#ifdef IMPLEMENTATION bool autocvar_g_overkill_powerups_replace; float autocvar_g_overkill_superguns_respawn_time; bool autocvar_g_overkill_100h_anyway; bool autocvar_g_overkill_100a_anyway; bool autocvar_g_overkill_ammo_charge; float autocvar_g_overkill_ammo_charge_notice; float autocvar_g_overkill_ammo_charge_limit; .vector ok_deathloc; .float ok_spawnsys_timer; .float ok_lastwep; .float ok_item; .float ok_notice_time; .float ammo_charge[Weapons_MAX]; .float ok_use_ammocharge = _STAT(OK_AMMO_CHARGE); .float ok_ammo_charge = _STAT(OK_AMMO_CHARGEPOOL); .float ok_pauseregen_finished; void(entity ent, float wep) ok_DecreaseCharge; void ok_Initialize(); REGISTER_MUTATOR(ok, cvar("g_overkill") && !cvar("g_instagib") && !g_nexball && cvar_string("g_mod_balance") == "Overkill") { MUTATOR_ONADD { ok_Initialize(); } MUTATOR_ONREMOVE { WEP_RPC.spawnflags |= WEP_FLAG_MUTATORBLOCKED; WEP_HMG.spawnflags |= WEP_FLAG_MUTATORBLOCKED; } return false; } MUTATOR_HOOKFUNCTION(ok, W_DecreaseAmmo) { entity actor = MUTATOR_ARGV(0, entity); if (actor.ok_use_ammocharge) { ok_DecreaseCharge(actor, PS(actor).m_weapon.m_id); return true; } } MUTATOR_HOOKFUNCTION(ok, W_Reload) { entity actor = MUTATOR_ARGV(0, entity); return actor.ok_use_ammocharge; } void W_Blaster_Attack(entity, float, float, float, float, float, float, float, float, float, float); spawnfunc(weapon_hmg); spawnfunc(weapon_rpc); void ok_DecreaseCharge(entity ent, int wep) { if(!ent.ok_use_ammocharge) return; entity wepent = Weapons_from(wep); if (wepent == WEP_Null) return; // dummy ent.ammo_charge[wep] -= max(0, cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname))); } void ok_IncreaseCharge(entity ent, int wep) { entity wepent = Weapons_from(wep); if (wepent == WEP_Null) return; // dummy if(ent.ok_use_ammocharge) if(!ent.BUTTON_ATCK) // not while attacking? 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); } float ok_CheckWeaponCharge(entity ent, int wep) { if(!ent.ok_use_ammocharge) return true; entity wepent = Weapons_from(wep); if(wepent == WEP_Null) return 0; // dummy return (ent.ammo_charge[wep] >= cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname))); } MUTATOR_HOOKFUNCTION(ok, PlayerDamage_Calculate, CBC_ORDER_LAST) { if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target)) if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER)) { frag_damage = 0; if(frag_attacker != frag_target) if(frag_target.health > 0) if(STAT(FROZEN, frag_target) == 0) if(!IS_DEAD(frag_target)) { Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE); frag_force = '0 0 0'; } } return false; } MUTATOR_HOOKFUNCTION(ok, PlayerDamage_SplitHealthArmor) { if(damage_take) frag_target.ok_pauseregen_finished = max(frag_target.ok_pauseregen_finished, time + 2); return false; } MUTATOR_HOOKFUNCTION(ok, PlayerDies) { entity targ = ((frag_attacker) ? frag_attacker : frag_target); if(IS_MONSTER(frag_target)) { remove(other); // remove default item other = NULL; } entity e = new(droppedweapon); // hax e.ok_item = true; e.noalign = true; e.pickup_anyway = true; e.spawnfunc_checked = true; spawnfunc_item_armor_small(e); e.movetype = MOVETYPE_TOSS; e.gravity = 1; e.reset = SUB_Remove; setorigin(e, frag_target.origin + '0 0 32'); e.velocity = '0 0 200' + normalize(targ.origin - frag_target.origin) * 500; SUB_SetFade(e, time + 5, 1); frag_target.ok_lastwep = PS(frag_target).m_switchweapon.m_id; return false; } MUTATOR_HOOKFUNCTION(ok, MonsterDropItem) { ok_PlayerDies(); } MUTATOR_HOOKFUNCTION(ok, PlayerRegen) {SELFPARAM(); // overkill's values are different, so use custom regen if(!STAT(FROZEN, self)) { 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); 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); float minf, maxf, limitf; maxf = autocvar_g_balance_fuel_rotstable; minf = autocvar_g_balance_fuel_regenstable; limitf = autocvar_g_balance_fuel_limit; 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); } return true; // return true anyway, as frozen uses no regen } MUTATOR_HOOKFUNCTION(ok, ForbidThrowCurrentWeapon) { return true; } MUTATOR_HOOKFUNCTION(ok, PlayerPreThink) {SELFPARAM(); if(intermission_running || gameover) return false; if(IS_DEAD(self) || !IS_PLAYER(self) || STAT(FROZEN, self)) return false; if(self.ok_lastwep) { PS(self).m_switchweapon = Weapons_from(self.ok_lastwep); self.ok_lastwep = 0; } ok_IncreaseCharge(self, PS(self).m_weapon.m_id); if(self.BUTTON_ATCK2) if(!forbidWeaponUse(self) || self.weapon_blocked) // allow if weapon is blocked if(time >= self.jump_interval) { self.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor(); makevectors(self.v_angle); Weapon oldwep = PS(self).m_weapon; PS(self).m_weapon = WEP_BLASTER; W_Blaster_Attack( self, WEP_BLASTER.m_id | HITTYPE_SECONDARY, WEP_CVAR_SEC(vaporizer, shotangle), WEP_CVAR_SEC(vaporizer, damage), WEP_CVAR_SEC(vaporizer, edgedamage), WEP_CVAR_SEC(vaporizer, radius), WEP_CVAR_SEC(vaporizer, force), WEP_CVAR_SEC(vaporizer, speed), WEP_CVAR_SEC(vaporizer, spread), WEP_CVAR_SEC(vaporizer, delay), WEP_CVAR_SEC(vaporizer, lifetime) ); PS(self).m_weapon = oldwep; } self.weapon_blocked = false; self.ok_ammo_charge = self.ammo_charge[PS(self).m_weapon.m_id]; if(self.ok_use_ammocharge) if(!ok_CheckWeaponCharge(self, PS(self).m_weapon.m_id)) { if(autocvar_g_overkill_ammo_charge_notice && time > self.ok_notice_time && self.BUTTON_ATCK && IS_REAL_CLIENT(self) && PS(self).m_weapon == PS(self).m_switchweapon) { //Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_OVERKILL_CHARGE); self.ok_notice_time = time + 2; play2(self, SND(DRYFIRE)); } Weapon wpn = PS(self).m_weapon; .entity weaponentity = weaponentities[0]; // TODO: unhardcode if(self.(weaponentity).state != WS_CLEAR) w_ready(wpn, self, weaponentity, (self.BUTTON_ATCK ? 1 : 0) | (self.BUTTON_ATCK2 ? 2 : 0)); self.weapon_blocked = true; } self.BUTTON_ATCK2 = 0; return false; } MUTATOR_HOOKFUNCTION(ok, PlayerSpawn) {SELFPARAM(); if(autocvar_g_overkill_ammo_charge) { FOREACH(Weapons, it != WEP_Null, LAMBDA(self.ammo_charge[it.m_id] = autocvar_g_overkill_ammo_charge_limit)); self.ok_use_ammocharge = 1; self.ok_notice_time = time; } else self.ok_use_ammocharge = 0; self.ok_pauseregen_finished = time + 2; return false; } void self_spawnfunc_weapon_hmg() { SELFPARAM(); spawnfunc_weapon_hmg(this); } void self_spawnfunc_weapon_rpc() { SELFPARAM(); spawnfunc_weapon_rpc(this); } MUTATOR_HOOKFUNCTION(ok, OnEntityPreSpawn) {SELFPARAM(); if(autocvar_g_powerups) if(autocvar_g_overkill_powerups_replace) { if(self.classname == "item_strength") { entity wep = new(weapon_hmg); setorigin(wep, self.origin); setmodel(wep, MDL_OK_HMG); wep.ok_item = true; wep.noalign = self.noalign; wep.cnt = self.cnt; wep.team = self.team; wep.respawntime = autocvar_g_overkill_superguns_respawn_time; wep.pickup_anyway = true; wep.spawnfunc_checked = true; wep.think = self_spawnfunc_weapon_hmg; wep.nextthink = time + 0.1; return true; } if(self.classname == "item_invincible") { entity wep = new(weapon_rpc); setorigin(wep, self.origin); setmodel(wep, MDL_OK_RPC); wep.ok_item = true; wep.noalign = self.noalign; wep.cnt = self.cnt; wep.team = self.team; wep.respawntime = autocvar_g_overkill_superguns_respawn_time; wep.pickup_anyway = true; wep.spawnfunc_checked = true; wep.think = self_spawnfunc_weapon_rpc; wep.nextthink = time + 0.1; return true; } } return false; } MUTATOR_HOOKFUNCTION(ok, FilterItem) {SELFPARAM(); if(self.ok_item) return false; switch(self.items) { case ITEM_HealthMega.m_itemid: return !(autocvar_g_overkill_100h_anyway); case ITEM_ArmorMega.m_itemid: return !(autocvar_g_overkill_100a_anyway); } return true; } MUTATOR_HOOKFUNCTION(ok, SpectateCopy) {SELFPARAM(); self.ammo_charge[PS(self).m_weapon.m_id] = other.ammo_charge[PS(other).m_weapon.m_id]; self.ok_use_ammocharge = other.ok_use_ammocharge; return false; } MUTATOR_HOOKFUNCTION(ok, SetStartItems) { WepSet ok_start_items = (WEPSET(MACHINEGUN) | WEPSET(VORTEX) | WEPSET(SHOTGUN)); if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET(RPC); } if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET(HMG); } start_items |= IT_UNLIMITED_WEAPON_AMMO; start_weapons = warmup_start_weapons = ok_start_items; return false; } MUTATOR_HOOKFUNCTION(ok, BuildMutatorsString) { ret_string = strcat(ret_string, ":OK"); return false; } MUTATOR_HOOKFUNCTION(ok, BuildMutatorsPrettyString) { ret_string = strcat(ret_string, ", Overkill"); return false; } MUTATOR_HOOKFUNCTION(ok, SetModname) { modname = "Overkill"; return true; } void ok_SetCvars() { // hack to force overkill playermodels cvar_settemp("sv_defaultcharacter", "1"); 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"); 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"); 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"); } void ok_Initialize() { ok_SetCvars(); precache_all_playermodels("models/ok_player/*.dpm"); WEP_RPC.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED; WEP_HMG.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED; WEP_SHOTGUN.mdl = "ok_shotgun"; WEP_MACHINEGUN.mdl = "ok_mg"; WEP_VORTEX.mdl = "ok_sniper"; } #endif