#include "sv_overkill.qh"
+#include "okshotgun.qh"
+#include "okhmg.qh"
+#include "okrpc.qh"
+
bool autocvar_g_overkill_powerups_replace;
bool autocvar_g_overkill_itemwaypoints = true;
.Weapon ok_lastwep[MAX_WEAPONSLOTS];
IntrusiveList g_overkill_items;
-STATIC_INIT()
+STATIC_INIT(overkill)
{
g_overkill_items = IL_NEW();
IL_PUSH(g_overkill_items, ITEM_HealthMega);
entity frag_attacker = M_ARGV(1, entity);
entity frag_target = M_ARGV(2, entity);
- entity targ = ((frag_attacker) ? frag_attacker : frag_target);
+ entity targ = ((IS_PLAYER(frag_attacker)) ? frag_attacker : frag_target);
ok_DropItem(frag_target, targ);
{
return;
}
- if (!PHYS_INPUT_BUTTON_ATCK2(player) || forbidWeaponUse(player) ||
+ if (!PHYS_INPUT_BUTTON_ATCK2(player) || weaponLocked(player) ||
!(round_handler_IsActive() && !round_handler_IsRoundStarted()))
{
return;
if(WEP_OVERKILL_RPC.weaponstart > 0) { ok_start_items |= WEPSET(OVERKILL_RPC); }
if(WEP_OVERKILL_HMG.weaponstart > 0) { ok_start_items |= WEPSET(OVERKILL_HMG); }
- start_items |= IT_UNLIMITED_WEAPON_AMMO;
start_weapons = warmup_start_weapons = ok_start_items;
}