem, TeamBalance_CheckAllowedTeams, CBC_ORDER_EXCLUSIVE) { M_ARGV(1, string) = "tmayhem_team"; } /* MUTATOR_HOOKFUNCTION(tmayhem, Scores_CountFragsRemaining) { // do not announce remaining frags, upscaled score count doesn't match well with this // when scorelimit is set to 1000 it would announce 997, 998 and 999 score counts // usually a single shot which deals ~40-80 dmg gives 2 or 3 score // this usually would cause a "2 fra..." announcement to be played as the match ends // without leaving anyone time to even process the announcement return false; } */ MUTATOR_HOOKFUNCTION(tmayhem, SetStartItems) { start_items &= ~(IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS); if (!cvar("g_use_ammunition") || autocvar_g_tmayhem_unlimited_ammo) start_items |= IT_UNLIMITED_AMMO; start_health = warmup_start_health = autocvar_g_tmayhem_start_health; start_armorvalue = warmup_start_armorvalue = autocvar_g_tmayhem_start_armor; start_ammo_shells = warmup_start_ammo_shells = autocvar_g_tmayhem_start_ammo_shells; start_ammo_nails = warmup_start_ammo_nails = autocvar_g_tmayhem_start_ammo_nails; start_ammo_rockets = warmup_start_ammo_rockets = autocvar_g_tmayhem_start_ammo_rockets; start_ammo_cells = warmup_start_ammo_cells = autocvar_g_tmayhem_start_ammo_cells; start_ammo_plasma = warmup_start_ammo_plasma = autocvar_g_tmayhem_start_ammo_plasma; start_ammo_fuel = warmup_start_ammo_fuel = autocvar_g_tmayhem_start_ammo_fuel; } MUTATOR_HOOKFUNCTION(tmayhem, PlayerRegen) { if(!autocvar_g_tmayhem_regenerate) M_ARGV(2, float) = 0; if(!autocvar_g_tmayhem_rot) M_ARGV(3, float) = 0; return (!autocvar_g_tmayhem_regenerate && !autocvar_g_tmayhem_rot); } MUTATOR_HOOKFUNCTION(tmayhem, ForbidThrowCurrentWeapon) { return true; } MUTATOR_HOOKFUNCTION(tmayhem, SetWeaponArena) { if (M_ARGV(0, string) == "0" || M_ARGV(0, string) == "") M_ARGV(0, string) = autocvar_g_tmayhem_weaponarena; } MUTATOR_HOOKFUNCTION(tmayhem, FilterItem) { entity item = M_ARGV(0, entity); // enable powerups if forced globally or global accepts gamemodes to have powerups according to their own settings if (autocvar_g_powerups == 1 || (autocvar_g_powerups == -1 && autocvar_g_tmayhem_powerups == 1)){ if (item.itemdef.instanceOfPowerup){ return false; } } // disabled powerups if forced off globally or in this gamemode if (autocvar_g_powerups == 0 || autocvar_g_tmayhem_powerups == 0){ if (item.itemdef.instanceOfPowerup){ return true; } } // remove all items if items are forced off globally if (autocvar_g_pickup_items == 0){ return true; } // if items are switched on in this gamemode allow the removal of weapons and ammo still if ((autocvar_g_tmayhem_pickup_items == 1 && autocvar_g_tmayhem_pickup_items_remove_weapons_and_ammo == 1) && autocvar_g_pickup_items <= 0){ if (item.itemdef.instanceOfAmmo || item.itemdef.instanceOfWeaponPickup){ return true; } } // remove items if not globally set to follow mode's settings and locally set off if (autocvar_g_pickup_items == -1 && autocvar_g_tmayhem_pickup_items == 0){ return true; } return false; } MUTATOR_HOOKFUNCTION(tmayhem, Damage_Calculate) { 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); float frag_mirrordamage = M_ARGV(5, float); if (IS_PLAYER(frag_target)) // nullify self-damage if self-damage is disabled and always nullify splat if (!IS_DEAD(frag_target)) // but enable anyone to gib corpses, even their own corpses with delayed damage if ((autocvar_g_tmayhem_selfdamage == 0 && frag_target == frag_attacker) || frag_deathtype == DEATH_FALL.m_id) frag_damage = 0; frag_mirrordamage = 0; // no mirror damaging M_ARGV(4, float) = frag_damage; M_ARGV(5, float) = frag_mirrordamage; } MUTATOR_HOOKFUNCTION(tmayhem, PlayerDamage_SplitHealthArmor) { if (!autocvar_g_tmayhem_scoring_damage_weight) return; entity frag_target = M_ARGV(2, entity); if (StatusEffects_active(STATUSEFFECT_SpawnShield, frag_target) && autocvar_g_spawnshield_blockdamage >= 1) return; entity frag_attacker = M_ARGV(1, entity); float frag_deathtype = M_ARGV(6, float); float frag_damage = M_ARGV(7, float); float damage_take = bound(0, M_ARGV(4, float), GetResource(frag_target, RES_HEALTH)); float damage_save = bound(0, M_ARGV(5, float), GetResource(frag_target, RES_ARMOR)); float excess = max(0, frag_damage - damage_take - damage_save); float total = frag_damage - excess; if (total == 0) return; if (StatusEffects_active(STATUSEFFECT_SpawnShield, frag_target) && autocvar_g_spawnshield_blockdamage) total *= 1 - autocvar_g_spawnshield_blockdamage; entity scorer = NULL; // entity which needs their score to be updated if (IS_PLAYER(frag_attacker)) { // non-friendly fire if (!SAME_TEAM(frag_target, frag_attacker)) frag_attacker.total_damage_dealt += total; // friendly fire aka self damage if (SAME_TEAM(frag_target, frag_attacker) || (frag_target == frag_attacker && !autocvar_g_tmayhem_scoring_disable_selfdamage2score)) frag_attacker.total_damage_dealt -= total; scorer = frag_attacker; } else { // handle (environmental hazard) suiciding, check first if the player // has a registered attacker who most likely pushed them there to // avoid punishing pushed players as pushers are already rewarded // deathtypes: // kill = suicide, drown = drown in water/liquid, hurttrigger = out of the map void or hurt triggers inside maps like electric sparks // camp = campcheck, lava = lava, slime = slime // team change / rebalance suicides are currently not included if (!autocvar_g_tmayhem_scoring_disable_selfdamage2score && ( frag_deathtype == DEATH_KILL.m_id || frag_deathtype == DEATH_DROWN.m_id || frag_deathtype == DEATH_HURTTRIGGER.m_id || frag_deathtype == DEATH_CAMP.m_id || frag_deathtype == DEATH_LAVA.m_id || frag_deathtype == DEATH_SLIME.m_id || frag_deathtype == DEATH_SWAMP.m_id)) frag_target.total_damage_dealt -= total; scorer = frag_target; } MayhemCalculatePlayerScore(scorer); } MUTATOR_HOOKFUNCTION(tmayhem, GiveFragsForKill, CBC_ORDER_FIRST) { entity frag_attacker = M_ARGV(0, entity); M_ARGV(2, float) = 0; // score to give for the frag directly if (IS_PLAYER(frag_attacker)) MayhemCalculatePlayerScore(frag_attacker); return true; } MUTATOR_HOOKFUNCTION(tmayhem, reset_map_players) { // reset damage dealt on reset FOREACH_CLIENT(true, { it.total_damage_dealt = 0; }); return false; }