bool autocvar_g_overkill_filter_healthmega;
bool autocvar_g_overkill_filter_armormedium;
bool autocvar_g_overkill_filter_armorbig;
-bool autocvar_g_overkill_filter_armorlarge;
+bool autocvar_g_overkill_filter_armormega;
.float ok_lastwep;
.float ok_item;
return (ent.ammo_charge[wep] >= cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname)));
}
-MUTATOR_HOOKFUNCTION(ok, PlayerDamage_Calculate, CBC_ORDER_LAST)
+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))
+ 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(frag_target.health > 0)
- if(STAT(FROZEN, frag_target) == 0)
+ if(!STAT(FROZEN, frag_target))
if(!IS_DEAD(frag_target))
{
Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE);
if(IS_DEAD(player) || !IS_PLAYER(player) || STAT(FROZEN, player))
return;
- if(player.ok_lastwep)
- {
- Weapon newwep = Weapons_from(player.ok_lastwep);
- if(player.ok_lastwep == WEP_HMG.m_id)
- newwep = WEP_MACHINEGUN;
- if(player.ok_lastwep == WEP_RPC.m_id)
- newwep = WEP_VORTEX;
- PS(player).m_switchweapon = newwep;
- player.ok_lastwep = 0;
- }
-
ok_IncreaseCharge(player, PS(player).m_weapon.m_id);
if(PHYS_INPUT_BUTTON_ATCK2(player))
}
else
player.ok_use_ammocharge = 0;
+}
- // if player changed their weapon while dead, don't switch to their death weapon
- if(player.impulse)
+MUTATOR_HOOKFUNCTION(ok, PlayerWeaponSelect)
+{
+ entity player = M_ARGV(0, entity);
+
+ if(player.ok_lastwep)
+ {
+ Weapon newwep = Weapons_from(player.ok_lastwep);
+ if(player.ok_lastwep == WEP_HMG.m_id)
+ newwep = WEP_MACHINEGUN;
+ if(player.ok_lastwep == WEP_RPC.m_id)
+ newwep = WEP_VORTEX;
+ PS(player).m_switchweapon = newwep;
player.ok_lastwep = 0;
+ }
}
void self_spawnfunc_weapon_hmg(entity this) { spawnfunc_weapon_hmg(this); }
wep.nextthink = time + 0.1;
return true;
}
-
- if(ent.classname == "item_invincible")
+ else if(ent.classname == "item_invincible")
{
entity wep = new(weapon_rpc);
setorigin(wep, ent.origin);
{
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;
+ case ITEM_ArmorBig: return autocvar_g_overkill_filter_armorbig;
+ case ITEM_ArmorMega: return autocvar_g_overkill_filter_armormega;
}
return true;