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_SHOTGUN.mdl = "ok_shotgun";
42 //WEP_MACHINEGUN.mdl = "ok_mg";
43 //WEP_VORTEX.mdl = "ok_sniper";
48 ITEM_HealthMega.spawnflags &= ~ITEM_FLAG_MUTATORBLOCKED;
49 ITEM_ArmorMedium.spawnflags &= ~ITEM_FLAG_MUTATORBLOCKED;
50 ITEM_ArmorBig.spawnflags &= ~ITEM_FLAG_MUTATORBLOCKED;
51 ITEM_ArmorMega.spawnflags &= ~ITEM_FLAG_MUTATORBLOCKED;
53 WEP_OVERKILL_RPC.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
54 WEP_OVERKILL_HMG.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
58 void W_Blaster_Attack(entity, .entity, float, float, float, float, float, float, float, float, float, float);
60 MUTATOR_HOOKFUNCTION(ok, Damage_Calculate, CBC_ORDER_LAST)
62 entity frag_attacker = M_ARGV(1, entity);
63 entity frag_target = M_ARGV(2, entity);
64 float frag_deathtype = M_ARGV(3, float);
66 if(IS_PLAYER(frag_attacker) && (IS_PLAYER(frag_target) || IS_VEHICLE(frag_target) || IS_TURRET(frag_target)))
67 if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
69 if(frag_attacker != frag_target)
70 if(!STAT(FROZEN, frag_target))
71 if(!IS_DEAD(frag_target))
73 Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE);
74 M_ARGV(6, vector) = '0 0 0'; // force
77 M_ARGV(4, float) = 0; // damage
81 void ok_DropItem(entity this, entity targ)
85 Item_InitializeLoot(e, "item_armor_small", this.origin + '0 0 32',
86 '0 0 200' + normalize(targ.origin - this.origin) * 500, 5);
89 MUTATOR_HOOKFUNCTION(ok, PlayerDies)
91 entity frag_attacker = M_ARGV(1, entity);
92 entity frag_target = M_ARGV(2, entity);
94 entity targ = ((frag_attacker) ? frag_attacker : frag_target);
96 ok_DropItem(frag_target, targ);
98 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
100 .entity weaponentity = weaponentities[slot];
102 frag_target.ok_lastwep[slot] = frag_target.(weaponentity).m_switchweapon;
106 MUTATOR_HOOKFUNCTION(ok, MonsterDropItem)
108 entity mon = M_ARGV(0, entity);
109 entity olditem = M_ARGV(1, entity);
110 entity frag_attacker = M_ARGV(2, entity);
114 M_ARGV(1, entity) = NULL;
116 ok_DropItem(mon, frag_attacker);
119 MUTATOR_HOOKFUNCTION(ok, ForbidThrowCurrentWeapon)
124 MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
130 entity player = M_ARGV(0, entity);
131 if (!IS_PLAYER(player) || IS_DEAD(player) || STAT(FROZEN, player))
135 if (!PHYS_INPUT_BUTTON_ATCK2(player) || forbidWeaponUse(player) ||
136 !(round_handler_IsActive() && !round_handler_IsRoundStarted()))
140 // Allow secondary blaster during countdown.
141 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
143 .entity weaponentity = weaponentities[slot];
144 Weapon weapon = player.(weaponentity).m_weapon;
145 if (weapon == WEP_Null && slot != 0)
149 weapon.wr_think(weapon, player, weaponentity, 2);
151 PHYS_INPUT_BUTTON_ATCK2(player) = false;
154 MUTATOR_HOOKFUNCTION(ok, ForbidRandomStartWeapons)
159 MUTATOR_HOOKFUNCTION(ok, PlayerWeaponSelect)
161 entity player = M_ARGV(0, entity);
163 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
165 .entity weaponentity = weaponentities[slot];
166 entity thiswep = player.(weaponentity);
168 if(player.ok_lastwep[slot] && player.ok_lastwep[slot] != WEP_Null)
170 Weapon newwep = player.ok_lastwep[slot];
171 if(player.ok_lastwep[slot] == WEP_OVERKILL_HMG)
172 newwep = WEP_OVERKILL_MACHINEGUN;
173 if(player.ok_lastwep[slot] == WEP_OVERKILL_RPC)
174 newwep = WEP_OVERKILL_NEX;
175 thiswep.m_switchweapon = newwep;
176 player.ok_lastwep[slot] = WEP_Null;
181 bool ok_HandleItemWaypoints(entity e)
183 if(!autocvar_g_overkill_itemwaypoints)
184 return false; // don't handle it
188 case ITEM_HealthMega: return true;
189 case ITEM_ArmorMedium: return true;
190 case ITEM_ArmorBig: return true;
191 case ITEM_ArmorMega: return true;
197 MUTATOR_HOOKFUNCTION(ok, Item_RespawnCountdown)
199 entity item = M_ARGV(0, entity);
200 return ok_HandleItemWaypoints(item);
203 MUTATOR_HOOKFUNCTION(ok, Item_ScheduleRespawn)
205 entity item = M_ARGV(0, entity);
206 return ok_HandleItemWaypoints(item);
209 MUTATOR_HOOKFUNCTION(ok, FilterItem)
211 entity item = M_ARGV(0, entity);
219 case ITEM_HealthMega: return autocvar_g_overkill_filter_healthmega;
220 case ITEM_ArmorMedium: return autocvar_g_overkill_filter_armormedium;
221 case ITEM_ArmorBig: return autocvar_g_overkill_filter_armorbig;
222 case ITEM_ArmorMega: return autocvar_g_overkill_filter_armormega;
224 if (!autocvar_g_powerups || !autocvar_g_overkill_powerups_replace)
228 if (item.classname == "item_strength")
230 entity wep = new(weapon_okhmg);
231 setorigin(wep, item.origin);
233 wep.noalign = Item_ShouldKeepPosition(item);
235 wep.team = item.team;
236 wep.respawntime = g_pickup_respawntime_superweapon;
237 wep.pickup_anyway = true;
238 wep.spawnfunc_checked = true;
239 Item_Initialize(wep, "weapon_okhmg");
242 else if (item.classname == "item_shield")
244 entity wep = new(weapon_okrpc);
245 setorigin(wep, item.origin);
247 wep.noalign = Item_ShouldKeepPosition(item);
249 wep.team = item.team;
250 wep.respawntime = g_pickup_respawntime_superweapon;
251 wep.pickup_anyway = true;
252 wep.spawnfunc_checked = true;
253 Item_Initialize(wep, "weapon_okrpc");
259 MUTATOR_HOOKFUNCTION(ok, SetStartItems, CBC_ORDER_LAST)
261 WepSet ok_start_items = (WEPSET(OVERKILL_MACHINEGUN) | WEPSET(OVERKILL_NEX) | WEPSET(OVERKILL_SHOTGUN));
263 if(WEP_OVERKILL_RPC.weaponstart > 0) { ok_start_items |= WEPSET(OVERKILL_RPC); }
264 if(WEP_OVERKILL_HMG.weaponstart > 0) { ok_start_items |= WEPSET(OVERKILL_HMG); }
266 start_items |= IT_UNLIMITED_WEAPON_AMMO;
267 start_weapons = warmup_start_weapons = ok_start_items;
270 MUTATOR_HOOKFUNCTION(ok, SetWeaponArena)
272 // turn weapon arena off
273 M_ARGV(0, string) = "off";
276 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsString)
278 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":OK");
281 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsPrettyString)
283 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Overkill");
286 MUTATOR_HOOKFUNCTION(ok, SetModname)
288 M_ARGV(0, string) = "Overkill";