1 #include "sv_overkill.qh"
6 string autocvar_g_overkill;
8 bool autocvar_g_overkill_powerups_replace;
10 bool autocvar_g_overkill_itemwaypoints = true;
12 .Weapon ok_lastwep[MAX_WEAPONSLOTS];
16 REGISTER_MUTATOR(ok, expr_evaluate(autocvar_g_overkill) && !cvar("g_instagib") && !g_nexball && cvar_string("g_mod_balance") == "Overkill")
25 WEP_RPC.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
26 WEP_HMG.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
30 void W_Blaster_Attack(entity, .entity, float, float, float, float, float, float, float, float, float, float);
32 MUTATOR_HOOKFUNCTION(ok, Damage_Calculate, CBC_ORDER_LAST)
34 entity frag_attacker = M_ARGV(1, entity);
35 entity frag_target = M_ARGV(2, entity);
36 float frag_deathtype = M_ARGV(3, float);
38 if(IS_PLAYER(frag_attacker) && (IS_PLAYER(frag_target) || IS_VEHICLE(frag_target) || IS_TURRET(frag_target)))
39 if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
41 if(frag_attacker != frag_target)
42 if(!STAT(FROZEN, frag_target))
43 if(!IS_DEAD(frag_target))
45 Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE);
46 M_ARGV(6, vector) = '0 0 0'; // force
49 M_ARGV(4, float) = 0; // damage
53 void ok_DropItem(entity this, entity targ)
57 Item_InitializeLoot(e, "item_armor_small", this.origin + '0 0 32',
58 '0 0 200' + normalize(targ.origin - this.origin) * 500, 5);
61 MUTATOR_HOOKFUNCTION(ok, PlayerDies)
63 entity frag_attacker = M_ARGV(1, entity);
64 entity frag_target = M_ARGV(2, entity);
66 entity targ = ((frag_attacker) ? frag_attacker : frag_target);
68 ok_DropItem(frag_target, targ);
70 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
72 .entity weaponentity = weaponentities[slot];
74 frag_target.ok_lastwep[slot] = frag_target.(weaponentity).m_switchweapon;
78 MUTATOR_HOOKFUNCTION(ok, MonsterDropItem)
80 entity mon = M_ARGV(0, entity);
81 entity olditem = M_ARGV(1, entity);
82 entity frag_attacker = M_ARGV(2, entity);
86 M_ARGV(1, entity) = NULL;
88 ok_DropItem(mon, frag_attacker);
91 MUTATOR_HOOKFUNCTION(ok, ForbidThrowCurrentWeapon)
96 MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
101 entity player = M_ARGV(0, entity);
103 if(IS_DEAD(player) || !IS_PLAYER(player) || STAT(FROZEN, player))
106 if(PHYS_INPUT_BUTTON_ATCK2(player) && time >= player.jump_interval)
107 if( !forbidWeaponUse(player)
108 || (round_handler_IsActive() && !round_handler_IsRoundStarted()) )
110 player.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor(player);
111 makevectors(player.v_angle);
113 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
115 .entity weaponentity = weaponentities[slot];
117 if(player.(weaponentity).m_weapon == WEP_Null && slot != 0)
120 Weapon oldwep = player.(weaponentity).m_weapon;
121 player.(weaponentity).m_weapon = WEP_BLASTER;
125 WEP_BLASTER.m_id | HITTYPE_SECONDARY,
126 WEP_CVAR_SEC(vaporizer, shotangle),
127 WEP_CVAR_SEC(vaporizer, damage),
128 WEP_CVAR_SEC(vaporizer, edgedamage),
129 WEP_CVAR_SEC(vaporizer, radius),
130 WEP_CVAR_SEC(vaporizer, force),
131 WEP_CVAR_SEC(vaporizer, speed),
132 WEP_CVAR_SEC(vaporizer, spread),
133 WEP_CVAR_SEC(vaporizer, delay),
134 WEP_CVAR_SEC(vaporizer, lifetime)
136 player.(weaponentity).m_weapon = oldwep;
140 PHYS_INPUT_BUTTON_ATCK2(player) = false;
143 MUTATOR_HOOKFUNCTION(ok, PlayerWeaponSelect)
145 entity player = M_ARGV(0, entity);
147 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
149 .entity weaponentity = weaponentities[slot];
150 entity thiswep = player.(weaponentity);
152 if(player.ok_lastwep[slot] && player.ok_lastwep[slot] != WEP_Null)
154 Weapon newwep = player.ok_lastwep[slot];
155 if(player.ok_lastwep[slot] == WEP_HMG)
156 newwep = WEP_MACHINEGUN;
157 if(player.ok_lastwep[slot] == WEP_RPC)
159 thiswep.m_switchweapon = newwep;
160 player.ok_lastwep[slot] = WEP_Null;
165 void self_spawnfunc_weapon_hmg(entity this) { spawnfunc_weapon_hmg(this); }
166 void self_spawnfunc_weapon_rpc(entity this) { spawnfunc_weapon_rpc(this); }
168 MUTATOR_HOOKFUNCTION(ok, OnEntityPreSpawn)
170 entity ent = M_ARGV(0, entity);
172 if(autocvar_g_powerups)
173 if(autocvar_g_overkill_powerups_replace)
175 if(ent.classname == "item_strength")
177 entity wep = new(weapon_hmg);
178 setorigin(wep, ent.origin);
179 setmodel(wep, MDL_OK_HMG);
181 wep.noalign = ent.noalign;
184 wep.respawntime = g_pickup_respawntime_superweapon;
185 wep.pickup_anyway = true;
186 wep.spawnfunc_checked = true;
187 setthink(wep, self_spawnfunc_weapon_hmg);
188 wep.nextthink = time + 0.1;
191 else if(ent.classname == "item_invincible")
193 entity wep = new(weapon_rpc);
194 setorigin(wep, ent.origin);
195 setmodel(wep, MDL_OK_RPC);
197 wep.noalign = ent.noalign;
200 wep.respawntime = g_pickup_respawntime_superweapon;
201 wep.pickup_anyway = true;
202 wep.spawnfunc_checked = true;
203 setthink(wep, self_spawnfunc_weapon_rpc);
204 wep.nextthink = time + 0.1;
210 bool ok_HandleItemWaypoints(entity e)
212 if(!autocvar_g_overkill_itemwaypoints)
213 return false; // don't handle it
217 case ITEM_HealthMega: return true;
218 case ITEM_ArmorMedium: return true;
219 case ITEM_ArmorBig: return true;
220 case ITEM_ArmorMega: return true;
226 MUTATOR_HOOKFUNCTION(ok, Item_RespawnCountdown)
228 entity item = M_ARGV(0, entity);
229 return ok_HandleItemWaypoints(item);
232 MUTATOR_HOOKFUNCTION(ok, Item_ScheduleRespawn)
234 entity item = M_ARGV(0, entity);
235 return ok_HandleItemWaypoints(item);
238 MUTATOR_HOOKFUNCTION(ok, FilterItem)
240 entity item = M_ARGV(0, entity);
247 case ITEM_HealthMega: return autocvar_g_overkill_filter_healthmega;
248 case ITEM_ArmorMedium: return autocvar_g_overkill_filter_armormedium;
249 case ITEM_ArmorBig: return autocvar_g_overkill_filter_armorbig;
250 case ITEM_ArmorMega: return autocvar_g_overkill_filter_armormega;
256 MUTATOR_HOOKFUNCTION(ok, SetStartItems, CBC_ORDER_LAST)
258 WepSet ok_start_items = (WEPSET(MACHINEGUN) | WEPSET(VORTEX) | WEPSET(SHOTGUN));
260 if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET(RPC); }
261 if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET(HMG); }
263 start_items |= IT_UNLIMITED_WEAPON_AMMO;
264 start_weapons = warmup_start_weapons = ok_start_items;
267 MUTATOR_HOOKFUNCTION(ok, SetWeaponArena)
269 // turn weapon arena off
270 M_ARGV(0, string) = "off";
273 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsString)
275 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":OK");
278 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsPrettyString)
280 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Overkill");
283 MUTATOR_HOOKFUNCTION(ok, SetModname)
285 M_ARGV(0, string) = "Overkill";
291 precache_all_playermodels("models/ok_player/*.dpm");
293 WEP_RPC.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
294 WEP_HMG.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
296 WEP_SHOTGUN.mdl = "ok_shotgun";
297 WEP_MACHINEGUN.mdl = "ok_mg";
298 WEP_VORTEX.mdl = "ok_sniper";