#include "../_all.qh" #include "mutator.qh" float g_nix_with_blaster; // WEAPONTODO int nix_weapon; float nix_nextchange; float nix_nextweapon; .float nix_lastchange_id; .float nix_lastinfotime; .float nix_nextincr; float NIX_CanChooseWeapon(float wpn) { entity e; e = get_weaponinfo(wpn); if(!e.weapon) // skip dummies return false; if(g_weaponarena) { if(!(g_weaponarena_weapons & WepSet_FromWeapon(wpn))) return false; } else { if(wpn == WEP_BLASTER.m_id && g_nix_with_blaster) // WEAPONTODO: rename to g_nix_with_blaster return false; if(e.spawnflags & WEP_FLAG_MUTATORBLOCKED) return false; if (!(e.spawnflags & WEP_FLAG_NORMAL)) return false; } return true; } void NIX_ChooseNextWeapon() { float j; RandomSelection_Init(); for(j = WEP_FIRST; j <= WEP_LAST; ++j) if(NIX_CanChooseWeapon(j)) RandomSelection_Add(world, j, string_null, 1, (j != nix_weapon)); nix_nextweapon = RandomSelection_chosen_float; } void NIX_GiveCurrentWeapon() { float dt; if(!nix_nextweapon) NIX_ChooseNextWeapon(); dt = ceil(nix_nextchange - time); if(dt <= 0) { nix_weapon = nix_nextweapon; nix_nextweapon = 0; if (!nix_nextchange) // no round played yet? nix_nextchange = time; // start the first round now! else nix_nextchange = time + autocvar_g_balance_nix_roundtime; //WEP_ACTION(nix_weapon, WR_INIT); // forget it, too slow } // get weapon info entity e = get_weaponinfo(nix_weapon); if(nix_nextchange != self.nix_lastchange_id) // this shall only be called once per round! { self.ammo_shells = self.ammo_nails = self.ammo_rockets = self.ammo_cells = self.ammo_plasma = self.ammo_fuel = 0; if(self.items & IT_UNLIMITED_WEAPON_AMMO) { switch(e.ammo_field) { case ammo_shells: self.ammo_shells = autocvar_g_pickup_shells_max; break; case ammo_nails: self.ammo_nails = autocvar_g_pickup_nails_max; break; case ammo_rockets: self.ammo_rockets = autocvar_g_pickup_rockets_max; break; case ammo_cells: self.ammo_cells = autocvar_g_pickup_cells_max; break; case ammo_plasma: self.ammo_plasma = autocvar_g_pickup_plasma_max; break; case ammo_fuel: self.ammo_fuel = autocvar_g_pickup_fuel_max; break; } } else { switch(e.ammo_field) { case ammo_shells: self.ammo_shells = autocvar_g_balance_nix_ammo_shells; break; case ammo_nails: self.ammo_nails = autocvar_g_balance_nix_ammo_nails; break; case ammo_rockets: self.ammo_rockets = autocvar_g_balance_nix_ammo_rockets; break; case ammo_cells: self.ammo_cells = autocvar_g_balance_nix_ammo_cells; break; case ammo_plasma: self.ammo_plasma = autocvar_g_balance_nix_ammo_plasma; break; case ammo_fuel: self.ammo_fuel = autocvar_g_balance_nix_ammo_fuel; break; } } self.nix_nextincr = time + autocvar_g_balance_nix_incrtime; if(dt >= 1 && dt <= 5) self.nix_lastinfotime = -42; else Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_NIX_NEWWEAPON, nix_weapon); WEP_ACTION(nix_weapon, WR_RESETPLAYER); // all weapons must be fully loaded when we spawn if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars self.(weapon_load[nix_weapon]) = e.reloading_ammo; // vortex too if(WEP_CVAR(vortex, charge)) { if(WEP_CVAR_SEC(vortex, chargepool)) self.vortex_chargepool_ammo = 1; self.vortex_charge = WEP_CVAR(vortex, charge_start); } // set last change info self.nix_lastchange_id = nix_nextchange; } if(self.nix_lastinfotime != dt) { self.nix_lastinfotime = dt; // initial value 0 should count as "not seen" if(dt >= 1 && dt <= 5) Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_NIX_COUNTDOWN, nix_nextweapon, dt); } if(!(self.items & IT_UNLIMITED_WEAPON_AMMO) && time > self.nix_nextincr) { switch(e.ammo_field) { case ammo_shells: self.ammo_shells += autocvar_g_balance_nix_ammoincr_shells; break; case ammo_nails: self.ammo_nails += autocvar_g_balance_nix_ammoincr_nails; break; case ammo_rockets: self.ammo_rockets += autocvar_g_balance_nix_ammoincr_rockets; break; case ammo_cells: self.ammo_cells += autocvar_g_balance_nix_ammoincr_cells; break; case ammo_plasma: self.ammo_plasma += autocvar_g_balance_nix_ammoincr_plasma; break; case ammo_fuel: self.ammo_fuel += autocvar_g_balance_nix_ammoincr_fuel; break; } self.nix_nextincr = time + autocvar_g_balance_nix_incrtime; } self.weapons = '0 0 0'; if(g_nix_with_blaster) self.weapons |= WEPSET_BLASTER; self.weapons |= WepSet_FromWeapon(nix_weapon); if(self.switchweapon != nix_weapon) if(!client_hasweapon(self, self.switchweapon, true, false)) if(client_hasweapon(self, nix_weapon, true, false)) W_SwitchWeapon(nix_weapon); } void NIX_precache() { float i; for (i = WEP_FIRST; i <= WEP_LAST; ++i) if (NIX_CanChooseWeapon(i)) WEP_ACTION(i, WR_INIT); } MUTATOR_HOOKFUNCTION(nix_ForbidThrowCurrentWeapon) { return 1; // no throwing in NIX } MUTATOR_HOOKFUNCTION(nix_BuildMutatorsString) { ret_string = strcat(ret_string, ":NIX"); return 0; } MUTATOR_HOOKFUNCTION(nix_BuildMutatorsPrettyString) { ret_string = strcat(ret_string, ", NIX"); return 0; } MUTATOR_HOOKFUNCTION(nix_FilterItem) { switch (self.items) { case ITEM_HealthSmall.m_itemid: case ITEM_HealthMedium.m_itemid: case ITEM_HealthLarge.m_itemid: case ITEM_HealthMega.m_itemid: case ITEM_ArmorSmall.m_itemid: case ITEM_ArmorMedium.m_itemid: case ITEM_ArmorLarge.m_itemid: case ITEM_ArmorMega.m_itemid: if (autocvar_g_nix_with_healtharmor) return 0; break; case ITEM_Strength.m_itemid: case ITEM_Shield.m_itemid: if (autocvar_g_nix_with_powerups) return 0; break; } return 1; // delete all other items } MUTATOR_HOOKFUNCTION(nix_OnEntityPreSpawn) { if(self.classname == "target_items") // items triggers cannot work in nix (as they change weapons/ammo) return 1; return 0; } MUTATOR_HOOKFUNCTION(nix_PlayerPreThink) { if(!intermission_running) if(self.deadflag == DEAD_NO) if(IS_PLAYER(self)) NIX_GiveCurrentWeapon(); return 0; } MUTATOR_HOOKFUNCTION(nix_PlayerSpawn) { self.nix_lastchange_id = -1; NIX_GiveCurrentWeapon(); // overrides the weapons you got when spawning self.items |= IT_UNLIMITED_SUPERWEAPONS; return 0; } MUTATOR_HOOKFUNCTION(nix_SetModname) { modname = "NIX"; return 0; } MUTATOR_DEFINITION(mutator_nix) { entity e; MUTATOR_HOOK(ForbidThrowCurrentWeapon, nix_ForbidThrowCurrentWeapon, CBC_ORDER_ANY); MUTATOR_HOOK(BuildMutatorsString, nix_BuildMutatorsString, CBC_ORDER_ANY); MUTATOR_HOOK(BuildMutatorsPrettyString, nix_BuildMutatorsPrettyString, CBC_ORDER_ANY); MUTATOR_HOOK(FilterItem, nix_FilterItem, CBC_ORDER_ANY); MUTATOR_HOOK(OnEntityPreSpawn, nix_OnEntityPreSpawn, CBC_ORDER_ANY); MUTATOR_HOOK(PlayerPreThink, nix_PlayerPreThink, CBC_ORDER_ANY); MUTATOR_HOOK(PlayerSpawn, nix_PlayerSpawn, CBC_ORDER_ANY); MUTATOR_HOOK(SetModname, nix_SetModname, CBC_ORDER_LAST); MUTATOR_ONADD { g_nix_with_blaster = autocvar_g_nix_with_blaster; nix_nextchange = 0; nix_nextweapon = 0; NIX_precache(); } MUTATOR_ONROLLBACK_OR_REMOVE { // nothing to roll back } MUTATOR_ONREMOVE { // as the PlayerSpawn hook will no longer run, NIX is turned off by this! FOR_EACH_PLAYER(e) if(e.deadflag == DEAD_NO) { e.ammo_cells = start_ammo_cells; e.ammo_plasma = start_ammo_plasma; e.ammo_shells = start_ammo_shells; e.ammo_nails = start_ammo_nails; e.ammo_rockets = start_ammo_rockets; e.ammo_fuel = start_ammo_fuel; e.weapons = start_weapons; if(!client_hasweapon(e, e.weapon, true, false)) e.switchweapon = w_getbestweapon(self); } } return 0; }