#include <common/vehicles/all.qh>
#include <common/weapons/_all.qh>
+#include <common/mutators/mutator/overkill/oknex.qh>
#include <common/viewloc.qh>
#include <common/triggers/trigger/viewloc.qh>
#include <common/minigames/cl_minigames.qh>
case WEP_MORTAR: // toss curve
return SHOTTYPE_HITWORLD;
case WEP_VORTEX:
+ case WEP_OVERKILL_NEX:
case WEP_VAPORIZER:
mv = MOVE_NORMAL;
break;
float arc_heat = wepent.arc_heat_percent;
float vcharge = wepent.vortex_charge;
float vchargepool = wepent.vortex_chargepool_ammo;
+ float oknex_charge_ = wepent.oknex_charge;
+ float oknex_chargepool_ = wepent.oknex_chargepool_ammo;
if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
vortex_charge_movingavg = vcharge;
ring_rgb = wcross_color;
ring_image = "gfx/crosshair_ring_nexgun.tga";
}
+ else if (autocvar_crosshair_ring && (wepent.activeweapon == WEP_OVERKILL_NEX) && oknex_charge_ && autocvar_crosshair_ring_vortex)
+ {
+ if (oknex_chargepool_ || use_vortex_chargepool) {
+ use_vortex_chargepool = 1;
+ ring_inner_value = oknex_chargepool_;
+ } else {
+ vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * oknex_charge_;
+ ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (oknex_charge_ - vortex_charge_movingavg), 1);
+ }
+
+ ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
+ ring_inner_rgb = eX * autocvar_crosshair_ring_vortex_inner_color_red + eY * autocvar_crosshair_ring_vortex_inner_color_green + eZ * autocvar_crosshair_ring_vortex_inner_color_blue;
+ ring_inner_image = "gfx/crosshair_ring_inner.tga";
+
+ // draw the outer ring to show the current charge of the weapon
+ ring_value = oknex_charge_;
+ ring_alpha = autocvar_crosshair_ring_vortex_alpha;
+ ring_rgb = wcross_color;
+ ring_image = "gfx/crosshair_ring_nexgun.tga";
+ }
else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
{
ring_value = bound(0, wepent.minelayer_mines / WEP_CVAR(minelayer, limit), 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
wcross_scale_goal_prev = 0;
wcross_alpha_goal_prev = 0;
wcross_changedonetime = 0;
- if(wcross_name_goal_prev)
- strunzone(wcross_name_goal_prev);
- wcross_name_goal_prev = string_null;
- if(wcross_name_goal_prev_prev)
- strunzone(wcross_name_goal_prev_prev);
- wcross_name_goal_prev_prev = string_null;
+ strfree(wcross_name_goal_prev);
+ strfree(wcross_name_goal_prev_prev);
wcross_name_changestarttime = 0;
wcross_name_changedonetime = 0;
wcross_name_alpha_goal_prev = 0;
.Weapon ok_lastwep[MAX_WEAPONSLOTS];
- REGISTER_MUTATOR(ok, expr_evaluate(autocvar_g_overkill) && !cvar("g_instagib") && !g_nexball && cvar_string("g_mod_balance") == "Overkill")
+ REGISTER_MUTATOR(ok, expr_evaluate(autocvar_g_overkill) && !autocvar_g_instagib && !g_nexball && cvar_string("g_mod_balance") == "Overkill")
{
MUTATOR_ONADD
{
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";
+ //WEP_SHOTGUN.mdl = "ok_shotgun";
+ //WEP_MACHINEGUN.mdl = "ok_mg";
+ //WEP_VORTEX.mdl = "ok_sniper";
}
MUTATOR_ONREMOVE
MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
{
- if(game_stopped)
+ if (game_stopped)
+ {
return;
-
+ }
entity player = M_ARGV(0, entity);
-
- if(IS_DEAD(player) || !IS_PLAYER(player) || STAT(FROZEN, player))
+ if (!IS_PLAYER(player) || IS_DEAD(player) || STAT(FROZEN, player))
+ {
return;
-
- if(PHYS_INPUT_BUTTON_ATCK2(player) && time >= player.jump_interval)
- if( !forbidWeaponUse(player)
- || (round_handler_IsActive() && !round_handler_IsRoundStarted()) )
+ }
+ if (!PHYS_INPUT_BUTTON_ATCK2(player) || forbidWeaponUse(player) ||
+ !(round_handler_IsActive() && !round_handler_IsRoundStarted()))
{
- player.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor(player);
- makevectors(player.v_angle);
-
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ return;
+ }
+ // Allow secondary blaster during countdown.
+ for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ Weapon weapon = player.(weaponentity).m_weapon;
+ if (weapon == WEP_Null && slot != 0)
{
- .entity weaponentity = weaponentities[slot];
-
- if(player.(weaponentity).m_weapon == WEP_Null && slot != 0)
- continue;
-
- BLASTER_SECONDARY_ATTACK(vaporizer, player, weaponentity);
+ continue;
}
+ weapon.wr_think(weapon, player, weaponentity, 2);
}
-
PHYS_INPUT_BUTTON_ATCK2(player) = false;
}
{
Weapon newwep = player.ok_lastwep[slot];
if(player.ok_lastwep[slot] == WEP_HMG)
- newwep = WEP_MACHINEGUN;
+ newwep = WEP_OVERKILL_MACHINEGUN;
if(player.ok_lastwep[slot] == WEP_RPC)
- newwep = WEP_VORTEX;
+ newwep = WEP_OVERKILL_NEX;
thiswep.m_switchweapon = newwep;
player.ok_lastwep[slot] = WEP_Null;
}
MUTATOR_HOOKFUNCTION(ok, SetStartItems, CBC_ORDER_LAST)
{
- WepSet ok_start_items = (WEPSET(MACHINEGUN) | WEPSET(VORTEX) | WEPSET(SHOTGUN));
+ WepSet ok_start_items = (WEPSET(OVERKILL_MACHINEGUN) | WEPSET(OVERKILL_NEX) | WEPSET(OVERKILL_SHOTGUN));
if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET(RPC); }
if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET(HMG); }
M_ARGV(0, string) = "Overkill";
return true;
}
+
#include "../lib/warpzone/server.qh"
+#include <common/mutators/mutator/overkill/oknex.qh>
+
STATIC_METHOD(Client, Add, void(Client this, int _team))
{
ClientConnect(this);
MUTATOR_CALLHOOK(ClientDisconnect, this);
- if (CS(this).netname_previous) strunzone(CS(this).netname_previous); // needs to be before the CS entity is removed!
- if (CS(this).weaponorder_byimpulse) strunzone(CS(this).weaponorder_byimpulse);
+ strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
+ strfree(CS(this).weaponorder_byimpulse);
ClientState_detach(this);
Portal_ClearAll(this);
bot_relinkplayerlist();
- if (this.clientstatus) strunzone(this.clientstatus);
+ strfree(this.clientstatus);
if (this.personal) delete(this.personal);
this.playerid = 0;
Fire_ApplyDamage(this);
Fire_ApplyEffect(this);
- if (!g_instagib)
+ if (!autocvar_g_instagib)
{
if (this.items & ITEM_Strength.m_itemid)
{
return false;
}
- bool have_hook = false;
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- .entity weaponentity = weaponentities[slot];
- if(this.(weaponentity).hook.state)
- {
- have_hook = true;
- break;
- }
- }
- bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
- if (have_hook) {
- do_crouch = false;
- //} else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
- //do_crouch = false;
- } else if (this.vehicle) {
- do_crouch = false;
- } else if (STAT(FROZEN, this)) {
- do_crouch = false;
- }
-
- if (do_crouch) {
- if (!this.crouch) {
- this.crouch = true;
- this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
- setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
- // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
- }
- } else if (this.crouch) {
- tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
- if (!trace_startsolid) {
- this.crouch = false;
- this.view_ofs = STAT(PL_VIEW_OFS, this);
- setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
- }
- }
-
FixPlayermodel(this);
if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
}
if (!assume_unchanged && autocvar_sv_eventlog)
GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
- if (CS(this).netname_previous) strunzone(CS(this).netname_previous);
- CS(this).netname_previous = strzone(this.netname);
+ strcpy(CS(this).netname_previous, this.netname);
}
// version nagging
// Globals
- float g_footsteps, g_grappling_hook, g_instagib;
+ float g_footsteps, g_grappling_hook;
float g_warmup_allguns;
float g_warmup_allow_timeout;
float warmup_stage;
.float vortex_charge;
.float vortex_charge_rottime;
.float vortex_chargepool_ammo;
+.float oknex_charge;
+.float oknex_charge_rottime;
+.float oknex_chargepool_ammo;
.int hagar_load;
.int grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
set bot_ai_aimskill_offset 0.3 "Amount of error induced to the bots aim"
set bot_ai_aimskill_think 1 "Aiming velocity. Use values below 1 for slower aiming"
set bot_ai_custom_weapon_priority_distances "300 850" "Define close and far distances in any order. Based on the distance to the enemy bots will choose different weapons"
-set bot_ai_custom_weapon_priority_far "vaporizer vortex rifle electro devastator mortar hagar hlac crylink blaster machinegun fireball seeker shotgun shockwave tuba minelayer" "Desired weapons for far distances ordered by priority"
-set bot_ai_custom_weapon_priority_mid "vaporizer devastator vortex fireball seeker mortar electro machinegun arc crylink hlac hagar shotgun shockwave blaster rifle tuba minelayer" "Desired weapons for middle distances ordered by priority"
-set bot_ai_custom_weapon_priority_close "vaporizer vortex shotgun shockwave machinegun arc hlac tuba seeker hagar crylink mortar electro devastator blaster fireball rifle minelayer" "Desired weapons for close distances ordered by priority"
+set bot_ai_custom_weapon_priority_far "vaporizer oknex vortex rifle electro devastator mortar hagar hlac crylink blaster okmachinegun machinegun fireball seeker okshotgun shotgun shockwave tuba minelayer" "Desired weapons for far distances ordered by priority"
+set bot_ai_custom_weapon_priority_mid "vaporizer devastator oknex vortex fireball seeker mortar electro okmachinegun machinegun arc crylink hlac hagar okshotgun shotgun shockwave blaster rifle tuba minelayer" "Desired weapons for middle distances ordered by priority"
+set bot_ai_custom_weapon_priority_close "vaporizer oknex vortex okshotgun shotgun shockwave okmachinegun machinegun arc hlac tuba seeker hagar crylink mortar electro devastator blaster fireball rifle minelayer" "Desired weapons for close distances ordered by priority"
set bot_ai_weapon_combo 1 "Enable bots to do weapon combos"
set bot_ai_weapon_combo_threshold 0.4 "Try to make a combo N seconds after the last attack"
set bot_ai_friends_aware_pickup_radius "500" "Bots will not pickup items if a team mate is this distance near the item"
set g_spawnshieldtime 1 "number of seconds you are invincible after you spawned, this shield is lost after you fire"
set g_spawnshield_blockdamage 1 "how much spawn shield protects you from damage (1 = full protection)"
- set g_antilag 2 "AntiLag (0 = no AntiLag, 1 = verified client side hit scan, 2 = server side hit scan in the past, 3 = unverified client side hit scan)"
+ set g_antilag 2 "AntiLag (0 = no AntiLag, 1 = verified client side hit scan, 2 = server side hit scan in the past)"
set g_antilag_nudge 0 "don't touch"
set g_shootfromeye 0 "shots are fired from your eye/crosshair; visual gun position can still be influenced by cl_gunalign 1 and 2"
set g_shootfromcenter 0 "weapon gets moved to the center, shots still come from the barrel of your weapon; visual gun position can still be influenced by cl_gunalign 1 and 2"