2 bool autocvar_g_overkill_powerups_replace;
3 float autocvar_g_overkill_superguns_respawn_time;
4 bool autocvar_g_overkill_100h_anyway;
5 bool autocvar_g_overkill_100a_anyway;
6 bool autocvar_g_overkill_ammo_charge;
7 float autocvar_g_overkill_ammo_charge_notice;
8 float autocvar_g_overkill_ammo_charge_limit;
11 .float ok_spawnsys_timer;
15 .float ok_notice_time;
16 .float ammo_charge[Weapons_MAX];
17 .float ok_use_ammocharge = _STAT(OK_AMMO_CHARGE);
18 .float ok_ammo_charge = _STAT(OK_AMMO_CHARGEPOOL);
20 .float ok_pauseregen_finished;
22 void(entity ent, float wep) ok_DecreaseCharge;
26 REGISTER_MUTATOR(ok, cvar("g_overkill") && !cvar("g_instagib") && !g_nexball && cvar_string("g_mod_balance") == "Overkill")
35 WEP_RPC.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
36 WEP_HMG.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
42 MUTATOR_HOOKFUNCTION(ok, W_DecreaseAmmo)
44 entity actor = M_ARGV(0, entity);
45 if (actor.ok_use_ammocharge)
47 ok_DecreaseCharge(actor, PS(actor).m_weapon.m_id);
52 MUTATOR_HOOKFUNCTION(ok, W_Reload)
54 entity actor = M_ARGV(0, entity);
55 return actor.ok_use_ammocharge;
58 void W_Blaster_Attack(entity, float, float, float, float, float, float, float, float, float, float);
59 spawnfunc(weapon_hmg);
60 spawnfunc(weapon_rpc);
62 void ok_DecreaseCharge(entity ent, int wep)
64 if(!ent.ok_use_ammocharge) return;
66 entity wepent = Weapons_from(wep);
68 if (wepent == WEP_Null) return; // dummy
70 ent.ammo_charge[wep] -= max(0, cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname)));
73 void ok_IncreaseCharge(entity ent, int wep)
75 entity wepent = Weapons_from(wep);
77 if (wepent == WEP_Null) return; // dummy
79 if(ent.ok_use_ammocharge)
80 if(!PHYS_INPUT_BUTTON_ATCK(ent)) // not while attacking?
81 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);
84 float ok_CheckWeaponCharge(entity ent, int wep)
86 if(!ent.ok_use_ammocharge) return true;
88 entity wepent = Weapons_from(wep);
90 if(wepent == WEP_Null) return 0; // dummy
92 return (ent.ammo_charge[wep] >= cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname)));
95 MUTATOR_HOOKFUNCTION(ok, PlayerDamage_Calculate, CBC_ORDER_LAST)
97 entity frag_attacker = M_ARGV(1, entity);
98 entity frag_target = M_ARGV(2, entity);
99 float frag_deathtype = M_ARGV(3, float);
100 float frag_damage = M_ARGV(4, float);
101 vector frag_force = M_ARGV(6, vector);
103 if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target))
104 if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
108 if(frag_attacker != frag_target)
109 if(frag_target.health > 0)
110 if(STAT(FROZEN, frag_target) == 0)
111 if(!IS_DEAD(frag_target))
113 Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE);
114 frag_force = '0 0 0';
117 M_ARGV(4, float) = frag_damage;
118 M_ARGV(6, vector) = frag_force;
124 MUTATOR_HOOKFUNCTION(ok, PlayerDamage_SplitHealthArmor)
127 frag_target.ok_pauseregen_finished = max(frag_target.ok_pauseregen_finished, time + 2);
131 MUTATOR_HOOKFUNCTION(ok, PlayerDies)
133 entity targ = ((frag_attacker) ? frag_attacker : frag_target);
135 if(IS_MONSTER(frag_target))
137 remove(other); // remove default item
141 entity e = new(droppedweapon); // hax
144 e.pickup_anyway = true;
145 e.spawnfunc_checked = true;
146 spawnfunc_item_armor_small(e);
147 if (!wasfreed(e)) { // might have been blocked by a mutator
148 e.movetype = MOVETYPE_TOSS;
150 e.reset = SUB_Remove;
151 setorigin(e, frag_target.origin + '0 0 32');
152 e.velocity = '0 0 200' + normalize(targ.origin - frag_target.origin) * 500;
153 SUB_SetFade(e, time + 5, 1);
156 frag_target.ok_lastwep = PS(frag_target).m_switchweapon.m_id;
160 MUTATOR_HOOKFUNCTION(ok, MonsterDropItem) { ok_PlayerDies(); }
162 MUTATOR_HOOKFUNCTION(ok, PlayerRegen)
164 // overkill's values are different, so use custom regen
165 if(!STAT(FROZEN, self))
167 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);
168 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);
170 float minf, maxf, limitf;
172 maxf = autocvar_g_balance_fuel_rotstable;
173 minf = autocvar_g_balance_fuel_regenstable;
174 limitf = autocvar_g_balance_fuel_limit;
176 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > self.pauseregen_finished) * ((self.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > self.pauserotfuel_finished), limitf);
178 return true; // return true anyway, as frozen uses no regen
181 MUTATOR_HOOKFUNCTION(ok, ForbidThrowCurrentWeapon)
186 MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
188 if(intermission_running || gameover)
191 if(IS_DEAD(self) || !IS_PLAYER(self) || STAT(FROZEN, self))
196 Weapon newwep = Weapons_from(self.ok_lastwep);
197 if(self.ok_lastwep == WEP_HMG.m_id)
198 newwep = WEP_MACHINEGUN;
199 if(self.ok_lastwep == WEP_RPC.m_id)
201 PS(self).m_switchweapon = newwep;
205 ok_IncreaseCharge(self, PS(self).m_weapon.m_id);
207 if(PHYS_INPUT_BUTTON_ATCK2(self))
208 if(!forbidWeaponUse(self) || self.weapon_blocked) // allow if weapon is blocked
209 if(time >= self.jump_interval)
211 self.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor();
212 makevectors(self.v_angle);
214 Weapon oldwep = PS(self).m_weapon;
215 PS(self).m_weapon = WEP_BLASTER;
218 WEP_BLASTER.m_id | HITTYPE_SECONDARY,
219 WEP_CVAR_SEC(vaporizer, shotangle),
220 WEP_CVAR_SEC(vaporizer, damage),
221 WEP_CVAR_SEC(vaporizer, edgedamage),
222 WEP_CVAR_SEC(vaporizer, radius),
223 WEP_CVAR_SEC(vaporizer, force),
224 WEP_CVAR_SEC(vaporizer, speed),
225 WEP_CVAR_SEC(vaporizer, spread),
226 WEP_CVAR_SEC(vaporizer, delay),
227 WEP_CVAR_SEC(vaporizer, lifetime)
229 PS(self).m_weapon = oldwep;
232 self.weapon_blocked = false;
234 self.ok_ammo_charge = self.ammo_charge[PS(self).m_weapon.m_id];
236 if(self.ok_use_ammocharge)
237 if(!ok_CheckWeaponCharge(self, PS(self).m_weapon.m_id))
239 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)
241 //Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_OVERKILL_CHARGE);
242 self.ok_notice_time = time + 2;
243 play2(self, SND(DRYFIRE));
245 Weapon wpn = PS(self).m_weapon;
246 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
247 if(self.(weaponentity).state != WS_CLEAR)
248 w_ready(wpn, self, weaponentity, PHYS_INPUT_BUTTON_ATCK(self) | (PHYS_INPUT_BUTTON_ATCK2(self) << 1));
250 self.weapon_blocked = true;
253 PHYS_INPUT_BUTTON_ATCK2(self) = false;
258 MUTATOR_HOOKFUNCTION(ok, PlayerSpawn)
260 if(autocvar_g_overkill_ammo_charge)
262 FOREACH(Weapons, it != WEP_Null, LAMBDA(self.ammo_charge[it.m_id] = autocvar_g_overkill_ammo_charge_limit));
264 self.ok_use_ammocharge = 1;
265 self.ok_notice_time = time;
268 self.ok_use_ammocharge = 0;
270 // if player changed their weapon while dead, don't switch to their death weapon
274 self.ok_pauseregen_finished = time + 2;
279 void self_spawnfunc_weapon_hmg(entity this) { spawnfunc_weapon_hmg(this); }
280 void self_spawnfunc_weapon_rpc(entity this) { spawnfunc_weapon_rpc(this); }
282 MUTATOR_HOOKFUNCTION(ok, OnEntityPreSpawn)
284 if(autocvar_g_powerups)
285 if(autocvar_g_overkill_powerups_replace)
287 if(self.classname == "item_strength")
289 entity wep = new(weapon_hmg);
290 setorigin(wep, self.origin);
291 setmodel(wep, MDL_OK_HMG);
293 wep.noalign = self.noalign;
295 wep.team = self.team;
296 wep.respawntime = autocvar_g_overkill_superguns_respawn_time;
297 wep.pickup_anyway = true;
298 wep.spawnfunc_checked = true;
299 setthink(wep, self_spawnfunc_weapon_hmg);
300 wep.nextthink = time + 0.1;
304 if(self.classname == "item_invincible")
306 entity wep = new(weapon_rpc);
307 setorigin(wep, self.origin);
308 setmodel(wep, MDL_OK_RPC);
310 wep.noalign = self.noalign;
312 wep.team = self.team;
313 wep.respawntime = autocvar_g_overkill_superguns_respawn_time;
314 wep.pickup_anyway = true;
315 wep.spawnfunc_checked = true;
316 setthink(wep, self_spawnfunc_weapon_rpc);
317 wep.nextthink = time + 0.1;
325 MUTATOR_HOOKFUNCTION(ok, FilterItem)
332 case ITEM_HealthMega.m_itemid: return !(autocvar_g_overkill_100h_anyway);
333 case ITEM_ArmorMega.m_itemid: return !(autocvar_g_overkill_100a_anyway);
339 MUTATOR_HOOKFUNCTION(ok, SpectateCopy)
341 self.ammo_charge[PS(self).m_weapon.m_id] = other.ammo_charge[PS(other).m_weapon.m_id];
342 self.ok_use_ammocharge = other.ok_use_ammocharge;
347 MUTATOR_HOOKFUNCTION(ok, SetStartItems)
349 WepSet ok_start_items = (WEPSET(MACHINEGUN) | WEPSET(VORTEX) | WEPSET(SHOTGUN));
351 if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET(RPC); }
352 if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET(HMG); }
354 start_items |= IT_UNLIMITED_WEAPON_AMMO;
355 start_weapons = warmup_start_weapons = ok_start_items;
360 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsString)
362 ret_string = strcat(ret_string, ":OK");
366 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsPrettyString)
368 ret_string = strcat(ret_string, ", Overkill");
372 MUTATOR_HOOKFUNCTION(ok, SetModname)
374 modname = "Overkill";
380 // hack to force overkill playermodels
381 cvar_settemp("sv_defaultcharacter", "1");
382 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");
383 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");
384 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");
391 precache_all_playermodels("models/ok_player/*.dpm");
393 WEP_RPC.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
394 WEP_HMG.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
396 WEP_SHOTGUN.mdl = "ok_shotgun";
397 WEP_MACHINEGUN.mdl = "ok_mg";
398 WEP_VORTEX.mdl = "ok_sniper";