1 #include "sv_overkill.qh"
3 #include "okshotgun.qh"
7 string autocvar_g_overkill;
9 bool autocvar_g_overkill_powerups_replace;
11 bool autocvar_g_overkill_itemwaypoints = true;
13 .Weapon ok_lastwep[MAX_WEAPONSLOTS];
15 REGISTER_MUTATOR(ok, expr_evaluate(autocvar_g_overkill) && !autocvar_g_instagib && !g_nexball && cvar_string("g_mod_balance") == "Overkill")
19 precache_all_playermodels("models/ok_player/*.dpm");
21 if (autocvar_g_overkill_filter_healthmega)
23 ITEM_HealthMega.spawnflags |= ITEM_FLAG_MUTATORBLOCKED;
25 if (autocvar_g_overkill_filter_armormedium)
27 ITEM_ArmorMedium.spawnflags |= ITEM_FLAG_MUTATORBLOCKED;
29 if (autocvar_g_overkill_filter_armorbig)
31 ITEM_ArmorBig.spawnflags |= ITEM_FLAG_MUTATORBLOCKED;
33 if (autocvar_g_overkill_filter_armormega)
35 ITEM_ArmorMega.spawnflags |= ITEM_FLAG_MUTATORBLOCKED;
38 WEP_OVERKILL_RPC.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
39 WEP_OVERKILL_HMG.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
41 WEP_OVERKILL_SHOTGUN.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
42 WEP_OVERKILL_MACHINEGUN.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
43 WEP_OVERKILL_NEX.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
45 //WEP_SHOTGUN.mdl = "ok_shotgun";
46 //WEP_MACHINEGUN.mdl = "ok_mg";
47 //WEP_VORTEX.mdl = "ok_sniper";
52 ITEM_HealthMega.spawnflags &= ~ITEM_FLAG_MUTATORBLOCKED;
53 ITEM_ArmorMedium.spawnflags &= ~ITEM_FLAG_MUTATORBLOCKED;
54 ITEM_ArmorBig.spawnflags &= ~ITEM_FLAG_MUTATORBLOCKED;
55 ITEM_ArmorMega.spawnflags &= ~ITEM_FLAG_MUTATORBLOCKED;
57 WEP_OVERKILL_RPC.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
58 WEP_OVERKILL_HMG.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
60 WEP_OVERKILL_SHOTGUN.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
61 WEP_OVERKILL_MACHINEGUN.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
62 WEP_OVERKILL_NEX.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
66 void W_Blaster_Attack(entity, .entity, float, float, float, float, float, float, float, float, float, float);
68 MUTATOR_HOOKFUNCTION(ok, Damage_Calculate, CBC_ORDER_LAST)
70 entity frag_attacker = M_ARGV(1, entity);
71 entity frag_target = M_ARGV(2, entity);
72 float frag_deathtype = M_ARGV(3, float);
74 if(IS_PLAYER(frag_attacker) && (IS_PLAYER(frag_target) || IS_VEHICLE(frag_target) || IS_TURRET(frag_target)))
75 if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
77 if(frag_attacker != frag_target)
78 if(!STAT(FROZEN, frag_target))
79 if(!IS_DEAD(frag_target))
81 Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE);
82 M_ARGV(6, vector) = '0 0 0'; // force
85 M_ARGV(4, float) = 0; // damage
89 void ok_DropItem(entity this, entity targ)
93 Item_InitializeLoot(e, "item_armor_small", this.origin + '0 0 32',
94 '0 0 200' + normalize(targ.origin - this.origin) * 500, 5);
97 MUTATOR_HOOKFUNCTION(ok, PlayerDies)
99 entity frag_attacker = M_ARGV(1, entity);
100 entity frag_target = M_ARGV(2, entity);
102 entity targ = ((frag_attacker) ? frag_attacker : frag_target);
104 ok_DropItem(frag_target, targ);
106 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
108 .entity weaponentity = weaponentities[slot];
110 frag_target.ok_lastwep[slot] = frag_target.(weaponentity).m_switchweapon;
114 MUTATOR_HOOKFUNCTION(ok, MonsterDropItem)
116 entity mon = M_ARGV(0, entity);
117 entity olditem = M_ARGV(1, entity);
118 entity frag_attacker = M_ARGV(2, entity);
122 M_ARGV(1, entity) = NULL;
124 ok_DropItem(mon, frag_attacker);
127 MUTATOR_HOOKFUNCTION(ok, ForbidThrowCurrentWeapon)
132 MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
138 entity player = M_ARGV(0, entity);
139 if (!IS_PLAYER(player) || IS_DEAD(player) || STAT(FROZEN, player))
143 if (!PHYS_INPUT_BUTTON_ATCK2(player) || forbidWeaponUse(player) ||
144 !(round_handler_IsActive() && !round_handler_IsRoundStarted()))
148 // Allow secondary blaster during countdown.
149 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
151 .entity weaponentity = weaponentities[slot];
152 Weapon weapon = player.(weaponentity).m_weapon;
153 if (weapon == WEP_Null && slot != 0)
157 weapon.wr_think(weapon, player, weaponentity, 2);
159 PHYS_INPUT_BUTTON_ATCK2(player) = false;
162 MUTATOR_HOOKFUNCTION(ok, ForbidRandomStartWeapons)
167 MUTATOR_HOOKFUNCTION(ok, PlayerWeaponSelect)
169 entity player = M_ARGV(0, entity);
171 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
173 .entity weaponentity = weaponentities[slot];
174 entity thiswep = player.(weaponentity);
176 if(player.ok_lastwep[slot] && player.ok_lastwep[slot] != WEP_Null)
178 Weapon newwep = player.ok_lastwep[slot];
179 if(player.ok_lastwep[slot] == WEP_OVERKILL_HMG)
180 newwep = WEP_OVERKILL_MACHINEGUN;
181 if(player.ok_lastwep[slot] == WEP_OVERKILL_RPC)
182 newwep = WEP_OVERKILL_NEX;
183 thiswep.m_switchweapon = newwep;
184 player.ok_lastwep[slot] = WEP_Null;
189 bool ok_HandleItemWaypoints(entity e)
191 if(!autocvar_g_overkill_itemwaypoints)
192 return false; // don't handle it
196 case ITEM_HealthMega: return true;
197 case ITEM_ArmorMedium: return true;
198 case ITEM_ArmorBig: return true;
199 case ITEM_ArmorMega: return true;
205 MUTATOR_HOOKFUNCTION(ok, Item_RespawnCountdown)
207 entity item = M_ARGV(0, entity);
208 return ok_HandleItemWaypoints(item);
211 MUTATOR_HOOKFUNCTION(ok, Item_ScheduleRespawn)
213 entity item = M_ARGV(0, entity);
214 return ok_HandleItemWaypoints(item);
217 MUTATOR_HOOKFUNCTION(ok, FilterItem)
219 entity item = M_ARGV(0, entity);
227 case ITEM_HealthMega: return autocvar_g_overkill_filter_healthmega;
228 case ITEM_ArmorMedium: return autocvar_g_overkill_filter_armormedium;
229 case ITEM_ArmorBig: return autocvar_g_overkill_filter_armorbig;
230 case ITEM_ArmorMega: return autocvar_g_overkill_filter_armormega;
232 if (!autocvar_g_powerups || !autocvar_g_overkill_powerups_replace)
236 if (item.classname == "item_strength")
238 entity wep = new(weapon_okhmg);
239 setorigin(wep, item.origin);
241 wep.noalign = Item_ShouldKeepPosition(item);
243 wep.team = item.team;
244 wep.respawntime = g_pickup_respawntime_superweapon;
245 wep.pickup_anyway = true;
246 wep.spawnfunc_checked = true;
247 Item_Initialize(wep, "weapon_okhmg"); // doesn't actually use spawnfunc
250 else if (item.classname == "item_shield")
252 entity wep = new(weapon_okrpc);
253 setorigin(wep, item.origin);
255 wep.noalign = Item_ShouldKeepPosition(item);
257 wep.team = item.team;
258 wep.respawntime = g_pickup_respawntime_superweapon;
259 wep.pickup_anyway = true;
260 wep.spawnfunc_checked = true;
261 Item_Initialize(wep, "weapon_okrpc"); // doesn't actually use spawnfunc
267 MUTATOR_HOOKFUNCTION(ok, SetStartItems, CBC_ORDER_LAST)
269 WepSet ok_start_items = (WEPSET(OVERKILL_MACHINEGUN) | WEPSET(OVERKILL_NEX) | WEPSET(OVERKILL_SHOTGUN));
271 if(WEP_OVERKILL_RPC.weaponstart > 0) { ok_start_items |= WEPSET(OVERKILL_RPC); }
272 if(WEP_OVERKILL_HMG.weaponstart > 0) { ok_start_items |= WEPSET(OVERKILL_HMG); }
274 start_items |= IT_UNLIMITED_WEAPON_AMMO;
275 start_weapons = warmup_start_weapons = ok_start_items;
278 MUTATOR_HOOKFUNCTION(ok, SetWeaponArena)
280 // turn weapon arena off
281 M_ARGV(0, string) = "off";
284 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsString)
286 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":OK");
289 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsPrettyString)
291 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Overkill");
294 MUTATOR_HOOKFUNCTION(ok, SetModname)
296 M_ARGV(0, string) = "Overkill";