#include "sv_overkill.qh" #include "hmg.qh" #include "rpc.qh" string autocvar_g_overkill; bool autocvar_g_overkill_powerups_replace; bool autocvar_g_overkill_itemwaypoints = true; .Weapon ok_lastwep[MAX_WEAPONSLOTS]; REGISTER_MUTATOR(ok, expr_evaluate(autocvar_g_overkill) && !cvar("g_instagib") && !g_nexball && cvar_string("g_mod_balance") == "Overkill") { MUTATOR_ONADD { precache_all_playermodels("models/ok_player/*.dpm"); if (autocvar_g_overkill_filter_healthmega) { ITEM_HealthMega.spawnflags |= ITEM_FLAG_MUTATORBLOCKED; } if (autocvar_g_overkill_filter_armormedium) { ITEM_ArmorMedium.spawnflags |= ITEM_FLAG_MUTATORBLOCKED; } if (autocvar_g_overkill_filter_armorbig) { ITEM_ArmorBig.spawnflags |= ITEM_FLAG_MUTATORBLOCKED; } if (autocvar_g_overkill_filter_armormega) { ITEM_ArmorMega.spawnflags |= ITEM_FLAG_MUTATORBLOCKED; } 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"; } MUTATOR_ONREMOVE { ITEM_HealthMega.spawnflags &= ~ITEM_FLAG_MUTATORBLOCKED; ITEM_ArmorMedium.spawnflags &= ~ITEM_FLAG_MUTATORBLOCKED; ITEM_ArmorBig.spawnflags &= ~ITEM_FLAG_MUTATORBLOCKED; ITEM_ArmorMega.spawnflags &= ~ITEM_FLAG_MUTATORBLOCKED; WEP_RPC.spawnflags |= WEP_FLAG_MUTATORBLOCKED; WEP_HMG.spawnflags |= WEP_FLAG_MUTATORBLOCKED; } } void W_Blaster_Attack(entity, .entity, float, float, float, float, float, float, float, float, float, float); MUTATOR_HOOKFUNCTION(ok, Damage_Calculate, CBC_ORDER_LAST) { entity frag_attacker = M_ARGV(1, entity); entity frag_target = M_ARGV(2, entity); float frag_deathtype = M_ARGV(3, float); if(IS_PLAYER(frag_attacker) && (IS_PLAYER(frag_target) || IS_VEHICLE(frag_target) || IS_TURRET(frag_target))) if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER)) { if(frag_attacker != frag_target) if(!STAT(FROZEN, frag_target)) if(!IS_DEAD(frag_target)) { Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE); M_ARGV(6, vector) = '0 0 0'; // force } M_ARGV(4, float) = 0; // damage } } void ok_DropItem(entity this, entity targ) { entity e = spawn(); e.ok_item = true; Item_InitializeLoot(e, "item_armor_small", this.origin + '0 0 32', '0 0 200' + normalize(targ.origin - this.origin) * 500, 5); } MUTATOR_HOOKFUNCTION(ok, PlayerDies) { entity frag_attacker = M_ARGV(1, entity); entity frag_target = M_ARGV(2, entity); entity targ = ((frag_attacker) ? frag_attacker : frag_target); ok_DropItem(frag_target, targ); for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; frag_target.ok_lastwep[slot] = frag_target.(weaponentity).m_switchweapon; } } MUTATOR_HOOKFUNCTION(ok, MonsterDropItem) { entity mon = M_ARGV(0, entity); entity olditem = M_ARGV(1, entity); entity frag_attacker = M_ARGV(2, entity); delete(olditem); M_ARGV(1, entity) = NULL; ok_DropItem(mon, frag_attacker); } MUTATOR_HOOKFUNCTION(ok, ForbidThrowCurrentWeapon) { return true; } MUTATOR_HOOKFUNCTION(ok, PlayerPreThink) { if(game_stopped) return; entity player = M_ARGV(0, entity); if(IS_DEAD(player) || !IS_PLAYER(player) || STAT(FROZEN, player)) return; if(PHYS_INPUT_BUTTON_ATCK2(player) && time >= player.jump_interval) if( !forbidWeaponUse(player) || (round_handler_IsActive() && !round_handler_IsRoundStarted()) ) { player.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor(player); makevectors(player.v_angle); for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; if(player.(weaponentity).m_weapon == WEP_Null && slot != 0) continue; Weapon oldwep = player.(weaponentity).m_weapon; player.(weaponentity).m_weapon = WEP_BLASTER; W_Blaster_Attack( player, weaponentity, 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) ); player.(weaponentity).m_weapon = oldwep; } } PHYS_INPUT_BUTTON_ATCK2(player) = false; } MUTATOR_HOOKFUNCTION(ok, ForbidRandomStartWeapons) { return true; } MUTATOR_HOOKFUNCTION(ok, PlayerWeaponSelect) { entity player = M_ARGV(0, entity); for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; entity thiswep = player.(weaponentity); if(player.ok_lastwep[slot] && player.ok_lastwep[slot] != WEP_Null) { Weapon newwep = player.ok_lastwep[slot]; if(player.ok_lastwep[slot] == WEP_HMG) newwep = WEP_MACHINEGUN; if(player.ok_lastwep[slot] == WEP_RPC) newwep = WEP_VORTEX; thiswep.m_switchweapon = newwep; player.ok_lastwep[slot] = WEP_Null; } } } bool ok_HandleItemWaypoints(entity e) { if(!autocvar_g_overkill_itemwaypoints) return false; // don't handle it switch(e.itemdef) { case ITEM_HealthMega: return true; case ITEM_ArmorMedium: return true; case ITEM_ArmorBig: return true; case ITEM_ArmorMega: return true; } return false; } MUTATOR_HOOKFUNCTION(ok, Item_RespawnCountdown) { entity item = M_ARGV(0, entity); return ok_HandleItemWaypoints(item); } MUTATOR_HOOKFUNCTION(ok, Item_ScheduleRespawn) { entity item = M_ARGV(0, entity); return ok_HandleItemWaypoints(item); } MUTATOR_HOOKFUNCTION(ok, FilterItem) { entity item = M_ARGV(0, entity); if (item.ok_item) { return false; } switch(item.itemdef) { case ITEM_HealthMega: return autocvar_g_overkill_filter_healthmega; case ITEM_ArmorMedium: return autocvar_g_overkill_filter_armormedium; case ITEM_ArmorBig: return autocvar_g_overkill_filter_armorbig; case ITEM_ArmorMega: return autocvar_g_overkill_filter_armormega; } if (!autocvar_g_powerups || !autocvar_g_overkill_powerups_replace) { return true; } if (item.classname == "item_strength") { entity wep = new(weapon_hmg); setorigin(wep, item.origin); wep.ok_item = true; wep.noalign = Item_ShouldKeepPosition(item); wep.cnt = item.cnt; wep.team = item.team; wep.respawntime = g_pickup_respawntime_superweapon; wep.pickup_anyway = true; wep.spawnfunc_checked = true; Item_Initialize(wep, "weapon_hmg"); return true; } else if (item.classname == "item_shield") { entity wep = new(weapon_rpc); setorigin(wep, item.origin); wep.ok_item = true; wep.noalign = Item_ShouldKeepPosition(item); wep.cnt = item.cnt; wep.team = item.team; wep.respawntime = g_pickup_respawntime_superweapon; wep.pickup_anyway = true; wep.spawnfunc_checked = true; Item_Initialize(wep, "weapon_rpc"); return true; } return true; } MUTATOR_HOOKFUNCTION(ok, SetStartItems, CBC_ORDER_LAST) { 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; } MUTATOR_HOOKFUNCTION(ok, SetWeaponArena) { // turn weapon arena off M_ARGV(0, string) = "off"; } MUTATOR_HOOKFUNCTION(ok, BuildMutatorsString) { M_ARGV(0, string) = strcat(M_ARGV(0, string), ":OK"); } MUTATOR_HOOKFUNCTION(ok, BuildMutatorsPrettyString) { M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Overkill"); } MUTATOR_HOOKFUNCTION(ok, SetModname) { M_ARGV(0, string) = "Overkill"; return true; }