#include "sv_overkill.qh" #include "okshotgun.qh" #include "okhmg.qh" #include "okrpc.qh" bool autocvar_g_overkill_powerups_replace; bool autocvar_g_overkill_itemwaypoints = true; .Weapon ok_lastwep[MAX_WEAPONSLOTS]; IntrusiveList g_overkill_items; STATIC_INIT() { g_overkill_items = IL_NEW(); IL_PUSH(g_overkill_items, ITEM_HealthMega); IL_PUSH(g_overkill_items, ITEM_ArmorSmall); IL_PUSH(g_overkill_items, ITEM_ArmorMedium); IL_PUSH(g_overkill_items, ITEM_ArmorBig); IL_PUSH(g_overkill_items, ITEM_ArmorMega); } /// \brief Returns a random classname of the overkill item. /// \param[in] prefix Prefix of the cvars that hold probabilities. /// \return Random classname of the overkill item. string RandomItems_GetRandomOverkillItemClassName(string prefix) { RandomSelection_Init(); IL_EACH(g_overkill_items, !(it.spawnflags & ITEM_FLAG_MUTATORBLOCKED) && Item_IsDefinitionAllowed(it), { string cvar_name = sprintf("g_%s_%s_probability", prefix, it.m_canonical_spawnfunc); if (!(cvar_type(cvar_name) & CVAR_TYPEFLAG_EXISTS)) { LOG_WARNF("Random items: cvar %s doesn't exist.", cvar_name); continue; } RandomSelection_AddString(it.m_canonical_spawnfunc, cvar(cvar_name), 1); }); string cvar_name = sprintf("g_%s_weapon_okhmg_probability", prefix); if (!(cvar_type(cvar_name) & CVAR_TYPEFLAG_EXISTS)) { LOG_WARNF("Random items: cvar %s doesn't exist.", cvar_name); } else { RandomSelection_AddString("weapon_okhmg", cvar(cvar_name), 1); } cvar_name = sprintf("g_%s_weapon_okrpc_probability", prefix); if (!(cvar_type(cvar_name) & CVAR_TYPEFLAG_EXISTS)) { LOG_WARNF("Random items: cvar %s doesn't exist.", cvar_name); } else { RandomSelection_AddString("weapon_okrpc", cvar(cvar_name), 1); } return RandomSelection_chosen_string; } MUTATOR_HOOKFUNCTION(ok, RandomItems_GetRandomItemClassName) { M_ARGV(1, string) = RandomItems_GetRandomOverkillItemClassName( M_ARGV(0, string)); return true; } 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 = ((IS_PLAYER(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_PLAYER(player) || IS_DEAD(player) || STAT(FROZEN, player)) { return; } if (!PHYS_INPUT_BUTTON_ATCK2(player) || forbidWeaponUse(player) || !(round_handler_IsActive() && !round_handler_IsRoundStarted())) { return; } // Allow secondary blaster during countdown. for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; Weapon weapon = player.(weaponentity).m_weapon; if (weapon == WEP_Null && slot != 0) { continue; } weapon.wr_think(weapon, player, weaponentity, 2); } 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_OVERKILL_HMG) newwep = WEP_OVERKILL_MACHINEGUN; if(player.ok_lastwep[slot] == WEP_OVERKILL_RPC) newwep = WEP_OVERKILL_NEX; 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_okhmg); 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_okhmg"); // doesn't actually use spawnfunc return true; } else if (item.classname == "item_shield") { entity wep = new(weapon_okrpc); 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_okrpc"); // doesn't actually use spawnfunc return true; } return true; } MUTATOR_HOOKFUNCTION(ok, SetStartItems, CBC_ORDER_LAST) { WepSet ok_start_items = (WEPSET(OVERKILL_MACHINEGUN) | WEPSET(OVERKILL_NEX) | WEPSET(OVERKILL_SHOTGUN)); if(WEP_OVERKILL_RPC.weaponstart > 0) { ok_start_items |= WEPSET(OVERKILL_RPC); } if(WEP_OVERKILL_HMG.weaponstart > 0) { ok_start_items |= WEPSET(OVERKILL_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; }