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1 #ifdef IMPLEMENTATION
2 bool autocvar_g_overkill_powerups_replace;
3 float autocvar_g_overkill_superguns_respawn_time;
4 bool autocvar_g_overkill_100h_anyway;
5 bool autocvar_g_overkill_100a_anyway;
6 bool autocvar_g_overkill_ammo_charge;
7 float autocvar_g_overkill_ammo_charge_notice;
8 float autocvar_g_overkill_ammo_charge_limit;
9
10 .vector ok_deathloc;
11 .float ok_spawnsys_timer;
12 .float ok_lastwep;
13 .float ok_item;
14
15 .float ok_notice_time;
16 .float ammo_charge[Weapons_MAX];
17 .float ok_use_ammocharge = _STAT(OK_AMMO_CHARGE);
18 .float ok_ammo_charge = _STAT(OK_AMMO_CHARGEPOOL);
19
20 .float ok_pauseregen_finished;
21
22 void(entity ent, float wep) ok_DecreaseCharge;
23
24 void ok_Initialize();
25
26 REGISTER_MUTATOR(ok, cvar("g_overkill") && !cvar("g_instagib") && !g_nexball && cvar_string("g_mod_balance") == "Overkill")
27 {
28         MUTATOR_ONADD
29         {
30                 ok_Initialize();
31         }
32
33         MUTATOR_ONREMOVE
34         {
35                 WEP_RPC.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
36                 WEP_HMG.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
37         }
38
39         return false;
40 }
41
42 MUTATOR_HOOKFUNCTION(ok, W_DecreaseAmmo)
43 {
44         entity actor = M_ARGV(0, entity);
45         if (actor.ok_use_ammocharge)
46         {
47                 ok_DecreaseCharge(actor, PS(actor).m_weapon.m_id);
48                 return true;
49         }
50 }
51
52 MUTATOR_HOOKFUNCTION(ok, W_Reload)
53 {
54         entity actor = M_ARGV(0, entity);
55         return actor.ok_use_ammocharge;
56 }
57
58 void W_Blaster_Attack(entity, float, float, float, float, float, float, float, float, float, float);
59 spawnfunc(weapon_hmg);
60 spawnfunc(weapon_rpc);
61
62 void ok_DecreaseCharge(entity ent, int wep)
63 {
64         if(!ent.ok_use_ammocharge) return;
65
66         entity wepent = Weapons_from(wep);
67
68         if (wepent == WEP_Null) return;  // dummy
69
70         ent.ammo_charge[wep] -= max(0, cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname)));
71 }
72
73 void ok_IncreaseCharge(entity ent, int wep)
74 {
75         entity wepent = Weapons_from(wep);
76
77         if (wepent == WEP_Null) return;  // dummy
78
79         if(ent.ok_use_ammocharge)
80         if(!PHYS_INPUT_BUTTON_ATCK(ent)) // not while attacking?
81                 ent.ammo_charge[wep] = min(autocvar_g_overkill_ammo_charge_limit, ent.ammo_charge[wep] + cvar(sprintf("g_overkill_ammo_charge_rate_%s", wepent.netname)) * frametime / W_TICSPERFRAME);
82 }
83
84 float ok_CheckWeaponCharge(entity ent, int wep)
85 {
86         if(!ent.ok_use_ammocharge) return true;
87
88         entity wepent = Weapons_from(wep);
89
90         if(wepent == WEP_Null) return 0;  // dummy
91
92         return (ent.ammo_charge[wep] >= cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname)));
93 }
94
95 MUTATOR_HOOKFUNCTION(ok, PlayerDamage_Calculate, CBC_ORDER_LAST)
96 {
97         entity frag_attacker = M_ARGV(1, entity);
98         entity frag_target = M_ARGV(2, entity);
99         float frag_deathtype = M_ARGV(3, float);
100         float frag_damage = M_ARGV(4, float);
101         vector frag_force = M_ARGV(6, vector);
102
103         if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target))
104         if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
105         {
106                 frag_damage = 0;
107
108                 if(frag_attacker != frag_target)
109                 if(frag_target.health > 0)
110                 if(STAT(FROZEN, frag_target) == 0)
111                 if(!IS_DEAD(frag_target))
112                 {
113                         Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE);
114                         frag_force = '0 0 0';
115                 }
116
117                 M_ARGV(4, float) = frag_damage;
118                 M_ARGV(6, vector) = frag_force;
119         }
120
121         return false;
122 }
123
124 MUTATOR_HOOKFUNCTION(ok, PlayerDamage_SplitHealthArmor)
125 {
126         entity frag_target = M_ARGV(2, entity);
127         float damage_take = M_ARGV(4, float);
128
129         if(damage_take)
130                 frag_target.ok_pauseregen_finished = max(frag_target.ok_pauseregen_finished, time + 2);
131 }
132
133 void ok_DropItem(entity this, entity targ)
134 {
135         entity e = new(droppedweapon); // hax
136         e.ok_item = true;
137         e.noalign = true;
138         e.pickup_anyway = true;
139         e.spawnfunc_checked = true;
140         WITHSELF(e, spawnfunc_item_armor_small(e));
141         if (!wasfreed(e)) { // might have been blocked by a mutator
142         e.movetype = MOVETYPE_TOSS;
143         e.gravity = 1;
144         e.reset = SUB_Remove;
145         setorigin(e, this.origin + '0 0 32');
146         e.velocity = '0 0 200' + normalize(targ.origin - this.origin) * 500;
147         SUB_SetFade(e, time + 5, 1);
148         }
149 }
150
151 MUTATOR_HOOKFUNCTION(ok, PlayerDies)
152 {
153         entity frag_attacker = M_ARGV(1, entity);
154         entity frag_target = M_ARGV(2, entity);
155
156         entity targ = ((frag_attacker) ? frag_attacker : frag_target);
157
158         ok_DropItem(frag_target, targ);
159
160         frag_target.ok_lastwep = PS(frag_target).m_switchweapon.m_id;
161 }
162
163 MUTATOR_HOOKFUNCTION(ok, MonsterDropItem)
164 {
165         entity mon = M_ARGV(0, entity);
166         entity olditem = M_ARGV(1, entity);
167         entity frag_attacker = M_ARGV(2, entity);
168
169         remove(olditem);
170
171         M_ARGV(1, entity) = NULL;
172
173         ok_DropItem(mon, frag_attacker);
174 }
175
176 MUTATOR_HOOKFUNCTION(ok, PlayerRegen)
177 {SELFPARAM();
178         // overkill's values are different, so use custom regen
179         if(!STAT(FROZEN, self))
180         {
181                 self.armorvalue = CalcRotRegen(self.armorvalue, autocvar_g_balance_armor_regenstable, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, 1 * frametime * (time > self.ok_pauseregen_finished), 0, 0, 1, 1 * frametime * (time > self.pauserotarmor_finished), autocvar_g_balance_armor_limit);
182                 self.health = CalcRotRegen(self.health, autocvar_g_balance_health_regenstable, 0, 100, 1 * frametime * (time > self.ok_pauseregen_finished), 200, 0, autocvar_g_balance_health_rotlinear, 1 * frametime * (time > self.pauserothealth_finished), autocvar_g_balance_health_limit);
183
184                 float minf, maxf, limitf;
185
186                 maxf = autocvar_g_balance_fuel_rotstable;
187                 minf = autocvar_g_balance_fuel_regenstable;
188                 limitf = autocvar_g_balance_fuel_limit;
189
190                 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > self.pauseregen_finished) * ((self.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > self.pauserotfuel_finished), limitf);
191         }
192         return true; // return true anyway, as frozen uses no regen
193 }
194
195 MUTATOR_HOOKFUNCTION(ok, ForbidThrowCurrentWeapon)
196 {
197         return true;
198 }
199
200 MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
201 {SELFPARAM();
202         if(intermission_running || gameover)
203                 return false;
204
205         if(IS_DEAD(self) || !IS_PLAYER(self) || STAT(FROZEN, self))
206                 return false;
207
208         if(self.ok_lastwep)
209         {
210                 Weapon newwep = Weapons_from(self.ok_lastwep);
211                 if(self.ok_lastwep == WEP_HMG.m_id)
212                         newwep = WEP_MACHINEGUN;
213                 if(self.ok_lastwep == WEP_RPC.m_id)
214                         newwep = WEP_VORTEX;
215                 PS(self).m_switchweapon = newwep;
216                 self.ok_lastwep = 0;
217         }
218
219         ok_IncreaseCharge(self, PS(self).m_weapon.m_id);
220
221         if(PHYS_INPUT_BUTTON_ATCK2(self))
222         if(!forbidWeaponUse(self) || self.weapon_blocked) // allow if weapon is blocked
223         if(time >= self.jump_interval)
224         {
225                 self.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor(this);
226                 makevectors(self.v_angle);
227
228                 Weapon oldwep = PS(self).m_weapon;
229                 PS(self).m_weapon = WEP_BLASTER;
230                 W_Blaster_Attack(
231                         self,
232                         WEP_BLASTER.m_id | HITTYPE_SECONDARY,
233                         WEP_CVAR_SEC(vaporizer, shotangle),
234                         WEP_CVAR_SEC(vaporizer, damage),
235                         WEP_CVAR_SEC(vaporizer, edgedamage),
236                         WEP_CVAR_SEC(vaporizer, radius),
237                         WEP_CVAR_SEC(vaporizer, force),
238                         WEP_CVAR_SEC(vaporizer, speed),
239                         WEP_CVAR_SEC(vaporizer, spread),
240                         WEP_CVAR_SEC(vaporizer, delay),
241                         WEP_CVAR_SEC(vaporizer, lifetime)
242                 );
243                 PS(self).m_weapon = oldwep;
244         }
245
246         self.weapon_blocked = false;
247
248         self.ok_ammo_charge = self.ammo_charge[PS(self).m_weapon.m_id];
249
250         if(self.ok_use_ammocharge)
251         if(!ok_CheckWeaponCharge(self, PS(self).m_weapon.m_id))
252         {
253                 if(autocvar_g_overkill_ammo_charge_notice && time > self.ok_notice_time && PHYS_INPUT_BUTTON_ATCK(self) && IS_REAL_CLIENT(self) && PS(self).m_weapon == PS(self).m_switchweapon)
254                 {
255                         //Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_OVERKILL_CHARGE);
256                         self.ok_notice_time = time + 2;
257                         play2(self, SND(DRYFIRE));
258                 }
259                 Weapon wpn = PS(self).m_weapon;
260                 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
261                 if(self.(weaponentity).state != WS_CLEAR)
262                         w_ready(wpn, self, weaponentity, PHYS_INPUT_BUTTON_ATCK(self) | (PHYS_INPUT_BUTTON_ATCK2(self) << 1));
263
264                 self.weapon_blocked = true;
265         }
266
267         PHYS_INPUT_BUTTON_ATCK2(self) = false;
268
269         return false;
270 }
271
272 MUTATOR_HOOKFUNCTION(ok, PlayerSpawn)
273 {
274         entity player = M_ARGV(0, entity);
275
276         if(autocvar_g_overkill_ammo_charge)
277         {
278                 FOREACH(Weapons, it != WEP_Null, LAMBDA(player.ammo_charge[it.m_id] = autocvar_g_overkill_ammo_charge_limit));
279
280                 player.ok_use_ammocharge = 1;
281                 player.ok_notice_time = time;
282         }
283         else
284                 player.ok_use_ammocharge = 0;
285
286         // if player changed their weapon while dead, don't switch to their death weapon
287         if(player.impulse)
288                 player.ok_lastwep = 0;
289
290         player.ok_pauseregen_finished = time + 2;
291
292         return false;
293 }
294
295 void self_spawnfunc_weapon_hmg(entity this) { spawnfunc_weapon_hmg(this); }
296 void self_spawnfunc_weapon_rpc(entity this) { spawnfunc_weapon_rpc(this); }
297
298 MUTATOR_HOOKFUNCTION(ok, OnEntityPreSpawn)
299 {
300         entity ent = M_ARGV(0, entity);
301
302         if(autocvar_g_powerups)
303         if(autocvar_g_overkill_powerups_replace)
304         {
305                 if(ent.classname == "item_strength")
306                 {
307                         entity wep = new(weapon_hmg);
308                         setorigin(wep, ent.origin);
309                         setmodel(wep, MDL_OK_HMG);
310                         wep.ok_item = true;
311                         wep.noalign = ent.noalign;
312                         wep.cnt = ent.cnt;
313                         wep.team = ent.team;
314                         wep.respawntime = autocvar_g_overkill_superguns_respawn_time;
315                         wep.pickup_anyway = true;
316                         wep.spawnfunc_checked = true;
317                         setthink(wep, self_spawnfunc_weapon_hmg);
318                         wep.nextthink = time + 0.1;
319                         return true;
320                 }
321
322                 if(ent.classname == "item_invincible")
323                 {
324                         entity wep = new(weapon_rpc);
325                         setorigin(wep, ent.origin);
326                         setmodel(wep, MDL_OK_RPC);
327                         wep.ok_item = true;
328                         wep.noalign = ent.noalign;
329                         wep.cnt = ent.cnt;
330                         wep.team = ent.team;
331                         wep.respawntime = autocvar_g_overkill_superguns_respawn_time;
332                         wep.pickup_anyway = true;
333                         wep.spawnfunc_checked = true;
334                         setthink(wep, self_spawnfunc_weapon_rpc);
335                         wep.nextthink = time + 0.1;
336                         return true;
337                 }
338         }
339
340         return false;
341 }
342
343 MUTATOR_HOOKFUNCTION(ok, FilterItem)
344 {
345         entity item = M_ARGV(0, entity);
346
347         if(item.ok_item)
348                 return false;
349
350         switch(item.items)
351         {
352                 case ITEM_HealthMega.m_itemid: return !(autocvar_g_overkill_100h_anyway);
353                 case ITEM_ArmorMega.m_itemid: return !(autocvar_g_overkill_100a_anyway);
354         }
355
356         return true;
357 }
358
359 MUTATOR_HOOKFUNCTION(ok, SpectateCopy)
360 {
361         entity spectatee = M_ARGV(0, entity);
362         entity client = M_ARGV(1, entity);
363
364         client.ammo_charge[PS(client).m_weapon.m_id] = spectatee.ammo_charge[PS(spectatee).m_weapon.m_id];
365         client.ok_use_ammocharge = spectatee.ok_use_ammocharge;
366 }
367
368 MUTATOR_HOOKFUNCTION(ok, SetStartItems)
369 {
370         WepSet ok_start_items = (WEPSET(MACHINEGUN) | WEPSET(VORTEX) | WEPSET(SHOTGUN));
371
372         if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET(RPC); }
373         if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET(HMG); }
374
375         start_items |= IT_UNLIMITED_WEAPON_AMMO;
376         start_weapons = warmup_start_weapons = ok_start_items;
377
378         return false;
379 }
380
381 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsString)
382 {
383         M_ARGV(0, string) = strcat(M_ARGV(0, string), ":OK");
384 }
385
386 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsPrettyString)
387 {
388         M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Overkill");
389 }
390
391 MUTATOR_HOOKFUNCTION(ok, SetModname)
392 {
393         M_ARGV(0, string) = "Overkill";
394         return true;
395 }
396
397 void ok_SetCvars()
398 {
399         // hack to force overkill playermodels
400         cvar_settemp("sv_defaultcharacter", "1");
401         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");
402         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");
403         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");
404 }
405
406 void ok_Initialize()
407 {
408         ok_SetCvars();
409
410         precache_all_playermodels("models/ok_player/*.dpm");
411
412         WEP_RPC.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
413         WEP_HMG.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
414
415         WEP_SHOTGUN.mdl = "ok_shotgun";
416         WEP_MACHINEGUN.mdl = "ok_mg";
417         WEP_VORTEX.mdl = "ok_sniper";
418 }
419 #endif