1 #include "sv_overkill.qh"
6 bool autocvar_g_overkill_powerups_replace;
7 bool autocvar_g_overkill_ammo_charge;
8 float autocvar_g_overkill_ammo_charge_notice;
9 float autocvar_g_overkill_ammo_charge_limit;
11 bool autocvar_g_overkill_filter_healthmega;
12 bool autocvar_g_overkill_filter_armormedium;
13 bool autocvar_g_overkill_filter_armorbig;
14 bool autocvar_g_overkill_filter_armorlarge;
18 .Weapon ok_lastwep[MAX_WEAPONSLOTS];
22 REGISTER_MUTATOR(ok, cvar("g_overkill") && !cvar("g_instagib") && !g_nexball && cvar_string("g_mod_balance") == "Overkill")
31 WEP_RPC.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
32 WEP_HMG.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
36 void W_Blaster_Attack(entity, .entity, float, float, float, float, float, float, float, float, float, float);
37 spawnfunc(weapon_hmg);
38 spawnfunc(weapon_rpc);
40 MUTATOR_HOOKFUNCTION(ok, PlayerDamage_Calculate, CBC_ORDER_LAST)
42 entity frag_attacker = M_ARGV(1, entity);
43 entity frag_target = M_ARGV(2, entity);
44 float frag_deathtype = M_ARGV(3, float);
46 if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target))
47 if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
49 if(frag_attacker != frag_target)
50 if(frag_target.health > 0)
51 if(STAT(FROZEN, frag_target) == 0)
52 if(!IS_DEAD(frag_target))
54 Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE);
55 M_ARGV(6, vector) = '0 0 0'; // force
58 M_ARGV(4, float) = 0; // damage
62 void ok_DropItem(entity this, entity targ)
64 entity e = new(droppedweapon); // hax
67 e.pickup_anyway = true;
68 e.spawnfunc_checked = true;
69 spawnfunc_item_armor_small(e);
70 if (!wasfreed(e)) { // might have been blocked by a mutator
71 set_movetype(e, MOVETYPE_TOSS);
74 setorigin(e, this.origin + '0 0 32');
75 e.velocity = '0 0 200' + normalize(targ.origin - this.origin) * 500;
76 SUB_SetFade(e, time + 5, 1);
80 MUTATOR_HOOKFUNCTION(ok, PlayerDies)
82 entity frag_attacker = M_ARGV(1, entity);
83 entity frag_target = M_ARGV(2, entity);
85 entity targ = ((frag_attacker) ? frag_attacker : frag_target);
87 ok_DropItem(frag_target, targ);
89 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
91 .entity weaponentity = weaponentities[slot];
93 frag_target.ok_lastwep[slot] = frag_target.(weaponentity).m_switchweapon;
97 MUTATOR_HOOKFUNCTION(ok, MonsterDropItem)
99 entity mon = M_ARGV(0, entity);
100 entity olditem = M_ARGV(1, entity);
101 entity frag_attacker = M_ARGV(2, entity);
105 M_ARGV(1, entity) = NULL;
107 ok_DropItem(mon, frag_attacker);
110 MUTATOR_HOOKFUNCTION(ok, ForbidThrowCurrentWeapon)
115 MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
117 if(intermission_running || gameover)
120 entity player = M_ARGV(0, entity);
122 if(IS_DEAD(player) || !IS_PLAYER(player) || STAT(FROZEN, player))
125 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
127 .entity weaponentity = weaponentities[slot];
128 entity thiswep = player.(weaponentity);
130 if(player.ok_lastwep[slot] && player.ok_lastwep[slot] != WEP_Null)
132 Weapon newwep = player.ok_lastwep[slot];
133 if(player.ok_lastwep[slot] == WEP_HMG)
134 newwep = WEP_MACHINEGUN;
135 if(player.ok_lastwep[slot] == WEP_RPC)
137 thiswep.m_switchweapon = newwep;
138 player.ok_lastwep[slot] = WEP_Null;
142 if(PHYS_INPUT_BUTTON_ATCK2(player))
143 if( !forbidWeaponUse(player) || player.weapon_blocked // allow if weapon is blocked
144 || (round_handler_IsActive() && !round_handler_IsRoundStarted()) )
145 if(time >= player.jump_interval)
147 player.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor(player);
148 makevectors(player.v_angle);
150 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
152 .entity weaponentity = weaponentities[slot];
154 if(player.(weaponentity).m_weapon == WEP_Null && slot != 0)
157 Weapon oldwep = player.(weaponentity).m_weapon;
158 player.(weaponentity).m_weapon = WEP_BLASTER;
162 WEP_BLASTER.m_id | HITTYPE_SECONDARY,
163 WEP_CVAR_SEC(vaporizer, shotangle),
164 WEP_CVAR_SEC(vaporizer, damage),
165 WEP_CVAR_SEC(vaporizer, edgedamage),
166 WEP_CVAR_SEC(vaporizer, radius),
167 WEP_CVAR_SEC(vaporizer, force),
168 WEP_CVAR_SEC(vaporizer, speed),
169 WEP_CVAR_SEC(vaporizer, spread),
170 WEP_CVAR_SEC(vaporizer, delay),
171 WEP_CVAR_SEC(vaporizer, lifetime)
173 player.(weaponentity).m_weapon = oldwep;
177 PHYS_INPUT_BUTTON_ATCK2(player) = false;
180 MUTATOR_HOOKFUNCTION(ok, PlayerSpawn)
182 entity player = M_ARGV(0, entity);
184 // if player changed their weapon while dead, don't switch to their death weapon
187 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
189 player.ok_lastwep[slot] = WEP_Null;
194 void self_spawnfunc_weapon_hmg(entity this) { spawnfunc_weapon_hmg(this); }
195 void self_spawnfunc_weapon_rpc(entity this) { spawnfunc_weapon_rpc(this); }
197 MUTATOR_HOOKFUNCTION(ok, OnEntityPreSpawn)
199 entity ent = M_ARGV(0, entity);
201 if(autocvar_g_powerups)
202 if(autocvar_g_overkill_powerups_replace)
204 if(ent.classname == "item_strength")
206 entity wep = new(weapon_hmg);
207 setorigin(wep, ent.origin);
208 setmodel(wep, MDL_OK_HMG);
210 wep.noalign = ent.noalign;
213 wep.respawntime = g_pickup_respawntime_superweapon;
214 wep.pickup_anyway = true;
215 wep.spawnfunc_checked = true;
216 setthink(wep, self_spawnfunc_weapon_hmg);
217 wep.nextthink = time + 0.1;
221 if(ent.classname == "item_invincible")
223 entity wep = new(weapon_rpc);
224 setorigin(wep, ent.origin);
225 setmodel(wep, MDL_OK_RPC);
227 wep.noalign = ent.noalign;
230 wep.respawntime = g_pickup_respawntime_superweapon;
231 wep.pickup_anyway = true;
232 wep.spawnfunc_checked = true;
233 setthink(wep, self_spawnfunc_weapon_rpc);
234 wep.nextthink = time + 0.1;
240 MUTATOR_HOOKFUNCTION(ok, FilterItem)
242 entity item = M_ARGV(0, entity);
249 case ITEM_HealthMega: return autocvar_g_overkill_filter_healthmega;
250 case ITEM_ArmorMedium: return autocvar_g_overkill_filter_armormedium;
251 // WARNING: next two statements look wrong because of inconsistency between cvar names and code
252 // armor cvars need renaming to be consistent with their health counterparts
253 case ITEM_ArmorLarge: return autocvar_g_overkill_filter_armorbig;
254 case ITEM_ArmorMega: return autocvar_g_overkill_filter_armorlarge;
260 MUTATOR_HOOKFUNCTION(ok, SetStartItems, CBC_ORDER_LAST)
262 WepSet ok_start_items = (WEPSET(MACHINEGUN) | WEPSET(VORTEX) | WEPSET(SHOTGUN));
264 if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET(RPC); }
265 if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET(HMG); }
267 start_items |= IT_UNLIMITED_WEAPON_AMMO;
268 start_weapons = warmup_start_weapons = ok_start_items;
271 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsString)
273 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":OK");
276 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsPrettyString)
278 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Overkill");
281 MUTATOR_HOOKFUNCTION(ok, SetModname)
283 M_ARGV(0, string) = "Overkill";
289 // hack to force overkill playermodels
290 cvar_settemp("sv_defaultcharacter", "1");
291 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");
292 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");
293 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");
300 precache_all_playermodels("models/ok_player/*.dpm");
302 WEP_RPC.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
303 WEP_HMG.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
305 WEP_SHOTGUN.mdl = "ok_shotgun";
306 WEP_MACHINEGUN.mdl = "ok_mg";
307 WEP_VORTEX.mdl = "ok_sniper";