]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Merge branch 'master' into Lyberta/StandaloneOverkillWeapons
authorLyberta <lyberta@lyberta.net>
Fri, 27 Apr 2018 09:21:48 +0000 (12:21 +0300)
committerLyberta <lyberta@lyberta.net>
Fri, 27 Apr 2018 09:21:48 +0000 (12:21 +0300)
45 files changed:
.gitlab-ci.yml
bal-wep-mario.cfg
bal-wep-nexuiz25.cfg
bal-wep-overkill-nerfed.cfg [new file with mode: 0644]
bal-wep-overkill.cfg
bal-wep-samual.cfg
bal-wep-xdf.cfg
bal-wep-xonotic.cfg
bal-wep-xpm.cfg
gfx/hud/luma/weaponokmachinegun.tga [new file with mode: 0644]
gfx/hud/luma/weaponoknex.tga [new file with mode: 0644]
gfx/hud/luma/weaponokshotgun.tga [new file with mode: 0644]
qcsrc/client/view.qc
qcsrc/common/mutators/mutator/nades/nades.qc
qcsrc/common/mutators/mutator/overkill/_mod.inc
qcsrc/common/mutators/mutator/overkill/_mod.qh
qcsrc/common/mutators/mutator/overkill/cl_overkill.qc
qcsrc/common/mutators/mutator/overkill/hmg.qc [deleted file]
qcsrc/common/mutators/mutator/overkill/hmg.qh [deleted file]
qcsrc/common/mutators/mutator/overkill/okhmg.qc [new file with mode: 0644]
qcsrc/common/mutators/mutator/overkill/okhmg.qh [new file with mode: 0644]
qcsrc/common/mutators/mutator/overkill/okmachinegun.qc [new file with mode: 0644]
qcsrc/common/mutators/mutator/overkill/okmachinegun.qh [new file with mode: 0644]
qcsrc/common/mutators/mutator/overkill/oknex.qc [new file with mode: 0644]
qcsrc/common/mutators/mutator/overkill/oknex.qh [new file with mode: 0644]
qcsrc/common/mutators/mutator/overkill/okrpc.qc [new file with mode: 0644]
qcsrc/common/mutators/mutator/overkill/okrpc.qh [new file with mode: 0644]
qcsrc/common/mutators/mutator/overkill/okshotgun.qc [new file with mode: 0644]
qcsrc/common/mutators/mutator/overkill/okshotgun.qh [new file with mode: 0644]
qcsrc/common/mutators/mutator/overkill/overkill.qc [deleted file]
qcsrc/common/mutators/mutator/overkill/overkill.qh [deleted file]
qcsrc/common/mutators/mutator/overkill/rpc.qc [deleted file]
qcsrc/common/mutators/mutator/overkill/rpc.qh [deleted file]
qcsrc/common/mutators/mutator/overkill/sv_overkill.qc
qcsrc/common/mutators/mutator/random_items/sv_random_items.qc
qcsrc/common/notifications/all.inc
qcsrc/common/weapons/all.qc
qcsrc/common/weapons/weapon/shotgun.qc
qcsrc/common/wepent.qc
qcsrc/common/wepent.qh
qcsrc/server/client.qc
qcsrc/server/defs.qh
randomitems-xonotic.cfg
xonotic-client.cfg
xonotic-server.cfg

index c3b4e46e9f772928718a4424737402cca1f93eb8..6b9dbe21b1e195d379649150f7a409f8f5352aff 100644 (file)
@@ -29,7 +29,7 @@ test_sv_game:
     - wget -O data/maps/stormkeep.waypoints https://gitlab.com/xonotic/xonotic-maps.pk3dir/raw/master/maps/stormkeep.waypoints
     - wget -O data/maps/stormkeep.waypoints.cache https://gitlab.com/xonotic/xonotic-maps.pk3dir/raw/master/maps/stormkeep.waypoints.cache
     - make
-    - EXPECT=04ccb2566f85a56b1bfa956509a8b22a
+    - EXPECT=4749fb57555a1005b89f49691e190a73
     - HASH=$(${ENGINE} -noconfig -nohome +exec serverbench.cfg
       | tee /dev/stderr
       | grep '^:'
index 4c0eebfaec10477bb9453657b376beb88efa0376..94579c3985f928ed6838643ca57b65c3cfcad7e6 100644 (file)
@@ -778,44 +778,70 @@ set g_balance_arc_weaponstart 0
 set g_balance_arc_weaponstartoverride -1
 set g_balance_arc_weaponthrowable 1
 // }}}
-// {{{ #21: Heavy Machine Gun
-set g_balance_hmg_ammo 1
-set g_balance_hmg_damage 30
-set g_balance_hmg_force 10
-set g_balance_hmg_refire 0.05
-set g_balance_hmg_reload_ammo 120
-set g_balance_hmg_reload_time 1
-set g_balance_hmg_solidpenetration 32
-set g_balance_hmg_spread_add 0.005
-set g_balance_hmg_spread_max 0.06
-set g_balance_hmg_spread_min 0.01
-set g_balance_hmg_switchdelay_drop 0.2
-set g_balance_hmg_switchdelay_raise 0.2
-set g_balance_hmg_weaponreplace ""
-set g_balance_hmg_weaponstart 0
-set g_balance_hmg_weaponstartoverride 0
-set g_balance_hmg_weaponthrowable 0
+// {{{ #21: Overkill Heavy Machine Gun
+set g_balance_okhmg_primary_ammo 1
+set g_balance_okhmg_primary_damage 30
+set g_balance_okhmg_primary_force 10
+set g_balance_okhmg_primary_refire 0.05
+set g_balance_okhmg_primary_solidpenetration 32
+set g_balance_okhmg_primary_spread_add 0.005
+set g_balance_okhmg_primary_spread_max 0.06
+set g_balance_okhmg_primary_spread_min 0.01
+set g_balance_okhmg_reload_ammo 120
+set g_balance_okhmg_reload_time 1
+set g_balance_okhmg_secondary_ammo 0
+set g_balance_okhmg_secondary_animtime 0.2
+set g_balance_okhmg_secondary_damage 25
+set g_balance_okhmg_secondary_delay 0
+set g_balance_okhmg_secondary_edgedamage 12.5
+set g_balance_okhmg_secondary_force 300
+set g_balance_okhmg_secondary_lifetime 5
+set g_balance_okhmg_secondary_radius 70
+set g_balance_okhmg_secondary_refire 0.7
+set g_balance_okhmg_secondary_refire_type 1
+set g_balance_okhmg_secondary_shotangle 0
+set g_balance_okhmg_secondary_speed 6000
+set g_balance_okhmg_secondary_spread 0
+set g_balance_okhmg_switchdelay_drop 0.2
+set g_balance_okhmg_switchdelay_raise 0.2
+set g_balance_okhmg_weaponreplace ""
+set g_balance_okhmg_weaponstart 0
+set g_balance_okhmg_weaponstartoverride 0
+set g_balance_okhmg_weaponthrowable 0
 // }}}
-// {{{ #22: Rocket Propelled Chainsaw
-set g_balance_rpc_ammo 10
-set g_balance_rpc_animtime 1
-set g_balance_rpc_damage 150
-set g_balance_rpc_damage2 500
-set g_balance_rpc_damageforcescale 2
-set g_balance_rpc_edgedamage 50
-set g_balance_rpc_force 400
-set g_balance_rpc_health 25
-set g_balance_rpc_lifetime 30
-set g_balance_rpc_radius 300
-set g_balance_rpc_refire 1
-set g_balance_rpc_reload_ammo 10
-set g_balance_rpc_reload_time 1
-set g_balance_rpc_speed 2500
-set g_balance_rpc_speedaccel 5000
-set g_balance_rpc_switchdelay_drop 0.2
-set g_balance_rpc_switchdelay_raise 0.2
-set g_balance_rpc_weaponreplace ""
-set g_balance_rpc_weaponstart 0
-set g_balance_rpc_weaponstartoverride 0
-set g_balance_rpc_weaponthrowable 0
+// {{{ #22: Overkill Rocket Propelled Chainsaw
+set g_balance_okrpc_primary_ammo 10
+set g_balance_okrpc_primary_animtime 1
+set g_balance_okrpc_primary_damage 150
+set g_balance_okrpc_primary_damage2 500
+set g_balance_okrpc_primary_damageforcescale 2
+set g_balance_okrpc_primary_edgedamage 50
+set g_balance_okrpc_primary_force 400
+set g_balance_okrpc_primary_health 25
+set g_balance_okrpc_primary_lifetime 30
+set g_balance_okrpc_primary_radius 300
+set g_balance_okrpc_primary_refire 1
+set g_balance_okrpc_primary_speed 2500
+set g_balance_okrpc_primary_speedaccel 5000
+set g_balance_okrpc_reload_ammo 10
+set g_balance_okrpc_reload_time 1
+set g_balance_okrpc_secondary_ammo 0
+set g_balance_okrpc_secondary_animtime 0.2
+set g_balance_okrpc_secondary_damage 25
+set g_balance_okrpc_secondary_delay 0
+set g_balance_okrpc_secondary_edgedamage 12.5
+set g_balance_okrpc_secondary_force 300
+set g_balance_okrpc_secondary_lifetime 5
+set g_balance_okrpc_secondary_radius 70
+set g_balance_okrpc_secondary_refire 0.7
+set g_balance_okrpc_secondary_refire_type 1
+set g_balance_okrpc_secondary_shotangle 0
+set g_balance_okrpc_secondary_speed 6000
+set g_balance_okrpc_secondary_spread 0
+set g_balance_okrpc_switchdelay_drop 0.2
+set g_balance_okrpc_switchdelay_raise 0.2
+set g_balance_okrpc_weaponreplace ""
+set g_balance_okrpc_weaponstart 0
+set g_balance_okrpc_weaponstartoverride 0
+set g_balance_okrpc_weaponthrowable 0
 // }}}
index f10275919ea0e7b31fe5378fbaedb7b549775b04..c7935e0e329273d3c1777de86abb9251049a6a38 100644 (file)
@@ -778,44 +778,70 @@ set g_balance_arc_weaponstart 0
 set g_balance_arc_weaponstartoverride -1
 set g_balance_arc_weaponthrowable 1
 // }}}
-// {{{ #21: Heavy Machine Gun
-set g_balance_hmg_ammo 1
-set g_balance_hmg_damage 30
-set g_balance_hmg_force 10
-set g_balance_hmg_refire 0.05
-set g_balance_hmg_reload_ammo 120
-set g_balance_hmg_reload_time 1
-set g_balance_hmg_solidpenetration 32
-set g_balance_hmg_spread_add 0.005
-set g_balance_hmg_spread_max 0.06
-set g_balance_hmg_spread_min 0.01
-set g_balance_hmg_switchdelay_drop 0.2
-set g_balance_hmg_switchdelay_raise 0.2
-set g_balance_hmg_weaponreplace ""
-set g_balance_hmg_weaponstart 0
-set g_balance_hmg_weaponstartoverride 0
-set g_balance_hmg_weaponthrowable 0
+// {{{ #21: Overkill Heavy Machine Gun
+set g_balance_okhmg_primary_ammo 1
+set g_balance_okhmg_primary_damage 30
+set g_balance_okhmg_primary_force 10
+set g_balance_okhmg_primary_refire 0.05
+set g_balance_okhmg_primary_solidpenetration 32
+set g_balance_okhmg_primary_spread_add 0.005
+set g_balance_okhmg_primary_spread_max 0.06
+set g_balance_okhmg_primary_spread_min 0.01
+set g_balance_okhmg_reload_ammo 120
+set g_balance_okhmg_reload_time 1
+set g_balance_okhmg_secondary_ammo 0
+set g_balance_okhmg_secondary_animtime 0.2
+set g_balance_okhmg_secondary_damage 25
+set g_balance_okhmg_secondary_delay 0
+set g_balance_okhmg_secondary_edgedamage 12.5
+set g_balance_okhmg_secondary_force 300
+set g_balance_okhmg_secondary_lifetime 5
+set g_balance_okhmg_secondary_radius 70
+set g_balance_okhmg_secondary_refire 0.7
+set g_balance_okhmg_secondary_refire_type 1
+set g_balance_okhmg_secondary_shotangle 0
+set g_balance_okhmg_secondary_speed 6000
+set g_balance_okhmg_secondary_spread 0
+set g_balance_okhmg_switchdelay_drop 0.2
+set g_balance_okhmg_switchdelay_raise 0.2
+set g_balance_okhmg_weaponreplace ""
+set g_balance_okhmg_weaponstart 0
+set g_balance_okhmg_weaponstartoverride 0
+set g_balance_okhmg_weaponthrowable 0
 // }}}
-// {{{ #22: Rocket Propelled Chainsaw
-set g_balance_rpc_ammo 10
-set g_balance_rpc_animtime 1
-set g_balance_rpc_damage 150
-set g_balance_rpc_damage2 500
-set g_balance_rpc_damageforcescale 2
-set g_balance_rpc_edgedamage 50
-set g_balance_rpc_force 400
-set g_balance_rpc_health 25
-set g_balance_rpc_lifetime 30
-set g_balance_rpc_radius 300
-set g_balance_rpc_refire 1
-set g_balance_rpc_reload_ammo 10
-set g_balance_rpc_reload_time 1
-set g_balance_rpc_speed 2500
-set g_balance_rpc_speedaccel 5000
-set g_balance_rpc_switchdelay_drop 0.2
-set g_balance_rpc_switchdelay_raise 0.2
-set g_balance_rpc_weaponreplace ""
-set g_balance_rpc_weaponstart 0
-set g_balance_rpc_weaponstartoverride 0
-set g_balance_rpc_weaponthrowable 0
+// {{{ #22: Overkill Rocket Propelled Chainsaw
+set g_balance_okrpc_primary_ammo 10
+set g_balance_okrpc_primary_animtime 1
+set g_balance_okrpc_primary_damage 150
+set g_balance_okrpc_primary_damage2 500
+set g_balance_okrpc_primary_damageforcescale 2
+set g_balance_okrpc_primary_edgedamage 50
+set g_balance_okrpc_primary_force 400
+set g_balance_okrpc_primary_health 25
+set g_balance_okrpc_primary_lifetime 30
+set g_balance_okrpc_primary_radius 300
+set g_balance_okrpc_primary_refire 1
+set g_balance_okrpc_primary_speed 2500
+set g_balance_okrpc_primary_speedaccel 5000
+set g_balance_okrpc_reload_ammo 10
+set g_balance_okrpc_reload_time 1
+set g_balance_okrpc_secondary_ammo 0
+set g_balance_okrpc_secondary_animtime 0.2
+set g_balance_okrpc_secondary_damage 25
+set g_balance_okrpc_secondary_delay 0
+set g_balance_okrpc_secondary_edgedamage 12.5
+set g_balance_okrpc_secondary_force 300
+set g_balance_okrpc_secondary_lifetime 5
+set g_balance_okrpc_secondary_radius 70
+set g_balance_okrpc_secondary_refire 0.7
+set g_balance_okrpc_secondary_refire_type 1
+set g_balance_okrpc_secondary_shotangle 0
+set g_balance_okrpc_secondary_speed 6000
+set g_balance_okrpc_secondary_spread 0
+set g_balance_okrpc_switchdelay_drop 0.2
+set g_balance_okrpc_switchdelay_raise 0.2
+set g_balance_okrpc_weaponreplace ""
+set g_balance_okrpc_weaponstart 0
+set g_balance_okrpc_weaponstartoverride 0
+set g_balance_okrpc_weaponthrowable 0
 // }}}
diff --git a/bal-wep-overkill-nerfed.cfg b/bal-wep-overkill-nerfed.cfg
new file mode 100644 (file)
index 0000000..e4fb022
--- /dev/null
@@ -0,0 +1,116 @@
+// This config file is for overkill weapons that were nerfed to have the same
+// stats as vanilla weapons, secondary attack uses stats of vanilla blaster.
+
+// {{{ Overkill Shotgun
+set g_balance_okshotgun_primary_ammo 1
+set g_balance_okshotgun_primary_animtime 0.2
+set g_balance_okshotgun_primary_bot_range 512
+set g_balance_okshotgun_primary_bullets 12
+set g_balance_okshotgun_primary_damage 4
+set g_balance_okshotgun_primary_force 15
+set g_balance_okshotgun_primary_refire 0.75
+set g_balance_okshotgun_primary_solidpenetration 3.8
+set g_balance_okshotgun_primary_spread 0.12
+set g_balance_okshotgun_reload_ammo 0
+set g_balance_okshotgun_reload_time 2
+set g_balance_okshotgun_secondary_animtime 0.2
+set g_balance_okshotgun_secondary_damage 20
+set g_balance_okshotgun_secondary_delay 0
+set g_balance_okshotgun_secondary_edgedamage 10
+set g_balance_okshotgun_secondary_force 300
+set g_balance_okshotgun_secondary_lifetime 5
+set g_balance_okshotgun_secondary_radius 60
+set g_balance_okshotgun_secondary_refire 0.7
+set g_balance_okshotgun_secondary_refire_type 0
+set g_balance_okshotgun_secondary_shotangle 0
+set g_balance_okshotgun_secondary_speed 6000
+set g_balance_okshotgun_secondary_spread 0
+set g_balance_okshotgun_switchdelay_drop 0.2
+set g_balance_okshotgun_switchdelay_raise 0.2
+set g_balance_okshotgun_weaponreplace ""
+set g_balance_okshotgun_weaponstart 0
+set g_balance_okshotgun_weaponstartoverride -1
+set g_balance_okshotgun_weaponthrowable 1
+// }}}
+// {{{ Overkill Machine Gun
+set g_balance_okmachinegun_primary_ammo 1
+set g_balance_okmachinegun_primary_damage 10
+set g_balance_okmachinegun_primary_force 3
+set g_balance_okmachinegun_primary_refire 0.1
+set g_balance_okmachinegun_primary_solidpenetration 13.1
+set g_balance_okmachinegun_primary_spread_add 0.012
+set g_balance_okmachinegun_primary_spread_max 0.05
+set g_balance_okmachinegun_primary_spread_min 0.02
+set g_balance_okmachinegun_reload_ammo 60
+set g_balance_okmachinegun_reload_time 2
+set g_balance_okmachinegun_secondary_animtime 0.2
+set g_balance_okmachinegun_secondary_damage 20
+set g_balance_okmachinegun_secondary_delay 0
+set g_balance_okmachinegun_secondary_edgedamage 10
+set g_balance_okmachinegun_secondary_force 300
+set g_balance_okmachinegun_secondary_lifetime 5
+set g_balance_okmachinegun_secondary_radius 60
+set g_balance_okmachinegun_secondary_refire 0.7
+set g_balance_okmachinegun_secondary_refire_type 0
+set g_balance_okmachinegun_secondary_shotangle 0
+set g_balance_okmachinegun_secondary_speed 6000
+set g_balance_okmachinegun_secondary_spread 0
+set g_balance_okmachinegun_switchdelay_drop 0.2
+set g_balance_okmachinegun_switchdelay_raise 0.2
+set g_balance_okmachinegun_weaponreplace ""
+set g_balance_okmachinegun_weaponstart 0
+set g_balance_okmachinegun_weaponstartoverride -1
+set g_balance_okmachinegun_weaponthrowable 1
+// }}}
+// {{{ Overkill Nex
+set g_balance_oknex_charge 1
+set g_balance_oknex_charge_animlimit 0.5
+set g_balance_oknex_charge_limit 1
+set g_balance_oknex_charge_maxspeed 800
+set g_balance_oknex_charge_mindmg 40
+set g_balance_oknex_charge_minspeed 400
+set g_balance_oknex_charge_rate 0.6
+set g_balance_oknex_charge_rot_pause 0
+set g_balance_oknex_charge_rot_rate 0
+set g_balance_oknex_charge_shot_multiplier 0
+set g_balance_oknex_charge_start 0.5
+set g_balance_oknex_charge_velocity_rate 0
+set g_balance_oknex_primary_ammo 6
+set g_balance_oknex_primary_animtime 0.4
+set g_balance_oknex_primary_damage 80
+set g_balance_oknex_primary_damagefalloff_forcehalflife 0
+set g_balance_oknex_primary_damagefalloff_halflife 0
+set g_balance_oknex_primary_damagefalloff_maxdist 0
+set g_balance_oknex_primary_damagefalloff_mindist 0
+set g_balance_oknex_primary_force 400
+set g_balance_oknex_primary_refire 1.5
+set g_balance_oknex_reload_ammo 0
+set g_balance_oknex_reload_time 2
+set g_balance_oknex_secondary 0
+set g_balance_oknex_secondary_ammo 2
+set g_balance_oknex_secondary_animtime 0
+set g_balance_oknex_secondary_chargepool 0
+set g_balance_oknex_secondary_chargepool_pause_regen 1
+set g_balance_oknex_secondary_chargepool_regen 0.15
+set g_balance_oknex_secondary_damage 0
+set g_balance_oknex_secondary_damagefalloff_forcehalflife 0
+set g_balance_oknex_secondary_damagefalloff_halflife 0
+set g_balance_oknex_secondary_damagefalloff_maxdist 0
+set g_balance_oknex_secondary_damagefalloff_mindist 0
+set g_balance_oknex_secondary_force 0
+set g_balance_oknex_secondary_refire 0
+set g_balance_oknex_secondary_refire_type 0
+set g_balance_oknex_secondary_delay 0
+set g_balance_oknex_secondary_edgedamage 10
+set g_balance_oknex_secondary_lifetime 5
+set g_balance_oknex_secondary_radius 60
+set g_balance_oknex_secondary_shotangle 0
+set g_balance_oknex_secondary_speed 6000
+set g_balance_oknex_secondary_spread 0
+set g_balance_oknex_switchdelay_drop 0.2
+set g_balance_oknex_switchdelay_raise 0.2
+set g_balance_oknex_weaponreplace ""
+set g_balance_oknex_weaponstart 0
+set g_balance_oknex_weaponstartoverride -1
+set g_balance_oknex_weaponthrowable 1
+// }}}
index 317c8a9f8a870f65ad07a3221f7d4a6a63cc7ec9..d62ab3b82747927884ded9f91f8afbcccd38aa36 100644 (file)
@@ -32,15 +32,15 @@ set g_balance_blaster_weaponstartoverride -1
 set g_balance_blaster_weaponthrowable 0
 // }}}
 // {{{ #2: Shotgun
-set g_balance_shotgun_primary_ammo 3
-set g_balance_shotgun_primary_animtime 0.65
-set g_balance_shotgun_primary_bullets 10
-set g_balance_shotgun_primary_damage 17
-set g_balance_shotgun_primary_force 80
+set g_balance_shotgun_primary_ammo 1
+set g_balance_shotgun_primary_animtime 0.2
+set g_balance_shotgun_primary_bullets 12
+set g_balance_shotgun_primary_damage 4
+set g_balance_shotgun_primary_force 15
 set g_balance_shotgun_primary_refire 0.75
 set g_balance_shotgun_primary_solidpenetration 3.8
-set g_balance_shotgun_primary_spread 0.07
-set g_balance_shotgun_reload_ammo 24
+set g_balance_shotgun_primary_spread 0.12
+set g_balance_shotgun_reload_ammo 0
 set g_balance_shotgun_reload_time 2
 set g_balance_shotgun_secondary 1
 set g_balance_shotgun_secondary_animtime 1.15
@@ -75,21 +75,21 @@ set g_balance_machinegun_burst_speed 0
 set g_balance_machinegun_first 1
 set g_balance_machinegun_first_ammo 1
 set g_balance_machinegun_first_damage 14
-set g_balance_machinegun_first_force 5
+set g_balance_machinegun_first_force 3
 set g_balance_machinegun_first_refire 0.125
 set g_balance_machinegun_first_spread 0.03
 set g_balance_machinegun_mode 1
-set g_balance_machinegun_reload_ammo 30
-set g_balance_machinegun_reload_time 1.5
-set g_balance_machinegun_solidpenetration 63
+set g_balance_machinegun_reload_ammo 60
+set g_balance_machinegun_reload_time 2
+set g_balance_machinegun_solidpenetration 13.1
 set g_balance_machinegun_spread_add 0.012
 set g_balance_machinegun_spread_max 0.05
-set g_balance_machinegun_spread_min 0
+set g_balance_machinegun_spread_min 0.02
 set g_balance_machinegun_sustained_ammo 1
-set g_balance_machinegun_sustained_damage 25
-set g_balance_machinegun_sustained_force 5
+set g_balance_machinegun_sustained_damage 10
+set g_balance_machinegun_sustained_force 3
 set g_balance_machinegun_sustained_refire 0.1
-set g_balance_machinegun_sustained_spread 0.01
+set g_balance_machinegun_sustained_spread 0.03
 set g_balance_machinegun_switchdelay_drop 0.2
 set g_balance_machinegun_switchdelay_raise 0.2
 set g_balance_machinegun_weaponreplace ""
@@ -289,7 +289,7 @@ set g_balance_crylink_weaponstartoverride -1
 set g_balance_crylink_weaponthrowable 1
 // }}}
 // {{{ #8: Vortex
-set g_balance_vortex_charge 0
+set g_balance_vortex_charge 1
 set g_balance_vortex_charge_animlimit 0.5
 set g_balance_vortex_charge_limit 1
 set g_balance_vortex_charge_maxspeed 800
@@ -301,18 +301,18 @@ set g_balance_vortex_charge_rot_rate 0
 set g_balance_vortex_charge_shot_multiplier 0
 set g_balance_vortex_charge_start 0.5
 set g_balance_vortex_charge_velocity_rate 0
-set g_balance_vortex_primary_ammo 10
-set g_balance_vortex_primary_animtime 0.65
-set g_balance_vortex_primary_damage 100
+set g_balance_vortex_primary_ammo 6
+set g_balance_vortex_primary_animtime 0.4
+set g_balance_vortex_primary_damage 80
 set g_balance_vortex_primary_damagefalloff_forcehalflife 0
 set g_balance_vortex_primary_damagefalloff_halflife 0
 set g_balance_vortex_primary_damagefalloff_maxdist 0
 set g_balance_vortex_primary_damagefalloff_mindist 0
-set g_balance_vortex_primary_force 500
-set g_balance_vortex_primary_refire 1
-set g_balance_vortex_reload_ammo 50
+set g_balance_vortex_primary_force 400
+set g_balance_vortex_primary_refire 1.5
+set g_balance_vortex_reload_ammo 0
 set g_balance_vortex_reload_time 2
-set g_balance_vortex_secondary 1
+set g_balance_vortex_secondary 0
 set g_balance_vortex_secondary_ammo 2
 set g_balance_vortex_secondary_animtime 0
 set g_balance_vortex_secondary_chargepool 0
@@ -778,44 +778,183 @@ set g_balance_arc_weaponstart 0
 set g_balance_arc_weaponstartoverride -1
 set g_balance_arc_weaponthrowable 1
 // }}}
-// {{{ #21: Heavy Machine Gun
-set g_balance_hmg_ammo 1
-set g_balance_hmg_damage 30
-set g_balance_hmg_force 10
-set g_balance_hmg_refire 0.05
-set g_balance_hmg_reload_ammo 120
-set g_balance_hmg_reload_time 1
-set g_balance_hmg_solidpenetration 32
-set g_balance_hmg_spread_add 0.005
-set g_balance_hmg_spread_max 0.06
-set g_balance_hmg_spread_min 0.01
-set g_balance_hmg_switchdelay_drop 0.2
-set g_balance_hmg_switchdelay_raise 0.2
-set g_balance_hmg_weaponreplace ""
-set g_balance_hmg_weaponstart 0
-set g_balance_hmg_weaponstartoverride 0
-set g_balance_hmg_weaponthrowable 0
+// {{{ #21: Overkill Heavy Machine Gun
+set g_balance_okhmg_primary_ammo 1
+set g_balance_okhmg_primary_damage 30
+set g_balance_okhmg_primary_force 10
+set g_balance_okhmg_primary_refire 0.05
+set g_balance_okhmg_primary_solidpenetration 32
+set g_balance_okhmg_primary_spread_add 0.005
+set g_balance_okhmg_primary_spread_max 0.06
+set g_balance_okhmg_primary_spread_min 0.01
+set g_balance_okhmg_reload_ammo 120
+set g_balance_okhmg_reload_time 1
+set g_balance_okhmg_secondary_ammo 0
+set g_balance_okhmg_secondary_animtime 0.2
+set g_balance_okhmg_secondary_damage 25
+set g_balance_okhmg_secondary_delay 0
+set g_balance_okhmg_secondary_edgedamage 12.5
+set g_balance_okhmg_secondary_force 300
+set g_balance_okhmg_secondary_lifetime 5
+set g_balance_okhmg_secondary_radius 70
+set g_balance_okhmg_secondary_refire 0.7
+set g_balance_okhmg_secondary_refire_type 1
+set g_balance_okhmg_secondary_shotangle 0
+set g_balance_okhmg_secondary_speed 6000
+set g_balance_okhmg_secondary_spread 0
+set g_balance_okhmg_switchdelay_drop 0.2
+set g_balance_okhmg_switchdelay_raise 0.2
+set g_balance_okhmg_weaponreplace ""
+set g_balance_okhmg_weaponstart 0
+set g_balance_okhmg_weaponstartoverride 0
+set g_balance_okhmg_weaponthrowable 0
 // }}}
-// {{{ #22: Rocket Propelled Chainsaw
-set g_balance_rpc_ammo 10
-set g_balance_rpc_animtime 1
-set g_balance_rpc_damage 150
-set g_balance_rpc_damage2 500
-set g_balance_rpc_damageforcescale 2
-set g_balance_rpc_edgedamage 50
-set g_balance_rpc_force 400
-set g_balance_rpc_health 25
-set g_balance_rpc_lifetime 30
-set g_balance_rpc_radius 300
-set g_balance_rpc_refire 1
-set g_balance_rpc_reload_ammo 10
-set g_balance_rpc_reload_time 1
-set g_balance_rpc_speed 2500
-set g_balance_rpc_speedaccel 5000
-set g_balance_rpc_switchdelay_drop 0.2
-set g_balance_rpc_switchdelay_raise 0.2
-set g_balance_rpc_weaponreplace ""
-set g_balance_rpc_weaponstart 0
-set g_balance_rpc_weaponstartoverride 0
-set g_balance_rpc_weaponthrowable 0
+// {{{ #22: Overkill Rocket Propelled Chainsaw
+set g_balance_okrpc_primary_ammo 10
+set g_balance_okrpc_primary_animtime 1
+set g_balance_okrpc_primary_damage 150
+set g_balance_okrpc_primary_damage2 500
+set g_balance_okrpc_primary_damageforcescale 2
+set g_balance_okrpc_primary_edgedamage 50
+set g_balance_okrpc_primary_force 400
+set g_balance_okrpc_primary_health 25
+set g_balance_okrpc_primary_lifetime 30
+set g_balance_okrpc_primary_radius 300
+set g_balance_okrpc_primary_refire 1
+set g_balance_okrpc_primary_speed 2500
+set g_balance_okrpc_primary_speedaccel 5000
+set g_balance_okrpc_reload_ammo 10
+set g_balance_okrpc_reload_time 1
+set g_balance_okrpc_secondary_ammo 0
+set g_balance_okrpc_secondary_animtime 0.2
+set g_balance_okrpc_secondary_damage 25
+set g_balance_okrpc_secondary_delay 0
+set g_balance_okrpc_secondary_edgedamage 12.5
+set g_balance_okrpc_secondary_force 300
+set g_balance_okrpc_secondary_lifetime 5
+set g_balance_okrpc_secondary_radius 70
+set g_balance_okrpc_secondary_refire 0.7
+set g_balance_okrpc_secondary_refire_type 1
+set g_balance_okrpc_secondary_shotangle 0
+set g_balance_okrpc_secondary_speed 6000
+set g_balance_okrpc_secondary_spread 0
+set g_balance_okrpc_switchdelay_drop 0.2
+set g_balance_okrpc_switchdelay_raise 0.2
+set g_balance_okrpc_weaponreplace ""
+set g_balance_okrpc_weaponstart 0
+set g_balance_okrpc_weaponstartoverride 0
+set g_balance_okrpc_weaponthrowable 0
+// }}}
+// {{{ Overkill Shotgun
+set g_balance_okshotgun_primary_ammo 3
+set g_balance_okshotgun_primary_animtime 0.65
+set g_balance_okshotgun_primary_bot_range 512
+set g_balance_okshotgun_primary_bullets 10
+set g_balance_okshotgun_primary_damage 17
+set g_balance_okshotgun_primary_force 80
+set g_balance_okshotgun_primary_refire 0.75
+set g_balance_okshotgun_primary_solidpenetration 3.8
+set g_balance_okshotgun_primary_spread 0.07
+set g_balance_okshotgun_reload_ammo 24
+set g_balance_okshotgun_reload_time 2
+set g_balance_okshotgun_secondary_animtime 0.2
+set g_balance_okshotgun_secondary_damage 25
+set g_balance_okshotgun_secondary_delay 0
+set g_balance_okshotgun_secondary_edgedamage 12.5
+set g_balance_okshotgun_secondary_force 300
+set g_balance_okshotgun_secondary_lifetime 5
+set g_balance_okshotgun_secondary_radius 70
+set g_balance_okshotgun_secondary_refire 0.7
+set g_balance_okshotgun_secondary_refire_type 1
+set g_balance_okshotgun_secondary_shotangle 0
+set g_balance_okshotgun_secondary_speed 6000
+set g_balance_okshotgun_secondary_spread 0
+set g_balance_okshotgun_switchdelay_drop 0.2
+set g_balance_okshotgun_switchdelay_raise 0.2
+set g_balance_okshotgun_weaponreplace ""
+set g_balance_okshotgun_weaponstart 0
+set g_balance_okshotgun_weaponstartoverride -1
+set g_balance_okshotgun_weaponthrowable 1
+// }}}
+// {{{ Overkill Machine Gun
+set g_balance_okmachinegun_primary_ammo 1
+set g_balance_okmachinegun_primary_damage 25
+set g_balance_okmachinegun_primary_force 5
+set g_balance_okmachinegun_primary_refire 0.1
+set g_balance_okmachinegun_primary_solidpenetration 13.1
+set g_balance_okmachinegun_primary_spread_add 0.012
+set g_balance_okmachinegun_primary_spread_max 0.05
+set g_balance_okmachinegun_primary_spread_min 0
+set g_balance_okmachinegun_reload_ammo 30
+set g_balance_okmachinegun_reload_time 1.5
+set g_balance_okmachinegun_secondary_animtime 0.2
+set g_balance_okmachinegun_secondary_damage 25
+set g_balance_okmachinegun_secondary_delay 0
+set g_balance_okmachinegun_secondary_edgedamage 12.5
+set g_balance_okmachinegun_secondary_force 300
+set g_balance_okmachinegun_secondary_lifetime 5
+set g_balance_okmachinegun_secondary_radius 70
+set g_balance_okmachinegun_secondary_refire 0.7
+set g_balance_okmachinegun_secondary_refire_type 1
+set g_balance_okmachinegun_secondary_shotangle 0
+set g_balance_okmachinegun_secondary_speed 6000
+set g_balance_okmachinegun_secondary_spread 0
+set g_balance_okmachinegun_switchdelay_drop 0.2
+set g_balance_okmachinegun_switchdelay_raise 0.2
+set g_balance_okmachinegun_weaponreplace ""
+set g_balance_okmachinegun_weaponstart 0
+set g_balance_okmachinegun_weaponstartoverride -1
+set g_balance_okmachinegun_weaponthrowable 1
+// }}}
+// {{{ Overkill Nex
+set g_balance_oknex_charge 0
+set g_balance_oknex_charge_animlimit 0.5
+set g_balance_oknex_charge_limit 1
+set g_balance_oknex_charge_maxspeed 800
+set g_balance_oknex_charge_mindmg 40
+set g_balance_oknex_charge_minspeed 400
+set g_balance_oknex_charge_rate 0.6
+set g_balance_oknex_charge_rot_pause 0
+set g_balance_oknex_charge_rot_rate 0
+set g_balance_oknex_charge_shot_multiplier 0
+set g_balance_oknex_charge_start 0.5
+set g_balance_oknex_charge_velocity_rate 0
+set g_balance_oknex_primary_ammo 10
+set g_balance_oknex_primary_animtime 0.65
+set g_balance_oknex_primary_damage 100
+set g_balance_oknex_primary_damagefalloff_forcehalflife 0
+set g_balance_oknex_primary_damagefalloff_halflife 0
+set g_balance_oknex_primary_damagefalloff_maxdist 0
+set g_balance_oknex_primary_damagefalloff_mindist 0
+set g_balance_oknex_primary_force 500
+set g_balance_oknex_primary_refire 1
+set g_balance_oknex_reload_ammo 50
+set g_balance_oknex_reload_time 2
+set g_balance_oknex_secondary 2
+set g_balance_oknex_secondary_ammo 0
+set g_balance_oknex_secondary_animtime 0.2
+set g_balance_oknex_secondary_chargepool 0
+set g_balance_oknex_secondary_chargepool_pause_regen 1
+set g_balance_oknex_secondary_chargepool_regen 0.15
+set g_balance_oknex_secondary_damage 25
+set g_balance_oknex_secondary_damagefalloff_forcehalflife 0
+set g_balance_oknex_secondary_damagefalloff_halflife 0
+set g_balance_oknex_secondary_damagefalloff_maxdist 0
+set g_balance_oknex_secondary_damagefalloff_mindist 0
+set g_balance_oknex_secondary_force 300
+set g_balance_oknex_secondary_refire 0.7
+set g_balance_oknex_secondary_refire_type 1
+set g_balance_oknex_secondary_delay 0
+set g_balance_oknex_secondary_edgedamage 12.5
+set g_balance_oknex_secondary_lifetime 5
+set g_balance_oknex_secondary_radius 70
+set g_balance_oknex_secondary_shotangle 0
+set g_balance_oknex_secondary_speed 6000
+set g_balance_oknex_secondary_spread 0
+set g_balance_oknex_switchdelay_drop 0.2
+set g_balance_oknex_switchdelay_raise 0.2
+set g_balance_oknex_weaponreplace ""
+set g_balance_oknex_weaponstart 0
+set g_balance_oknex_weaponstartoverride -1
+set g_balance_oknex_weaponthrowable 1
 // }}}
index 295756779b58dc5875e3ae8cb685c1264441e5cb..f5becd0df64c1091d0ddadb1f3d3ade79d5aacd1 100644 (file)
@@ -776,44 +776,70 @@ set g_balance_shotgun_weaponstart 0
 set g_balance_shotgun_weaponstartoverride -1
 set g_balance_shotgun_weaponthrowable 1
 // }}}
-// {{{ #21: Heavy Machine Gun
-set g_balance_hmg_ammo 1
-set g_balance_hmg_damage 30
-set g_balance_hmg_force 10
-set g_balance_hmg_refire 0.05
-set g_balance_hmg_reload_ammo 120
-set g_balance_hmg_reload_time 1
-set g_balance_hmg_solidpenetration 32
-set g_balance_hmg_spread_add 0.005
-set g_balance_hmg_spread_max 0.06
-set g_balance_hmg_spread_min 0.01
-set g_balance_hmg_switchdelay_drop 0.2
-set g_balance_hmg_switchdelay_raise 0.2
-set g_balance_hmg_weaponreplace ""
-set g_balance_hmg_weaponstart 0
-set g_balance_hmg_weaponstartoverride 0
-set g_balance_hmg_weaponthrowable 0
+// {{{ #21: Overkill Heavy Machine Gun
+set g_balance_okhmg_primary_ammo 1
+set g_balance_okhmg_primary_damage 30
+set g_balance_okhmg_primary_force 10
+set g_balance_okhmg_primary_refire 0.05
+set g_balance_okhmg_primary_solidpenetration 32
+set g_balance_okhmg_primary_spread_add 0.005
+set g_balance_okhmg_primary_spread_max 0.06
+set g_balance_okhmg_primary_spread_min 0.01
+set g_balance_okhmg_reload_ammo 120
+set g_balance_okhmg_reload_time 1
+set g_balance_okhmg_secondary_ammo 0
+set g_balance_okhmg_secondary_animtime 0.2
+set g_balance_okhmg_secondary_damage 25
+set g_balance_okhmg_secondary_delay 0
+set g_balance_okhmg_secondary_edgedamage 12.5
+set g_balance_okhmg_secondary_force 300
+set g_balance_okhmg_secondary_lifetime 5
+set g_balance_okhmg_secondary_radius 70
+set g_balance_okhmg_secondary_refire 0.7
+set g_balance_okhmg_secondary_refire_type 1
+set g_balance_okhmg_secondary_shotangle 0
+set g_balance_okhmg_secondary_speed 6000
+set g_balance_okhmg_secondary_spread 0
+set g_balance_okhmg_switchdelay_drop 0.2
+set g_balance_okhmg_switchdelay_raise 0.2
+set g_balance_okhmg_weaponreplace ""
+set g_balance_okhmg_weaponstart 0
+set g_balance_okhmg_weaponstartoverride 0
+set g_balance_okhmg_weaponthrowable 0
 // }}}
-// {{{ #22: Rocket Propelled Chainsaw
-set g_balance_rpc_ammo 10
-set g_balance_rpc_animtime 1
-set g_balance_rpc_damage 150
-set g_balance_rpc_damage2 500
-set g_balance_rpc_damageforcescale 2
-set g_balance_rpc_edgedamage 50
-set g_balance_rpc_force 400
-set g_balance_rpc_health 25
-set g_balance_rpc_lifetime 30
-set g_balance_rpc_radius 300
-set g_balance_rpc_refire 1
-set g_balance_rpc_reload_ammo 10
-set g_balance_rpc_reload_time 1
-set g_balance_rpc_speed 2500
-set g_balance_rpc_speedaccel 5000
-set g_balance_rpc_switchdelay_drop 0.2
-set g_balance_rpc_switchdelay_raise 0.2
-set g_balance_rpc_weaponreplace ""
-set g_balance_rpc_weaponstart 0
-set g_balance_rpc_weaponstartoverride 0
-set g_balance_rpc_weaponthrowable 0
+// {{{ #22: Overkill Rocket Propelled Chainsaw
+set g_balance_okrpc_primary_ammo 10
+set g_balance_okrpc_primary_animtime 1
+set g_balance_okrpc_primary_damage 150
+set g_balance_okrpc_primary_damage2 500
+set g_balance_okrpc_primary_damageforcescale 2
+set g_balance_okrpc_primary_edgedamage 50
+set g_balance_okrpc_primary_force 400
+set g_balance_okrpc_primary_health 25
+set g_balance_okrpc_primary_lifetime 30
+set g_balance_okrpc_primary_radius 300
+set g_balance_okrpc_primary_refire 1
+set g_balance_okrpc_primary_speed 2500
+set g_balance_okrpc_primary_speedaccel 5000
+set g_balance_okrpc_reload_ammo 10
+set g_balance_okrpc_reload_time 1
+set g_balance_okrpc_secondary_ammo 0
+set g_balance_okrpc_secondary_animtime 0.2
+set g_balance_okrpc_secondary_damage 25
+set g_balance_okrpc_secondary_delay 0
+set g_balance_okrpc_secondary_edgedamage 12.5
+set g_balance_okrpc_secondary_force 300
+set g_balance_okrpc_secondary_lifetime 5
+set g_balance_okrpc_secondary_radius 70
+set g_balance_okrpc_secondary_refire 0.7
+set g_balance_okrpc_secondary_refire_type 1
+set g_balance_okrpc_secondary_shotangle 0
+set g_balance_okrpc_secondary_speed 6000
+set g_balance_okrpc_secondary_spread 0
+set g_balance_okrpc_switchdelay_drop 0.2
+set g_balance_okrpc_switchdelay_raise 0.2
+set g_balance_okrpc_weaponreplace ""
+set g_balance_okrpc_weaponstart 0
+set g_balance_okrpc_weaponstartoverride 0
+set g_balance_okrpc_weaponthrowable 0
 // }}}
index fc9a1ddf83775c9144a93251589083a022c96363..ebf1a91b5681b2c03e91542309dd2ee1958e4354 100644 (file)
@@ -778,44 +778,70 @@ set g_balance_arc_weaponstart 0
 set g_balance_arc_weaponstartoverride -1
 set g_balance_arc_weaponthrowable 1
 // }}}
-// {{{ #21: Heavy Machine Gun
-set g_balance_hmg_ammo 1
-set g_balance_hmg_damage 30
-set g_balance_hmg_force 10
-set g_balance_hmg_refire 0.05
-set g_balance_hmg_reload_ammo 120
-set g_balance_hmg_reload_time 1
-set g_balance_hmg_solidpenetration 32
-set g_balance_hmg_spread_add 0.005
-set g_balance_hmg_spread_max 0.06
-set g_balance_hmg_spread_min 0.01
-set g_balance_hmg_switchdelay_drop 0.2
-set g_balance_hmg_switchdelay_raise 0.2
-set g_balance_hmg_weaponreplace ""
-set g_balance_hmg_weaponstart 0
-set g_balance_hmg_weaponstartoverride 0
-set g_balance_hmg_weaponthrowable 0
+// {{{ #21: Overkill Heavy Machine Gun
+set g_balance_okhmg_primary_ammo 1
+set g_balance_okhmg_primary_damage 30
+set g_balance_okhmg_primary_force 10
+set g_balance_okhmg_primary_refire 0.05
+set g_balance_okhmg_primary_solidpenetration 32
+set g_balance_okhmg_primary_spread_add 0.005
+set g_balance_okhmg_primary_spread_max 0.06
+set g_balance_okhmg_primary_spread_min 0.01
+set g_balance_okhmg_reload_ammo 120
+set g_balance_okhmg_reload_time 1
+set g_balance_okhmg_secondary_ammo 0
+set g_balance_okhmg_secondary_animtime 0.2
+set g_balance_okhmg_secondary_damage 25
+set g_balance_okhmg_secondary_delay 0
+set g_balance_okhmg_secondary_edgedamage 12.5
+set g_balance_okhmg_secondary_force 300
+set g_balance_okhmg_secondary_lifetime 5
+set g_balance_okhmg_secondary_radius 70
+set g_balance_okhmg_secondary_refire 0.7
+set g_balance_okhmg_secondary_refire_type 1
+set g_balance_okhmg_secondary_shotangle 0
+set g_balance_okhmg_secondary_speed 6000
+set g_balance_okhmg_secondary_spread 0
+set g_balance_okhmg_switchdelay_drop 0.2
+set g_balance_okhmg_switchdelay_raise 0.2
+set g_balance_okhmg_weaponreplace ""
+set g_balance_okhmg_weaponstart 0
+set g_balance_okhmg_weaponstartoverride 0
+set g_balance_okhmg_weaponthrowable 0
 // }}}
-// {{{ #22: Rocket Propelled Chainsaw
-set g_balance_rpc_ammo 10
-set g_balance_rpc_animtime 1
-set g_balance_rpc_damage 150
-set g_balance_rpc_damage2 500
-set g_balance_rpc_damageforcescale 2
-set g_balance_rpc_edgedamage 50
-set g_balance_rpc_force 400
-set g_balance_rpc_health 25
-set g_balance_rpc_lifetime 30
-set g_balance_rpc_radius 300
-set g_balance_rpc_refire 1
-set g_balance_rpc_reload_ammo 10
-set g_balance_rpc_reload_time 1
-set g_balance_rpc_speed 2500
-set g_balance_rpc_speedaccel 5000
-set g_balance_rpc_switchdelay_drop 0.2
-set g_balance_rpc_switchdelay_raise 0.2
-set g_balance_rpc_weaponreplace ""
-set g_balance_rpc_weaponstart 0
-set g_balance_rpc_weaponstartoverride 0
-set g_balance_rpc_weaponthrowable 0
+// {{{ #22: Overkill Rocket Propelled Chainsaw
+set g_balance_okrpc_primary_ammo 10
+set g_balance_okrpc_primary_animtime 1
+set g_balance_okrpc_primary_damage 150
+set g_balance_okrpc_primary_damage2 500
+set g_balance_okrpc_primary_damageforcescale 2
+set g_balance_okrpc_primary_edgedamage 50
+set g_balance_okrpc_primary_force 400
+set g_balance_okrpc_primary_health 25
+set g_balance_okrpc_primary_lifetime 30
+set g_balance_okrpc_primary_radius 300
+set g_balance_okrpc_primary_refire 1
+set g_balance_okrpc_primary_speed 2500
+set g_balance_okrpc_primary_speedaccel 5000
+set g_balance_okrpc_reload_ammo 10
+set g_balance_okrpc_reload_time 1
+set g_balance_okrpc_secondary_ammo 0
+set g_balance_okrpc_secondary_animtime 0.2
+set g_balance_okrpc_secondary_damage 25
+set g_balance_okrpc_secondary_delay 0
+set g_balance_okrpc_secondary_edgedamage 12.5
+set g_balance_okrpc_secondary_force 300
+set g_balance_okrpc_secondary_lifetime 5
+set g_balance_okrpc_secondary_radius 70
+set g_balance_okrpc_secondary_refire 0.7
+set g_balance_okrpc_secondary_refire_type 1
+set g_balance_okrpc_secondary_shotangle 0
+set g_balance_okrpc_secondary_speed 6000
+set g_balance_okrpc_secondary_spread 0
+set g_balance_okrpc_switchdelay_drop 0.2
+set g_balance_okrpc_switchdelay_raise 0.2
+set g_balance_okrpc_weaponreplace ""
+set g_balance_okrpc_weaponstart 0
+set g_balance_okrpc_weaponstartoverride 0
+set g_balance_okrpc_weaponthrowable 0
 // }}}
index 9048f383d739951b288bcf314a6c744d06a26eb6..dd4b9af1777a85ccb4c70945eeac314f47769023 100644 (file)
@@ -778,44 +778,183 @@ set g_balance_arc_weaponstart 0
 set g_balance_arc_weaponstartoverride -1
 set g_balance_arc_weaponthrowable 1
 // }}}
-// {{{ #21: Heavy Machine Gun
-set g_balance_hmg_ammo 1
-set g_balance_hmg_damage 30
-set g_balance_hmg_force 10
-set g_balance_hmg_refire 0.05
-set g_balance_hmg_reload_ammo 120
-set g_balance_hmg_reload_time 1
-set g_balance_hmg_solidpenetration 32
-set g_balance_hmg_spread_add 0.005
-set g_balance_hmg_spread_max 0.06
-set g_balance_hmg_spread_min 0.01
-set g_balance_hmg_switchdelay_drop 0.2
-set g_balance_hmg_switchdelay_raise 0.2
-set g_balance_hmg_weaponreplace ""
-set g_balance_hmg_weaponstart 0
-set g_balance_hmg_weaponstartoverride 0
-set g_balance_hmg_weaponthrowable 0
+// {{{ #21: Overkill Heavy Machine Gun
+set g_balance_okhmg_primary_ammo 1
+set g_balance_okhmg_primary_damage 30
+set g_balance_okhmg_primary_force 10
+set g_balance_okhmg_primary_refire 0.05
+set g_balance_okhmg_primary_solidpenetration 32
+set g_balance_okhmg_primary_spread_add 0.005
+set g_balance_okhmg_primary_spread_max 0.06
+set g_balance_okhmg_primary_spread_min 0.01
+set g_balance_okhmg_reload_ammo 120
+set g_balance_okhmg_reload_time 1
+set g_balance_okhmg_secondary_ammo 0
+set g_balance_okhmg_secondary_animtime 0.2
+set g_balance_okhmg_secondary_damage 25
+set g_balance_okhmg_secondary_delay 0
+set g_balance_okhmg_secondary_edgedamage 12.5
+set g_balance_okhmg_secondary_force 300
+set g_balance_okhmg_secondary_lifetime 5
+set g_balance_okhmg_secondary_radius 70
+set g_balance_okhmg_secondary_refire 0.7
+set g_balance_okhmg_secondary_refire_type 1
+set g_balance_okhmg_secondary_shotangle 0
+set g_balance_okhmg_secondary_speed 6000
+set g_balance_okhmg_secondary_spread 0
+set g_balance_okhmg_switchdelay_drop 0.2
+set g_balance_okhmg_switchdelay_raise 0.2
+set g_balance_okhmg_weaponreplace ""
+set g_balance_okhmg_weaponstart 0
+set g_balance_okhmg_weaponstartoverride 0
+set g_balance_okhmg_weaponthrowable 0
 // }}}
-// {{{ #22: Rocket Propelled Chainsaw
-set g_balance_rpc_ammo 10
-set g_balance_rpc_animtime 1
-set g_balance_rpc_damage 150
-set g_balance_rpc_damage2 500
-set g_balance_rpc_damageforcescale 2
-set g_balance_rpc_edgedamage 50
-set g_balance_rpc_force 400
-set g_balance_rpc_health 25
-set g_balance_rpc_lifetime 30
-set g_balance_rpc_radius 300
-set g_balance_rpc_refire 1
-set g_balance_rpc_reload_ammo 10
-set g_balance_rpc_reload_time 1
-set g_balance_rpc_speed 2500
-set g_balance_rpc_speedaccel 5000
-set g_balance_rpc_switchdelay_drop 0.2
-set g_balance_rpc_switchdelay_raise 0.2
-set g_balance_rpc_weaponreplace ""
-set g_balance_rpc_weaponstart 0
-set g_balance_rpc_weaponstartoverride 0
-set g_balance_rpc_weaponthrowable 0
+// {{{ #22: Overkill Rocket Propelled Chainsaw
+set g_balance_okrpc_primary_ammo 10
+set g_balance_okrpc_primary_animtime 1
+set g_balance_okrpc_primary_damage 150
+set g_balance_okrpc_primary_damage2 500
+set g_balance_okrpc_primary_damageforcescale 2
+set g_balance_okrpc_primary_edgedamage 50
+set g_balance_okrpc_primary_force 400
+set g_balance_okrpc_primary_health 25
+set g_balance_okrpc_primary_lifetime 30
+set g_balance_okrpc_primary_radius 300
+set g_balance_okrpc_primary_refire 1
+set g_balance_okrpc_primary_speed 2500
+set g_balance_okrpc_primary_speedaccel 5000
+set g_balance_okrpc_reload_ammo 10
+set g_balance_okrpc_reload_time 1
+set g_balance_okrpc_secondary_ammo 0
+set g_balance_okrpc_secondary_animtime 0.2
+set g_balance_okrpc_secondary_damage 25
+set g_balance_okrpc_secondary_delay 0
+set g_balance_okrpc_secondary_edgedamage 12.5
+set g_balance_okrpc_secondary_force 300
+set g_balance_okrpc_secondary_lifetime 5
+set g_balance_okrpc_secondary_radius 70
+set g_balance_okrpc_secondary_refire 0.7
+set g_balance_okrpc_secondary_refire_type 1
+set g_balance_okrpc_secondary_shotangle 0
+set g_balance_okrpc_secondary_speed 6000
+set g_balance_okrpc_secondary_spread 0
+set g_balance_okrpc_switchdelay_drop 0.2
+set g_balance_okrpc_switchdelay_raise 0.2
+set g_balance_okrpc_weaponreplace ""
+set g_balance_okrpc_weaponstart 0
+set g_balance_okrpc_weaponstartoverride 0
+set g_balance_okrpc_weaponthrowable 0
+// }}}
+// {{{ Overkill Shotgun
+set g_balance_okshotgun_primary_ammo 3
+set g_balance_okshotgun_primary_animtime 0.65
+set g_balance_okshotgun_primary_bot_range 512
+set g_balance_okshotgun_primary_bullets 10
+set g_balance_okshotgun_primary_damage 17
+set g_balance_okshotgun_primary_force 80
+set g_balance_okshotgun_primary_refire 0.75
+set g_balance_okshotgun_primary_solidpenetration 3.8
+set g_balance_okshotgun_primary_spread 0.07
+set g_balance_okshotgun_reload_ammo 24
+set g_balance_okshotgun_reload_time 2
+set g_balance_okshotgun_secondary_animtime 0.2
+set g_balance_okshotgun_secondary_damage 25
+set g_balance_okshotgun_secondary_delay 0
+set g_balance_okshotgun_secondary_edgedamage 12.5
+set g_balance_okshotgun_secondary_force 300
+set g_balance_okshotgun_secondary_lifetime 5
+set g_balance_okshotgun_secondary_radius 70
+set g_balance_okshotgun_secondary_refire 0.7
+set g_balance_okshotgun_secondary_refire_type 1
+set g_balance_okshotgun_secondary_shotangle 0
+set g_balance_okshotgun_secondary_speed 6000
+set g_balance_okshotgun_secondary_spread 0
+set g_balance_okshotgun_switchdelay_drop 0.2
+set g_balance_okshotgun_switchdelay_raise 0.2
+set g_balance_okshotgun_weaponreplace ""
+set g_balance_okshotgun_weaponstart 0
+set g_balance_okshotgun_weaponstartoverride -1
+set g_balance_okshotgun_weaponthrowable 1
+// }}}
+// {{{ Overkill Machine Gun
+set g_balance_okmachinegun_primary_ammo 1
+set g_balance_okmachinegun_primary_damage 25
+set g_balance_okmachinegun_primary_force 5
+set g_balance_okmachinegun_primary_refire 0.1
+set g_balance_okmachinegun_primary_solidpenetration 13.1
+set g_balance_okmachinegun_primary_spread_add 0.012
+set g_balance_okmachinegun_primary_spread_max 0.05
+set g_balance_okmachinegun_primary_spread_min 0
+set g_balance_okmachinegun_reload_ammo 30
+set g_balance_okmachinegun_reload_time 1.5
+set g_balance_okmachinegun_secondary_animtime 0.2
+set g_balance_okmachinegun_secondary_damage 25
+set g_balance_okmachinegun_secondary_delay 0
+set g_balance_okmachinegun_secondary_edgedamage 12.5
+set g_balance_okmachinegun_secondary_force 300
+set g_balance_okmachinegun_secondary_lifetime 5
+set g_balance_okmachinegun_secondary_radius 70
+set g_balance_okmachinegun_secondary_refire 0.7
+set g_balance_okmachinegun_secondary_refire_type 1
+set g_balance_okmachinegun_secondary_shotangle 0
+set g_balance_okmachinegun_secondary_speed 6000
+set g_balance_okmachinegun_secondary_spread 0
+set g_balance_okmachinegun_switchdelay_drop 0.2
+set g_balance_okmachinegun_switchdelay_raise 0.2
+set g_balance_okmachinegun_weaponreplace ""
+set g_balance_okmachinegun_weaponstart 0
+set g_balance_okmachinegun_weaponstartoverride -1
+set g_balance_okmachinegun_weaponthrowable 1
+// }}}
+// {{{ Overkill Nex
+set g_balance_oknex_charge 0
+set g_balance_oknex_charge_animlimit 0.5
+set g_balance_oknex_charge_limit 1
+set g_balance_oknex_charge_maxspeed 800
+set g_balance_oknex_charge_mindmg 40
+set g_balance_oknex_charge_minspeed 400
+set g_balance_oknex_charge_rate 0.6
+set g_balance_oknex_charge_rot_pause 0
+set g_balance_oknex_charge_rot_rate 0
+set g_balance_oknex_charge_shot_multiplier 0
+set g_balance_oknex_charge_start 0.5
+set g_balance_oknex_charge_velocity_rate 0
+set g_balance_oknex_primary_ammo 10
+set g_balance_oknex_primary_animtime 0.65
+set g_balance_oknex_primary_damage 100
+set g_balance_oknex_primary_damagefalloff_forcehalflife 0
+set g_balance_oknex_primary_damagefalloff_halflife 0
+set g_balance_oknex_primary_damagefalloff_maxdist 0
+set g_balance_oknex_primary_damagefalloff_mindist 0
+set g_balance_oknex_primary_force 500
+set g_balance_oknex_primary_refire 1
+set g_balance_oknex_reload_ammo 50
+set g_balance_oknex_reload_time 2
+set g_balance_oknex_secondary 2
+set g_balance_oknex_secondary_ammo 0
+set g_balance_oknex_secondary_animtime 0.2
+set g_balance_oknex_secondary_chargepool 0
+set g_balance_oknex_secondary_chargepool_pause_regen 1
+set g_balance_oknex_secondary_chargepool_regen 0.15
+set g_balance_oknex_secondary_damage 25
+set g_balance_oknex_secondary_damagefalloff_forcehalflife 0
+set g_balance_oknex_secondary_damagefalloff_halflife 0
+set g_balance_oknex_secondary_damagefalloff_maxdist 0
+set g_balance_oknex_secondary_damagefalloff_mindist 0
+set g_balance_oknex_secondary_force 300
+set g_balance_oknex_secondary_refire 0.7
+set g_balance_oknex_secondary_refire_type 1
+set g_balance_oknex_secondary_delay 0
+set g_balance_oknex_secondary_edgedamage 12.5
+set g_balance_oknex_secondary_lifetime 5
+set g_balance_oknex_secondary_radius 70
+set g_balance_oknex_secondary_shotangle 0
+set g_balance_oknex_secondary_speed 6000
+set g_balance_oknex_secondary_spread 0
+set g_balance_oknex_switchdelay_drop 0.2
+set g_balance_oknex_switchdelay_raise 0.2
+set g_balance_oknex_weaponreplace ""
+set g_balance_oknex_weaponstart 0
+set g_balance_oknex_weaponstartoverride -1
+set g_balance_oknex_weaponthrowable 1
 // }}}
index 2a391a202dd703a1e9eb6c66607037769a728f91..03e003c1223ff5e942fd6a391e5250737aba4b1a 100644 (file)
@@ -778,44 +778,70 @@ set g_balance_arc_weaponstart 0
 set g_balance_arc_weaponstartoverride -1
 set g_balance_arc_weaponthrowable 1
 // }}}
-// {{{ #21: Heavy Machine Gun
-set g_balance_hmg_ammo 1
-set g_balance_hmg_damage 30
-set g_balance_hmg_force 10
-set g_balance_hmg_refire 0.05
-set g_balance_hmg_reload_ammo 120
-set g_balance_hmg_reload_time 1
-set g_balance_hmg_solidpenetration 32
-set g_balance_hmg_spread_add 0.005
-set g_balance_hmg_spread_max 0.06
-set g_balance_hmg_spread_min 0.01
-set g_balance_hmg_switchdelay_drop 0.2
-set g_balance_hmg_switchdelay_raise 0.2
-set g_balance_hmg_weaponreplace ""
-set g_balance_hmg_weaponstart 0
-set g_balance_hmg_weaponstartoverride 0
-set g_balance_hmg_weaponthrowable 0
+// {{{ #21: Overkill Heavy Machine Gun
+set g_balance_okhmg_primary_ammo 1
+set g_balance_okhmg_primary_damage 30
+set g_balance_okhmg_primary_force 10
+set g_balance_okhmg_primary_refire 0.05
+set g_balance_okhmg_primary_solidpenetration 32
+set g_balance_okhmg_primary_spread_add 0.005
+set g_balance_okhmg_primary_spread_max 0.06
+set g_balance_okhmg_primary_spread_min 0.01
+set g_balance_okhmg_reload_ammo 120
+set g_balance_okhmg_reload_time 1
+set g_balance_okhmg_secondary_ammo 0
+set g_balance_okhmg_secondary_animtime 0.2
+set g_balance_okhmg_secondary_damage 25
+set g_balance_okhmg_secondary_delay 0
+set g_balance_okhmg_secondary_edgedamage 12.5
+set g_balance_okhmg_secondary_force 300
+set g_balance_okhmg_secondary_lifetime 5
+set g_balance_okhmg_secondary_radius 70
+set g_balance_okhmg_secondary_refire 0.7
+set g_balance_okhmg_secondary_refire_type 1
+set g_balance_okhmg_secondary_shotangle 0
+set g_balance_okhmg_secondary_speed 6000
+set g_balance_okhmg_secondary_spread 0
+set g_balance_okhmg_switchdelay_drop 0.2
+set g_balance_okhmg_switchdelay_raise 0.2
+set g_balance_okhmg_weaponreplace ""
+set g_balance_okhmg_weaponstart 0
+set g_balance_okhmg_weaponstartoverride 0
+set g_balance_okhmg_weaponthrowable 0
 // }}}
-// {{{ #22: Rocket Propelled Chainsaw
-set g_balance_rpc_ammo 10
-set g_balance_rpc_animtime 1
-set g_balance_rpc_damage 150
-set g_balance_rpc_damage2 500
-set g_balance_rpc_damageforcescale 2
-set g_balance_rpc_edgedamage 50
-set g_balance_rpc_force 400
-set g_balance_rpc_health 25
-set g_balance_rpc_lifetime 30
-set g_balance_rpc_radius 300
-set g_balance_rpc_refire 1
-set g_balance_rpc_reload_ammo 10
-set g_balance_rpc_reload_time 1
-set g_balance_rpc_speed 2500
-set g_balance_rpc_speedaccel 5000
-set g_balance_rpc_switchdelay_drop 0.2
-set g_balance_rpc_switchdelay_raise 0.2
-set g_balance_rpc_weaponreplace ""
-set g_balance_rpc_weaponstart 0
-set g_balance_rpc_weaponstartoverride 0
-set g_balance_rpc_weaponthrowable 0
+// {{{ #22: Overkill Rocket Propelled Chainsaw
+set g_balance_okrpc_primary_ammo 10
+set g_balance_okrpc_primary_animtime 1
+set g_balance_okrpc_primary_damage 150
+set g_balance_okrpc_primary_damage2 500
+set g_balance_okrpc_primary_damageforcescale 2
+set g_balance_okrpc_primary_edgedamage 50
+set g_balance_okrpc_primary_force 400
+set g_balance_okrpc_primary_health 25
+set g_balance_okrpc_primary_lifetime 30
+set g_balance_okrpc_primary_radius 300
+set g_balance_okrpc_primary_refire 1
+set g_balance_okrpc_primary_speed 2500
+set g_balance_okrpc_primary_speedaccel 5000
+set g_balance_okrpc_reload_ammo 10
+set g_balance_okrpc_reload_time 1
+set g_balance_okrpc_secondary_ammo 0
+set g_balance_okrpc_secondary_animtime 0.2
+set g_balance_okrpc_secondary_damage 25
+set g_balance_okrpc_secondary_delay 0
+set g_balance_okrpc_secondary_edgedamage 12.5
+set g_balance_okrpc_secondary_force 300
+set g_balance_okrpc_secondary_lifetime 5
+set g_balance_okrpc_secondary_radius 70
+set g_balance_okrpc_secondary_refire 0.7
+set g_balance_okrpc_secondary_refire_type 1
+set g_balance_okrpc_secondary_shotangle 0
+set g_balance_okrpc_secondary_speed 6000
+set g_balance_okrpc_secondary_spread 0
+set g_balance_okrpc_switchdelay_drop 0.2
+set g_balance_okrpc_switchdelay_raise 0.2
+set g_balance_okrpc_weaponreplace ""
+set g_balance_okrpc_weaponstart 0
+set g_balance_okrpc_weaponstartoverride 0
+set g_balance_okrpc_weaponthrowable 0
 // }}}
diff --git a/gfx/hud/luma/weaponokmachinegun.tga b/gfx/hud/luma/weaponokmachinegun.tga
new file mode 100644 (file)
index 0000000..5aee32a
Binary files /dev/null and b/gfx/hud/luma/weaponokmachinegun.tga differ
diff --git a/gfx/hud/luma/weaponoknex.tga b/gfx/hud/luma/weaponoknex.tga
new file mode 100644 (file)
index 0000000..e2e83ae
Binary files /dev/null and b/gfx/hud/luma/weaponoknex.tga differ
diff --git a/gfx/hud/luma/weaponokshotgun.tga b/gfx/hud/luma/weaponokshotgun.tga
new file mode 100644 (file)
index 0000000..f5fb92e
Binary files /dev/null and b/gfx/hud/luma/weaponokshotgun.tga differ
index 42a8820e761be63bcfed9abec1676438434f4a72..f2196cd1c9de15ede096db44acca2ee6de0c1f5e 100644 (file)
@@ -30,6 +30,7 @@
 
 #include <common/vehicles/all.qh>
 #include <common/weapons/_all.qh>
+#include <common/mutators/mutator/overkill/oknex.qh>
 #include <common/viewloc.qh>
 #include <common/triggers/trigger/viewloc.qh>
 #include <common/minigames/cl_minigames.qh>
@@ -698,6 +699,7 @@ float TrueAimCheck(entity wepent)
                case WEP_MORTAR: // toss curve
                        return SHOTTYPE_HITWORLD;
                case WEP_VORTEX:
+               case WEP_OVERKILL_NEX:
                case WEP_VAPORIZER:
                        mv = MOVE_NORMAL;
                        break;
@@ -1228,6 +1230,8 @@ void HUD_Crosshair(entity this)
                                float arc_heat = wepent.arc_heat_percent;
                                float vcharge = wepent.vortex_charge;
                                float vchargepool = wepent.vortex_chargepool_ammo;
+                               float oknex_charge_ = wepent.oknex_charge;
+                               float oknex_chargepool_ = wepent.oknex_chargepool_ammo;
 
                                if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
                                        vortex_charge_movingavg = vcharge;
@@ -1253,6 +1257,26 @@ void HUD_Crosshair(entity this)
                                        ring_rgb = wcross_color;
                                        ring_image = "gfx/crosshair_ring_nexgun.tga";
                                }
+                               else if (autocvar_crosshair_ring && (wepent.activeweapon == WEP_OVERKILL_NEX) && oknex_charge_ && autocvar_crosshair_ring_vortex)
+                               {
+                                       if (oknex_chargepool_ || use_vortex_chargepool) {
+                                               use_vortex_chargepool = 1;
+                                               ring_inner_value = oknex_chargepool_;
+                                       } else {
+                                               vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * oknex_charge_;
+                                               ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (oknex_charge_ - vortex_charge_movingavg), 1);
+                                       }
+
+                                       ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
+                                       ring_inner_rgb = eX * autocvar_crosshair_ring_vortex_inner_color_red + eY * autocvar_crosshair_ring_vortex_inner_color_green + eZ * autocvar_crosshair_ring_vortex_inner_color_blue;
+                                       ring_inner_image = "gfx/crosshair_ring_inner.tga";
+
+                                       // draw the outer ring to show the current charge of the weapon
+                                       ring_value = oknex_charge_;
+                                       ring_alpha = autocvar_crosshair_ring_vortex_alpha;
+                                       ring_rgb = wcross_color;
+                                       ring_image = "gfx/crosshair_ring_nexgun.tga";
+                               }
                                else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
                                {
                                        ring_value = bound(0, wepent.minelayer_mines / WEP_CVAR(minelayer, limit), 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
index 1ffce5daed8986b7b5c420d8d40dfb88b3b9cd29..9e0f50d925875eca3575cd78d9993b58d4ef6bdc 100644 (file)
@@ -1,5 +1,7 @@
 #include "nades.qh"
 
+#include "../overkill/okmachinegun.qh"
+
 #ifdef SVQC
 bool autocvar_g_nades_nade_small;
 float autocvar_g_nades_spread = 0.04;
@@ -881,12 +883,12 @@ void nade_damage(entity this, entity inflictor, entity attacker, float damage, i
                force *= 0.5; // too much
                damage = 0;
        }
-       else if(DEATH_ISWEAPON(deathtype, WEP_VORTEX) || DEATH_ISWEAPON(deathtype, WEP_VAPORIZER))
+       else if(DEATH_ISWEAPON(deathtype, WEP_VORTEX) || DEATH_ISWEAPON(deathtype, WEP_VAPORIZER) || DEATH_ISWEAPON(deathtype, WEP_OVERKILL_NEX))
        {
                force *= 6;
                damage = this.max_health * 0.55;
        }
-       else if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN))
+       else if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN) || DEATH_ISWEAPON(deathtype, WEP_OVERKILL_MACHINEGUN))
                damage = this.max_health * 0.1;
        else if(DEATH_ISWEAPON(deathtype, WEP_SHOCKWAVE) || DEATH_ISWEAPON(deathtype, WEP_SHOTGUN)) // WEAPONTODO
        {
index 0552173c1a0874c8c8ca6765ac0a922ff60ff01b..57fb6c2460d9c3e21948893c4662ad7b9788c493 100644 (file)
@@ -1,10 +1,12 @@
 // generated file; do not modify
-#include <common/mutators/mutator/overkill/hmg.qc>
-#include <common/mutators/mutator/overkill/overkill.qc>
 #ifdef CSQC
     #include <common/mutators/mutator/overkill/cl_overkill.qc>
 #endif
 #ifdef SVQC
     #include <common/mutators/mutator/overkill/sv_overkill.qc>
 #endif
-#include <common/mutators/mutator/overkill/rpc.qc>
+#include <common/mutators/mutator/overkill/okhmg.qc>
+#include <common/mutators/mutator/overkill/okmachinegun.qc>
+#include <common/mutators/mutator/overkill/oknex.qc>
+#include <common/mutators/mutator/overkill/okrpc.qc>
+#include <common/mutators/mutator/overkill/okshotgun.qc>
index 13e42431b32ebb3a28c11504a38fb822e69d7640..7731f17e169e9191fb49996c819cdf1ec200faa8 100644 (file)
@@ -1,10 +1,12 @@
 // generated file; do not modify
-#include <common/mutators/mutator/overkill/hmg.qh>
-#include <common/mutators/mutator/overkill/overkill.qh>
 #ifdef CSQC
     #include <common/mutators/mutator/overkill/cl_overkill.qh>
 #endif
 #ifdef SVQC
     #include <common/mutators/mutator/overkill/sv_overkill.qh>
 #endif
-#include <common/mutators/mutator/overkill/rpc.qh>
+#include <common/mutators/mutator/overkill/okhmg.qh>
+#include <common/mutators/mutator/overkill/okmachinegun.qh>
+#include <common/mutators/mutator/overkill/oknex.qh>
+#include <common/mutators/mutator/overkill/okrpc.qh>
+#include <common/mutators/mutator/overkill/okshotgun.qh>
index eb21953955429543f0edd1cb87ec88dd6ade0a03..4b14194be628f0bc9929e2608463b6426ef37473 100644 (file)
@@ -4,8 +4,5 @@ REGISTER_MUTATOR(ok, false)
 {
        MUTATOR_ONADD {
                cvar_settemp("g_overkill", "1");
-               WEP_SHOTGUN.mdl = "ok_shotgun";
-               WEP_MACHINEGUN.mdl = "ok_mg";
-               WEP_VORTEX.mdl = "ok_sniper";
        }
 }
diff --git a/qcsrc/common/mutators/mutator/overkill/hmg.qc b/qcsrc/common/mutators/mutator/overkill/hmg.qc
deleted file mode 100644 (file)
index b9e01bd..0000000
+++ /dev/null
@@ -1,132 +0,0 @@
-#include "hmg.qh"
-
-#ifdef SVQC
-
-REGISTER_MUTATOR(hmg_nadesupport, true);
-MUTATOR_HOOKFUNCTION(hmg_nadesupport, Nade_Damage)
-{
-       if (M_ARGV(1, entity) != WEP_HMG) return;
-       return = true;
-       M_ARGV(3, float) /* damage */ = (M_ARGV(0, entity)).max_health * 0.1;
-}
-
-void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
-{
-       if (!PHYS_INPUT_BUTTON_ATCK(actor))
-       {
-               w_ready(thiswep, actor, weaponentity, fire);
-               return;
-       }
-
-       if((!thiswep.wr_checkammo1(thiswep, actor, weaponentity) && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (!(actor.items & IT_SUPERWEAPON) && !(actor.items & IT_UNLIMITED_SUPERWEAPONS)))
-       {
-               W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
-               w_ready(thiswep, actor, weaponentity, fire);
-               return;
-       }
-
-       W_DecreaseAmmo(WEP_HMG, actor, WEP_CVAR(hmg, ammo), weaponentity);
-
-       W_SetupShot (actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(hmg, damage), WEP_HMG.m_id);
-
-       if(!autocvar_g_norecoil)
-       {
-               actor.punchangle_x = random () - 0.5;
-               actor.punchangle_y = random () - 0.5;
-       }
-
-       float hmg_spread = bound(WEP_CVAR(hmg, spread_min), WEP_CVAR(hmg, spread_min) + (WEP_CVAR(hmg, spread_add) * actor.(weaponentity).misc_bulletcounter), WEP_CVAR(hmg, spread_max));
-       fireBullet(actor, weaponentity, w_shotorg, w_shotdir, hmg_spread, WEP_CVAR(hmg, solidpenetration), WEP_CVAR(hmg, damage), WEP_CVAR(hmg, force), WEP_HMG.m_id, 0);
-
-       actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
-
-       Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
-
-       W_MachineGun_MuzzleFlash(actor, weaponentity);
-       W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
-
-       if (autocvar_g_casings >= 2) // casing code
-       {
-               makevectors(actor.v_angle); // for some reason, this is lost
-               SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, actor, weaponentity);
-       }
-
-       int slot = weaponslot(weaponentity);
-       ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(hmg, refire) * W_WeaponRateFactor(actor);
-       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(hmg, refire), W_HeavyMachineGun_Attack_Auto);
-}
-
-METHOD(HeavyMachineGun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
-{
-    if(vdist(actor.origin - actor.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
-        PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
-    else
-        PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
-}
-
-METHOD(HeavyMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
-{
-    if(WEP_CVAR(hmg, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR(hmg, ammo)) { // forced reload
-        thiswep.wr_reload(thiswep, actor, weaponentity);
-    } else
-    {
-        if (fire & 1)
-        if (weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
-        {
-            actor.(weaponentity).misc_bulletcounter = 0;
-            W_HeavyMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
-        }
-    }
-}
-
-METHOD(HeavyMachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
-{
-    float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(hmg, ammo);
-
-    if(autocvar_g_balance_hmg_reload_ammo)
-        ammo_amount += actor.(weaponentity).(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
-
-    return ammo_amount;
-}
-
-METHOD(HeavyMachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
-{
-    float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(hmg, ammo);
-
-    if(autocvar_g_balance_hmg_reload_ammo)
-        ammo_amount += actor.(weaponentity).(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
-
-    return ammo_amount;
-}
-
-METHOD(HeavyMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
-{
-    W_Reload(actor, weaponentity, WEP_CVAR(hmg, ammo), SND_RELOAD);
-}
-
-METHOD(HeavyMachineGun, wr_suicidemessage, Notification(entity thiswep))
-{
-    return WEAPON_THINKING_WITH_PORTALS;
-}
-
-METHOD(HeavyMachineGun, wr_killmessage, Notification(entity thiswep))
-{
-    if(w_deathtype & HITTYPE_SECONDARY)
-        return WEAPON_HMG_MURDER_SNIPE;
-    else
-        return WEAPON_HMG_MURDER_SPRAY;
-}
-
-#endif
-#ifdef CSQC
-
-METHOD(HeavyMachineGun, wr_impacteffect, void(entity thiswep, entity actor))
-{
-    vector org2;
-    org2 = w_org + w_backoff * 2;
-    pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
-    if(!w_issilent)
-        sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
-}
-
-#endif
diff --git a/qcsrc/common/mutators/mutator/overkill/hmg.qh b/qcsrc/common/mutators/mutator/overkill/hmg.qh
deleted file mode 100644 (file)
index 99c8093..0000000
+++ /dev/null
@@ -1,47 +0,0 @@
-#pragma once
-
-#include <common/weapons/all.qh>
-
-CLASS(HeavyMachineGun, Weapon)
-/* spawnfunc */ ATTRIB(HeavyMachineGun, m_canonical_spawnfunc, string, "weapon_hmg");
-/* ammotype  */ ATTRIB(HeavyMachineGun, ammo_type, int, RESOURCE_BULLETS);
-/* impulse   */ ATTRIB(HeavyMachineGun, impulse, int, 3);
-/* flags     */ ATTRIB(HeavyMachineGun, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_SUPERWEAPON);
-/* rating    */ ATTRIB(HeavyMachineGun, bot_pickupbasevalue, float, 10000);
-/* color     */ ATTRIB(HeavyMachineGun, wpcolor, vector, '0.5 0.5 0');
-/* modelname */ ATTRIB(HeavyMachineGun, mdl, string, "ok_hmg");
-#ifdef GAMEQC
-/* model     */ ATTRIB(HeavyMachineGun, m_model, Model, MDL_HMG_ITEM);
-#endif
-/* crosshair */ ATTRIB(HeavyMachineGun, w_crosshair, string, "gfx/crosshairuzi");
-/* crosshair */ ATTRIB(HeavyMachineGun, w_crosshair_size, float, 0.6);
-/* wepimg    */ ATTRIB(HeavyMachineGun, model2, string, "weaponhmg");
-/* refname   */ ATTRIB(HeavyMachineGun, netname, string, "hmg");
-/* wepname   */ ATTRIB(HeavyMachineGun, m_name, string, _("Heavy Machine Gun"));
-
-#define X(BEGIN, P, END, class, prefix) \
-       BEGIN(class) \
-               P(class, prefix, ammo, float, NONE) \
-               P(class, prefix, damage, float, NONE) \
-               P(class, prefix, force, float, NONE) \
-               P(class, prefix, refire, float, NONE) \
-               P(class, prefix, reload_ammo, float, NONE) \
-               P(class, prefix, reload_time, float, NONE) \
-               P(class, prefix, solidpenetration, float, NONE) \
-               P(class, prefix, spread_add, float, NONE) \
-               P(class, prefix, spread_max, float, NONE) \
-               P(class, prefix, spread_min, float, NONE) \
-               P(class, prefix, switchdelay_drop, float, NONE) \
-               P(class, prefix, switchdelay_raise, float, NONE) \
-               P(class, prefix, weaponreplace, string, NONE) \
-               P(class, prefix, weaponstartoverride, float, NONE) \
-               P(class, prefix, weaponstart, float, NONE) \
-               P(class, prefix, weaponthrowable, float, NONE) \
-    END()
-    W_PROPS(X, HeavyMachineGun, hmg)
-#undef X
-
-ENDCLASS(HeavyMachineGun)
-REGISTER_WEAPON(HMG, hmg, NEW(HeavyMachineGun));
-
-SPAWNFUNC_WEAPON(weapon_hmg, WEP_HMG)
diff --git a/qcsrc/common/mutators/mutator/overkill/okhmg.qc b/qcsrc/common/mutators/mutator/overkill/okhmg.qc
new file mode 100644 (file)
index 0000000..d278ca9
--- /dev/null
@@ -0,0 +1,168 @@
+#include "okhmg.qh"
+
+#ifdef SVQC
+
+REGISTER_MUTATOR(okhmg_nadesupport, true);
+MUTATOR_HOOKFUNCTION(okhmg_nadesupport, Nade_Damage)
+{
+       if (M_ARGV(1, entity) != WEP_OVERKILL_HMG) return;
+       return = true;
+       M_ARGV(3, float) /* damage */ = (M_ARGV(0, entity)).max_health * 0.1;
+}
+
+void W_OverkillHeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
+{
+       if (!PHYS_INPUT_BUTTON_ATCK(actor))
+       {
+               w_ready(thiswep, actor, weaponentity, fire);
+               return;
+       }
+
+       if((!thiswep.wr_checkammo1(thiswep, actor, weaponentity) && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (!(actor.items & IT_SUPERWEAPON) && !(actor.items & IT_UNLIMITED_SUPERWEAPONS)))
+       {
+               W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
+               w_ready(thiswep, actor, weaponentity, fire);
+               return;
+       }
+
+       W_DecreaseAmmo(WEP_OVERKILL_HMG, actor, WEP_CVAR_PRI(okhmg, ammo), weaponentity);
+
+       W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(okhmg, damage), WEP_OVERKILL_HMG.m_id);
+
+       if(!autocvar_g_norecoil)
+       {
+               actor.punchangle_x = random () - 0.5;
+               actor.punchangle_y = random () - 0.5;
+       }
+
+       float okhmg_spread = bound(WEP_CVAR_PRI(okhmg, spread_min), WEP_CVAR_PRI(okhmg, spread_min) + (WEP_CVAR_PRI(okhmg, spread_add) * actor.(weaponentity).misc_bulletcounter), WEP_CVAR_PRI(okhmg, spread_max));
+       fireBullet(actor, weaponentity, w_shotorg, w_shotdir, okhmg_spread, WEP_CVAR_PRI(okhmg, solidpenetration), WEP_CVAR_PRI(okhmg, damage), WEP_CVAR_PRI(okhmg, force), WEP_OVERKILL_HMG.m_id, 0);
+
+       actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
+
+       Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+
+       W_MachineGun_MuzzleFlash(actor, weaponentity);
+       W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
+
+       if (autocvar_g_casings >= 2) // casing code
+       {
+               makevectors(actor.v_angle); // for some reason, this is lost
+               SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, actor, weaponentity);
+       }
+
+       int slot = weaponslot(weaponentity);
+       ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(okhmg, refire) * W_WeaponRateFactor(actor);
+       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okhmg, refire), W_OverkillHeavyMachineGun_Attack_Auto);
+}
+
+METHOD(OverkillHeavyMachineGun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
+{
+    if(vdist(actor.origin - actor.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
+        PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
+    else
+        PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
+}
+
+METHOD(OverkillHeavyMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+       if ((WEP_CVAR_SEC(okhmg, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
+       {
+               // Secondary uses it's own refire timer if refire_type is 1.
+               actor.jump_interval = time + WEP_CVAR_SEC(okhmg, refire) * W_WeaponRateFactor(actor);
+               BLASTER_SECONDARY_ATTACK(okhmg, actor, weaponentity);
+               if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
+                       (actor.(weaponentity).wframe == WFRAME_FIRE2))
+               {
+                       // Set secondary fire animation.
+                       vector a = '0 0 0';
+                       actor.(weaponentity).wframe = WFRAME_FIRE2;
+                       a = actor.(weaponentity).anim_fire2;
+                       a.z *= g_weaponratefactor;
+                       FOREACH_CLIENT(true, LAMBDA(
+                               if (it == actor || (IS_SPEC(it) && it.enemy == actor))
+                               {
+                                       wframe_send(it, actor.(weaponentity), a, true);
+                               }
+                       ));
+                       animdecide_setaction(actor, ANIMACTION_SHOOT, true);
+               }
+       }
+    if (WEP_CVAR(okhmg, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(okhmg, ammo))
+       {
+               // Forced reload.
+        thiswep.wr_reload(thiswep, actor, weaponentity);
+               return;
+       }
+       if (fire & 1) // Primary attack
+       {
+               if (!weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
+               {
+                       return;
+               }
+               actor.(weaponentity).misc_bulletcounter = 0;
+               W_OverkillHeavyMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
+               return;
+       }
+       if ((fire & 2) && (WEP_CVAR_SEC(okhmg, refire_type) == 0)) // Secondary attack
+       {
+               if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(okhmg, refire)))
+               {
+                       return;
+               }
+               BLASTER_SECONDARY_ATTACK(okhmg, actor, weaponentity);
+               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okhmg, animtime), w_ready);
+       }
+}
+
+METHOD(OverkillHeavyMachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
+{
+       float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(okhmg, ammo);
+       if (autocvar_g_balance_okhmg_reload_ammo)
+       {
+               ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_HMG.m_id]) >= WEP_CVAR_PRI(okhmg, ammo);
+       }
+       return ammo_amount;
+}
+
+METHOD(OverkillHeavyMachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
+{
+       float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(okhmg, ammo);
+       if (autocvar_g_balance_okhmg_reload_ammo)
+       {
+               ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_HMG.m_id]) >= WEP_CVAR_SEC(okhmg, ammo);
+       }
+       return ammo_amount;
+}
+
+METHOD(OverkillHeavyMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+    W_Reload(actor, weaponentity, WEP_CVAR_PRI(okhmg, ammo), SND_RELOAD);
+}
+
+METHOD(OverkillHeavyMachineGun, wr_suicidemessage, Notification(entity thiswep))
+{
+    return WEAPON_THINKING_WITH_PORTALS;
+}
+
+METHOD(OverkillHeavyMachineGun, wr_killmessage, Notification(entity thiswep))
+{
+    if(w_deathtype & HITTYPE_SECONDARY)
+        return WEAPON_OVERKILL_HMG_MURDER_SNIPE;
+    else
+        return WEAPON_OVERKILL_HMG_MURDER_SPRAY;
+}
+
+#endif
+#ifdef CSQC
+
+METHOD(OverkillHeavyMachineGun, wr_impacteffect, void(entity thiswep, entity actor))
+{
+    vector org2;
+    org2 = w_org + w_backoff * 2;
+    pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
+    if(!w_issilent)
+        sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
+}
+
+#endif
diff --git a/qcsrc/common/mutators/mutator/overkill/okhmg.qh b/qcsrc/common/mutators/mutator/overkill/okhmg.qh
new file mode 100644 (file)
index 0000000..ecad050
--- /dev/null
@@ -0,0 +1,61 @@
+#pragma once
+
+#include <common/weapons/all.qh>
+
+CLASS(OverkillHeavyMachineGun, Weapon)
+/* spawnfunc */ ATTRIB(OverkillHeavyMachineGun, m_canonical_spawnfunc, string, "weapon_okhmg");
+/* ammotype  */ ATTRIB(OverkillHeavyMachineGun, ammo_type, int, RESOURCE_BULLETS);
+/* impulse   */ ATTRIB(OverkillHeavyMachineGun, impulse, int, 3);
+/* flags     */ ATTRIB(OverkillHeavyMachineGun, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_SUPERWEAPON);
+/* rating    */ ATTRIB(OverkillHeavyMachineGun, bot_pickupbasevalue, float, 10000);
+/* color     */ ATTRIB(OverkillHeavyMachineGun, wpcolor, vector, '0.5 0.5 0');
+/* modelname */ ATTRIB(OverkillHeavyMachineGun, mdl, string, "ok_hmg");
+#ifdef GAMEQC
+/* model     */ ATTRIB(OverkillHeavyMachineGun, m_model, Model, MDL_HMG_ITEM);
+#endif
+/* crosshair */ ATTRIB(OverkillHeavyMachineGun, w_crosshair, string, "gfx/crosshairuzi");
+/* crosshair */ ATTRIB(OverkillHeavyMachineGun, w_crosshair_size, float, 0.6);
+/* wepimg    */ ATTRIB(OverkillHeavyMachineGun, model2, string, "weaponhmg");
+/* refname   */ ATTRIB(OverkillHeavyMachineGun, netname, string, "okhmg");
+/* wepname   */ ATTRIB(OverkillHeavyMachineGun, m_name, string, _("Overkill Heavy Machine Gun"));
+
+#define X(BEGIN, P, END, class, prefix) \
+       BEGIN(class) \
+               P(class, prefix, ammo, float, PRI) \
+               P(class, prefix, damage, float, PRI) \
+               P(class, prefix, force, float, PRI) \
+               P(class, prefix, refire, float, PRI) \
+               P(class, prefix, solidpenetration, float, PRI) \
+               P(class, prefix, spread_add, float, PRI) \
+               P(class, prefix, spread_max, float, PRI) \
+               P(class, prefix, spread_min, float, PRI) \
+               P(class, prefix, ammo, float, SEC) \
+               P(class, prefix, animtime, float, SEC) \
+               P(class, prefix, damage, float, SEC) \
+               P(class, prefix, delay, float, SEC) \
+               P(class, prefix, edgedamage, float, SEC) \
+               P(class, prefix, force, float, SEC) \
+               P(class, prefix, lifetime, float, SEC) \
+               P(class, prefix, radius, float, SEC) \
+               P(class, prefix, refire, float, SEC) \
+               P(class, prefix, refire_type, float, SEC) \
+               P(class, prefix, shotangle, float, SEC) \
+               P(class, prefix, speed, float, SEC) \
+               P(class, prefix, spread, float, SEC) \
+               P(class, prefix, reload_ammo, float, NONE) \
+               P(class, prefix, reload_time, float, NONE) \
+               P(class, prefix, switchdelay_drop, float, NONE) \
+               P(class, prefix, switchdelay_raise, float, NONE) \
+               P(class, prefix, weaponreplace, string, NONE) \
+               P(class, prefix, weaponstartoverride, float, NONE) \
+               P(class, prefix, weaponstart, float, NONE) \
+               P(class, prefix, weaponthrowable, float, NONE) \
+    END()
+    W_PROPS(X, OverkillHeavyMachineGun, okhmg)
+#undef X
+
+ENDCLASS(OverkillHeavyMachineGun)
+REGISTER_WEAPON(OVERKILL_HMG, okhmg, NEW(OverkillHeavyMachineGun));
+
+SPAWNFUNC_WEAPON(weapon_okhmg, WEP_OVERKILL_HMG)
+SPAWNFUNC_WEAPON(weapon_hmg, WEP_OVERKILL_HMG)
diff --git a/qcsrc/common/mutators/mutator/overkill/okmachinegun.qc b/qcsrc/common/mutators/mutator/overkill/okmachinegun.qc
new file mode 100644 (file)
index 0000000..63c1e24
--- /dev/null
@@ -0,0 +1,156 @@
+#include "okmachinegun.qh"
+
+#ifdef SVQC
+
+void W_OverkillMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
+{
+       float okmachinegun_spread;
+
+       if(!(fire & 1))
+       {
+               w_ready(thiswep, actor, weaponentity, fire);
+               return;
+       }
+
+       if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity))
+       if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+       {
+               W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
+               w_ready(thiswep, actor, weaponentity, fire);
+               return;
+       }
+
+       W_DecreaseAmmo(WEP_OVERKILL_MACHINEGUN, actor, WEP_CVAR_PRI(okmachinegun, ammo), weaponentity);
+
+       W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(okmachinegun, damage), WEP_OVERKILL_MACHINEGUN.m_id);
+       if(!autocvar_g_norecoil)
+       {
+               actor.punchangle_x = random() - 0.5;
+               actor.punchangle_y = random() - 0.5;
+       }
+
+       okmachinegun_spread = bound(WEP_CVAR_PRI(okmachinegun, spread_min), WEP_CVAR_PRI(okmachinegun, spread_min) + (WEP_CVAR_PRI(okmachinegun, spread_add) * actor.(weaponentity).misc_bulletcounter), WEP_CVAR_PRI(okmachinegun, spread_max));
+       fireBullet(actor, weaponentity, w_shotorg, w_shotdir, okmachinegun_spread, WEP_CVAR_PRI(okmachinegun, solidpenetration), WEP_CVAR_PRI(okmachinegun, damage), WEP_CVAR_PRI(okmachinegun, force), WEP_OVERKILL_MACHINEGUN.m_id, 0);
+
+       actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
+
+       Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+
+       W_MachineGun_MuzzleFlash(actor, weaponentity);
+       W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
+
+       if(autocvar_g_casings >= 2) // casing code
+       {
+               makevectors(actor.v_angle); // for some reason, this is lost
+               SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, actor, weaponentity);
+       }
+
+       int slot = weaponslot(weaponentity);
+       ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(okmachinegun, refire) * W_WeaponRateFactor(actor);
+       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okmachinegun, refire), W_OverkillMachineGun_Attack_Auto);
+}
+
+METHOD(OverkillMachineGun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
+{
+       if(vdist(actor.origin - actor.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
+               PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
+       else
+               PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
+}
+
+METHOD(OverkillMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+       if ((WEP_CVAR_SEC(okmachinegun, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
+       {
+               // Secondary uses it's own refire timer if refire_type is 1.
+               actor.jump_interval = time + WEP_CVAR_SEC(okmachinegun, refire) * W_WeaponRateFactor(actor);
+               BLASTER_SECONDARY_ATTACK(okmachinegun, actor, weaponentity);
+               if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
+                       (actor.(weaponentity).wframe == WFRAME_FIRE2))
+               {
+                       // Set secondary fire animation.
+                       vector a = '0 0 0';
+                       actor.(weaponentity).wframe = WFRAME_FIRE2;
+                       a = actor.(weaponentity).anim_fire2;
+                       a.z *= g_weaponratefactor;
+                       FOREACH_CLIENT(true, LAMBDA(
+                               if (it == actor || (IS_SPEC(it) && it.enemy == actor))
+                               {
+                                       wframe_send(it, actor.(weaponentity), a, true);
+                               }
+                       ));
+                       animdecide_setaction(actor, ANIMACTION_SHOOT, true);
+               }
+       }
+       if (WEP_CVAR(okmachinegun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(okmachinegun, ammo))
+       {
+               // Forced reload
+               thiswep.wr_reload(thiswep, actor, weaponentity);
+               return;
+       }
+       if (fire & 1) // Primary attack
+       {
+               if (!weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
+               {
+                       return;
+               }
+               actor.(weaponentity).misc_bulletcounter = 0;
+               W_OverkillMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
+               return;
+       }
+       if ((fire & 2) && (WEP_CVAR_SEC(okmachinegun, refire_type) == 0)) // Secondary attack
+       {
+               if (!weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(okmachinegun, refire)))
+               {
+                       return;
+               }
+               BLASTER_SECONDARY_ATTACK(okmachinegun, actor, weaponentity);
+               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okmachinegun, animtime), w_ready);
+       }
+}
+
+METHOD(OverkillMachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
+{
+       float ammo_amount;
+       ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(okmachinegun, ammo);
+       if (WEP_CVAR(okmachinegun, reload_ammo))
+       {
+               ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_MACHINEGUN.m_id]) >= WEP_CVAR_PRI(okmachinegun, ammo);
+       }
+       return ammo_amount;
+}
+
+METHOD(OverkillMachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
+{
+       return true; // Blaster secondary is unlimited.
+}
+
+METHOD(OverkillMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+       W_Reload(actor, weaponentity, WEP_CVAR_PRI(okmachinegun, ammo), SND_RELOAD);
+}
+
+METHOD(OverkillMachineGun, wr_suicidemessage, Notification(entity thiswep))
+{
+       return WEAPON_THINKING_WITH_PORTALS;
+}
+
+METHOD(OverkillMachineGun, wr_killmessage, Notification(entity thiswep))
+{
+       return WEAPON_OVERKILL_MACHINEGUN_MURDER;
+}
+
+#endif
+#ifdef CSQC
+
+METHOD(OverkillMachineGun, wr_impacteffect, void(entity thiswep, entity actor))
+{
+       vector org2;
+       org2 = w_org + w_backoff * 2;
+       pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
+       if(!w_issilent)
+               sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);
+}
+
+#endif
+
diff --git a/qcsrc/common/mutators/mutator/overkill/okmachinegun.qh b/qcsrc/common/mutators/mutator/overkill/okmachinegun.qh
new file mode 100644 (file)
index 0000000..ca52a77
--- /dev/null
@@ -0,0 +1,57 @@
+#pragma once
+
+CLASS(OverkillMachineGun, Weapon)
+/* spawnfunc */ ATTRIB(OverkillMachineGun, m_canonical_spawnfunc, string, "weapon_okmachinegun");
+/* ammotype  */ ATTRIB(OverkillMachineGun, ammo_type, int, RESOURCE_BULLETS);
+/* impulse   */ ATTRIB(OverkillMachineGun, impulse, int, 3);
+/* flags        */ ATTRIB(OverkillMachineGun, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_PENETRATEWALLS);
+/* rating      */ ATTRIB(OverkillMachineGun, bot_pickupbasevalue, float, 7000);
+/* color        */ ATTRIB(OverkillMachineGun, wpcolor, vector, '1 1 0');
+/* modelname */ ATTRIB(OverkillMachineGun, mdl, string, "ok_mg");
+#ifdef GAMEQC
+/* model        */ ATTRIB(OverkillMachineGun, m_model, Model, MDL_OK_MG_ITEM);
+#endif
+/* crosshair */ ATTRIB(OverkillMachineGun, w_crosshair, string, "gfx/crosshairuzi");
+/* crosshair */ ATTRIB(OverkillMachineGun, w_crosshair_size, float, 0.6);
+/* wepimg      */ ATTRIB(OverkillMachineGun, model2, string, "weaponokmachinegun");
+/* refname   */ ATTRIB(OverkillMachineGun, netname, string, "okmachinegun");
+/* wepname   */ ATTRIB(OverkillMachineGun, m_name, string, _("Overkill MachineGun"));
+
+#define X(BEGIN, P, END, class, prefix) \
+       BEGIN(class) \
+               P(class, prefix, ammo, float, PRI) \
+               P(class, prefix, damage, float, PRI) \
+               P(class, prefix, force, float, PRI) \
+               P(class, prefix, refire, float, PRI) \
+               P(class, prefix, solidpenetration, float, PRI) \
+               P(class, prefix, spread_add, float, PRI) \
+               P(class, prefix, spread_max, float, PRI) \
+               P(class, prefix, spread_min, float, PRI) \
+               P(class, prefix, animtime, float, SEC) \
+               P(class, prefix, damage, float, SEC) \
+               P(class, prefix, delay, float, SEC) \
+               P(class, prefix, edgedamage, float, SEC) \
+               P(class, prefix, force, float, SEC) \
+               P(class, prefix, lifetime, float, SEC) \
+               P(class, prefix, radius, float, SEC) \
+               P(class, prefix, refire, float, SEC) \
+               P(class, prefix, refire_type, float, SEC) \
+               P(class, prefix, shotangle, float, SEC) \
+               P(class, prefix, speed, float, SEC) \
+               P(class, prefix, spread, float, SEC) \
+               P(class, prefix, reload_ammo, float, NONE) \
+               P(class, prefix, reload_time, float, NONE) \
+               P(class, prefix, switchdelay_drop, float, NONE) \
+               P(class, prefix, switchdelay_raise, float, NONE) \
+               P(class, prefix, weaponreplace, string, NONE) \
+               P(class, prefix, weaponstartoverride, float, NONE) \
+               P(class, prefix, weaponstart, float, NONE) \
+               P(class, prefix, weaponthrowable, float, NONE) \
+       END()
+       W_PROPS(X, OverkillMachineGun, okmachinegun)
+#undef X
+
+ENDCLASS(OverkillMachineGun)
+REGISTER_WEAPON(OVERKILL_MACHINEGUN, okmachinegun, NEW(OverkillMachineGun));
+
+SPAWNFUNC_WEAPON(weapon_okmachinegun, WEP_OVERKILL_MACHINEGUN)
diff --git a/qcsrc/common/mutators/mutator/overkill/oknex.qc b/qcsrc/common/mutators/mutator/overkill/oknex.qc
new file mode 100644 (file)
index 0000000..0f67ddb
--- /dev/null
@@ -0,0 +1,361 @@
+#include "oknex.qh"
+
+#ifdef SVQC
+
+.float oknex_lasthit;
+#endif
+
+#if defined(GAMEQC)
+
+METHOD(OverkillNex, wr_glow, vector(OverkillNex this, entity actor, entity wepent))
+{
+       if (!WEP_CVAR(oknex, charge)) return '0 0 0';
+       float charge = wepent.oknex_charge;
+       float animlimit = WEP_CVAR(oknex, charge_animlimit);
+       vector g;
+       g.x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, charge / animlimit);
+       g.y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, charge / animlimit);
+       g.z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, charge / animlimit);
+       if (charge > animlimit)
+       {
+               g.x += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (charge - animlimit) / (1 - animlimit);
+               g.y += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (charge - animlimit) / (1 - animlimit);
+               g.z += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (charge - animlimit) / (1 - animlimit);
+       }
+       return g;
+}
+#endif
+
+#ifdef SVQC
+REGISTER_MUTATOR(oknex_charge, true);
+
+MUTATOR_HOOKFUNCTION(oknex_charge, GetPressedKeys)
+{
+       entity player = M_ARGV(0, entity);
+
+       // WEAPONTODO
+       if(!WEP_CVAR(oknex, charge) || !WEP_CVAR(oknex, charge_velocity_rate))
+               return;
+
+       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+       {
+               .entity weaponentity = weaponentities[slot];
+
+               if (player.(weaponentity).m_weapon == WEP_OVERKILL_NEX && WEP_CVAR(oknex, charge) && WEP_CVAR(oknex, charge_velocity_rate) && vdist(vec2(player.velocity), >, WEP_CVAR(oknex, charge_minspeed)))
+               {
+                       float xyspeed = vlen(vec2(player.velocity));
+                       // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
+                               xyspeed = min(xyspeed, WEP_CVAR(oknex, charge_maxspeed));
+                       float f = (xyspeed - WEP_CVAR(oknex, charge_minspeed)) / (WEP_CVAR(oknex, charge_maxspeed) - WEP_CVAR(oknex, charge_minspeed));
+                       // add the extra charge
+                       player.(weaponentity).oknex_charge = min(1, player.(weaponentity).oknex_charge + WEP_CVAR(oknex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
+               }
+       }
+}
+
+void W_OverkillNex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float issecondary)
+{
+       float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
+
+       mydmg = WEP_CVAR_BOTH(oknex, !issecondary, damage);
+       myforce = WEP_CVAR_BOTH(oknex, !issecondary, force);
+       mymindist = WEP_CVAR_BOTH(oknex, !issecondary, damagefalloff_mindist);
+       mymaxdist = WEP_CVAR_BOTH(oknex, !issecondary, damagefalloff_maxdist);
+       myhalflife = WEP_CVAR_BOTH(oknex, !issecondary, damagefalloff_halflife);
+       myforcehalflife = WEP_CVAR_BOTH(oknex, !issecondary, damagefalloff_forcehalflife);
+       myammo = WEP_CVAR_BOTH(oknex, !issecondary, ammo);
+
+       float flying;
+       flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last
+
+       if (WEP_CVAR(oknex, charge))
+       {
+               charge = WEP_CVAR(oknex, charge_mindmg) / mydmg + (1 - WEP_CVAR(oknex, charge_mindmg) / mydmg) * actor.(weaponentity).oknex_charge;
+               actor.(weaponentity).oknex_charge *= WEP_CVAR(oknex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
+               // O RLY? -- divVerent
+               // YA RLY -- FruitieX
+       }
+       else
+       {
+               charge = 1;
+       }
+       mydmg *= charge;
+       myforce *= charge;
+
+       W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg, WEP_OVERKILL_NEX.m_id);
+       if(charge > WEP_CVAR(oknex, charge_animlimit) && WEP_CVAR(oknex, charge_animlimit)) // if the OverkillNex is overcharged, we play an extra sound
+       {
+               sound(actor, CH_WEAPON_B, SND_NEXCHARGE, VOL_BASE * (charge - 0.5 * WEP_CVAR(oknex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(oknex, charge_animlimit)), ATTN_NORM);
+       }
+
+       yoda = 0;
+       damage_goodhits = 0;
+       FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_OVERKILL_NEX.m_id);
+
+       if(yoda && flying)
+               Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
+       if(damage_goodhits && actor.oknex_lasthit)
+       {
+               Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
+               damage_goodhits = 0; // only every second time
+       }
+
+       actor.oknex_lasthit = damage_goodhits;
+
+       //beam and muzzle flash done on client
+       SendCSQCVortexBeamParticle(charge);
+
+       W_DecreaseAmmo(thiswep, actor, myammo, weaponentity);
+}
+
+.float oknex_chargepool_pauseregen_finished;
+
+METHOD(OverkillNex, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
+{
+       if(bot_aim(actor, weaponentity, 1000000, 0, 1, false))
+               PHYS_INPUT_BUTTON_ATCK(actor) = true;
+       else
+       {
+               if(WEP_CVAR(oknex, charge))
+                       PHYS_INPUT_BUTTON_ATCK2(actor) = true;
+       }
+}
+
+METHOD(OverkillNex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+       if (WEP_CVAR(oknex, charge) && actor.(weaponentity).oknex_charge < WEP_CVAR(oknex, charge_limit))
+       {
+               actor.(weaponentity).oknex_charge = min(1, actor.(weaponentity).oknex_charge + WEP_CVAR(oknex, charge_rate) * frametime / W_TICSPERFRAME);
+       }
+
+       if (WEP_CVAR_SEC(oknex, chargepool))
+               if (actor.(weaponentity).oknex_chargepool_ammo < 1)
+               {
+                       if (actor.oknex_chargepool_pauseregen_finished < time)
+                               actor.(weaponentity).oknex_chargepool_ammo = min(1, actor.(weaponentity).oknex_chargepool_ammo + WEP_CVAR_SEC(oknex, chargepool_regen) * frametime / W_TICSPERFRAME);
+                       actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(oknex, chargepool_pause_regen));
+               }
+
+       if ((WEP_CVAR_SEC(oknex, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
+       {
+               // Secondary uses it's own refire timer if refire_type is 1.
+               actor.jump_interval = time + WEP_CVAR_SEC(oknex, refire) * W_WeaponRateFactor(actor);
+               BLASTER_SECONDARY_ATTACK(oknex, actor, weaponentity);
+               if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
+                       (actor.(weaponentity).wframe == WFRAME_FIRE2))
+               {
+                       // Set secondary fire animation.
+                       vector a = '0 0 0';
+                       actor.(weaponentity).wframe = WFRAME_FIRE2;
+                       a = actor.(weaponentity).anim_fire2;
+                       a.z *= g_weaponratefactor;
+                       FOREACH_CLIENT(true, LAMBDA(
+                               if (it == actor || (IS_SPEC(it) && it.enemy == actor))
+                               {
+                                       wframe_send(it, actor.(weaponentity), a, true);
+                               }
+                       ));
+                       animdecide_setaction(actor, ANIMACTION_SHOOT, true);
+               }
+       }
+
+       if (autocvar_g_balance_oknex_reload_ammo && actor.(weaponentity).clip_load < WEP_CVAR_PRI(oknex, ammo))
+       {
+               // Rorced reload
+               thiswep.wr_reload(thiswep, actor, weaponentity);
+               return;
+       }
+       if (fire & 1) // Primary attack
+       {
+               if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(oknex, refire)))
+               {
+                       return;
+               }
+               W_OverkillNex_Attack(thiswep, actor, weaponentity, 0);
+               weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(oknex, animtime), w_ready);
+               return;
+       }
+       if ((fire & 2) && (WEP_CVAR(oknex, secondary) == 2) && (WEP_CVAR_SEC(oknex, refire_type) == 0))
+       {
+               // Secondary attack
+               if (!weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(oknex, refire)))
+               {
+                       return;
+               }
+               BLASTER_SECONDARY_ATTACK(oknex, actor, weaponentity);
+               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(oknex, animtime), w_ready);
+               return;
+       }
+       //if ((WEP_CVAR(oknex, charge) && (WEP_CVAR(oknex, secondary) == 1)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2))
+       //{
+       //      if(WEP_CVAR(oknex, charge))
+       //      {
+       //              actor.(weaponentity).oknex_charge_rottime = time + WEP_CVAR(oknex, charge_rot_pause);
+       //              float dt = frametime / W_TICSPERFRAME;
+       //
+       //              if(actor.(weaponentity).oknex_charge < 1)
+       //              {
+       //                      if(WEP_CVAR_SEC(oknex, chargepool))
+       //                      {
+       //                              if(WEP_CVAR_SEC(oknex, ammo))
+       //                              {
+       //                                      // always deplete if secondary is held
+       //                                      actor.(weaponentity).oknex_chargepool_ammo = max(0, actor.(weaponentity).oknex_chargepool_ammo - WEP_CVAR_SEC(oknex, ammo) * dt);
+
+       //                                      dt = min(dt, (1 - actor.(weaponentity).oknex_charge) / WEP_CVAR(oknex, charge_rate));
+       //                                      actor.oknex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(oknex, chargepool_pause_regen);
+       //                                      dt = min(dt, actor.(weaponentity).oknex_chargepool_ammo);
+       //                                      dt = max(0, dt);
+
+       //                                      actor.(weaponentity).oknex_charge += dt * WEP_CVAR(oknex, charge_rate);
+       //                              }
+       //                      }
+
+       //                      else if(WEP_CVAR_SEC(oknex, ammo))
+       //                      {
+       //                              if(fire & 2) // only eat ammo when the button is pressed
+       //                              {
+       //                                      dt = min(dt, (1 - actor.(weaponentity).oknex_charge) / WEP_CVAR(oknex, charge_rate));
+       //                                      if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+       //                                      {
+       //                                              // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
+       //                                              if(autocvar_g_balance_vortex_reload_ammo)
+       //                                              {
+       //                                                      dt = min(dt, (actor.(weaponentity).clip_load - WEP_CVAR_PRI(oknex, ammo)) / WEP_CVAR_SEC(oknex, ammo));
+       //                                                      dt = max(0, dt);
+       //                                                      if(dt > 0)
+       //                                                      {
+       //                                                              actor.(weaponentity).clip_load = max(WEP_CVAR_SEC(oknex, ammo), actor.(weaponentity).clip_load - WEP_CVAR_SEC(oknex, ammo) * dt);
+       //                                                      }
+       //                                                      actor.(weaponentity).(weapon_load[WEP_OVERKILL_NEX.m_id]) = actor.(weaponentity).clip_load;
+       //                                              }
+       //                                              else
+       //                                              {
+       //                                                      dt = min(dt, (actor.(thiswep.ammo_field) - WEP_CVAR_PRI(oknex, ammo)) / WEP_CVAR_SEC(oknex, ammo));
+       //                                                      dt = max(0, dt);
+       //                                                      if(dt > 0)
+       //                                                      {
+       //                                                              actor.(thiswep.ammo_field) = max(WEP_CVAR_SEC(oknex, ammo), actor.(thiswep.ammo_field) - WEP_CVAR_SEC(oknex, ammo) * dt);
+       //                                                      }
+       //                                              }
+       //                                      }
+       //                                      actor.(weaponentity).oknex_charge += dt * WEP_CVAR(oknex, charge_rate);
+       //                              }
+       //                      }
+
+       //                      else
+       //                      {
+       //                              dt = min(dt, (1 - actor.(weaponentity).oknex_charge) / WEP_CVAR(oknex, charge_rate));
+       //                              actor.(weaponentity).oknex_charge += dt * WEP_CVAR(oknex, charge_rate);
+       //                      }
+       //              }
+       //      }
+       //      else if(WEP_CVAR(oknex, secondary))
+       //      {
+       //              if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(oknex, refire)))
+       //              {
+       //                      W_OverkillNex_Attack(thiswep, actor, weaponentity, 1);
+       //                      weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(oknex, animtime), w_ready);
+       //              }
+       //      }
+       //}
+}
+
+METHOD(OverkillNex, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
+{
+       actor.oknex_lasthit = 0;
+}
+
+METHOD(OverkillNex, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
+{
+       float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(oknex, ammo);
+       ammo_amount += (autocvar_g_balance_oknex_reload_ammo && actor.(weaponentity).(weapon_load[WEP_OVERKILL_NEX.m_id]) >= WEP_CVAR_PRI(oknex, ammo));
+       return ammo_amount;
+}
+
+METHOD(OverkillNex, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
+{
+       if (WEP_CVAR(oknex, secondary))
+       {
+               // don't allow charging if we don't have enough ammo
+               float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(oknex, ammo);
+               ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_NEX.m_id]) >= WEP_CVAR_SEC(oknex, ammo);
+               return ammo_amount;
+       }
+       else
+       {
+               return false; // zoom is not a fire mode
+       }
+}
+
+METHOD(OverkillNex, wr_resetplayer, void(entity thiswep, entity actor))
+{
+       if (WEP_CVAR(oknex, charge)) {
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+               {
+                       .entity weaponentity = weaponentities[slot];
+                       actor.(weaponentity).oknex_charge = WEP_CVAR(oknex, charge_start);
+               }
+       }
+       actor.oknex_lasthit = 0;
+}
+
+METHOD(OverkillNex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+       W_Reload(actor, weaponentity, WEP_CVAR_PRI(oknex, ammo), SND_RELOAD);
+}
+
+METHOD(OverkillNex, wr_suicidemessage, Notification(entity thiswep))
+{
+       return WEAPON_THINKING_WITH_PORTALS;
+}
+
+METHOD(OverkillNex, wr_killmessage, Notification(entity thiswep))
+{
+       return WEAPON_OVERKILL_NEX_MURDER;
+}
+
+METHOD(OverkillNex, wr_zoom, bool(entity thiswep, entity actor))
+{
+       return PHYS_INPUT_BUTTON_ATCK2(actor) && !WEP_CVAR(oknex, secondary);
+}
+
+#endif
+#ifdef CSQC
+
+METHOD(OverkillNex, wr_impacteffect, void(entity thiswep, entity actor))
+{
+       entity this = actor;
+       vector org2 = w_org + w_backoff * 6;
+       pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
+       if(!w_issilent)
+               sound(this, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);
+}
+
+METHOD(OverkillNex, wr_init, void(entity thiswep))
+{
+       if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
+       {
+               precache_pic("gfx/reticle_nex");
+       }
+}
+
+METHOD(OverkillNex, wr_zoom, bool(entity thiswep, entity actor))
+{
+       if(button_zoom || zoomscript_caught || (!WEP_CVAR(oknex, secondary) && button_attack2))
+       {
+               return true;
+       }
+       else
+       {
+               // no weapon specific image for this weapon
+               return false;
+       }
+}
+
+METHOD(OverkillNex, wr_zoomdir, bool(entity thiswep))
+{
+    return button_attack2 && !WEP_CVAR(oknex, secondary);
+}
+
+#endif
diff --git a/qcsrc/common/mutators/mutator/overkill/oknex.qh b/qcsrc/common/mutators/mutator/overkill/oknex.qh
new file mode 100644 (file)
index 0000000..762a299
--- /dev/null
@@ -0,0 +1,77 @@
+#pragma once
+
+CLASS(OverkillNex, Weapon)
+/* spawnfunc */ ATTRIB(OverkillNex, m_canonical_spawnfunc, string, "weapon_oknex");
+/* ammotype  */ ATTRIB(OverkillNex, ammo_type, int, RESOURCE_CELLS);
+/* impulse   */ ATTRIB(OverkillNex, impulse, int, 7);
+/* flags     */ ATTRIB(OverkillNex, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
+/* rating    */ ATTRIB(OverkillNex, bot_pickupbasevalue, float, 8000);
+/* color     */ ATTRIB(OverkillNex, wpcolor, vector, '0.5 1 1');
+/* modelname */ ATTRIB(OverkillNex, mdl, string, "ok_sniper");
+#ifdef GAMEQC
+/* model     */ ATTRIB(OverkillNex, m_model, Model, MDL_OK_SNIPER_ITEM);
+#endif
+/* crosshair */ ATTRIB(OverkillNex, w_crosshair, string, "gfx/crosshairnex");
+/* crosshair */ ATTRIB(OverkillNex, w_crosshair_size, float, 0.65);
+/* reticle   */ ATTRIB(OverkillNex, w_reticle, string, "gfx/reticle_nex");
+/* wepimg    */ ATTRIB(OverkillNex, model2, string, "weaponoknex");
+/* refname   */ ATTRIB(OverkillNex, netname, string, "oknex");
+/* wepname   */ ATTRIB(OverkillNex, m_name, string, _("Overkill Nex"));
+
+#define X(BEGIN, P, END, class, prefix) \
+       BEGIN(class) \
+               P(class, prefix, ammo, float, PRI) \
+               P(class, prefix, animtime, float, PRI) \
+               P(class, prefix, chargepool, float, SEC) \
+               P(class, prefix, chargepool_pause_regen, float, SEC) \
+               P(class, prefix, chargepool_regen, float, SEC) \
+               P(class, prefix, charge, float, NONE) \
+               P(class, prefix, charge_animlimit, float, NONE) \
+               P(class, prefix, charge_limit, float, NONE) \
+               P(class, prefix, charge_maxspeed, float, NONE) \
+               P(class, prefix, charge_mindmg, float, NONE) \
+               P(class, prefix, charge_minspeed, float, NONE) \
+               P(class, prefix, charge_rate, float, NONE) \
+               P(class, prefix, charge_rot_pause, float, NONE) \
+               P(class, prefix, charge_rot_rate, float, NONE) \
+               P(class, prefix, charge_shot_multiplier, float, NONE) \
+               P(class, prefix, charge_start, float, NONE) \
+               P(class, prefix, charge_velocity_rate, float, NONE) \
+               P(class, prefix, damagefalloff_forcehalflife, float, BOTH) \
+               P(class, prefix, damagefalloff_halflife, float, BOTH) \
+               P(class, prefix, damagefalloff_maxdist, float, BOTH) \
+               P(class, prefix, damagefalloff_mindist, float, BOTH) \
+               P(class, prefix, damage, float, PRI) \
+               P(class, prefix, force, float, PRI) \
+               P(class, prefix, refire, float, PRI) \
+               P(class, prefix, secondary, float, NONE) \
+               P(class, prefix, reload_ammo, float, NONE) \
+        P(class, prefix, reload_time, float, NONE) \
+        P(class, prefix, switchdelay_raise, float, NONE) \
+        P(class, prefix, switchdelay_drop, float, NONE) \
+        P(class, prefix, weaponreplace, string, NONE) \
+        P(class, prefix, weaponstart, float, NONE) \
+        P(class, prefix, weaponstartoverride, float, NONE) \
+        P(class, prefix, weaponthrowable, float, NONE) \
+               P(class, prefix, ammo, float, SEC) \
+               P(class, prefix, animtime, float, SEC) \
+               P(class, prefix, damage, float, SEC) \
+               P(class, prefix, delay, float, SEC) \
+               P(class, prefix, edgedamage, float, SEC) \
+               P(class, prefix, force, float, SEC) \
+               P(class, prefix, lifetime, float, SEC) \
+               P(class, prefix, radius, float, SEC) \
+               P(class, prefix, refire, float, SEC) \
+               P(class, prefix, refire_type, float, SEC) \
+               P(class, prefix, shotangle, float, SEC) \
+               P(class, prefix, speed, float, SEC) \
+               P(class, prefix, spread, float, SEC) \
+       END()
+    W_PROPS(X, OverkillNex, oknex)
+#undef X
+
+ENDCLASS(OverkillNex)
+REGISTER_WEAPON(OVERKILL_NEX, oknex, NEW(OverkillNex));
+
+
+SPAWNFUNC_WEAPON(weapon_oknex, WEP_OVERKILL_NEX)
diff --git a/qcsrc/common/mutators/mutator/overkill/okrpc.qc b/qcsrc/common/mutators/mutator/overkill/okrpc.qc
new file mode 100644 (file)
index 0000000..c06ca5b
--- /dev/null
@@ -0,0 +1,219 @@
+#include "okrpc.qh"
+
+#ifdef SVQC
+
+void W_OverkillRocketPropelledChainsaw_Explode(entity this, entity directhitentity)
+{
+       this.event_damage = func_null;
+       this.takedamage = DAMAGE_NO;
+
+       RadiusDamage(this, this.realowner, WEP_CVAR_PRI(okrpc, damage), WEP_CVAR_PRI(okrpc, edgedamage), WEP_CVAR_PRI(okrpc, radius), NULL, NULL, WEP_CVAR_PRI(okrpc, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity);
+
+       delete(this);
+}
+
+void W_OverkillRocketPropelledChainsaw_Explode_think(entity this)
+{
+       W_OverkillRocketPropelledChainsaw_Explode(this, NULL);
+}
+
+void W_OverkillRocketPropelledChainsaw_Touch (entity this, entity toucher)
+{
+       if(WarpZone_Projectile_Touch(this, toucher))
+               if(wasfreed(this))
+                       return;
+
+       W_OverkillRocketPropelledChainsaw_Explode(this, toucher);
+}
+
+void W_OverkillRocketPropelledChainsaw_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
+{
+       if (this.health <= 0)
+               return;
+
+       if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
+               return; // g_projectiles_damage says to halt
+
+       this.health = this.health - damage;
+
+       if (this.health <= 0)
+               W_PrepareExplosionByDamage(this, attacker, W_OverkillRocketPropelledChainsaw_Explode_think);
+}
+
+void W_OverkillRocketPropelledChainsaw_Think(entity this)
+{
+       if(this.cnt <= time)
+       {
+               delete(this);
+               return;
+       }
+
+       float myspeed = vlen(this.velocity);
+       float myspeed_accel = myspeed * sys_frametime;
+       vector mydir = normalize(this.velocity);
+
+       tracebox(this.origin, this.mins, this.maxs, this.origin + mydir * (2 * myspeed_accel), MOVE_NORMAL, this);
+       if(IS_PLAYER(trace_ent))
+               Damage(trace_ent, this, this.realowner, WEP_CVAR_PRI(okrpc, damage2), this.projectiledeathtype, this.weaponentity_fld, this.origin, normalize(this.origin - trace_ent.origin) * WEP_CVAR_PRI(okrpc, force));
+
+       this.velocity = mydir * (myspeed + (WEP_CVAR_PRI(okrpc, speedaccel) * sys_frametime));
+
+       UpdateCSQCProjectile(this);
+       this.nextthink = time;
+}
+
+void W_OverkillRocketPropelledChainsaw_Attack (Weapon thiswep, entity actor, .entity weaponentity)
+{
+       entity missile = spawn(); //WarpZone_RefSys_SpawnSameRefSys(actor);
+       entity flash = spawn ();
+
+       W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(okrpc, ammo), weaponentity);
+       W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(okrpc, damage), WEP_OVERKILL_RPC.m_id);
+       Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+       PROJECTILE_MAKETRIGGER(missile);
+
+       missile.owner = missile.realowner = actor;
+       missile.bot_dodge = true;
+       missile.bot_dodgerating = WEP_CVAR_PRI(okrpc, damage) * 2;
+
+       missile.takedamage = DAMAGE_YES;
+       missile.damageforcescale = WEP_CVAR_PRI(okrpc, damageforcescale);
+       missile.health = WEP_CVAR_PRI(okrpc, health);
+       missile.event_damage = W_OverkillRocketPropelledChainsaw_Damage;
+       missile.damagedbycontents = true;
+       IL_PUSH(g_damagedbycontents, missile);
+       set_movetype(missile, MOVETYPE_FLY);
+
+       missile.projectiledeathtype = WEP_OVERKILL_RPC.m_id;
+       missile.weaponentity_fld = weaponentity;
+       setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
+
+       setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
+       W_SetupProjVelocity_Basic(missile, WEP_CVAR_PRI(okrpc, speed), 0);
+
+       settouch(missile, W_OverkillRocketPropelledChainsaw_Touch);
+
+       setthink(missile, W_OverkillRocketPropelledChainsaw_Think);
+       missile.cnt = time + WEP_CVAR_PRI(okrpc, lifetime);
+       missile.nextthink = time;
+       missile.flags = FL_PROJECTILE;
+       IL_PUSH(g_projectiles, missile);
+       IL_PUSH(g_bot_dodge, missile);
+
+       CSQCProjectile(missile, true, PROJECTILE_RPC, false);
+
+       setmodel(flash, MDL_RPC_MUZZLEFLASH); // precision set below
+       SUB_SetFade (flash, time, 0.1);
+       flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
+       W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
+
+       MUTATOR_CALLHOOK(EditProjectile, actor, missile);
+}
+
+METHOD(OverkillRocketPropelledChainsaw, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
+{
+    PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(okrpc, speed), 0, WEP_CVAR_PRI(okrpc, lifetime), false);
+}
+
+METHOD(OverkillRocketPropelledChainsaw, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+       if ((WEP_CVAR_SEC(okrpc, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
+       {
+               // Secondary uses it's own refire timer if refire_type is 1.
+               actor.jump_interval = time + WEP_CVAR_SEC(okrpc, refire) * W_WeaponRateFactor(actor);
+               BLASTER_SECONDARY_ATTACK(okrpc, actor, weaponentity);
+               if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
+                       (actor.(weaponentity).wframe == WFRAME_FIRE2))
+               {
+                       // Set secondary fire animation.
+                       vector a = '0 0 0';
+                       actor.(weaponentity).wframe = WFRAME_FIRE2;
+                       a = actor.(weaponentity).anim_fire2;
+                       a.z *= g_weaponratefactor;
+                       FOREACH_CLIENT(true, LAMBDA(
+                               if (it == actor || (IS_SPEC(it) && it.enemy == actor))
+                               {
+                                       wframe_send(it, actor.(weaponentity), a, true);
+                               }
+                       ));
+                       animdecide_setaction(actor, ANIMACTION_SHOOT, true);
+               }
+       }
+       if (WEP_CVAR(okrpc, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(okrpc, ammo))
+       {
+               // Forced reload
+               thiswep.wr_reload(thiswep, actor, weaponentity);
+               return;
+       }
+       if (fire & 1) // Primary attack
+       {
+               if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(okrpc, refire)))
+               {
+                       return;
+               }
+               W_OverkillRocketPropelledChainsaw_Attack(thiswep, actor, weaponentity);
+               weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okrpc, animtime), w_ready);
+               return;
+       }
+       if ((fire & 2) && (WEP_CVAR_SEC(okrpc, refire_type) == 0)) // Secondary attack
+       {
+               if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(okrpc, refire)))
+               {
+                       return;
+               }
+               BLASTER_SECONDARY_ATTACK(okrpc, actor, weaponentity);
+               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okrpc, animtime), w_ready);
+       }
+}
+
+METHOD(OverkillRocketPropelledChainsaw, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
+{
+       float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(okrpc, ammo);
+       ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_RPC.m_id]) >= WEP_CVAR_PRI(okrpc, ammo);
+       return ammo_amount;
+}
+
+METHOD(OverkillRocketPropelledChainsaw, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
+{
+       float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(okrpc, ammo);
+       ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_RPC.m_id]) >= WEP_CVAR_SEC(okrpc, ammo);
+       return ammo_amount;
+}
+
+METHOD(OverkillRocketPropelledChainsaw, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+    W_Reload(actor, weaponentity, WEP_CVAR_PRI(okrpc, ammo), SND_RELOAD);
+}
+
+METHOD(OverkillRocketPropelledChainsaw, wr_suicidemessage, Notification(entity thiswep))
+{
+    if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
+        return WEAPON_OVERKILL_RPC_SUICIDE_SPLASH;
+    else
+        return WEAPON_OVERKILL_RPC_SUICIDE_DIRECT;
+}
+
+METHOD(OverkillRocketPropelledChainsaw, wr_killmessage, Notification(entity thiswep))
+{
+    if(w_deathtype & HITTYPE_SECONDARY)
+        return WEAPON_BLASTER_MURDER;
+    else if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
+        return WEAPON_OVERKILL_RPC_MURDER_SPLASH;
+    else
+        return WEAPON_OVERKILL_RPC_MURDER_DIRECT;
+}
+
+#endif
+
+#ifdef CSQC
+
+METHOD(OverkillRocketPropelledChainsaw, wr_impacteffect, void(entity thiswep, entity actor))
+{
+    vector org2;
+    org2 = w_org + w_backoff * 12;
+    pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
+    if(!w_issilent)
+        sound(actor, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
+}
+
+#endif
diff --git a/qcsrc/common/mutators/mutator/overkill/okrpc.qh b/qcsrc/common/mutators/mutator/overkill/okrpc.qh
new file mode 100644 (file)
index 0000000..cf21948
--- /dev/null
@@ -0,0 +1,66 @@
+#pragma once
+
+#include <common/weapons/all.qh>
+
+CLASS(OverkillRocketPropelledChainsaw, Weapon)
+/* spawnfunc */ ATTRIB(OverkillRocketPropelledChainsaw, m_canonical_spawnfunc, string, "weapon_okrpc");
+/* ammotype  */ ATTRIB(OverkillRocketPropelledChainsaw, ammo_type, int, RESOURCE_ROCKETS);
+/* impulse   */ ATTRIB(OverkillRocketPropelledChainsaw, impulse, int, 9);
+/* flags     */ ATTRIB(OverkillRocketPropelledChainsaw, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH | WEP_FLAG_SUPERWEAPON);
+/* rating    */ ATTRIB(OverkillRocketPropelledChainsaw, bot_pickupbasevalue, float, 10000);
+/* color     */ ATTRIB(OverkillRocketPropelledChainsaw, wpcolor, vector, '0.5 0.5 0');
+/* modelname */ ATTRIB(OverkillRocketPropelledChainsaw, mdl, string, "ok_rl");
+#ifdef GAMEQC
+/* model     */ ATTRIB(OverkillRocketPropelledChainsaw, m_model, Model, MDL_RPC_ITEM);
+#endif
+/* crosshair */ ATTRIB(OverkillRocketPropelledChainsaw, w_crosshair, string, "gfx/crosshairrocketlauncher");
+/* crosshair */ ATTRIB(OverkillRocketPropelledChainsaw, w_crosshair_size, float, 0.6);
+/* wepimg    */ ATTRIB(OverkillRocketPropelledChainsaw, model2, string, "weaponrpc");
+/* refname   */ ATTRIB(OverkillRocketPropelledChainsaw, netname, string, "okrpc");
+/* wepname   */ ATTRIB(OverkillRocketPropelledChainsaw, m_name, string, _("Overkill Rocket Propelled Chainsaw"));
+
+#define X(BEGIN, P, END, class, prefix) \
+       BEGIN(class) \
+               P(class, prefix, ammo, float, PRI) \
+               P(class, prefix, animtime, float, PRI) \
+               P(class, prefix, damage, float, PRI) \
+               P(class, prefix, damage2, float, PRI) \
+               P(class, prefix, damageforcescale, float, PRI) \
+               P(class, prefix, edgedamage, float, PRI) \
+               P(class, prefix, force, float, PRI) \
+               P(class, prefix, health, float, PRI) \
+               P(class, prefix, lifetime, float, PRI) \
+               P(class, prefix, radius, float, PRI) \
+               P(class, prefix, refire, float, PRI) \
+               P(class, prefix, speedaccel, float, PRI) \
+               P(class, prefix, speed, float, PRI) \
+               P(class, prefix, ammo, float, SEC) \
+               P(class, prefix, animtime, float, SEC) \
+               P(class, prefix, damage, float, SEC) \
+               P(class, prefix, delay, float, SEC) \
+               P(class, prefix, edgedamage, float, SEC) \
+               P(class, prefix, force, float, SEC) \
+               P(class, prefix, lifetime, float, SEC) \
+               P(class, prefix, radius, float, SEC) \
+               P(class, prefix, refire, float, SEC) \
+               P(class, prefix, refire_type, float, SEC) \
+               P(class, prefix, shotangle, float, SEC) \
+               P(class, prefix, speed, float, SEC) \
+               P(class, prefix, spread, float, SEC) \
+               P(class, prefix, reload_ammo, float, NONE) \
+        P(class, prefix, reload_time, float, NONE) \
+        P(class, prefix, switchdelay_drop, float, NONE) \
+        P(class, prefix, switchdelay_raise, float, NONE) \
+        P(class, prefix, weaponreplace, string, NONE) \
+        P(class, prefix, weaponstartoverride, float, NONE) \
+        P(class, prefix, weaponstart, float, NONE) \
+        P(class, prefix, weaponthrowable, float, NONE) \
+    END()
+    W_PROPS(X, OverkillRocketPropelledChainsaw, okrpc)
+#undef X
+
+ENDCLASS(OverkillRocketPropelledChainsaw)
+REGISTER_WEAPON(OVERKILL_RPC, okrpc, NEW(OverkillRocketPropelledChainsaw));
+
+SPAWNFUNC_WEAPON(weapon_okrpc, WEP_OVERKILL_RPC)
+SPAWNFUNC_WEAPON(weapon_rpc, WEP_OVERKILL_RPC)
diff --git a/qcsrc/common/mutators/mutator/overkill/okshotgun.qc b/qcsrc/common/mutators/mutator/overkill/okshotgun.qc
new file mode 100644 (file)
index 0000000..2f16517
--- /dev/null
@@ -0,0 +1,116 @@
+#include "okshotgun.qh"
+
+#ifdef SVQC
+METHOD(OverkillShotgun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
+{
+       if (vdist(actor.origin - actor.enemy.origin, >, WEP_CVAR_PRI(okshotgun, bot_range)))
+       {
+               PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
+       }
+       else
+       {
+               PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
+       }
+}
+
+METHOD(OverkillShotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+       if ((WEP_CVAR_SEC(okshotgun, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
+       {
+               // Secondary uses it's own refire timer if refire_type is 1.
+               actor.jump_interval = time + WEP_CVAR_SEC(okshotgun, refire) * W_WeaponRateFactor(actor);
+               BLASTER_SECONDARY_ATTACK(okshotgun, actor, weaponentity);
+               if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
+                       (actor.(weaponentity).wframe == WFRAME_FIRE2))
+               {
+                       // Set secondary fire animation.
+                       vector a = '0 0 0';
+                       actor.(weaponentity).wframe = WFRAME_FIRE2;
+                       a = actor.(weaponentity).anim_fire2;
+                       a.z *= g_weaponratefactor;
+                       FOREACH_CLIENT(true, LAMBDA(
+                               if (it == actor || (IS_SPEC(it) && it.enemy == actor))
+                               {
+                                       wframe_send(it, actor.(weaponentity), a, true);
+                               }
+                       ));
+                       animdecide_setaction(actor, ANIMACTION_SHOOT, true);
+               }
+       }
+       if (WEP_CVAR(okshotgun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(okshotgun, ammo))
+       {
+               // Forced reload
+               thiswep.wr_reload(thiswep, actor, weaponentity);
+               return;
+       }
+       if (fire & 1) // Primary attack
+       {
+               if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(okshotgun, animtime)))
+               {
+                       return;
+               }
+               W_Shotgun_Attack(thiswep, actor, weaponentity, true,
+                       WEP_CVAR_PRI(okshotgun, ammo),
+                       WEP_CVAR_PRI(okshotgun, damage),
+                       WEP_CVAR_PRI(okshotgun, bullets),
+                       WEP_CVAR_PRI(okshotgun, spread),
+                       WEP_CVAR_PRI(okshotgun, solidpenetration),
+                       WEP_CVAR_PRI(okshotgun, force));
+               weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okshotgun, animtime), w_ready);
+               return;
+       }
+       if ((fire & 2) && (WEP_CVAR_SEC(okshotgun, refire_type) == 0)) // Secondary attack
+       {
+               if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(okshotgun, refire)))
+               {
+                       return;
+               }
+               BLASTER_SECONDARY_ATTACK(okshotgun, actor, weaponentity);
+               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okshotgun, animtime), w_ready);
+       }
+}
+
+METHOD(OverkillShotgun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
+{
+       float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(okshotgun, ammo);
+       ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_SHOTGUN.m_id]) >= WEP_CVAR_PRI(okshotgun, ammo);
+       return ammo_amount;
+}
+
+METHOD(OverkillShotgun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
+{
+       return true; // Blaster secondary is unlimited.
+}
+
+METHOD(OverkillShotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+       W_Reload(actor, weaponentity, WEP_CVAR_PRI(okshotgun, ammo), SND_RELOAD); // WEAPONTODO
+}
+
+METHOD(OverkillShotgun, wr_suicidemessage, Notification(entity thiswep))
+{
+       return WEAPON_THINKING_WITH_PORTALS;
+}
+
+METHOD(OverkillShotgun, wr_killmessage, Notification(entity thiswep))
+{
+       return WEAPON_OVERKILL_SHOTGUN_MURDER;
+}
+
+#endif
+#ifdef CSQC
+.float prevric;
+
+METHOD(OverkillShotgun, wr_impacteffect, void(entity thiswep, entity actor))
+{
+       vector org2 = w_org + w_backoff * 2;
+       pointparticles(EFFECT_SHOTGUN_IMPACT, org2, w_backoff * 1000, 1);
+       if(!w_issilent && time - actor.prevric > 0.25)
+       {
+               if(w_random < 0.05)
+                       sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
+               actor.prevric = time;
+       }
+}
+
+#endif
diff --git a/qcsrc/common/mutators/mutator/overkill/okshotgun.qh b/qcsrc/common/mutators/mutator/overkill/okshotgun.qh
new file mode 100644 (file)
index 0000000..b0feadd
--- /dev/null
@@ -0,0 +1,58 @@
+#pragma once
+
+CLASS(OverkillShotgun, Weapon)
+/* spawnfunc */ ATTRIB(OverkillShotgun, m_canonical_spawnfunc, string, "weapon_okshotgun");
+/* ammotype  */ ATTRIB(OverkillShotgun, ammo_type, int, RESOURCE_SHELLS);
+/* impulse   */ ATTRIB(OverkillShotgun, impulse, int, 2);
+/* flags     */ ATTRIB(OverkillShotgun, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
+/* rating    */ ATTRIB(OverkillShotgun, bot_pickupbasevalue, float, 6000);
+/* color     */ ATTRIB(OverkillShotgun, wpcolor, vector, '0.5 0.25 0');
+/* modelname */ ATTRIB(OverkillShotgun, mdl, string, "ok_shotgun");
+#ifdef GAMEQC
+/* model     */ ATTRIB(OverkillShotgun, m_model, Model, MDL_OK_SHOTGUN_ITEM);
+#endif
+/* crosshair */ ATTRIB(OverkillShotgun, w_crosshair, string, "gfx/crosshairshotgun");
+/* crosshair */ ATTRIB(OverkillShotgun, w_crosshair_size, float, 0.65);
+/* wepimg    */ ATTRIB(OverkillShotgun, model2, string, "weaponokshotgun");
+/* refname   */ ATTRIB(OverkillShotgun, netname, string, "okshotgun");
+/* wepname   */ ATTRIB(OverkillShotgun, m_name, string, _("Overkill Shotgun"));
+
+#define X(BEGIN, P, END, class, prefix) \
+       BEGIN(class) \
+               P(class, prefix, ammo, float, PRI) \
+               P(class, prefix, animtime, float, PRI) \
+               P(class, prefix, bot_range, float, PRI) \
+               P(class, prefix, bullets, float, PRI) \
+               P(class, prefix, damage, float, PRI) \
+               P(class, prefix, force, float, PRI) \
+               P(class, prefix, refire, float, PRI) \
+               P(class, prefix, solidpenetration, float, PRI) \
+               P(class, prefix, spread, float, PRI) \
+               P(class, prefix, animtime, float, SEC) \
+               P(class, prefix, damage, float, SEC) \
+               P(class, prefix, delay, float, SEC) \
+               P(class, prefix, edgedamage, float, SEC) \
+               P(class, prefix, force, float, SEC) \
+               P(class, prefix, lifetime, float, SEC) \
+               P(class, prefix, radius, float, SEC) \
+               P(class, prefix, refire, float, SEC) \
+               P(class, prefix, refire_type, float, SEC) \
+               P(class, prefix, shotangle, float, SEC) \
+               P(class, prefix, speed, float, SEC) \
+               P(class, prefix, spread, float, SEC) \
+               P(class, prefix, reload_ammo, float, NONE) \
+               P(class, prefix, reload_time, float, NONE) \
+               P(class, prefix, switchdelay_drop, float, NONE) \
+               P(class, prefix, switchdelay_raise, float, NONE) \
+               P(class, prefix, weaponreplace, string,NONE) \
+               P(class, prefix, weaponstartoverride, float, NONE) \
+               P(class, prefix, weaponstart, float, NONE) \
+               P(class, prefix, weaponthrowable, float, NONE) \
+       END()
+       W_PROPS(X, OverkillShotgun, okshotgun)
+#undef X
+
+ENDCLASS(OverkillShotgun)
+REGISTER_WEAPON(OVERKILL_SHOTGUN, okshotgun, NEW(OverkillShotgun));
+
+SPAWNFUNC_WEAPON(weapon_okshotgun, WEP_OVERKILL_SHOTGUN)
diff --git a/qcsrc/common/mutators/mutator/overkill/overkill.qc b/qcsrc/common/mutators/mutator/overkill/overkill.qc
deleted file mode 100644 (file)
index 3cb64ce..0000000
+++ /dev/null
@@ -1 +0,0 @@
-#include "overkill.qh"
diff --git a/qcsrc/common/mutators/mutator/overkill/overkill.qh b/qcsrc/common/mutators/mutator/overkill/overkill.qh
deleted file mode 100644 (file)
index 6f70f09..0000000
+++ /dev/null
@@ -1 +0,0 @@
-#pragma once
diff --git a/qcsrc/common/mutators/mutator/overkill/rpc.qc b/qcsrc/common/mutators/mutator/overkill/rpc.qc
deleted file mode 100644 (file)
index 09e6ce2..0000000
+++ /dev/null
@@ -1,188 +0,0 @@
-#include "rpc.qh"
-
-#ifdef SVQC
-
-void W_RocketPropelledChainsaw_Explode(entity this, entity directhitentity)
-{
-       this.event_damage = func_null;
-       this.takedamage = DAMAGE_NO;
-
-       RadiusDamage (this, this.realowner, WEP_CVAR(rpc, damage), WEP_CVAR(rpc, edgedamage), WEP_CVAR(rpc, radius), NULL, NULL, WEP_CVAR(rpc, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity);
-
-       delete(this);
-}
-
-void W_RocketPropelledChainsaw_Explode_think(entity this)
-{
-       W_RocketPropelledChainsaw_Explode(this, NULL);
-}
-
-void W_RocketPropelledChainsaw_Touch (entity this, entity toucher)
-{
-       if(WarpZone_Projectile_Touch(this, toucher))
-               if(wasfreed(this))
-                       return;
-
-       W_RocketPropelledChainsaw_Explode(this, toucher);
-}
-
-void W_RocketPropelledChainsaw_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
-{
-       if (this.health <= 0)
-               return;
-
-       if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
-               return; // g_projectiles_damage says to halt
-
-       this.health = this.health - damage;
-
-       if (this.health <= 0)
-               W_PrepareExplosionByDamage(this, attacker, W_RocketPropelledChainsaw_Explode_think);
-}
-
-void W_RocketPropelledChainsaw_Think(entity this)
-{
-       if(this.cnt <= time)
-       {
-               delete(this);
-               return;
-       }
-
-       float myspeed = vlen(this.velocity);
-       float myspeed_accel = myspeed * sys_frametime;
-       vector mydir = normalize(this.velocity);
-
-       tracebox(this.origin, this.mins, this.maxs, this.origin + mydir * (2 * myspeed_accel), MOVE_NORMAL, this);
-       if(IS_PLAYER(trace_ent))
-               Damage (trace_ent, this, this.realowner, WEP_CVAR(rpc, damage2), this.projectiledeathtype, this.weaponentity_fld, this.origin, normalize(this.origin - trace_ent.origin) * WEP_CVAR(rpc, force));
-
-       this.velocity = mydir * (myspeed + (WEP_CVAR(rpc, speedaccel) * sys_frametime));
-
-       UpdateCSQCProjectile(this);
-       this.nextthink = time;
-}
-
-void W_RocketPropelledChainsaw_Attack (Weapon thiswep, entity actor, .entity weaponentity)
-{
-       entity missile = spawn(); //WarpZone_RefSys_SpawnSameRefSys(actor);
-       entity flash = spawn ();
-
-       W_DecreaseAmmo(thiswep, actor, WEP_CVAR(rpc, ammo), weaponentity);
-       W_SetupShot_ProjectileSize (actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(rpc, damage), WEP_RPC.m_id);
-       Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
-       PROJECTILE_MAKETRIGGER(missile);
-
-       missile.owner = missile.realowner = actor;
-       missile.bot_dodge = true;
-       missile.bot_dodgerating = WEP_CVAR(rpc, damage) * 2;
-
-       missile.takedamage = DAMAGE_YES;
-       missile.damageforcescale = WEP_CVAR(rpc, damageforcescale);
-       missile.health = WEP_CVAR(rpc, health);
-       missile.event_damage = W_RocketPropelledChainsaw_Damage;
-       missile.damagedbycontents = true;
-       IL_PUSH(g_damagedbycontents, missile);
-       set_movetype(missile, MOVETYPE_FLY);
-
-       missile.projectiledeathtype = WEP_RPC.m_id;
-       missile.weaponentity_fld = weaponentity;
-       setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
-
-       setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
-       W_SetupProjVelocity_Basic(missile, WEP_CVAR(rpc, speed), 0);
-
-       settouch(missile, W_RocketPropelledChainsaw_Touch);
-
-       setthink(missile, W_RocketPropelledChainsaw_Think);
-       missile.cnt = time + WEP_CVAR(rpc, lifetime);
-       missile.nextthink = time;
-       missile.flags = FL_PROJECTILE;
-       IL_PUSH(g_projectiles, missile);
-       IL_PUSH(g_bot_dodge, missile);
-
-       CSQCProjectile(missile, true, PROJECTILE_RPC, false);
-
-       setmodel(flash, MDL_RPC_MUZZLEFLASH); // precision set below
-       SUB_SetFade (flash, time, 0.1);
-       flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
-       W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
-
-       MUTATOR_CALLHOOK(EditProjectile, actor, missile);
-}
-
-METHOD(RocketPropelledChainsaw, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
-{
-    PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(rpc, speed), 0, WEP_CVAR(rpc, lifetime), false);
-}
-
-METHOD(RocketPropelledChainsaw, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
-{
-    if(WEP_CVAR(rpc, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR(rpc, ammo)) {
-        thiswep.wr_reload(thiswep, actor, weaponentity);
-    } else
-    {
-        if (fire & 1)
-        {
-            if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(rpc, refire)))
-            {
-                W_RocketPropelledChainsaw_Attack(thiswep, actor, weaponentity);
-                weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(rpc, animtime), w_ready);
-            }
-        }
-
-        if (fire & 2)
-        {
-            // to-do
-        }
-    }
-}
-
-METHOD(RocketPropelledChainsaw, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
-{
-    float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(rpc, ammo);
-    ammo_amount += actor.(weaponentity).(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR(rpc, ammo);
-    return ammo_amount;
-}
-
-METHOD(RocketPropelledChainsaw, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
-{
-    return false;
-}
-
-METHOD(RocketPropelledChainsaw, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
-{
-    W_Reload(actor, weaponentity, WEP_CVAR(rpc, ammo), SND_RELOAD);
-}
-
-METHOD(RocketPropelledChainsaw, wr_suicidemessage, Notification(entity thiswep))
-{
-    if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
-        return WEAPON_RPC_SUICIDE_SPLASH;
-    else
-        return WEAPON_RPC_SUICIDE_DIRECT;
-}
-
-METHOD(RocketPropelledChainsaw, wr_killmessage, Notification(entity thiswep))
-{
-    if(w_deathtype & HITTYPE_SECONDARY)
-        return WEAPON_BLASTER_MURDER;
-    else if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
-        return WEAPON_RPC_MURDER_SPLASH;
-    else
-        return WEAPON_RPC_MURDER_DIRECT;
-}
-
-#endif
-
-#ifdef CSQC
-
-METHOD(RocketPropelledChainsaw, wr_impacteffect, void(entity thiswep, entity actor))
-{
-    vector org2;
-    org2 = w_org + w_backoff * 12;
-    pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
-    if(!w_issilent)
-        sound(actor, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
-}
-
-#endif
diff --git a/qcsrc/common/mutators/mutator/overkill/rpc.qh b/qcsrc/common/mutators/mutator/overkill/rpc.qh
deleted file mode 100644 (file)
index 78d5de5..0000000
+++ /dev/null
@@ -1,52 +0,0 @@
-#pragma once
-
-#include <common/weapons/all.qh>
-
-CLASS(RocketPropelledChainsaw, Weapon)
-/* spawnfunc */ ATTRIB(RocketPropelledChainsaw, m_canonical_spawnfunc, string, "weapon_rpc");
-/* ammotype  */ ATTRIB(RocketPropelledChainsaw, ammo_type, int, RESOURCE_ROCKETS);
-/* impulse   */ ATTRIB(RocketPropelledChainsaw, impulse, int, 9);
-/* flags     */ ATTRIB(RocketPropelledChainsaw, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH | WEP_FLAG_SUPERWEAPON);
-/* rating    */ ATTRIB(RocketPropelledChainsaw, bot_pickupbasevalue, float, 10000);
-/* color     */ ATTRIB(RocketPropelledChainsaw, wpcolor, vector, '0.5 0.5 0');
-/* modelname */ ATTRIB(RocketPropelledChainsaw, mdl, string, "ok_rl");
-#ifdef GAMEQC
-/* model     */ ATTRIB(RocketPropelledChainsaw, m_model, Model, MDL_RPC_ITEM);
-#endif
-/* crosshair */ ATTRIB(RocketPropelledChainsaw, w_crosshair, string, "gfx/crosshairrocketlauncher");
-/* crosshair */ ATTRIB(RocketPropelledChainsaw, w_crosshair_size, float, 0.6);
-/* wepimg    */ ATTRIB(RocketPropelledChainsaw, model2, string, "weaponrpc");
-/* refname   */ ATTRIB(RocketPropelledChainsaw, netname, string, "rpc");
-/* wepname   */ ATTRIB(RocketPropelledChainsaw, m_name, string, _("Rocket Propelled Chainsaw"));
-
-#define X(BEGIN, P, END, class, prefix) \
-       BEGIN(class) \
-               P(class, prefix, ammo, float, NONE) \
-               P(class, prefix, animtime, float, NONE) \
-               P(class, prefix, damage2, float, NONE) \
-               P(class, prefix, damageforcescale, float, NONE) \
-               P(class, prefix, damage, float, NONE) \
-               P(class, prefix, edgedamage, float, NONE) \
-               P(class, prefix, force, float, NONE) \
-               P(class, prefix, health, float, NONE) \
-               P(class, prefix, lifetime, float, NONE) \
-               P(class, prefix, radius, float, NONE) \
-               P(class, prefix, refire, float, NONE) \
-               P(class, prefix, reload_ammo, float, NONE) \
-        P(class, prefix, reload_time, float, NONE) \
-               P(class, prefix, speedaccel, float, NONE) \
-               P(class, prefix, speed, float, NONE) \
-        P(class, prefix, switchdelay_drop, float, NONE) \
-        P(class, prefix, switchdelay_raise, float, NONE) \
-        P(class, prefix, weaponreplace, string, NONE) \
-        P(class, prefix, weaponstartoverride, float, NONE) \
-        P(class, prefix, weaponstart, float, NONE) \
-        P(class, prefix, weaponthrowable, float, NONE) \
-    END()
-    W_PROPS(X, RocketPropelledChainsaw, rpc)
-#undef X
-
-ENDCLASS(RocketPropelledChainsaw)
-REGISTER_WEAPON(RPC, rpc, NEW(RocketPropelledChainsaw));
-
-SPAWNFUNC_WEAPON(weapon_rpc, WEP_RPC)
index 582a8d35bcb9cfcd42182f8064312ef4fd3dc449..510b9213a1a3f6a1adf4b890bc19ec14d0ee4d1f 100644 (file)
@@ -1,7 +1,8 @@
 #include "sv_overkill.qh"
 
-#include "hmg.qh"
-#include "rpc.qh"
+#include "okshotgun.qh"
+#include "okhmg.qh"
+#include "okrpc.qh"
 
 string autocvar_g_overkill;
 
@@ -34,12 +35,12 @@ REGISTER_MUTATOR(ok, expr_evaluate(autocvar_g_overkill) && !autocvar_g_instagib
                        ITEM_ArmorMega.spawnflags |= ITEM_FLAG_MUTATORBLOCKED;
                }
 
-               WEP_RPC.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
-               WEP_HMG.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
+               WEP_OVERKILL_RPC.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
+               WEP_OVERKILL_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
@@ -49,8 +50,8 @@ REGISTER_MUTATOR(ok, expr_evaluate(autocvar_g_overkill) && !autocvar_g_instagib
                ITEM_ArmorBig.spawnflags &= ~ITEM_FLAG_MUTATORBLOCKED;
                ITEM_ArmorMega.spawnflags &= ~ITEM_FLAG_MUTATORBLOCKED;
 
-               WEP_RPC.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
-               WEP_HMG.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
+               WEP_OVERKILL_RPC.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
+               WEP_OVERKILL_HMG.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
        }
 }
 
@@ -122,32 +123,31 @@ MUTATOR_HOOKFUNCTION(ok, ForbidThrowCurrentWeapon)
 
 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;
-
-                       BLASTER_SECONDARY_ATTACK(vaporizer, player, weaponentity);
+                       continue;
                }
+               weapon.wr_think(weapon, player, weaponentity, 2);
        }
-
        PHYS_INPUT_BUTTON_ATCK2(player) = false;
 }
 
@@ -168,10 +168,10 @@ MUTATOR_HOOKFUNCTION(ok, PlayerWeaponSelect)
                if(player.ok_lastwep[slot] && player.ok_lastwep[slot] != WEP_Null)
                {
                        Weapon newwep = player.ok_lastwep[slot];
-                       if(player.ok_lastwep[slot] == WEP_HMG)
-                               newwep = WEP_MACHINEGUN;
-                       if(player.ok_lastwep[slot] == WEP_RPC)
-                               newwep = WEP_VORTEX;
+                       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;
                }
@@ -227,7 +227,7 @@ MUTATOR_HOOKFUNCTION(ok, FilterItem)
        }
        if (item.classname == "item_strength")
        {
-               entity wep = new(weapon_hmg);
+               entity wep = new(weapon_okhmg);
                setorigin(wep, item.origin);
                wep.ok_item = true;
                wep.noalign = Item_ShouldKeepPosition(item);
@@ -236,12 +236,12 @@ MUTATOR_HOOKFUNCTION(ok, FilterItem)
                wep.respawntime = g_pickup_respawntime_superweapon;
                wep.pickup_anyway = true;
                wep.spawnfunc_checked = true;
-               Item_Initialize(wep, "weapon_hmg");
+               Item_Initialize(wep, "weapon_okhmg");
                return true;
        }
        else if (item.classname == "item_shield")
        {
-               entity wep = new(weapon_rpc);
+               entity wep = new(weapon_okrpc);
                setorigin(wep, item.origin);
                wep.ok_item = true;
                wep.noalign = Item_ShouldKeepPosition(item);
@@ -250,7 +250,7 @@ MUTATOR_HOOKFUNCTION(ok, FilterItem)
                wep.respawntime = g_pickup_respawntime_superweapon;
                wep.pickup_anyway = true;
                wep.spawnfunc_checked = true;
-               Item_Initialize(wep, "weapon_rpc");
+               Item_Initialize(wep, "weapon_okrpc");
                return true;
        }
        return true;
@@ -258,10 +258,10 @@ MUTATOR_HOOKFUNCTION(ok, FilterItem)
 
 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_NEX) | WEPSET(OVERKILL_SHOTGUN));
 
-       if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET(RPC); }
-       if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET(HMG); }
+       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;
@@ -288,3 +288,4 @@ MUTATOR_HOOKFUNCTION(ok, SetModname)
        M_ARGV(0, string) = "Overkill";
        return true;
 }
+
index 553dcf582ffccbd27d2ff23adc95e238d49bcb5d..6afcd72e9cc2f8e3e2a558d7b5eff2e129aa50ab 100644 (file)
@@ -232,23 +232,23 @@ string RandomItems_GetRandomOverkillItemClassName(string prefix)
                }
                RandomSelection_AddString(it.m_canonical_spawnfunc, cvar(cvar_name), 1);
        });
-       string cvar_name = sprintf("g_%s_overkill_weapon_hmg_probability", prefix);
+       string cvar_name = sprintf("g_%s_overkill_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_hmg", cvar(cvar_name), 1);
+               RandomSelection_AddString("weapon_okhmg", cvar(cvar_name), 1);
        }
-       cvar_name = sprintf("g_%s_overkill_weapon_rpc_probability", prefix);
+       cvar_name = sprintf("g_%s_overkill_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_rpc", cvar(cvar_name), 1);
+               RandomSelection_AddString("weapon_okrpc", cvar(cvar_name), 1);
        }
        return RandomSelection_chosen_string;
 }
index b4c6146bb6662535e983df75a4e73962e6289636..50d0485405889b7caadb9598fff461b0f6a861eb 100644 (file)
     MSG_INFO_NOTIF(WEAPON_HAGAR_SUICIDE,                    N_CONSOLE,  2, 1, "s1 s2loc spree_lost", "s1",                      "weaponhagar",              _("^BG%s^K1 played with tiny Hagar rockets%s%s"), "")
     MSG_INFO_NOTIF(WEAPON_HLAC_MURDER,                      N_CONSOLE,  3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1",       "weaponhlac",               _("^BG%s%s^K1 was cut down with ^BG%s^K1's HLAC%s%s"), "")
     MSG_INFO_NOTIF(WEAPON_HLAC_SUICIDE,                     N_CONSOLE,  2, 1, "s1 s2loc spree_lost", "s1",                      "weaponhlac",               _("^BG%s^K1 got a little jumpy with their HLAC%s%s"), "")
-    MSG_INFO_NOTIF(WEAPON_HMG_MURDER_SNIPE,                 N_CONSOLE,  3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1",       "weaponhmg",                _("^BG%s%s^K1 was sniped by ^BG%s^K1's Heavy Machine Gun%s%s"), "")
-    MSG_INFO_NOTIF(WEAPON_HMG_MURDER_SPRAY,                 N_CONSOLE,  3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1",       "weaponhmg",                _("^BG%s%s^K1 was torn to bits by ^BG%s^K1's Heavy Machine Gun%s%s"), "")
     MSG_INFO_NOTIF(WEAPON_HOOK_MURDER,                      N_CONSOLE,  3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1",       "weaponhook",               _("^BG%s%s^K1 was caught in ^BG%s^K1's Hook gravity bomb%s%s"), "")
     MSG_INFO_NOTIF(WEAPON_KLEINBOTTLE_MURDER,               N_CONSOLE,  3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1",       "weapontuba",               _("^BG%s%s^K1 died of ^BG%s^K1's great playing on the @!#%%'n Klein Bottle%s%s"), "")
     MSG_INFO_NOTIF(WEAPON_KLEINBOTTLE_SUICIDE,              N_CONSOLE,  2, 1, "s1 s2loc spree_lost", "s1",                      "weapontuba",               _("^BG%s^K1 hurt their own ears with the @!#%%'n Klein Bottle%s%s"), "")
     MSG_INFO_NOTIF(WEAPON_MORTAR_MURDER_EXPLODE,            N_CONSOLE,  3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1",       "weapongrenadelauncher",    _("^BG%s%s^K1 ate ^BG%s^K1's Mortar grenade%s%s"), "")
     MSG_INFO_NOTIF(WEAPON_MORTAR_SUICIDE_BOUNCE,            N_CONSOLE,  2, 1, "s1 s2loc spree_lost", "s1",                      "weapongrenadelauncher",    _("^BG%s^K1 didn't see their own Mortar grenade%s%s"), "")
     MSG_INFO_NOTIF(WEAPON_MORTAR_SUICIDE_EXPLODE,           N_CONSOLE,  2, 1, "s1 s2loc spree_lost", "s1",                      "weapongrenadelauncher",    _("^BG%s^K1 blew themself up with their own Mortar%s%s"), "")
+    MSG_INFO_NOTIF(WEAPON_OVERKILL_HMG_MURDER_SNIPE,        N_CONSOLE,  3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1",       "weaponhmg",                _("^BG%s%s^K1 was sniped by ^BG%s^K1's Overkill Heavy Machine Gun%s%s"), "")
+    MSG_INFO_NOTIF(WEAPON_OVERKILL_HMG_MURDER_SPRAY,        N_CONSOLE,  3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1",       "weaponhmg",                _("^BG%s%s^K1 was torn to bits by ^BG%s^K1's Overkill Heavy Machine Gun%s%s"), "")
+    MSG_INFO_NOTIF(WEAPON_OVERKILL_MACHINEGUN_MURDER,       N_CONSOLE,  3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1",       "weaponokmachinegun",       _("^BG%s%s^K1 was riddled full of holes by ^BG%s^K1's Overkill Machine Gun%s%s"), "")
+    MSG_INFO_NOTIF(WEAPON_OVERKILL_NEX_MURDER,              N_CONSOLE,  3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1",       "weaponoknex",              _("^BG%s%s^K1 has been vaporized by ^BG%s^K1's Overkill Nex%s%s"), "")
+    MSG_INFO_NOTIF(WEAPON_OVERKILL_RPC_MURDER_DIRECT,       N_CONSOLE,  3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1",       "weaponrpc",                _("^BG%s%s^K1 was sawn in half by ^BG%s^K1's Overkill Rocket Propelled Chainsaw%s%s"), "")
+    MSG_INFO_NOTIF(WEAPON_OVERKILL_RPC_MURDER_SPLASH,       N_CONSOLE,  3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1",       "weaponrpc",                _("^BG%s%s^K1 almost dodged ^BG%s^K1's Overkill Rocket Propelled Chainsaw%s%s"), "")
+    MSG_INFO_NOTIF(WEAPON_OVERKILL_RPC_SUICIDE_DIRECT,      N_CONSOLE,  2, 1, "s1 s2loc spree_lost", "s1",                      "weaponrpc",                _("^BG%s^K1 was sawn in half by their own Overkill Rocket Propelled Chainsaw%s%s"), "")
+    MSG_INFO_NOTIF(WEAPON_OVERKILL_RPC_SUICIDE_SPLASH,      N_CONSOLE,  2, 1, "s1 s2loc spree_lost", "s1",                      "weaponrpc",                _("^BG%s^K1 blew themself up with their Overkill Rocket Propelled Chainsaw%s%s"), "")
+
+    MSG_INFO_NOTIF(WEAPON_OVERKILL_SHOTGUN_MURDER,          N_CONSOLE,  3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1",       "weaponokshotgun",          _("^BG%s%s^K1 was gunned down by ^BG%s^K1's Overkill Shotgun%s%s"), "")
     MSG_INFO_NOTIF(WEAPON_RIFLE_MURDER,                     N_CONSOLE,  3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1",       "weaponrifle",              _("^BG%s%s^K1 was sniped with a Rifle by ^BG%s^K1%s%s"), "")
     MSG_INFO_NOTIF(WEAPON_RIFLE_MURDER_HAIL,                N_CONSOLE,  3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1",       "weaponrifle",              _("^BG%s%s^K1 died in ^BG%s^K1's Rifle bullet hail%s%s"), "")
     MSG_INFO_NOTIF(WEAPON_RIFLE_MURDER_HAIL_PIERCING,       N_CONSOLE,  3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1",       "weaponrifle",              _("^BG%s%s^K1 failed to hide from ^BG%s^K1's Rifle bullet hail%s%s"), "")
     MSG_INFO_NOTIF(WEAPON_RIFLE_MURDER_PIERCING,            N_CONSOLE,  3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1",       "weaponrifle",              _("^BG%s%s^K1 failed to hide from ^BG%s^K1's Rifle%s%s"), "")
-    MSG_INFO_NOTIF(WEAPON_RPC_MURDER_DIRECT,                N_CONSOLE,  3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1",       "weaponrpc",                _("^BG%s%s^K1 was sawn in half by ^BG%s^K1's Rocket Propelled Chainsaw%s%s"), "")
-    MSG_INFO_NOTIF(WEAPON_RPC_MURDER_SPLASH,                N_CONSOLE,  3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1",       "weaponrpc",                _("^BG%s%s^K1 almost dodged ^BG%s^K1's Rocket Propelled Chainsaw%s%s"), "")
-    MSG_INFO_NOTIF(WEAPON_RPC_SUICIDE_DIRECT,               N_CONSOLE,  2, 1, "s1 s2loc spree_lost", "s1",                      "weaponrpc",                _("^BG%s^K1 was sawn in half by their own Rocket Propelled Chainsaw%s%s"), "")
-    MSG_INFO_NOTIF(WEAPON_RPC_SUICIDE_SPLASH,               N_CONSOLE,  2, 1, "s1 s2loc spree_lost", "s1",                      "weaponrpc",                _("^BG%s^K1 blew themself up with their Rocket Propelled Chainsaw%s%s"), "")
     MSG_INFO_NOTIF(WEAPON_SEEKER_MURDER_SPRAY,              N_CONSOLE,  3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1",       "weaponseeker",             _("^BG%s%s^K1 was pummeled by ^BG%s^K1's Seeker rockets%s%s"), "")
     MSG_INFO_NOTIF(WEAPON_SEEKER_MURDER_TAG,                N_CONSOLE,  3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1",       "weaponseeker",             _("^BG%s%s^K1 was tagged by ^BG%s^K1's Seeker%s%s"), "")
     MSG_INFO_NOTIF(WEAPON_SEEKER_SUICIDE,                   N_CONSOLE,  2, 1, "s1 s2loc spree_lost", "s1",                      "weaponseeker",             _("^BG%s^K1 played with tiny Seeker rockets%s%s"), "")
     MSG_MULTI_NOTIF(WEAPON_HAGAR_SUICIDE,               N_ENABLE,  NULL,           INFO_WEAPON_HAGAR_SUICIDE,              CENTER_DEATH_SELF_GENERIC)
     MSG_MULTI_NOTIF(WEAPON_HLAC_MURDER,                 N_ENABLE,  NULL,           INFO_WEAPON_HLAC_MURDER,                NULL)
     MSG_MULTI_NOTIF(WEAPON_HLAC_SUICIDE,                N_ENABLE,  NULL,           INFO_WEAPON_HLAC_SUICIDE,               CENTER_DEATH_SELF_GENERIC)
-    MSG_MULTI_NOTIF(WEAPON_HMG_MURDER_SNIPE,            N_ENABLE,  NULL,           INFO_WEAPON_HMG_MURDER_SNIPE,           NULL)
-    MSG_MULTI_NOTIF(WEAPON_HMG_MURDER_SPRAY,            N_ENABLE,  NULL,           INFO_WEAPON_HMG_MURDER_SPRAY,           NULL)
     MSG_MULTI_NOTIF(WEAPON_HOOK_MURDER,                 N_ENABLE,  NULL,           INFO_WEAPON_HOOK_MURDER,                NULL)
     MSG_MULTI_NOTIF(WEAPON_KLEINBOTTLE_MURDER,          N_ENABLE,  NULL,           INFO_WEAPON_KLEINBOTTLE_MURDER,         NULL)
     MSG_MULTI_NOTIF(WEAPON_KLEINBOTTLE_SUICIDE,         N_ENABLE,  NULL,           INFO_WEAPON_KLEINBOTTLE_SUICIDE,        CENTER_DEATH_SELF_GENERIC)
     MSG_MULTI_NOTIF(WEAPON_MORTAR_MURDER_EXPLODE,       N_ENABLE,  NULL,           INFO_WEAPON_MORTAR_MURDER_EXPLODE,      NULL)
     MSG_MULTI_NOTIF(WEAPON_MORTAR_SUICIDE_BOUNCE,       N_ENABLE,  NULL,           INFO_WEAPON_MORTAR_SUICIDE_BOUNCE,      CENTER_DEATH_SELF_GENERIC)
     MSG_MULTI_NOTIF(WEAPON_MORTAR_SUICIDE_EXPLODE,      N_ENABLE,  NULL,           INFO_WEAPON_MORTAR_SUICIDE_EXPLODE,     CENTER_DEATH_SELF_GENERIC)
+    MSG_MULTI_NOTIF(WEAPON_OVERKILL_HMG_MURDER_SNIPE,   N_ENABLE,  NULL,           INFO_WEAPON_OVERKILL_HMG_MURDER_SNIPE,  NULL)
+    MSG_MULTI_NOTIF(WEAPON_OVERKILL_HMG_MURDER_SPRAY,   N_ENABLE,  NULL,           INFO_WEAPON_OVERKILL_HMG_MURDER_SPRAY,  NULL)
+    MSG_MULTI_NOTIF(WEAPON_OVERKILL_MACHINEGUN_MURDER,  N_ENABLE,  NULL,           INFO_WEAPON_OVERKILL_MACHINEGUN_MURDER, NULL)
+    MSG_MULTI_NOTIF(WEAPON_OVERKILL_NEX_MURDER,         N_ENABLE,  NULL,           INFO_WEAPON_OVERKILL_NEX_MURDER,        NULL)
+    MSG_MULTI_NOTIF(WEAPON_OVERKILL_RPC_MURDER_DIRECT,  N_ENABLE,  NULL,           INFO_WEAPON_OVERKILL_RPC_MURDER_DIRECT, NULL)
+    MSG_MULTI_NOTIF(WEAPON_OVERKILL_RPC_MURDER_SPLASH,  N_ENABLE,  NULL,           INFO_WEAPON_OVERKILL_RPC_MURDER_SPLASH, NULL)
+    MSG_MULTI_NOTIF(WEAPON_OVERKILL_RPC_SUICIDE_DIRECT, N_ENABLE,  NULL,           INFO_WEAPON_OVERKILL_RPC_SUICIDE_DIRECT,NULL)
+    MSG_MULTI_NOTIF(WEAPON_OVERKILL_RPC_SUICIDE_SPLASH, N_ENABLE,  NULL,           INFO_WEAPON_OVERKILL_RPC_SUICIDE_SPLASH,CENTER_DEATH_SELF_GENERIC)
+    MSG_MULTI_NOTIF(WEAPON_OVERKILL_SHOTGUN_MURDER,     N_ENABLE,  NULL,           INFO_WEAPON_OVERKILL_SHOTGUN_MURDER,    NULL)
     MSG_MULTI_NOTIF(WEAPON_RIFLE_MURDER,                N_ENABLE,  NULL,           INFO_WEAPON_RIFLE_MURDER,               NULL)
     MSG_MULTI_NOTIF(WEAPON_RIFLE_MURDER_HAIL,           N_ENABLE,  NULL,           INFO_WEAPON_RIFLE_MURDER_HAIL,          NULL)
     MSG_MULTI_NOTIF(WEAPON_RIFLE_MURDER_HAIL_PIERCING,  N_ENABLE,  NULL,           INFO_WEAPON_RIFLE_MURDER_HAIL_PIERCING, NULL)
     MSG_MULTI_NOTIF(WEAPON_RIFLE_MURDER_PIERCING,       N_ENABLE,  NULL,           INFO_WEAPON_RIFLE_MURDER_PIERCING,      NULL)
-    MSG_MULTI_NOTIF(WEAPON_RPC_MURDER_DIRECT,           N_ENABLE,  NULL,           INFO_WEAPON_RPC_MURDER_DIRECT,          NULL)
-    MSG_MULTI_NOTIF(WEAPON_RPC_MURDER_SPLASH,           N_ENABLE,  NULL,           INFO_WEAPON_RPC_MURDER_SPLASH,          NULL)
-    MSG_MULTI_NOTIF(WEAPON_RPC_SUICIDE_DIRECT,          N_ENABLE,  NULL,           INFO_WEAPON_RPC_SUICIDE_DIRECT,         NULL)
-    MSG_MULTI_NOTIF(WEAPON_RPC_SUICIDE_SPLASH,          N_ENABLE,  NULL,           INFO_WEAPON_RPC_SUICIDE_SPLASH,         CENTER_DEATH_SELF_GENERIC)
     MSG_MULTI_NOTIF(WEAPON_SEEKER_MURDER_SPRAY,         N_ENABLE,  NULL,           INFO_WEAPON_SEEKER_MURDER_SPRAY,        NULL)
     MSG_MULTI_NOTIF(WEAPON_SEEKER_MURDER_TAG,           N_ENABLE,  NULL,           INFO_WEAPON_SEEKER_MURDER_TAG,          NULL)
     MSG_MULTI_NOTIF(WEAPON_SEEKER_SUICIDE,              N_ENABLE,  NULL,           INFO_WEAPON_SEEKER_SUICIDE,             CENTER_DEATH_SELF_GENERIC)
index dca20d0cdbf1b627bf920ddee47aeb93c60ce58d..898889149a0ef1fccceb6613e468ae42c92f7107 100644 (file)
@@ -123,6 +123,8 @@ string W_UndeprecateName(string s)
                case "minstanex": return "vaporizer";
                case "grenadelauncher": return "mortar";
                case "uzi": return "machinegun";
+               case "hmg": return "okhmg";
+               case "rpc": return "okrpc";
                default: return s;
        }
 }
index 7cabd77103b4a3032c73b409ad3768176243b2ed..057ef3f03a756b6c3d337a7257fada47c88ebd51 100644 (file)
@@ -2,15 +2,16 @@
 
 #ifdef SVQC
 
-void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float isprimary)
+void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float isprimary, float ammocount, float damage, float bullets, float spread, float solidpenetration, float force)
 {
-       W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(shotgun, ammo), weaponentity);
+       W_DecreaseAmmo(thiswep, actor, ammocount, weaponentity);
 
-       W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets), WEP_SHOTGUN.m_id);
-       for(int sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1)
-               fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR_PRI(shotgun, spread), WEP_CVAR_PRI(shotgun, solidpenetration), WEP_CVAR_PRI(shotgun, damage), WEP_CVAR_PRI(shotgun, force), WEP_SHOTGUN.m_id, 0);
+       W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), damage * bullets, WEP_SHOTGUN.m_id);
+       for(int sc = 0;sc < bullets;sc = sc + 1)
+               fireBullet(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration, damage, force, WEP_SHOTGUN.m_id, 0);
 
-       Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, WEP_CVAR_PRI(shotgun, ammo));
+
+       Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, ammocount);
 
        // casing code
        if(autocvar_g_casings >= 1)
@@ -152,7 +153,13 @@ void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, .entity weaponentity
        }
 
        sound(actor, CH_WEAPON_SINGLE, SND_Null, VOL_BASE, ATTN_NORM); // kill previous sound
-       W_Shotgun_Attack(WEP_SHOTGUN, actor, weaponentity, true); // actually is secondary, but we trick the last shot into playing full reload sound
+       W_Shotgun_Attack(WEP_SHOTGUN, actor, weaponentity, true,
+               WEP_CVAR_PRI(shotgun, ammo),
+               WEP_CVAR_PRI(shotgun, damage),
+               WEP_CVAR_PRI(shotgun, bullets),
+               WEP_CVAR_PRI(shotgun, spread),
+               WEP_CVAR_PRI(shotgun, solidpenetration),
+               WEP_CVAR_PRI(shotgun, force)); // actually is secondary, but we trick the last shot into playing full reload sound
        weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
 }
 void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire)
@@ -165,7 +172,13 @@ void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity
                return;
        }
 
-       W_Shotgun_Attack(WEP_SHOTGUN, actor, weaponentity, false);
+       W_Shotgun_Attack(WEP_SHOTGUN, actor, weaponentity, false,
+               WEP_CVAR_PRI(shotgun, ammo),
+               WEP_CVAR_PRI(shotgun, damage),
+               WEP_CVAR_PRI(shotgun, bullets),
+               WEP_CVAR_PRI(shotgun, spread),
+               WEP_CVAR_PRI(shotgun, solidpenetration),
+               WEP_CVAR_PRI(shotgun, force));
        weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
 }
 
@@ -178,6 +191,7 @@ METHOD(Shotgun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)
     else
         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
 }
+
 METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
 {
     if(WEP_CVAR(shotgun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
@@ -195,7 +209,13 @@ METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentit
             {
                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(shotgun, animtime)))
                 {
-                    W_Shotgun_Attack(thiswep, actor, weaponentity, true);
+                    W_Shotgun_Attack(thiswep, actor, weaponentity, true,
+                                               WEP_CVAR_PRI(shotgun, ammo),
+                                               WEP_CVAR_PRI(shotgun, damage),
+                                               WEP_CVAR_PRI(shotgun, bullets),
+                                               WEP_CVAR_PRI(shotgun, spread),
+                                               WEP_CVAR_PRI(shotgun, solidpenetration),
+                                               WEP_CVAR_PRI(shotgun, force));
                     actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor(actor);
                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
                 }
@@ -207,7 +227,13 @@ METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentit
             {
                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(shotgun, alt_animtime)))
                 {
-                    W_Shotgun_Attack(thiswep, actor, weaponentity, false);
+                    W_Shotgun_Attack(thiswep, actor, weaponentity, false,
+                                               WEP_CVAR_PRI(shotgun, ammo),
+                                               WEP_CVAR_PRI(shotgun, damage),
+                                               WEP_CVAR_PRI(shotgun, bullets),
+                                               WEP_CVAR_PRI(shotgun, spread),
+                                               WEP_CVAR_PRI(shotgun, solidpenetration),
+                                               WEP_CVAR_PRI(shotgun, force));
                     actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor(actor);
                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
                 }
index 1b9abdbf0ecb4f1ae694cff46164dc417a5df38d..9488c4c2c6bc0927a3ba8b30eebeb96baf9a2ccc 100644 (file)
@@ -26,6 +26,10 @@ MACRO_END
        { WriteByte(chan, this.vortex_charge * 255); }, \
        { (viewmodels[this.m_wepent_slot]).vortex_charge = ReadByte() / 255; }) \
     \
+    PROP(false, oknex_charge, WEPENT_SET_NORMAL, \
+       { WriteByte(chan, this.oknex_charge * 16); }, \
+       { (viewmodels[this.m_wepent_slot]).oknex_charge = ReadByte() / 16; }) \
+    \
     PROP(false, m_gunalign, WEPENT_SET_NORMAL, \
        { WriteByte(chan, this.m_gunalign); }, \
        { (viewmodels[this.m_wepent_slot]).m_gunalign = ReadByte(); }) \
@@ -58,7 +62,11 @@ MACRO_END
        { WriteByte(chan, this.vortex_chargepool_ammo * 16); }, \
        { (viewmodels[this.m_wepent_slot]).vortex_chargepool_ammo = ReadByte() / 16; }) \
     \
-    PROP(false, clip_load, WEPENT_SET_NORMAL, \
+       PROP(false, oknex_chargepool_ammo, WEPENT_SET_NORMAL, \
+       { WriteByte(chan, this.oknex_chargepool_ammo * 16); }, \
+       { (viewmodels[this.m_wepent_slot]).oknex_chargepool_ammo = ReadByte() / 16; }) \
+    \
+       PROP(false, clip_load, WEPENT_SET_NORMAL, \
        { WriteShort(chan, this.clip_load); }, \
        { (viewmodels[this.m_wepent_slot]).clip_load = ReadShort(); }) \
     \
index dbd38fc10f8916510d0ef3c37c624c0c4ef533c4..d6db7745b9fe1cc5e1ebc8f0f0edcfca78382214 100644 (file)
@@ -5,6 +5,8 @@ REGISTER_NET_TEMP(CLIENT_WEPENT)
 
 .float vortex_charge;
 .float vortex_chargepool_ammo;
+.float oknex_charge;
+.float oknex_chargepool_ammo;
 .int tuba_instrument;
 .int minelayer_mines;
 .float arc_heat_percent;
index d374876d0456441bc59fdf69fe683a643bb8d42a..2db97ca7da1621e8bb35759efd9c6acc874cecc8 100644 (file)
@@ -62,6 +62,8 @@
 
 #include "../lib/warpzone/server.qh"
 
+#include <common/mutators/mutator/overkill/oknex.qh>
+
 STATIC_METHOD(Client, Add, void(Client this, int _team))
 {
     ClientConnect(this);
index e005d0ca844eca9c9bcbfd0b15db6dd27ad820d2..afe5814a516140630f3e9a1f60d39943e2e9b129 100644 (file)
@@ -323,6 +323,9 @@ float client_cefc_accumulatortime;
 .float vortex_charge;
 .float vortex_charge_rottime;
 .float vortex_chargepool_ammo;
+.float oknex_charge;
+.float oknex_charge_rottime;
+.float oknex_chargepool_ammo;
 .int hagar_load;
 
 .int grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
index 803e6c3ae8aa1e83f465a05d28a1ec9bff8a23e0..1491ffd0c9ea0284b83e6556e37dca69592a4170 100644 (file)
@@ -29,6 +29,9 @@ set g_random_items_replace_weapon_shockwave "random" "Classnames to replace shoc
 set g_random_items_replace_weapon_arc "random" "Classnames to replace arc with."
 set g_random_items_replace_weapon_hook "random" "Classnames to replace hook with."
 set g_random_items_replace_weapon_tuba "random" "Classnames to replace tuba with."
+set g_random_items_replace_weapon_okshotgun "random" "Classnames to replace overkill shotgun with."
+set g_random_items_replace_weapon_okmachinegun "random" "Classnames to replace overkill machinegun with."
+set g_random_items_replace_weapon_oknex "random" "Classnames to replace overkill nex with."
 set g_random_items_replace_weapon_porto "random" "Classnames to replace port-o-launch with."
 set g_random_items_replace_weapon_fireball "random" "Classnames to replace fireball with."
 set g_random_items_replace_weapon_minelayer "random" "Classnames to replace mine layer with."
@@ -36,8 +39,8 @@ set g_random_items_replace_weapon_hlac "random" "Classnames to replace HLAC with
 set g_random_items_replace_weapon_rifle "random" "Classnames to replace rifle with."
 set g_random_items_replace_weapon_seeker "random" "Classnames to replace TAG seeker with."
 set g_random_items_replace_weapon_vaporizer "random" "Classnames to replace vaporizer with."
-set g_random_items_replace_weapon_hmg "random" "Classnames to replace HMG with."
-set g_random_items_replace_weapon_rpc "random" "Classnames to replace RPC with."
+set g_random_items_replace_weapon_okhmg "random" "Classnames to replace overkill HMG with."
+set g_random_items_replace_weapon_okrpc "random" "Classnames to replace overkill RPC with."
 set g_random_items_replace_item_strength "random" "Classnames to replace strength with."
 set g_random_items_replace_item_shield "random" "Classnames to replace shield with."
 set g_random_items_replace_item_fuel_regen "random" "Classnames to replace fuel regeneration with."
@@ -78,6 +81,9 @@ set g_random_items_weapon_shockwave_probability 0 "Probability of random shockwa
 set g_random_items_weapon_arc_probability 0 "Probability of random arc spawning in the map."
 set g_random_items_weapon_hook_probability 0 "Probability of random hook spawning in the map."
 set g_random_items_weapon_tuba_probability 0 "Probability of random tuba spawning in the map."
+set g_random_items_weapon_okshotgun_probability 0 "Probability of random overkill shotgun spawning in the map."
+set g_random_items_weapon_okmachinegun_probability 0 "Probability of random overkill machinegun spawning in the map."
+set g_random_items_weapon_oknex_probability 0 "Probability of random overkill nex spawning in the map."
 set g_random_items_weapon_porto_probability 0 "Probability of random port-o-launch spawning in the map."
 set g_random_items_weapon_fireball_probability 0 "Probability of random fireball spawning in the map."
 set g_random_items_weapon_minelayer_probability 0 "Probability of random mine layer spawning in the map."
@@ -98,8 +104,8 @@ set g_random_items_overkill_item_armor_small_probability 10 "Probability of rand
 set g_random_items_overkill_item_armor_medium_probability 4 "Probability of random medium armor spawning in the map during overkill."
 set g_random_items_overkill_item_armor_big_probability 2 "Probability of random big armor spawning in the map during overkill."
 set g_random_items_overkill_item_armor_mega_probability 1 "Probability of random mega armor spawning in the map during overkill."
-set g_random_items_overkill_weapon_hmg_probability 0.5 "Probability of random HMG spawning in the map during overkill."
-set g_random_items_overkill_weapon_rpc_probability 0.5 "Probability of random RPC spawning in the map during overkill."
+set g_random_items_overkill_weapon_okhmg_probability 0.5 "Probability of random overkill HMG spawning in the map during overkill."
+set g_random_items_overkill_weapon_okrpc_probability 0.5 "Probability of random overkill RPC spawning in the map during overkill."
 
 // Loot
 
@@ -139,6 +145,9 @@ set g_random_loot_weapon_shockwave_probability 0 "Probability of random shockwav
 set g_random_loot_weapon_arc_probability 0 "Probability of random arc spawning as loot."
 set g_random_loot_weapon_hook_probability 0 "Probability of random hook spawning as loot."
 set g_random_loot_weapon_tuba_probability 0 "Probability of random tuba spawning as loot."
+set g_random_loot_weapon_okshotgun_probability 0 "Probability of random overkill shotgun spawning as loot."
+set g_random_loot_weapon_okmachinegun_probability 0 "Probability of random overkill machinegun spawning as loot."
+set g_random_loot_weapon_oknex_probability 0 "Probability of random overkill nex spawning as loot."
 set g_random_loot_weapon_porto_probability 0 "Probability of random port-o-launch spawning as loot."
 set g_random_loot_weapon_fireball_probability 0 "Probability of random fireball spawning as loot."
 set g_random_loot_weapon_minelayer_probability 0 "Probability of random mine layer spawning as loot."
@@ -159,5 +168,5 @@ set g_random_loot_overkill_item_armor_small_probability 10 "Probability of rando
 set g_random_loot_overkill_item_armor_medium_probability 4 "Probability of random medium armor spawning as loot during overkill."
 set g_random_loot_overkill_item_armor_big_probability 2 "Probability of random big armor spawning as loot during overkill."
 set g_random_loot_overkill_item_armor_mega_probability 1 "Probability of random mega armor spawning as loot during overkill."
-set g_random_loot_overkill_weapon_hmg_probability 1 "Probability of random HMG spawning as loot during overkill."
-set g_random_loot_overkill_weapon_rpc_probability 1 "Probability of random RPC spawning as loot during overkill."
+set g_random_loot_overkill_weapon_okhmg_probability 1 "Probability of random overkill HMG spawning as loot during overkill."
+set g_random_loot_overkill_weapon_okrpc_probability 1 "Probability of random overkill RPC spawning as loot during overkill."
index 2d7eb360d11e93c28bf6cc61e39da40513385f63..80adf424b0028f1a89b2b1506cfd968e5db0f640 100644 (file)
@@ -611,13 +611,13 @@ seta menu_mouse_speed 1 "speed multiplier for the mouse in the menu (does not af
 set menu_use_default_hostname 1
 alias sethostname "set menu_use_default_hostname 0; hostname $*"
 
-seta cl_weaponpriority "vaporizer hmg rpc vortex fireball mortar machinegun hagar rifle arc electro devastator crylink minelayer shotgun shockwave hlac tuba blaster porto seeker hook" "weapon priority list"
+seta cl_weaponpriority "vaporizer okhmg okrpc oknex vortex fireball mortar okmachinegun machinegun hagar rifle arc electro devastator crylink minelayer okshotgun shotgun shockwave hlac tuba blaster porto seeker hook" "weapon priority list"
 seta cl_weaponpriority_useforcycling 0 "when set, weapon cycling by the mouse wheel makes use of the weapon priority list (the special value 2 uses the weapon ID list for cycling)"
-seta cl_weaponpriority0 "rpc devastator mortar hagar seeker fireball"                   "use weapon_priority_0_prev for prev gun from this list, weapon_priority_0_best for best gun, weapon_priority_0_next for next gun.  Default value: explosives"
-seta cl_weaponpriority1 "vaporizer vortex crylink hlac arc electro blaster shockwave"   "use weapon_priority_1_prev for prev gun from this list, weapon_priority_1_best for best gun, weapon_priority_1_next for next gun.  Default value: energy"
-seta cl_weaponpriority2 "vaporizer vortex rifle"                                        "use weapon_priority_2_prev for prev gun from this list, weapon_priority_2_best for best gun, weapon_priority_2_next for next gun.  Default value: hitscan exact"
-seta cl_weaponpriority3 "vaporizer hmg vortex rifle machinegun shotgun shockwave"       "use weapon_priority_3_prev for prev gun from this list, weapon_priority_3_best for best gun, weapon_priority_3_next for next gun.  Default value: hitscan all"
-seta cl_weaponpriority4 "mortar minelayer hlac hagar crylink seeker shotgun shockwave"  "use weapon_priority_4_prev for prev gun from this list, weapon_priority_4_best for best gun, weapon_priority_4_next for next gun.  Default value: spam weapons"
+seta cl_weaponpriority0 "okrpc devastator mortar hagar seeker fireball"                   "use weapon_priority_0_prev for prev gun from this list, weapon_priority_0_best for best gun, weapon_priority_0_next for next gun.  Default value: explosives"
+seta cl_weaponpriority1 "vaporizer oknex vortex crylink hlac arc electro blaster shockwave"   "use weapon_priority_1_prev for prev gun from this list, weapon_priority_1_best for best gun, weapon_priority_1_next for next gun.  Default value: energy"
+seta cl_weaponpriority2 "vaporizer oknex vortex rifle"                                        "use weapon_priority_2_prev for prev gun from this list, weapon_priority_2_best for best gun, weapon_priority_2_next for next gun.  Default value: hitscan exact"
+seta cl_weaponpriority3 "vaporizer okhmg oknex vortex rifle okmachinegun machinegun okshotgun shotgun shockwave"       "use weapon_priority_3_prev for prev gun from this list, weapon_priority_3_best for best gun, weapon_priority_3_next for next gun.  Default value: hitscan all"
+seta cl_weaponpriority4 "mortar minelayer hlac hagar crylink seeker okshotgun shotgun shockwave"  "use weapon_priority_4_prev for prev gun from this list, weapon_priority_4_best for best gun, weapon_priority_4_next for next gun.  Default value: spam weapons"
 seta cl_weaponpriority5 "blaster shockwave hook porto"                                  "use weapon_priority_5_prev for prev gun from this list, weapon_priority_5_best for best gun, weapon_priority_5_next for next gun.  Default value: weapons for moving"
 seta cl_weaponpriority6 ""                                                              "use weapon_priority_6_prev for prev gun from this list, weapon_priority_6_best for best gun, weapon_priority_6_next for next gun"
 seta cl_weaponpriority7 ""                                                              "use weapon_priority_7_prev for prev gun from this list, weapon_priority_7_best for best gun, weapon_priority_7_next for next gun"
index a6ecd64dca1afc17c763e14f4a02d9e70c4f49ff..cea26f6a4e620c4ca1822592114bf435117bbc5a 100644 (file)
@@ -138,9 +138,9 @@ set bot_ai_keyboard_threshold 0.57
 set bot_ai_aimskill_offset 0.3 "Amount of error induced to the bots aim"
 set bot_ai_aimskill_think 1 "Aiming velocity. Use values below 1 for slower aiming"
 set bot_ai_custom_weapon_priority_distances "300 850"  "Define close and far distances in any order. Based on the distance to the enemy bots will choose different weapons"
-set bot_ai_custom_weapon_priority_far   "vaporizer vortex rifle electro devastator mortar hagar hlac crylink blaster machinegun fireball seeker shotgun shockwave tuba minelayer"      "Desired weapons for far distances ordered by priority"
-set bot_ai_custom_weapon_priority_mid   "vaporizer devastator vortex fireball seeker mortar electro machinegun arc crylink hlac hagar shotgun shockwave blaster rifle tuba minelayer"  "Desired weapons for middle distances ordered by priority"
-set bot_ai_custom_weapon_priority_close "vaporizer vortex shotgun shockwave machinegun arc hlac tuba seeker hagar crylink mortar electro devastator blaster fireball rifle minelayer"  "Desired weapons for close distances ordered by priority"
+set bot_ai_custom_weapon_priority_far   "vaporizer oknex vortex rifle electro devastator mortar hagar hlac crylink blaster okmachinegun machinegun fireball seeker okshotgun shotgun shockwave tuba minelayer" "Desired weapons for far distances ordered by priority"
+set bot_ai_custom_weapon_priority_mid   "vaporizer devastator oknex vortex fireball seeker mortar electro okmachinegun machinegun arc crylink hlac hagar okshotgun shotgun shockwave blaster rifle tuba minelayer"     "Desired weapons for middle distances ordered by priority"
+set bot_ai_custom_weapon_priority_close "vaporizer oknex vortex okshotgun shotgun shockwave okmachinegun machinegun arc hlac tuba seeker hagar crylink mortar electro devastator blaster fireball rifle minelayer"     "Desired weapons for close distances ordered by priority"
 set bot_ai_weapon_combo 1      "Enable bots to do weapon combos"
 set bot_ai_weapon_combo_threshold 0.4  "Try to make a combo N seconds after the last attack"
 set bot_ai_friends_aware_pickup_radius "500"   "Bots will not pickup items if a team mate is this distance near the item"