#include "sv_nix.qh"
+string autocvar_g_nix;
int autocvar_g_balance_nix_ammo_cells;
int autocvar_g_balance_nix_ammo_plasma;
int autocvar_g_balance_nix_ammo_fuel;
bool NIX_CanChooseWeapon(int wpn);
-REGISTER_MUTATOR(nix, cvar("g_nix") && !cvar("g_instagib") && !cvar("g_overkill"))
+REGISTER_MUTATOR(nix, expr_evaluate(autocvar_g_nix) && !cvar("g_instagib") && !cvar("g_overkill"))
{
MUTATOR_ONADD
{
nix_nextchange = 0;
nix_nextweapon = 0;
- FOREACH(Weapons, it != WEP_Null && NIX_CanChooseWeapon(it.m_id), LAMBDA(it.wr_init(it)));
+ FOREACH(Weapons, it != WEP_Null && NIX_CanChooseWeapon(it.m_id), { it.wr_init(it); });
}
MUTATOR_ONROLLBACK_OR_REMOVE
{
// as the PlayerSpawn hook will no longer run, NIX is turned off by this!
FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it), {
- it.ammo_cells = start_ammo_cells;
- it.ammo_plasma = start_ammo_plasma;
- it.ammo_shells = start_ammo_shells;
- it.ammo_nails = start_ammo_nails;
- it.ammo_rockets = start_ammo_rockets;
- it.ammo_fuel = start_ammo_fuel;
+ SetResourceAmount(it, RESOURCE_SHELLS, start_ammo_shells);
+ SetResourceAmount(it, RESOURCE_BULLETS, start_ammo_nails);
+ SetResourceAmount(it, RESOURCE_ROCKETS, start_ammo_rockets);
+ SetResourceAmount(it, RESOURCE_CELLS, start_ammo_cells);
+ SetResourceAmount(it, RESOURCE_PLASMA, start_ammo_plasma);
+ SetResourceAmount(it, RESOURCE_FUEL, start_ammo_fuel);
it.weapons = start_weapons;
- if(!client_hasweapon(it, PS(it).m_weapon, true, false))
- PS(it).m_switchweapon = w_getbestweapon(it);
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if(it.(weaponentity).m_weapon == WEP_Null && slot != 0)
+ continue;
+ if(!client_hasweapon(it, it.(weaponentity).m_weapon, weaponentity, true, false))
+ it.(weaponentity).m_switchweapon = w_getbestweapon(it, weaponentity);
+ }
});
}
void NIX_ChooseNextWeapon()
{
RandomSelection_Init();
- FOREACH(Weapons, it != WEP_Null, LAMBDA(
+ FOREACH(Weapons, it != WEP_Null, {
if(NIX_CanChooseWeapon(it.m_id))
RandomSelection_AddFloat(it.m_id, 1, (it.m_id != nix_weapon));
- ));
+ });
nix_nextweapon = RandomSelection_chosen_float;
}
if(nix_nextchange != this.nix_lastchange_id) // this shall only be called once per round!
{
- this.ammo_shells = this.ammo_nails = this.ammo_rockets = this.ammo_cells = this.ammo_plasma = this.ammo_fuel = 0;
-
+ SetResourceAmount(this, RESOURCE_SHELLS, 0);
+ SetResourceAmount(this, RESOURCE_BULLETS, 0);
+ SetResourceAmount(this, RESOURCE_ROCKETS, 0);
+ SetResourceAmount(this, RESOURCE_CELLS, 0);
+ SetResourceAmount(this, RESOURCE_PLASMA, 0);
+ SetResourceAmount(this, RESOURCE_FUEL, 0);
if(this.items & IT_UNLIMITED_WEAPON_AMMO)
{
- switch(e.ammo_field)
+ switch (e.ammo_type)
{
- case ammo_shells: this.ammo_shells = autocvar_g_pickup_shells_max; break;
- case ammo_nails: this.ammo_nails = autocvar_g_pickup_nails_max; break;
- case ammo_rockets: this.ammo_rockets = autocvar_g_pickup_rockets_max; break;
- case ammo_cells: this.ammo_cells = autocvar_g_pickup_cells_max; break;
- case ammo_plasma: this.ammo_plasma = autocvar_g_pickup_plasma_max; break;
- case ammo_fuel: this.ammo_fuel = autocvar_g_pickup_fuel_max; break;
+ case RESOURCE_SHELLS: SetResourceAmount(this, RESOURCE_SHELLS, autocvar_g_pickup_shells_max); break;
+ case RESOURCE_BULLETS: SetResourceAmount(this, RESOURCE_BULLETS, autocvar_g_pickup_nails_max); break;
+ case RESOURCE_ROCKETS: SetResourceAmount(this, RESOURCE_ROCKETS, autocvar_g_pickup_rockets_max); break;
+ case RESOURCE_CELLS: SetResourceAmount(this, RESOURCE_CELLS, autocvar_g_pickup_cells_max); break;
+ case RESOURCE_PLASMA: SetResourceAmount(this, RESOURCE_PLASMA, autocvar_g_pickup_plasma_max); break;
+ case RESOURCE_FUEL: SetResourceAmount(this, RESOURCE_FUEL, autocvar_g_pickup_fuel_max); break;
}
}
else
{
- switch(e.ammo_field)
+ switch (e.ammo_type)
{
- case ammo_shells: this.ammo_shells = autocvar_g_balance_nix_ammo_shells; break;
- case ammo_nails: this.ammo_nails = autocvar_g_balance_nix_ammo_nails; break;
- case ammo_rockets: this.ammo_rockets = autocvar_g_balance_nix_ammo_rockets; break;
- case ammo_cells: this.ammo_cells = autocvar_g_balance_nix_ammo_cells; break;
- case ammo_plasma: this.ammo_plasma = autocvar_g_balance_nix_ammo_plasma; break;
- case ammo_fuel: this.ammo_fuel = autocvar_g_balance_nix_ammo_fuel; break;
+ case RESOURCE_SHELLS: SetResourceAmount(this, RESOURCE_SHELLS, autocvar_g_balance_nix_ammo_shells); break;
+ case RESOURCE_BULLETS: SetResourceAmount(this, RESOURCE_BULLETS, autocvar_g_balance_nix_ammo_nails); break;
+ case RESOURCE_ROCKETS: SetResourceAmount(this, RESOURCE_ROCKETS, autocvar_g_balance_nix_ammo_rockets); break;
+ case RESOURCE_CELLS: SetResourceAmount(this, RESOURCE_CELLS, autocvar_g_balance_nix_ammo_cells); break;
+ case RESOURCE_PLASMA: SetResourceAmount(this, RESOURCE_PLASMA, autocvar_g_balance_nix_ammo_plasma); break;
+ case RESOURCE_FUEL: SetResourceAmount(this, RESOURCE_FUEL, autocvar_g_balance_nix_ammo_fuel); break;
}
}
// all weapons must be fully loaded when we spawn
if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
- this.(weapon_load[nix_weapon]) = e.reloading_ammo;
-
- // vortex too
- if(WEP_CVAR(vortex, charge))
{
- if(WEP_CVAR_SEC(vortex, chargepool))
- this.vortex_chargepool_ammo = 1;
- this.vortex_charge = WEP_CVAR(vortex, charge_start);
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ this.(weaponentity).(weapon_load[nix_weapon]) = e.reloading_ammo;
+ }
}
// set last change info
if(!(this.items & IT_UNLIMITED_WEAPON_AMMO) && time > this.nix_nextincr)
{
- switch(e.ammo_field)
+ switch (e.ammo_type)
{
- case ammo_shells: this.ammo_shells += autocvar_g_balance_nix_ammoincr_shells; break;
- case ammo_nails: this.ammo_nails += autocvar_g_balance_nix_ammoincr_nails; break;
- case ammo_rockets: this.ammo_rockets += autocvar_g_balance_nix_ammoincr_rockets; break;
- case ammo_cells: this.ammo_cells += autocvar_g_balance_nix_ammoincr_cells; break;
- case ammo_plasma: this.ammo_plasma += autocvar_g_balance_nix_ammoincr_plasma; break;
- case ammo_fuel: this.ammo_fuel += autocvar_g_balance_nix_ammoincr_fuel; break;
+ case RESOURCE_SHELLS: GiveResource(this, RESOURCE_SHELLS, autocvar_g_balance_nix_ammoincr_shells); break;
+ case RESOURCE_BULLETS: GiveResource(this, RESOURCE_BULLETS, autocvar_g_balance_nix_ammoincr_nails); break;
+ case RESOURCE_ROCKETS: GiveResource(this, RESOURCE_ROCKETS, autocvar_g_balance_nix_ammoincr_rockets); break;
+ case RESOURCE_CELLS: GiveResource(this, RESOURCE_CELLS, autocvar_g_balance_nix_ammoincr_cells); break;
+ case RESOURCE_PLASMA: GiveResource(this, RESOURCE_PLASMA, autocvar_g_balance_nix_ammoincr_plasma); break;
+ case RESOURCE_FUEL: GiveResource(this, RESOURCE_FUEL, autocvar_g_balance_nix_ammoincr_fuel); break;
}
this.nix_nextincr = time + autocvar_g_balance_nix_incrtime;
this.weapons |= e.m_wepset;
Weapon w = Weapons_from(nix_weapon);
- if(PS(this).m_switchweapon != w)
- if(!client_hasweapon(this, PS(this).m_switchweapon, true, false))
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
+ continue;
+
+ if(this.(weaponentity).m_switchweapon != w)
+ if(!client_hasweapon(this, this.(weaponentity).m_switchweapon, weaponentity, true, false))
{
- if(client_hasweapon(this, w, true, false))
- W_SwitchWeapon(this, w);
+ if(client_hasweapon(this, w, weaponentity, true, false))
+ W_SwitchWeapon(this, w, weaponentity);
}
+ }
}
MUTATOR_HOOKFUNCTION(nix, ForbidThrowCurrentWeapon)
{
entity player = M_ARGV(0, entity);
- if(!gameover)
+ if(!game_stopped)
if(!IS_DEAD(player))
if(IS_PLAYER(player))
NIX_GiveCurrentWeapon(player);
}
+MUTATOR_HOOKFUNCTION(nix, ForbidRandomStartWeapons)
+{
+ return true;
+}
+
MUTATOR_HOOKFUNCTION(nix, PlayerSpawn)
{
entity player = M_ARGV(0, entity);