1 #include "sv_overkill.qh"
3 bool autocvar_g_overkill_powerups_replace;
4 float autocvar_g_overkill_superguns_respawn_time;
5 bool autocvar_g_overkill_100h_anyway;
6 bool autocvar_g_overkill_100a_anyway;
7 bool autocvar_g_overkill_ammo_charge;
8 float autocvar_g_overkill_ammo_charge_notice;
9 float autocvar_g_overkill_ammo_charge_limit;
12 .float ok_spawnsys_timer;
16 .float ok_notice_time;
17 .float ammo_charge[Weapons_MAX];
18 .float ok_use_ammocharge = _STAT(OK_AMMO_CHARGE);
19 .float ok_ammo_charge = _STAT(OK_AMMO_CHARGEPOOL);
21 .float ok_pauseregen_finished;
23 void(entity ent, float wep) ok_DecreaseCharge;
27 REGISTER_MUTATOR(ok, cvar("g_overkill") && !cvar("g_instagib") && !g_nexball && cvar_string("g_mod_balance") == "Overkill")
36 WEP_RPC.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
37 WEP_HMG.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
41 MUTATOR_HOOKFUNCTION(ok, W_DecreaseAmmo)
43 entity actor = M_ARGV(0, entity);
44 if (actor.ok_use_ammocharge)
46 ok_DecreaseCharge(actor, PS(actor).m_weapon.m_id);
51 MUTATOR_HOOKFUNCTION(ok, W_Reload)
53 entity actor = M_ARGV(0, entity);
54 return actor.ok_use_ammocharge;
57 void W_Blaster_Attack(entity, .entity, float, float, float, float, float, float, float, float, float, float);
58 spawnfunc(weapon_hmg);
59 spawnfunc(weapon_rpc);
61 void ok_DecreaseCharge(entity ent, int wep)
63 if(!ent.ok_use_ammocharge) return;
65 entity wepent = Weapons_from(wep);
67 if (wepent == WEP_Null) return; // dummy
69 ent.ammo_charge[wep] -= max(0, cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname)));
72 void ok_IncreaseCharge(entity ent, int wep)
74 entity wepent = Weapons_from(wep);
76 if (wepent == WEP_Null) return; // dummy
78 if(ent.ok_use_ammocharge)
79 if(!PHYS_INPUT_BUTTON_ATCK(ent)) // not while attacking?
80 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);
83 float ok_CheckWeaponCharge(entity ent, int wep)
85 if(!ent.ok_use_ammocharge) return true;
87 entity wepent = Weapons_from(wep);
89 if(wepent == WEP_Null) return false; // dummy
91 return (ent.ammo_charge[wep] >= cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname)));
94 MUTATOR_HOOKFUNCTION(ok, PlayerDamage_Calculate, CBC_ORDER_LAST)
96 entity frag_attacker = M_ARGV(1, entity);
97 entity frag_target = M_ARGV(2, entity);
98 float frag_deathtype = M_ARGV(3, float);
100 if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target))
101 if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
103 if(frag_attacker != frag_target)
104 if(frag_target.health > 0)
105 if(STAT(FROZEN, frag_target) == 0)
106 if(!IS_DEAD(frag_target))
108 Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE);
109 M_ARGV(6, vector) = '0 0 0';
112 M_ARGV(4, float) = 0;
116 MUTATOR_HOOKFUNCTION(ok, PlayerDamage_SplitHealthArmor)
118 entity frag_target = M_ARGV(2, entity);
119 float damage_take = M_ARGV(4, float);
122 frag_target.ok_pauseregen_finished = max(frag_target.ok_pauseregen_finished, time + 2);
125 void ok_DropItem(entity this, entity targ)
127 entity e = new(droppedweapon); // hax
130 e.pickup_anyway = true;
131 e.spawnfunc_checked = true;
132 spawnfunc_item_armor_small(e);
133 if (!wasfreed(e)) { // might have been blocked by a mutator
134 set_movetype(e, MOVETYPE_TOSS);
136 e.reset = SUB_Remove;
137 setorigin(e, this.origin + '0 0 32');
138 e.velocity = '0 0 200' + normalize(targ.origin - this.origin) * 500;
139 SUB_SetFade(e, time + 5, 1);
143 MUTATOR_HOOKFUNCTION(ok, PlayerDies)
145 entity frag_attacker = M_ARGV(1, entity);
146 entity frag_target = M_ARGV(2, entity);
148 entity targ = ((frag_attacker) ? frag_attacker : frag_target);
150 ok_DropItem(frag_target, targ);
152 frag_target.ok_lastwep = PS(frag_target).m_switchweapon.m_id;
155 MUTATOR_HOOKFUNCTION(ok, MonsterDropItem)
157 entity mon = M_ARGV(0, entity);
158 entity olditem = M_ARGV(1, entity);
159 entity frag_attacker = M_ARGV(2, entity);
163 M_ARGV(1, entity) = NULL;
165 ok_DropItem(mon, frag_attacker);
168 MUTATOR_HOOKFUNCTION(ok, PlayerRegen)
170 entity player = M_ARGV(0, entity);
172 // overkill's values are different, so use custom regen
173 if(!STAT(FROZEN, player))
175 player.armorvalue = CalcRotRegen(player.armorvalue, autocvar_g_balance_armor_regenstable, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
176 1 * frametime * (time > player.ok_pauseregen_finished), 0, 0, 1, 1 * frametime * (time > player.pauserotarmor_finished), autocvar_g_balance_armor_limit);
177 player.health = CalcRotRegen(player.health, autocvar_g_balance_health_regenstable, 0, 100, 1 * frametime * (time > player.ok_pauseregen_finished), 200, 0,
178 autocvar_g_balance_health_rotlinear, 1 * frametime * (time > player.pauserothealth_finished), autocvar_g_balance_health_limit);
180 float minf, maxf, limitf;
182 maxf = autocvar_g_balance_fuel_rotstable;
183 minf = autocvar_g_balance_fuel_regenstable;
184 limitf = autocvar_g_balance_fuel_limit;
186 player.ammo_fuel = CalcRotRegen(player.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
187 frametime * (time > player.pauseregen_finished) * ((player.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > player.pauserotfuel_finished), limitf);
189 return true; // return true anyway, as frozen uses no regen
192 MUTATOR_HOOKFUNCTION(ok, ForbidThrowCurrentWeapon)
197 MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
199 if(intermission_running || gameover)
202 entity player = M_ARGV(0, entity);
204 if(IS_DEAD(player) || !IS_PLAYER(player) || STAT(FROZEN, player))
207 if(player.ok_lastwep)
209 Weapon newwep = Weapons_from(player.ok_lastwep);
210 if(player.ok_lastwep == WEP_HMG.m_id)
211 newwep = WEP_MACHINEGUN;
212 if(player.ok_lastwep == WEP_RPC.m_id)
214 PS(player).m_switchweapon = newwep;
215 player.ok_lastwep = 0;
218 ok_IncreaseCharge(player, PS(player).m_weapon.m_id);
220 if(PHYS_INPUT_BUTTON_ATCK2(player))
221 if(!forbidWeaponUse(player) || player.weapon_blocked) // allow if weapon is blocked
222 if(time >= player.jump_interval)
224 player.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor(player);
225 makevectors(player.v_angle);
227 Weapon oldwep = PS(player).m_weapon;
228 PS(player).m_weapon = WEP_BLASTER;
231 weaponentities[0], // TODO: unhardcode
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)
243 PS(player).m_weapon = oldwep;
246 player.weapon_blocked = false;
248 player.ok_ammo_charge = player.ammo_charge[PS(player).m_weapon.m_id];
250 if(player.ok_use_ammocharge)
251 if(!ok_CheckWeaponCharge(player, PS(player).m_weapon.m_id))
253 if(autocvar_g_overkill_ammo_charge_notice && time > player.ok_notice_time && PHYS_INPUT_BUTTON_ATCK(player) && IS_REAL_CLIENT(player) && PS(player).m_weapon == PS(player).m_switchweapon)
255 //Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_OVERKILL_CHARGE);
256 player.ok_notice_time = time + 2;
257 play2(player, SND(DRYFIRE));
259 Weapon wpn = PS(player).m_weapon;
260 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
261 if(player.(weaponentity).state != WS_CLEAR)
262 w_ready(wpn, player, weaponentity, PHYS_INPUT_BUTTON_ATCK(player) | (PHYS_INPUT_BUTTON_ATCK2(player) << 1));
264 player.weapon_blocked = true;
267 PHYS_INPUT_BUTTON_ATCK2(player) = false;
270 MUTATOR_HOOKFUNCTION(ok, PlayerSpawn)
272 entity player = M_ARGV(0, entity);
274 if(autocvar_g_overkill_ammo_charge)
276 FOREACH(Weapons, it != WEP_Null, LAMBDA(player.ammo_charge[it.m_id] = autocvar_g_overkill_ammo_charge_limit));
278 player.ok_use_ammocharge = 1;
279 player.ok_notice_time = time;
282 player.ok_use_ammocharge = 0;
284 // if player changed their weapon while dead, don't switch to their death weapon
286 player.ok_lastwep = 0;
288 player.ok_pauseregen_finished = time + 2;
291 void self_spawnfunc_weapon_hmg(entity this) { spawnfunc_weapon_hmg(this); }
292 void self_spawnfunc_weapon_rpc(entity this) { spawnfunc_weapon_rpc(this); }
294 MUTATOR_HOOKFUNCTION(ok, OnEntityPreSpawn)
296 entity ent = M_ARGV(0, entity);
298 if(autocvar_g_powerups)
299 if(autocvar_g_overkill_powerups_replace)
301 if(ent.classname == "item_strength")
303 entity wep = new(weapon_hmg);
304 setorigin(wep, ent.origin);
305 setmodel(wep, MDL_OK_HMG);
307 wep.noalign = ent.noalign;
310 wep.respawntime = autocvar_g_overkill_superguns_respawn_time;
311 wep.pickup_anyway = true;
312 wep.spawnfunc_checked = true;
313 setthink(wep, self_spawnfunc_weapon_hmg);
314 wep.nextthink = time + 0.1;
318 if(ent.classname == "item_invincible")
320 entity wep = new(weapon_rpc);
321 setorigin(wep, ent.origin);
322 setmodel(wep, MDL_OK_RPC);
324 wep.noalign = ent.noalign;
327 wep.respawntime = autocvar_g_overkill_superguns_respawn_time;
328 wep.pickup_anyway = true;
329 wep.spawnfunc_checked = true;
330 setthink(wep, self_spawnfunc_weapon_rpc);
331 wep.nextthink = time + 0.1;
337 MUTATOR_HOOKFUNCTION(ok, FilterItem)
339 entity item = M_ARGV(0, entity);
346 case ITEM_HealthMega.m_itemid: return !(autocvar_g_overkill_100h_anyway);
347 case ITEM_ArmorMega.m_itemid: return !(autocvar_g_overkill_100a_anyway);
353 MUTATOR_HOOKFUNCTION(ok, SpectateCopy)
355 entity spectatee = M_ARGV(0, entity);
356 entity client = M_ARGV(1, entity);
358 client.ammo_charge[PS(client).m_weapon.m_id] = spectatee.ammo_charge[PS(spectatee).m_weapon.m_id];
359 client.ok_use_ammocharge = spectatee.ok_use_ammocharge;
362 MUTATOR_HOOKFUNCTION(ok, SetStartItems)
364 WepSet ok_start_items = (WEPSET(MACHINEGUN) | WEPSET(VORTEX) | WEPSET(SHOTGUN));
366 if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET(RPC); }
367 if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET(HMG); }
369 start_items |= IT_UNLIMITED_WEAPON_AMMO;
370 start_weapons = warmup_start_weapons = ok_start_items;
373 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsString)
375 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":OK");
378 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsPrettyString)
380 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Overkill");
383 MUTATOR_HOOKFUNCTION(ok, SetModname)
385 M_ARGV(0, string) = "Overkill";
391 // hack to force overkill playermodels
392 cvar_settemp("sv_defaultcharacter", "1");
393 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");
394 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");
395 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");
402 precache_all_playermodels("models/ok_player/*.dpm");
404 WEP_RPC.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
405 WEP_HMG.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
407 WEP_SHOTGUN.mdl = "ok_shotgun";
408 WEP_MACHINEGUN.mdl = "ok_mg";
409 WEP_VORTEX.mdl = "ok_sniper";