1 float g_nix_with_laser;
7 float nix_nextweapon_ammo;
8 .float nix_lastchange_id;
9 .float nix_lastinfotime;
12 .float nix_save_cells;
13 .float nix_save_shells;
14 .float nix_save_nails;
15 .float nix_save_rockets;
17 .float nix_save_weapons;
19 float NIX_CanChooseWeapon(float wpn)
22 e = get_weaponinfo(wpn);
23 if(!e.weapons) // skip dummies
27 if not(g_weaponarena & e.weapons)
32 if(wpn == WEP_LASER && g_nix_with_laser)
34 if not(e.spawnflags & WEP_FLAG_NORMAL)
39 void NIX_ChooseNextWeapon()
42 RandomSelection_Init();
43 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
44 if(NIX_CanChooseWeapon(j))
45 RandomSelection_Add(world, j, string_null, 1, (j != nix_weapon));
46 nix_nextweapon = RandomSelection_chosen_float;
47 nix_nextweapon_ammo = W_AmmoItemCode(nix_nextweapon);
50 void NIX_GiveCurrentWeapon()
55 NIX_ChooseNextWeapon();
57 dt = ceil(nix_nextchange - time);
61 nix_weapon = nix_nextweapon;
62 nix_weapon_ammo = nix_nextweapon_ammo;
64 if (!nix_nextchange) // no round played yet?
65 nix_nextchange = time; // start the first round now!
67 nix_nextchange = time + autocvar_g_balance_nix_roundtime;
68 //weapon_action(nix_weapon, WR_PRECACHE); // forget it, too slow
71 if(nix_nextchange != self.nix_lastchange_id) // this shall only be called once per round!
73 self.nix_lastchange_id = nix_nextchange;
74 if (self.items & IT_UNLIMITED_WEAPON_AMMO)
76 self.ammo_shells = (nix_weapon_ammo & IT_SHELLS) ?
77 autocvar_g_pickup_shells_max : 0;
78 self.ammo_nails = (nix_weapon_ammo & IT_NAILS) ?
79 autocvar_g_pickup_nails_max : 0;
80 self.ammo_rockets = (nix_weapon_ammo & IT_ROCKETS) ?
81 autocvar_g_pickup_rockets_max : 0;
82 self.ammo_cells = (nix_weapon_ammo & IT_CELLS) ?
83 autocvar_g_pickup_cells_max : 0;
84 self.ammo_fuel = (nix_weapon_ammo & IT_FUEL) ?
85 autocvar_g_pickup_fuel_max : 0;
89 self.ammo_shells = (nix_weapon_ammo & IT_SHELLS) ?
90 autocvar_g_balance_nix_ammo_shells : 0;
91 self.ammo_nails = (nix_weapon_ammo & IT_NAILS) ?
92 autocvar_g_balance_nix_ammo_nails : 0;
93 self.ammo_rockets = (nix_weapon_ammo & IT_ROCKETS) ?
94 autocvar_g_balance_nix_ammo_rockets : 0;
95 self.ammo_cells = (nix_weapon_ammo & IT_CELLS) ?
96 autocvar_g_balance_nix_ammo_cells : 0;
97 self.ammo_fuel = (nix_weapon_ammo & IT_FUEL) ?
98 autocvar_g_balance_nix_ammo_fuel : 0;
100 self.nix_nextincr = time + autocvar_g_balance_nix_incrtime;
101 if(dt >= 1 && dt <= 5)
102 self.nix_lastinfotime = -42;
104 Send_CSQC_Centerprint_Generic(self, CPID_NIX_WPNCHANGE, strcat("^2Active weapon: ^3", W_Name(nix_weapon)), 0, 0);
106 weapon_action(nix_weapon, WR_RESETPLAYER);
107 // all weapons must be fully loaded when we spawn
109 e = get_weaponinfo(nix_weapon);
110 if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
111 self.weapon_load[nix_weapon] = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
113 if(self.nix_lastinfotime != dt)
115 self.nix_lastinfotime = dt; // initial value 0 should count as "not seen"
116 if(dt >= 1 && dt <= 5)
117 Send_CSQC_Centerprint_Generic(self, CPID_NIX_WPNCHANGE, strcat("^3%d^2 seconds until weapon change...\n\nNext weapon: ^3", W_Name(nix_nextweapon)), 1, dt);
120 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO) && time > self.nix_nextincr)
122 if (nix_weapon_ammo & IT_SHELLS)
123 self.ammo_shells = self.ammo_shells + autocvar_g_balance_nix_ammoincr_shells;
124 else if (nix_weapon_ammo & IT_NAILS)
125 self.ammo_nails = self.ammo_nails + autocvar_g_balance_nix_ammoincr_nails;
126 else if (nix_weapon_ammo & IT_ROCKETS)
127 self.ammo_rockets = self.ammo_rockets + autocvar_g_balance_nix_ammoincr_rockets;
128 else if (nix_weapon_ammo & IT_CELLS)
129 self.ammo_cells = self.ammo_cells + autocvar_g_balance_nix_ammoincr_cells;
130 if (nix_weapon_ammo & IT_FUEL) // hook uses cells and fuel
131 self.ammo_fuel = self.ammo_fuel + autocvar_g_balance_nix_ammoincr_fuel;
132 self.nix_nextincr = time + autocvar_g_balance_nix_incrtime;
137 self.weapons = self.weapons | WEPBIT_LASER;
138 self.weapons = self.weapons | W_WeaponBit(nix_weapon);
140 if(self.switchweapon != nix_weapon)
141 if(!client_hasweapon(self, self.switchweapon, TRUE, FALSE))
142 if(client_hasweapon(self, nix_weapon, TRUE, FALSE))
143 W_SwitchWeapon(nix_weapon);
149 for (i = WEP_FIRST; i <= WEP_LAST; ++i)
150 if (NIX_CanChooseWeapon(i))
151 weapon_action(i, WR_PRECACHE);
154 MUTATOR_HOOKFUNCTION(nix_ForbidThrowCurrentWeapon)
156 return 1; // no throwing in NIX
159 MUTATOR_HOOKFUNCTION(nix_SetStartItems)
162 // we do NOT change the start weapons any more, so we can later turn off the mutator!
163 // start_weapons = 0; // will be done later, when player spawns
164 // warmup_start_weapons = 0; // will be done later, when player spawns
168 MUTATOR_HOOKFUNCTION(nix_BuildMutatorsString)
170 ret_string = strcat(ret_string, ":NIX");
174 MUTATOR_HOOKFUNCTION(nix_BuildMutatorsPrettyString)
176 ret_string = strcat(ret_string, ", NIX");
180 MUTATOR_HOOKFUNCTION(nix_FilterItem)
189 if (autocvar_g_nix_with_healtharmor)
194 if (autocvar_g_nix_with_powerups)
199 return 1; // delete all other items
202 MUTATOR_HOOKFUNCTION(nix_OnEntityPreSpawn)
204 if(self.classname == "target_items") // items triggers cannot work in nix (as they change weapons/ammo)
209 MUTATOR_HOOKFUNCTION(nix_PlayerPreThink)
211 if(!intermission_running)
212 if(self.deadflag == DEAD_NO)
213 if(self.classname == "player")
214 NIX_GiveCurrentWeapon();
218 MUTATOR_HOOKFUNCTION(nix_PlayerSpawn)
220 self.nix_lastchange_id = -1;
221 NIX_GiveCurrentWeapon(); // overrides the weapons you got when spawning
225 MUTATOR_DEFINITION(mutator_nix)
229 MUTATOR_HOOK(ForbidThrowCurrentWeapon, nix_ForbidThrowCurrentWeapon, CBC_ORDER_ANY);
230 MUTATOR_HOOK(SetStartItems, nix_SetStartItems, CBC_ORDER_EXCLUSIVE);
231 MUTATOR_HOOK(BuildMutatorsString, nix_BuildMutatorsString, CBC_ORDER_ANY);
232 MUTATOR_HOOK(BuildMutatorsPrettyString, nix_BuildMutatorsPrettyString, CBC_ORDER_ANY);
233 MUTATOR_HOOK(FilterItem, nix_FilterItem, CBC_ORDER_ANY);
234 MUTATOR_HOOK(OnEntityPreSpawn, nix_OnEntityPreSpawn, CBC_ORDER_ANY);
235 MUTATOR_HOOK(PlayerPreThink, nix_PlayerPreThink, CBC_ORDER_ANY);
236 MUTATOR_HOOK(PlayerSpawn, nix_PlayerSpawn, CBC_ORDER_ANY);
240 g_nix_with_laser = autocvar_g_nix_with_laser;
249 if(e.deadflag == DEAD_NO)
251 e.nix_save_cells = e.ammo_cells;
252 e.nix_save_shells = e.ammo_shells;
253 e.nix_save_nails = e.ammo_nails;
254 e.nix_save_rockets = e.ammo_rockets;
255 e.nix_save_fuel = e.ammo_fuel;
256 e.nix_save_weapons = e.weapons;
260 e.nix_save_cells = 0;
261 e.nix_save_shells = 0;
262 e.nix_save_nails = 0;
263 e.nix_save_rockets = 0;
265 e.nix_save_weapons = 0;
272 // as the PlayerSpawn hook will no longer run, NIX is turned off by this!
274 FOR_EACH_PLAYER(e) if(e.deadflag == DEAD_NO)
276 e.ammo_cells = max(start_ammo_cells, e.nix_save_cells);
277 e.ammo_shells = max(start_ammo_shells, e.nix_save_shells);
278 e.ammo_nails = max(start_ammo_nails, e.nix_save_nails);
279 e.ammo_rockets = max(start_ammo_rockets, e.nix_save_rockets);
280 e.ammo_fuel = max(start_ammo_fuel, e.nix_save_fuel);
281 e.weapons = (start_weapons | e.nix_save_weapons);
282 if(!client_hasweapon(e, e.weapon, TRUE, FALSE))
283 e.switchweapon = w_getbestweapon(self);