WEP_RPC.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
WEP_HMG.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
- WEP_SHOTGUN.mdl = "ok_shotgun";
- WEP_MACHINEGUN.mdl = "ok_mg";
- WEP_VORTEX.mdl = "ok_sniper";
+ //WEP_SHOTGUN.mdl = "ok_shotgun";
+ //WEP_MACHINEGUN.mdl = "ok_mg";
+ //WEP_VORTEX.mdl = "ok_sniper";
}
MUTATOR_ONREMOVE
return true;
}
-MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
-{
- if(game_stopped)
- return;
-
- entity player = M_ARGV(0, entity);
-
- if(IS_DEAD(player) || !IS_PLAYER(player) || STAT(FROZEN, player))
- return;
-
- if(PHYS_INPUT_BUTTON_ATCK2(player) && time >= player.jump_interval)
- if( !forbidWeaponUse(player)
- || (round_handler_IsActive() && !round_handler_IsRoundStarted()) )
- {
- player.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor(player);
- makevectors(player.v_angle);
-
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- .entity weaponentity = weaponentities[slot];
-
- if(player.(weaponentity).m_weapon == WEP_Null && slot != 0)
- continue;
-
- Weapon oldwep = player.(weaponentity).m_weapon;
- player.(weaponentity).m_weapon = WEP_BLASTER;
- W_Blaster_Attack(
- player,
- weaponentity,
- WEP_BLASTER.m_id | HITTYPE_SECONDARY,
- WEP_CVAR_SEC(vaporizer, shotangle),
- WEP_CVAR_SEC(vaporizer, damage),
- WEP_CVAR_SEC(vaporizer, edgedamage),
- WEP_CVAR_SEC(vaporizer, radius),
- WEP_CVAR_SEC(vaporizer, force),
- WEP_CVAR_SEC(vaporizer, speed),
- WEP_CVAR_SEC(vaporizer, spread),
- WEP_CVAR_SEC(vaporizer, delay),
- WEP_CVAR_SEC(vaporizer, lifetime)
- );
- player.(weaponentity).m_weapon = oldwep;
- }
- }
-
- PHYS_INPUT_BUTTON_ATCK2(player) = false;
-}
-
MUTATOR_HOOKFUNCTION(ok, PlayerWeaponSelect)
{
entity player = M_ARGV(0, entity);
setorigin(wep, ent.origin);
setmodel(wep, MDL_OK_HMG);
wep.ok_item = true;
- wep.noalign = ent.noalign;
+ wep.noalign = Item_ShouldKeepPosition(ent);
wep.cnt = ent.cnt;
wep.team = ent.team;
wep.respawntime = g_pickup_respawntime_superweapon;
setorigin(wep, ent.origin);
setmodel(wep, MDL_OK_RPC);
wep.ok_item = true;
- wep.noalign = ent.noalign;
+ wep.noalign = Item_ShouldKeepPosition(ent);
wep.cnt = ent.cnt;
wep.team = ent.team;
wep.respawntime = g_pickup_respawntime_superweapon;
MUTATOR_HOOKFUNCTION(ok, SetStartItems, CBC_ORDER_LAST)
{
- WepSet ok_start_items = (WEPSET(MACHINEGUN) | WEPSET(VORTEX) | WEPSET(SHOTGUN));
+ WepSet ok_start_items = (WEPSET(OVERKILL_MACHINEGUN) | WEPSET(OVERKILL_VORTEX) | WEPSET(OVERKILL_SHOTGUN));
if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET(RPC); }
if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET(HMG); }
M_ARGV(0, string) = "Overkill";
return true;
}
+