1 #include "sv_overkill.qh"
6 string autocvar_g_overkill;
8 bool autocvar_g_overkill_powerups_replace;
10 bool autocvar_g_overkill_itemwaypoints = true;
12 .Weapon ok_lastwep[MAX_WEAPONSLOTS];
14 REGISTER_MUTATOR(ok, expr_evaluate(autocvar_g_overkill) && !cvar("g_instagib") && !g_nexball && cvar_string("g_mod_balance") == "Overkill")
18 precache_all_playermodels("models/ok_player/*.dpm");
20 WEP_RPC.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
21 WEP_HMG.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
23 WEP_SHOTGUN.mdl = "ok_shotgun";
24 WEP_MACHINEGUN.mdl = "ok_mg";
25 WEP_VORTEX.mdl = "ok_sniper";
30 WEP_RPC.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
31 WEP_HMG.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
35 void W_Blaster_Attack(entity, .entity, float, float, float, float, float, float, float, float, float, float);
37 MUTATOR_HOOKFUNCTION(ok, Damage_Calculate, CBC_ORDER_LAST)
39 entity frag_attacker = M_ARGV(1, entity);
40 entity frag_target = M_ARGV(2, entity);
41 float frag_deathtype = M_ARGV(3, float);
43 if(IS_PLAYER(frag_attacker) && (IS_PLAYER(frag_target) || IS_VEHICLE(frag_target) || IS_TURRET(frag_target)))
44 if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
46 if(frag_attacker != frag_target)
47 if(!STAT(FROZEN, frag_target))
48 if(!IS_DEAD(frag_target))
50 Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE);
51 M_ARGV(6, vector) = '0 0 0'; // force
54 M_ARGV(4, float) = 0; // damage
58 void ok_DropItem(entity this, entity targ)
62 Item_InitializeLoot(e, "item_armor_small", this.origin + '0 0 32',
63 '0 0 200' + normalize(targ.origin - this.origin) * 500, 5);
66 MUTATOR_HOOKFUNCTION(ok, PlayerDies)
68 entity frag_attacker = M_ARGV(1, entity);
69 entity frag_target = M_ARGV(2, entity);
71 entity targ = ((frag_attacker) ? frag_attacker : frag_target);
73 ok_DropItem(frag_target, targ);
75 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
77 .entity weaponentity = weaponentities[slot];
79 frag_target.ok_lastwep[slot] = frag_target.(weaponentity).m_switchweapon;
83 MUTATOR_HOOKFUNCTION(ok, MonsterDropItem)
85 entity mon = M_ARGV(0, entity);
86 entity olditem = M_ARGV(1, entity);
87 entity frag_attacker = M_ARGV(2, entity);
91 M_ARGV(1, entity) = NULL;
93 ok_DropItem(mon, frag_attacker);
96 MUTATOR_HOOKFUNCTION(ok, ForbidThrowCurrentWeapon)
101 MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
106 entity player = M_ARGV(0, entity);
108 if(IS_DEAD(player) || !IS_PLAYER(player) || STAT(FROZEN, player))
111 if(PHYS_INPUT_BUTTON_ATCK2(player) && time >= player.jump_interval)
112 if( !forbidWeaponUse(player)
113 || (round_handler_IsActive() && !round_handler_IsRoundStarted()) )
115 player.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor(player);
116 makevectors(player.v_angle);
118 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
120 .entity weaponentity = weaponentities[slot];
122 if(player.(weaponentity).m_weapon == WEP_Null && slot != 0)
125 Weapon oldwep = player.(weaponentity).m_weapon;
126 player.(weaponentity).m_weapon = WEP_BLASTER;
130 WEP_BLASTER.m_id | HITTYPE_SECONDARY,
131 WEP_CVAR_SEC(vaporizer, shotangle),
132 WEP_CVAR_SEC(vaporizer, damage),
133 WEP_CVAR_SEC(vaporizer, edgedamage),
134 WEP_CVAR_SEC(vaporizer, radius),
135 WEP_CVAR_SEC(vaporizer, force),
136 WEP_CVAR_SEC(vaporizer, speed),
137 WEP_CVAR_SEC(vaporizer, spread),
138 WEP_CVAR_SEC(vaporizer, delay),
139 WEP_CVAR_SEC(vaporizer, lifetime)
141 player.(weaponentity).m_weapon = oldwep;
145 PHYS_INPUT_BUTTON_ATCK2(player) = false;
148 MUTATOR_HOOKFUNCTION(ok, PlayerWeaponSelect)
150 entity player = M_ARGV(0, entity);
152 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
154 .entity weaponentity = weaponentities[slot];
155 entity thiswep = player.(weaponentity);
157 if(player.ok_lastwep[slot] && player.ok_lastwep[slot] != WEP_Null)
159 Weapon newwep = player.ok_lastwep[slot];
160 if(player.ok_lastwep[slot] == WEP_HMG)
161 newwep = WEP_MACHINEGUN;
162 if(player.ok_lastwep[slot] == WEP_RPC)
164 thiswep.m_switchweapon = newwep;
165 player.ok_lastwep[slot] = WEP_Null;
170 void self_spawnfunc_weapon_hmg(entity this) { spawnfunc_weapon_hmg(this); }
171 void self_spawnfunc_weapon_rpc(entity this) { spawnfunc_weapon_rpc(this); }
173 MUTATOR_HOOKFUNCTION(ok, OnEntityPreSpawn)
175 entity ent = M_ARGV(0, entity);
177 if(autocvar_g_powerups)
178 if(autocvar_g_overkill_powerups_replace)
180 if(ent.classname == "item_strength")
182 entity wep = new(weapon_hmg);
183 setorigin(wep, ent.origin);
184 setmodel(wep, MDL_OK_HMG);
186 wep.noalign = ent.noalign;
189 wep.respawntime = g_pickup_respawntime_superweapon;
190 wep.pickup_anyway = true;
191 wep.spawnfunc_checked = true;
192 setthink(wep, self_spawnfunc_weapon_hmg);
193 wep.nextthink = time + 0.1;
196 else if(ent.classname == "item_shield")
198 entity wep = new(weapon_rpc);
199 setorigin(wep, ent.origin);
200 setmodel(wep, MDL_OK_RPC);
202 wep.noalign = ent.noalign;
205 wep.respawntime = g_pickup_respawntime_superweapon;
206 wep.pickup_anyway = true;
207 wep.spawnfunc_checked = true;
208 setthink(wep, self_spawnfunc_weapon_rpc);
209 wep.nextthink = time + 0.1;
215 bool ok_HandleItemWaypoints(entity e)
217 if(!autocvar_g_overkill_itemwaypoints)
218 return false; // don't handle it
222 case ITEM_HealthMega: return true;
223 case ITEM_ArmorMedium: return true;
224 case ITEM_ArmorBig: return true;
225 case ITEM_ArmorMega: return true;
231 MUTATOR_HOOKFUNCTION(ok, Item_RespawnCountdown)
233 entity item = M_ARGV(0, entity);
234 return ok_HandleItemWaypoints(item);
237 MUTATOR_HOOKFUNCTION(ok, Item_ScheduleRespawn)
239 entity item = M_ARGV(0, entity);
240 return ok_HandleItemWaypoints(item);
243 MUTATOR_HOOKFUNCTION(ok, FilterItem)
245 entity item = M_ARGV(0, entity);
252 case ITEM_HealthMega: return autocvar_g_overkill_filter_healthmega;
253 case ITEM_ArmorMedium: return autocvar_g_overkill_filter_armormedium;
254 case ITEM_ArmorBig: return autocvar_g_overkill_filter_armorbig;
255 case ITEM_ArmorMega: return autocvar_g_overkill_filter_armormega;
261 MUTATOR_HOOKFUNCTION(ok, SetStartItems, CBC_ORDER_LAST)
263 WepSet ok_start_items = (WEPSET(MACHINEGUN) | WEPSET(VORTEX) | WEPSET(SHOTGUN));
265 if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET(RPC); }
266 if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET(HMG); }
268 start_items |= IT_UNLIMITED_WEAPON_AMMO;
269 start_weapons = warmup_start_weapons = ok_start_items;
272 MUTATOR_HOOKFUNCTION(ok, SetWeaponArena)
274 // turn weapon arena off
275 M_ARGV(0, string) = "off";
278 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsString)
280 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":OK");
283 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsPrettyString)
285 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Overkill");
288 MUTATOR_HOOKFUNCTION(ok, SetModname)
290 M_ARGV(0, string) = "Overkill";