#include "sv_overkill.qh" #include "hmg.qh" #include "rpc.qh" bool autocvar_g_overkill_powerups_replace; bool autocvar_g_overkill_filter_healthmega; bool autocvar_g_overkill_filter_armormedium; bool autocvar_g_overkill_filter_armorbig; bool autocvar_g_overkill_filter_armorlarge; .float ok_item; .Weapon ok_lastwep[MAX_WEAPONSLOTS]; 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; } } void W_Blaster_Attack(entity, .entity, float, float, float, float, float, float, float, float, float, float); spawnfunc(weapon_hmg); spawnfunc(weapon_rpc); MUTATOR_HOOKFUNCTION(ok, PlayerDamage_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)) if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER)) { 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); M_ARGV(6, vector) = '0 0 0'; // force } M_ARGV(4, float) = 0; // damage } } void ok_DropItem(entity this, entity targ) { 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); if (!wasfreed(e)) { // might have been blocked by a mutator set_movetype(e, MOVETYPE_TOSS); e.gravity = 1; e.reset = SUB_Remove; setorigin(e, this.origin + '0 0 32'); e.velocity = '0 0 200' + normalize(targ.origin - this.origin) * 500; SUB_SetFade(e, time + 5, 1); } } 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(intermission_running || gameover) return; entity player = M_ARGV(0, entity); if(IS_DEAD(player) || !IS_PLAYER(player) || STAT(FROZEN, player)) return; 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; } } if(PHYS_INPUT_BUTTON_ATCK2(player)) if( !forbidWeaponUse(player) || player.weapon_blocked // allow if weapon is blocked || (round_handler_IsActive() && !round_handler_IsRoundStarted()) ) if(time >= player.jump_interval) { 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, PlayerSpawn) { entity player = M_ARGV(0, entity); // if player changed their weapon while dead, don't switch to their death weapon if(player.impulse) { for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { player.ok_lastwep[slot] = WEP_Null; } } } void self_spawnfunc_weapon_hmg(entity this) { spawnfunc_weapon_hmg(this); } void self_spawnfunc_weapon_rpc(entity this) { spawnfunc_weapon_rpc(this); } MUTATOR_HOOKFUNCTION(ok, OnEntityPreSpawn) { entity ent = M_ARGV(0, entity); if(autocvar_g_powerups) if(autocvar_g_overkill_powerups_replace) { if(ent.classname == "item_strength") { entity wep = new(weapon_hmg); setorigin(wep, ent.origin); setmodel(wep, MDL_OK_HMG); wep.ok_item = true; wep.noalign = ent.noalign; wep.cnt = ent.cnt; wep.team = ent.team; wep.respawntime = g_pickup_respawntime_superweapon; wep.pickup_anyway = true; wep.spawnfunc_checked = true; setthink(wep, self_spawnfunc_weapon_hmg); wep.nextthink = time + 0.1; return true; } if(ent.classname == "item_invincible") { entity wep = new(weapon_rpc); setorigin(wep, ent.origin); setmodel(wep, MDL_OK_RPC); wep.ok_item = true; wep.noalign = ent.noalign; wep.cnt = ent.cnt; wep.team = ent.team; wep.respawntime = g_pickup_respawntime_superweapon; wep.pickup_anyway = true; wep.spawnfunc_checked = true; setthink(wep, self_spawnfunc_weapon_rpc); wep.nextthink = time + 0.1; return true; } } } 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; // WARNING: next two statements look wrong because of inconsistency between cvar names and code // armor cvars need renaming to be consistent with their health counterparts case ITEM_ArmorLarge: return autocvar_g_overkill_filter_armorbig; case ITEM_ArmorMega: return autocvar_g_overkill_filter_armorlarge; } 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; } 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"; }