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 13.1
+ set g_balance_machinegun_solidpenetration 63
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_rpc_weaponstartoverride 0
set g_balance_rpc_weaponthrowable 0
// }}}
+// {{{ Overkill Shotgun
+set g_balance_okshotgun_primary_ammo 6.25
+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 50
+set g_balance_okshotgun_reload_time 2
+set g_balance_okshotgun_secondary_ammo 0
+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_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_burst 3
+set g_balance_okmachinegun_burst_ammo 3
+set g_balance_okmachinegun_burst_animtime 0.3
+set g_balance_okmachinegun_burst_refire 0.06
+set g_balance_okmachinegun_burst_refire2 0.45
+set g_balance_okmachinegun_burst_speed 0
+set g_balance_okmachinegun_first 1
+set g_balance_okmachinegun_first_ammo 1
+set g_balance_okmachinegun_first_damage 14
+set g_balance_okmachinegun_first_force 5
+set g_balance_okmachinegun_first_refire 0.125
+set g_balance_okmachinegun_first_spread 0.03
+set g_balance_okmachinegun_mode 1
+set g_balance_okmachinegun_reload_ammo 30
+set g_balance_okmachinegun_reload_time 1.5
+set g_balance_okmachinegun_secondary_ammo 0
+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_shotangle 0
+set g_balance_okmachinegun_secondary_speed 6000
+set g_balance_okmachinegun_secondary_spread 0
+set g_balance_okmachinegun_solidpenetration 13.1
+set g_balance_okmachinegun_spread_add 0.012
+set g_balance_okmachinegun_spread_max 0.05
+set g_balance_okmachinegun_spread_min 0
+set g_balance_okmachinegun_sustained_ammo 1
+set g_balance_okmachinegun_sustained_damage 25
+set g_balance_okmachinegun_sustained_force 5
+set g_balance_okmachinegun_sustained_refire 0.1
+set g_balance_okmachinegun_sustained_spread 0.01
+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 Vortex
+set g_balance_okvortex_charge 0
+set g_balance_okvortex_charge_animlimit 0.5
+set g_balance_okvortex_charge_limit 1
+set g_balance_okvortex_charge_maxspeed 800
+set g_balance_okvortex_charge_mindmg 40
+set g_balance_okvortex_charge_minspeed 400
+set g_balance_okvortex_charge_rate 0.6
+set g_balance_okvortex_charge_rot_pause 0
+set g_balance_okvortex_charge_rot_rate 0
+set g_balance_okvortex_charge_shot_multiplier 0
+set g_balance_okvortex_charge_start 0.5
+set g_balance_okvortex_charge_velocity_rate 0
+set g_balance_okvortex_primary_ammo 10
+set g_balance_okvortex_primary_animtime 0.65
+set g_balance_okvortex_primary_damage 100
+set g_balance_okvortex_primary_damagefalloff_forcehalflife 0
+set g_balance_okvortex_primary_damagefalloff_halflife 0
+set g_balance_okvortex_primary_damagefalloff_maxdist 0
+set g_balance_okvortex_primary_damagefalloff_mindist 0
+set g_balance_okvortex_primary_force 500
+set g_balance_okvortex_primary_refire 1
+set g_balance_okvortex_reload_ammo 50
+set g_balance_okvortex_reload_time 2
+set g_balance_okvortex_secondary 2
+set g_balance_okvortex_secondary_ammo 0
+set g_balance_okvortex_secondary_animtime 0.2
+set g_balance_okvortex_secondary_chargepool 0
+set g_balance_okvortex_secondary_chargepool_pause_regen 1
+set g_balance_okvortex_secondary_chargepool_regen 0.15
+set g_balance_okvortex_secondary_damage 25
+set g_balance_okvortex_secondary_damagefalloff_forcehalflife 0
+set g_balance_okvortex_secondary_damagefalloff_halflife 0
+set g_balance_okvortex_secondary_damagefalloff_maxdist 0
+set g_balance_okvortex_secondary_damagefalloff_mindist 0
+set g_balance_okvortex_secondary_force 300
+set g_balance_okvortex_secondary_refire 0.7
+set g_balance_okvortex_secondary_delay 0
+set g_balance_okvortex_secondary_edgedamage 12.5
+set g_balance_okvortex_secondary_lifetime 5
+set g_balance_okvortex_secondary_radius 70
+set g_balance_okvortex_secondary_shotangle 0
+set g_balance_okvortex_secondary_speed 6000
+set g_balance_okvortex_secondary_spread 0
+set g_balance_okvortex_switchdelay_drop 0.2
+set g_balance_okvortex_switchdelay_raise 0.2
+set g_balance_okvortex_weaponreplace ""
+set g_balance_okvortex_weaponstart 0
+set g_balance_okvortex_weaponstartoverride -1
+set g_balance_okvortex_weaponthrowable 1
+// }}}
bool autocvar_g_overkill_powerups_replace;
+ bool autocvar_g_overkill_itemwaypoints = true;
+
bool autocvar_g_overkill_filter_healthmega;
bool autocvar_g_overkill_filter_armormedium;
bool autocvar_g_overkill_filter_armorbig;
}
}
+ bool ok_HandleItemWaypoints(entity e)
+ {
+ if(!autocvar_g_overkill_itemwaypoints)
+ return false; // don't handle it
+
+ switch(e.itemdef)
+ {
+ case ITEM_HealthMega: return true;
+ case ITEM_ArmorMedium: return true;
+ case ITEM_ArmorBig: return true;
+ case ITEM_ArmorMega: return true;
+ }
+
+ return false;
+ }
+
+ MUTATOR_HOOKFUNCTION(ok, Item_RespawnCountdown)
+ {
+ entity item = M_ARGV(0, entity);
+ return ok_HandleItemWaypoints(item);
+ }
+
+ MUTATOR_HOOKFUNCTION(ok, Item_ScheduleRespawn)
+ {
+ entity item = M_ARGV(0, entity);
+ return ok_HandleItemWaypoints(item);
+ }
+
MUTATOR_HOOKFUNCTION(ok, FilterItem)
{
entity item = M_ARGV(0, entity);
MUTATOR_HOOKFUNCTION(ok, SetStartItems, CBC_ORDER_LAST)
{
- WepSet ok_start_items = (WEPSET(MACHINEGUN) | WEPSET(VORTEX) | WEPSET(SHOTGUN));
+ WepSet ok_start_items = (WEPSET(OVERKILL_MACHINEGUN) | WEPSET(OVERKILL_VORTEX) | WEPSET(OVERKILL_SHOTGUN));
if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET(RPC); }
if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET(HMG); }
WEP_RPC.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
WEP_HMG.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
- WEP_SHOTGUN.mdl = "ok_shotgun";
- WEP_MACHINEGUN.mdl = "ok_mg";
- WEP_VORTEX.mdl = "ok_sniper";
+ //WEP_SHOTGUN.mdl = "ok_shotgun";
+ //WEP_MACHINEGUN.mdl = "ok_mg";
+ //WEP_VORTEX.mdl = "ok_sniper";
}
#include "../lib/warpzone/server.qh"
+#include <common/mutators/mutator/overkill/okvortex.qh>
+
STATIC_METHOD(Client, Add, void(Client this, int _team))
{
ClientConnect(this);
sv_notice_join(this);
// update physics stats (players can spawn before physics runs)
+ STAT(MOVEVARS_HIGHSPEED, this) = autocvar_g_movement_highspeed;
+ MUTATOR_CALLHOOK(PlayerPhysics_UpdateStats, this); // do it BEFORE the function so we can modify highspeed!
Physics_UpdateStats(this, PHYS_HIGHSPEED(this));
IL_EACH(g_initforplayer, it.init_for_player, {
this.weapons = spectatee.weapons;
this.vortex_charge = spectatee.vortex_charge;
this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
+ this.okvortex_charge = spectatee.okvortex_charge;
+ this.okvortex_chargepool_ammo = spectatee.okvortex_chargepool_ammo;
this.hagar_load = spectatee.hagar_load;
this.arc_heat_percent = spectatee.arc_heat_percent;
this.minelayer_mines = spectatee.minelayer_mines;
{
.entity weaponentity = weaponentities[slot];
if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
+ {
this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
+ }
+ if (WEP_CVAR(okvortex, charge_rot_rate) && this.(weaponentity).okvortex_charge > WEP_CVAR(okvortex, charge_limit) && this.(weaponentity).okvortex_charge_rottime < time)
+ {
+ this.(weaponentity).okvortex_charge = bound(WEP_CVAR(okvortex, charge_limit), this.(weaponentity).okvortex_charge - WEP_CVAR(okvortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
+ }
}
if (frametime) player_anim(this);