4 int autocvar_g_balance_nix_ammo_cells;
5 int autocvar_g_balance_nix_ammo_plasma;
6 int autocvar_g_balance_nix_ammo_fuel;
7 int autocvar_g_balance_nix_ammo_nails;
8 int autocvar_g_balance_nix_ammo_rockets;
9 int autocvar_g_balance_nix_ammo_shells;
10 int autocvar_g_balance_nix_ammoincr_cells;
11 int autocvar_g_balance_nix_ammoincr_plasma;
12 int autocvar_g_balance_nix_ammoincr_fuel;
13 int autocvar_g_balance_nix_ammoincr_nails;
14 int autocvar_g_balance_nix_ammoincr_rockets;
15 int autocvar_g_balance_nix_ammoincr_shells;
16 float autocvar_g_balance_nix_incrtime;
17 float autocvar_g_balance_nix_roundtime;
18 bool autocvar_g_nix_with_healtharmor;
19 bool autocvar_g_nix_with_blaster;
20 bool autocvar_g_nix_with_powerups;
21 int autocvar_g_pickup_cells_max;
22 int autocvar_g_pickup_plasma_max;
23 int autocvar_g_pickup_fuel_max;
24 int autocvar_g_pickup_nails_max;
25 int autocvar_g_pickup_rockets_max;
26 int autocvar_g_pickup_shells_max;
28 float g_nix_with_blaster;
33 .float nix_lastchange_id;
34 .float nix_lastinfotime;
37 bool NIX_CanChooseWeapon(int wpn);
39 REGISTER_MUTATOR(nix, expr_evaluate(autocvar_g_nix) && !cvar("g_instagib") && !cvar("g_overkill"))
43 g_nix_with_blaster = autocvar_g_nix_with_blaster;
48 FOREACH(Weapons, it != WEP_Null && NIX_CanChooseWeapon(it.m_id), { it.wr_init(it); });
51 MUTATOR_ONROLLBACK_OR_REMOVE
53 // nothing to roll back
58 // as the PlayerSpawn hook will no longer run, NIX is turned off by this!
59 FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it), {
60 SetResourceAmount(it, RESOURCE_SHELLS, start_ammo_shells);
61 SetResourceAmount(it, RESOURCE_BULLETS, start_ammo_nails);
62 SetResourceAmount(it, RESOURCE_ROCKETS, start_ammo_rockets);
63 SetResourceAmount(it, RESOURCE_CELLS, start_ammo_cells);
64 SetResourceAmount(it, RESOURCE_PLASMA, start_ammo_plasma);
65 SetResourceAmount(it, RESOURCE_FUEL, start_ammo_fuel);
66 it.weapons = start_weapons;
67 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
69 .entity weaponentity = weaponentities[slot];
70 if(it.(weaponentity).m_weapon == WEP_Null && slot != 0)
72 if(!client_hasweapon(it, it.(weaponentity).m_weapon, weaponentity, true, false))
73 it.(weaponentity).m_switchweapon = w_getbestweapon(it, weaponentity);
81 bool NIX_CanChooseWeapon(int wpn)
83 entity e = Weapons_from(wpn);
84 if (e == WEP_Null) return false; // skip dummies
87 if(!(g_weaponarena_weapons & e.m_wepset))
92 if(wpn == WEP_BLASTER.m_id && g_nix_with_blaster)
94 if(e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
96 if (!(e.spawnflags & WEP_FLAG_NORMAL))
101 void NIX_ChooseNextWeapon()
103 RandomSelection_Init();
104 FOREACH(Weapons, it != WEP_Null, {
105 if(NIX_CanChooseWeapon(it.m_id))
106 RandomSelection_AddFloat(it.m_id, 1, (it.m_id != nix_weapon));
108 nix_nextweapon = RandomSelection_chosen_float;
111 void NIX_GiveCurrentWeapon(entity this)
116 NIX_ChooseNextWeapon();
118 dt = ceil(nix_nextchange - time);
122 nix_weapon = nix_nextweapon;
124 if (!nix_nextchange) // no round played yet?
125 nix_nextchange = time; // start the first round now!
127 nix_nextchange = time + autocvar_g_balance_nix_roundtime;
128 // Weapon w = Weapons_from(nix_weapon);
129 // w.wr_init(w); // forget it, too slow
133 entity e = Weapons_from(nix_weapon);
135 if(nix_nextchange != this.nix_lastchange_id) // this shall only be called once per round!
137 SetResourceAmount(this, RESOURCE_SHELLS, 0);
138 SetResourceAmount(this, RESOURCE_BULLETS, 0);
139 SetResourceAmount(this, RESOURCE_ROCKETS, 0);
140 SetResourceAmount(this, RESOURCE_CELLS, 0);
141 SetResourceAmount(this, RESOURCE_PLASMA, 0);
142 SetResourceAmount(this, RESOURCE_FUEL, 0);
143 if(this.items & IT_UNLIMITED_WEAPON_AMMO)
147 case RESOURCE_SHELLS: SetResourceAmount(this, RESOURCE_SHELLS, autocvar_g_pickup_shells_max); break;
148 case RESOURCE_BULLETS: SetResourceAmount(this, RESOURCE_BULLETS, autocvar_g_pickup_nails_max); break;
149 case RESOURCE_ROCKETS: SetResourceAmount(this, RESOURCE_ROCKETS, autocvar_g_pickup_rockets_max); break;
150 case RESOURCE_CELLS: SetResourceAmount(this, RESOURCE_CELLS, autocvar_g_pickup_cells_max); break;
151 case RESOURCE_PLASMA: SetResourceAmount(this, RESOURCE_PLASMA, autocvar_g_pickup_plasma_max); break;
152 case RESOURCE_FUEL: SetResourceAmount(this, RESOURCE_FUEL, autocvar_g_pickup_fuel_max); break;
159 case RESOURCE_SHELLS: SetResourceAmount(this, RESOURCE_SHELLS, autocvar_g_balance_nix_ammo_shells); break;
160 case RESOURCE_BULLETS: SetResourceAmount(this, RESOURCE_BULLETS, autocvar_g_balance_nix_ammo_nails); break;
161 case RESOURCE_ROCKETS: SetResourceAmount(this, RESOURCE_ROCKETS, autocvar_g_balance_nix_ammo_rockets); break;
162 case RESOURCE_CELLS: SetResourceAmount(this, RESOURCE_CELLS, autocvar_g_balance_nix_ammo_cells); break;
163 case RESOURCE_PLASMA: SetResourceAmount(this, RESOURCE_PLASMA, autocvar_g_balance_nix_ammo_plasma); break;
164 case RESOURCE_FUEL: SetResourceAmount(this, RESOURCE_FUEL, autocvar_g_balance_nix_ammo_fuel); break;
168 this.nix_nextincr = time + autocvar_g_balance_nix_incrtime;
169 if(dt >= 1 && dt <= 5)
170 this.nix_lastinfotime = -42;
172 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_NIX_NEWWEAPON, nix_weapon);
174 e.wr_resetplayer(e, this);
176 // all weapons must be fully loaded when we spawn
177 if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
179 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
181 .entity weaponentity = weaponentities[slot];
182 this.(weaponentity).(weapon_load[nix_weapon]) = e.reloading_ammo;
187 if(WEP_CVAR(vortex, charge))
189 if(WEP_CVAR_SEC(vortex, chargepool))
190 this.vortex_chargepool_ammo = 1;
191 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
193 .entity weaponentity = weaponentities[slot];
194 this.(weaponentity).vortex_charge = WEP_CVAR(vortex, charge_start);
198 // set last change info
199 this.nix_lastchange_id = nix_nextchange;
201 if(this.nix_lastinfotime != dt)
203 this.nix_lastinfotime = dt; // initial value 0 should count as "not seen"
204 if(dt >= 1 && dt <= 5)
205 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_NIX_COUNTDOWN, nix_nextweapon, dt);
208 if(!(this.items & IT_UNLIMITED_WEAPON_AMMO) && time > this.nix_nextincr)
212 case RESOURCE_SHELLS: GiveResource(this, RESOURCE_SHELLS, autocvar_g_balance_nix_ammoincr_shells); break;
213 case RESOURCE_BULLETS: GiveResource(this, RESOURCE_BULLETS, autocvar_g_balance_nix_ammoincr_nails); break;
214 case RESOURCE_ROCKETS: GiveResource(this, RESOURCE_ROCKETS, autocvar_g_balance_nix_ammoincr_rockets); break;
215 case RESOURCE_CELLS: GiveResource(this, RESOURCE_CELLS, autocvar_g_balance_nix_ammoincr_cells); break;
216 case RESOURCE_PLASMA: GiveResource(this, RESOURCE_PLASMA, autocvar_g_balance_nix_ammoincr_plasma); break;
217 case RESOURCE_FUEL: GiveResource(this, RESOURCE_FUEL, autocvar_g_balance_nix_ammoincr_fuel); break;
220 this.nix_nextincr = time + autocvar_g_balance_nix_incrtime;
223 this.weapons = '0 0 0';
224 if(g_nix_with_blaster)
225 this.weapons |= WEPSET(BLASTER);
226 this.weapons |= e.m_wepset;
228 Weapon w = Weapons_from(nix_weapon);
229 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
231 .entity weaponentity = weaponentities[slot];
232 if(this.(weaponentity).m_weapon == WEP_Null && slot != 0)
235 if(this.(weaponentity).m_switchweapon != w)
236 if(!client_hasweapon(this, this.(weaponentity).m_switchweapon, weaponentity, true, false))
238 if(client_hasweapon(this, w, weaponentity, true, false))
239 W_SwitchWeapon(this, w, weaponentity);
244 MUTATOR_HOOKFUNCTION(nix, ForbidThrowCurrentWeapon)
246 return true; // no throwing in NIX
249 MUTATOR_HOOKFUNCTION(nix, BuildMutatorsString)
251 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":NIX");
254 MUTATOR_HOOKFUNCTION(nix, BuildMutatorsPrettyString)
256 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", NIX");
259 MUTATOR_HOOKFUNCTION(nix, FilterItem)
261 entity item = M_ARGV(0, entity);
263 if(item.itemdef.instanceOfHealth || item.itemdef.instanceOfArmor)
265 return !autocvar_g_nix_with_healtharmor;
267 else if(item.itemdef.instanceOfPowerup)
269 return !autocvar_g_nix_with_powerups;
272 return true; // delete all other items
275 MUTATOR_HOOKFUNCTION(nix, OnEntityPreSpawn)
277 entity ent = M_ARGV(0, entity);
279 if(ent.classname == "target_items") // items triggers cannot work in nix (as they change weapons/ammo)
283 MUTATOR_HOOKFUNCTION(nix, PlayerPreThink)
285 entity player = M_ARGV(0, entity);
289 if(IS_PLAYER(player))
290 NIX_GiveCurrentWeapon(player);
293 MUTATOR_HOOKFUNCTION(nix, PlayerSpawn)
295 entity player = M_ARGV(0, entity);
297 player.nix_lastchange_id = -1;
298 NIX_GiveCurrentWeapon(player); // overrides the weapons you got when spawning
299 player.items |= IT_UNLIMITED_SUPERWEAPONS;
302 MUTATOR_HOOKFUNCTION(nix, SetModname, CBC_ORDER_LAST)
304 M_ARGV(0, string) = "NIX";