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";
+ //WEP_SHOTGUN.mdl = "ok_shotgun";
+ //WEP_MACHINEGUN.mdl = "ok_mg";
+ //WEP_VORTEX.mdl = "ok_sniper";
}
MUTATOR_ONREMOVE
MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
{
- if(game_stopped)
+ if (game_stopped)
+ {
return;
-
+ }
entity player = M_ARGV(0, entity);
-
- if(IS_DEAD(player) || !IS_PLAYER(player) || STAT(FROZEN, player))
+ if (!IS_PLAYER(player) || IS_DEAD(player) || STAT(FROZEN, player))
+ {
return;
-
- if(PHYS_INPUT_BUTTON_ATCK2(player) && time >= player.jump_interval)
- if( !forbidWeaponUse(player)
- || (round_handler_IsActive() && !round_handler_IsRoundStarted()) )
+ }
+ if (!PHYS_INPUT_BUTTON_ATCK2(player) || forbidWeaponUse(player) ||
+ !(round_handler_IsActive() && !round_handler_IsRoundStarted()))
{
- player.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor(player);
- makevectors(player.v_angle);
-
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ 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)
{
- .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;
+ continue;
}
+ weapon.wr_think(weapon, player, weaponentity, 2);
}
-
PHYS_INPUT_BUTTON_ATCK2(player) = false;
}
}
}
- 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 = Item_ShouldKeepPosition(ent);
- 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;
- }
- else if(ent.classname == "item_shield")
- {
- entity wep = new(weapon_rpc);
- setorigin(wep, ent.origin);
- setmodel(wep, MDL_OK_RPC);
- wep.ok_item = true;
- wep.noalign = Item_ShouldKeepPosition(ent);
- 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;
- }
- }
- }
-
bool ok_HandleItemWaypoints(entity e)
{
if(!autocvar_g_overkill_itemwaypoints)
{
entity item = M_ARGV(0, entity);
- if(item.ok_item)
+ if (item.ok_item)
+ {
return false;
-
+ }
+ if (!autocvar_g_powerups || !autocvar_g_overkill_powerups_replace)
+ {
+ return true;
+ }
+ if (item.classname == "item_strength")
+ {
+ entity wep = new(weapon_hmg);
+ 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_hmg");
+ return true;
+ }
+ else if (item.classname == "item_shield")
+ {
+ entity wep = new(weapon_rpc);
+ 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_rpc");
+ return true;
+ }
return true;
}
MUTATOR_HOOKFUNCTION(ok, SetStartItems, CBC_ORDER_LAST)
{
- WepSet ok_start_items = (WEPSET(MACHINEGUN) | WEPSET(VORTEX) | WEPSET(SHOTGUN));
+ WepSet ok_start_items = (WEPSET(OVERKILL_MACHINEGUN) | WEPSET(OVERKILL_VORTEX) | WEPSET(OVERKILL_SHOTGUN));
if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET(RPC); }
if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET(HMG); }
M_ARGV(0, string) = "Overkill";
return true;
}
+