1 #include "sv_overkill.qh"
6 bool autocvar_g_overkill_powerups_replace;
8 bool autocvar_g_overkill_itemwaypoints = true;
10 bool autocvar_g_overkill_filter_healthmega;
11 bool autocvar_g_overkill_filter_armormedium;
12 bool autocvar_g_overkill_filter_armorbig;
13 bool autocvar_g_overkill_filter_armormega;
17 .Weapon ok_lastwep[MAX_WEAPONSLOTS];
21 REGISTER_MUTATOR(ok, cvar("g_overkill") && !cvar("g_instagib") && !g_nexball && cvar_string("g_mod_balance") == "Overkill")
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);
36 spawnfunc(weapon_hmg);
37 spawnfunc(weapon_rpc);
39 MUTATOR_HOOKFUNCTION(ok, Damage_Calculate, CBC_ORDER_LAST)
41 entity frag_attacker = M_ARGV(1, entity);
42 entity frag_target = M_ARGV(2, entity);
43 float frag_deathtype = M_ARGV(3, float);
45 if(IS_PLAYER(frag_attacker) && (IS_PLAYER(frag_target) || IS_VEHICLE(frag_target) || IS_TURRET(frag_target)))
46 if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
48 if(frag_attacker != frag_target)
49 if(!STAT(FROZEN, frag_target))
50 if(!IS_DEAD(frag_target))
52 Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE);
53 M_ARGV(6, vector) = '0 0 0'; // force
56 M_ARGV(4, float) = 0; // damage
60 void ok_DropItem(entity this, entity targ)
62 entity e = new(droppedweapon); // hax
65 e.pickup_anyway = true;
66 e.spawnfunc_checked = true;
67 spawnfunc_item_armor_small(e);
68 if (!wasfreed(e)) { // might have been blocked by a mutator
69 set_movetype(e, MOVETYPE_TOSS);
72 setorigin(e, this.origin + '0 0 32');
73 e.velocity = '0 0 200' + normalize(targ.origin - this.origin) * 500;
74 SUB_SetFade(e, time + 5, 1);
78 MUTATOR_HOOKFUNCTION(ok, PlayerDies)
80 entity frag_attacker = M_ARGV(1, entity);
81 entity frag_target = M_ARGV(2, entity);
83 entity targ = ((frag_attacker) ? frag_attacker : frag_target);
85 ok_DropItem(frag_target, targ);
87 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
89 .entity weaponentity = weaponentities[slot];
91 frag_target.ok_lastwep[slot] = frag_target.(weaponentity).m_switchweapon;
95 MUTATOR_HOOKFUNCTION(ok, MonsterDropItem)
97 entity mon = M_ARGV(0, entity);
98 entity olditem = M_ARGV(1, entity);
99 entity frag_attacker = M_ARGV(2, entity);
103 M_ARGV(1, entity) = NULL;
105 ok_DropItem(mon, frag_attacker);
108 MUTATOR_HOOKFUNCTION(ok, ForbidThrowCurrentWeapon)
113 MUTATOR_HOOKFUNCTION(ok, PlayerWeaponSelect)
115 entity player = M_ARGV(0, entity);
117 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
119 .entity weaponentity = weaponentities[slot];
120 entity thiswep = player.(weaponentity);
122 if(player.ok_lastwep[slot] && player.ok_lastwep[slot] != WEP_Null)
124 Weapon newwep = player.ok_lastwep[slot];
125 if(player.ok_lastwep[slot] == WEP_HMG)
126 newwep = WEP_MACHINEGUN;
127 if(player.ok_lastwep[slot] == WEP_RPC)
129 thiswep.m_switchweapon = newwep;
130 player.ok_lastwep[slot] = WEP_Null;
135 void self_spawnfunc_weapon_hmg(entity this) { spawnfunc_weapon_hmg(this); }
136 void self_spawnfunc_weapon_rpc(entity this) { spawnfunc_weapon_rpc(this); }
138 MUTATOR_HOOKFUNCTION(ok, OnEntityPreSpawn)
140 entity ent = M_ARGV(0, entity);
142 if(autocvar_g_powerups)
143 if(autocvar_g_overkill_powerups_replace)
145 if(ent.classname == "item_strength")
147 entity wep = new(weapon_hmg);
148 setorigin(wep, ent.origin);
149 setmodel(wep, MDL_OK_HMG);
151 wep.noalign = ent.noalign;
154 wep.respawntime = g_pickup_respawntime_superweapon;
155 wep.pickup_anyway = true;
156 wep.spawnfunc_checked = true;
157 setthink(wep, self_spawnfunc_weapon_hmg);
158 wep.nextthink = time + 0.1;
161 else if(ent.classname == "item_invincible")
163 entity wep = new(weapon_rpc);
164 setorigin(wep, ent.origin);
165 setmodel(wep, MDL_OK_RPC);
167 wep.noalign = ent.noalign;
170 wep.respawntime = g_pickup_respawntime_superweapon;
171 wep.pickup_anyway = true;
172 wep.spawnfunc_checked = true;
173 setthink(wep, self_spawnfunc_weapon_rpc);
174 wep.nextthink = time + 0.1;
180 bool ok_HandleItemWaypoints(entity e)
182 if(!autocvar_g_overkill_itemwaypoints)
183 return false; // don't handle it
187 case ITEM_HealthMega: return true;
188 case ITEM_ArmorMedium: return true;
189 case ITEM_ArmorBig: return true;
190 case ITEM_ArmorMega: return true;
196 MUTATOR_HOOKFUNCTION(ok, Item_RespawnCountdown)
198 entity item = M_ARGV(0, entity);
199 return ok_HandleItemWaypoints(item);
202 MUTATOR_HOOKFUNCTION(ok, Item_ScheduleRespawn)
204 entity item = M_ARGV(0, entity);
205 return ok_HandleItemWaypoints(item);
208 MUTATOR_HOOKFUNCTION(ok, FilterItem)
210 entity item = M_ARGV(0, entity);
217 case ITEM_HealthMega: return autocvar_g_overkill_filter_healthmega;
218 case ITEM_ArmorMedium: return autocvar_g_overkill_filter_armormedium;
219 case ITEM_ArmorBig: return autocvar_g_overkill_filter_armorbig;
220 case ITEM_ArmorMega: return autocvar_g_overkill_filter_armormega;
226 MUTATOR_HOOKFUNCTION(ok, SetStartItems, CBC_ORDER_LAST)
228 WepSet ok_start_items = (WEPSET(OVERKILL_MACHINEGUN) | WEPSET(OVERKILL_VORTEX) | WEPSET(OVERKILL_SHOTGUN));
230 if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET(RPC); }
231 if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET(HMG); }
233 start_items |= IT_UNLIMITED_WEAPON_AMMO;
234 start_weapons = warmup_start_weapons = ok_start_items;
237 MUTATOR_HOOKFUNCTION(ok, SetWeaponArena)
239 // turn weapon arena off
240 M_ARGV(0, string) = "off";
243 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsString)
245 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":OK");
248 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsPrettyString)
250 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Overkill");
253 MUTATOR_HOOKFUNCTION(ok, SetModname)
255 M_ARGV(0, string) = "Overkill";
261 // hack to force overkill playermodels
262 cvar_settemp("sv_defaultcharacter", "1");
263 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");
264 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");
265 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");
272 precache_all_playermodels("models/ok_player/*.dpm");
274 WEP_RPC.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
275 WEP_HMG.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
277 //WEP_SHOTGUN.mdl = "ok_shotgun";
278 //WEP_MACHINEGUN.mdl = "ok_mg";
279 //WEP_VORTEX.mdl = "ok_sniper";