2 bool autocvar_g_overkill_powerups_replace;
3 float autocvar_g_overkill_superguns_respawn_time;
4 bool autocvar_g_overkill_100h_anyway;
5 bool autocvar_g_overkill_100a_anyway;
6 bool autocvar_g_overkill_ammo_charge;
7 float autocvar_g_overkill_ammo_charge_notice;
8 float autocvar_g_overkill_ammo_charge_limit;
11 .float ok_spawnsys_timer;
15 .float ok_notice_time;
16 .float ammo_charge[Weapons_MAX];
17 .float ok_use_ammocharge = _STAT(OK_AMMO_CHARGE);
18 .float ok_ammo_charge = _STAT(OK_AMMO_CHARGEPOOL);
20 .float ok_pauseregen_finished;
22 void(entity ent, float wep) ok_DecreaseCharge;
26 REGISTER_MUTATOR(ok, cvar("g_overkill") && !cvar("g_instagib") && !g_nexball && cvar_string("g_mod_balance") == "Overkill")
35 WEP_RPC.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
36 WEP_HMG.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
42 MUTATOR_HOOKFUNCTION(ok, W_DecreaseAmmo)
44 entity actor = M_ARGV(0, entity);
45 if (actor.ok_use_ammocharge)
47 ok_DecreaseCharge(actor, PS(actor).m_weapon.m_id);
52 MUTATOR_HOOKFUNCTION(ok, W_Reload)
54 entity actor = M_ARGV(0, entity);
55 return actor.ok_use_ammocharge;
58 void W_Blaster_Attack(entity, float, float, float, float, float, float, float, float, float, float);
59 spawnfunc(weapon_hmg);
60 spawnfunc(weapon_rpc);
62 void ok_DecreaseCharge(entity ent, int wep)
64 if(!ent.ok_use_ammocharge) return;
66 entity wepent = Weapons_from(wep);
68 if (wepent == WEP_Null) return; // dummy
70 ent.ammo_charge[wep] -= max(0, cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname)));
73 void ok_IncreaseCharge(entity ent, int wep)
75 entity wepent = Weapons_from(wep);
77 if (wepent == WEP_Null) return; // dummy
79 if(ent.ok_use_ammocharge)
80 if(!PHYS_INPUT_BUTTON_ATCK(ent)) // not while attacking?
81 ent.ammo_charge[wep] = min(autocvar_g_overkill_ammo_charge_limit, ent.ammo_charge[wep] + cvar(sprintf("g_overkill_ammo_charge_rate_%s", wepent.netname)) * frametime / W_TICSPERFRAME);
84 float ok_CheckWeaponCharge(entity ent, int wep)
86 if(!ent.ok_use_ammocharge) return true;
88 entity wepent = Weapons_from(wep);
90 if(wepent == WEP_Null) return 0; // dummy
92 return (ent.ammo_charge[wep] >= cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname)));
95 MUTATOR_HOOKFUNCTION(ok, PlayerDamage_Calculate, CBC_ORDER_LAST)
97 entity frag_attacker = M_ARGV(1, entity);
98 entity frag_target = M_ARGV(2, entity);
99 float frag_deathtype = M_ARGV(3, float);
100 float frag_damage = M_ARGV(4, float);
101 vector frag_force = M_ARGV(6, vector);
103 if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target))
104 if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
108 if(frag_attacker != frag_target)
109 if(frag_target.health > 0)
110 if(STAT(FROZEN, frag_target) == 0)
111 if(!IS_DEAD(frag_target))
113 Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE);
114 frag_force = '0 0 0';
117 M_ARGV(4, float) = frag_damage;
118 M_ARGV(6, vector) = frag_force;
124 MUTATOR_HOOKFUNCTION(ok, PlayerDamage_SplitHealthArmor)
126 entity frag_target = M_ARGV(2, entity);
127 float damage_take = M_ARGV(4, float);
130 frag_target.ok_pauseregen_finished = max(frag_target.ok_pauseregen_finished, time + 2);
133 void ok_DropItem(entity this, entity targ)
135 entity e = new(droppedweapon); // hax
138 e.pickup_anyway = true;
139 e.spawnfunc_checked = true;
140 WITHSELF(e, spawnfunc_item_armor_small(e));
141 if (!wasfreed(e)) { // might have been blocked by a mutator
142 e.movetype = MOVETYPE_TOSS;
144 e.reset = SUB_Remove;
145 setorigin(e, this.origin + '0 0 32');
146 e.velocity = '0 0 200' + normalize(targ.origin - this.origin) * 500;
147 SUB_SetFade(e, time + 5, 1);
151 MUTATOR_HOOKFUNCTION(ok, PlayerDies)
153 entity frag_attacker = M_ARGV(1, entity);
154 entity frag_target = M_ARGV(2, entity);
156 entity targ = ((frag_attacker) ? frag_attacker : frag_target);
158 ok_DropItem(frag_target, targ);
160 frag_target.ok_lastwep = PS(frag_target).m_switchweapon.m_id;
163 MUTATOR_HOOKFUNCTION(ok, MonsterDropItem)
165 entity mon = M_ARGV(0, entity);
166 entity olditem = M_ARGV(1, entity);
167 entity frag_attacker = M_ARGV(2, entity);
171 M_ARGV(1, entity) = NULL;
173 ok_DropItem(mon, frag_attacker);
176 MUTATOR_HOOKFUNCTION(ok, PlayerRegen)
178 // overkill's values are different, so use custom regen
179 if(!STAT(FROZEN, self))
181 self.armorvalue = CalcRotRegen(self.armorvalue, autocvar_g_balance_armor_regenstable, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, 1 * frametime * (time > self.ok_pauseregen_finished), 0, 0, 1, 1 * frametime * (time > self.pauserotarmor_finished), autocvar_g_balance_armor_limit);
182 self.health = CalcRotRegen(self.health, autocvar_g_balance_health_regenstable, 0, 100, 1 * frametime * (time > self.ok_pauseregen_finished), 200, 0, autocvar_g_balance_health_rotlinear, 1 * frametime * (time > self.pauserothealth_finished), autocvar_g_balance_health_limit);
184 float minf, maxf, limitf;
186 maxf = autocvar_g_balance_fuel_rotstable;
187 minf = autocvar_g_balance_fuel_regenstable;
188 limitf = autocvar_g_balance_fuel_limit;
190 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > self.pauseregen_finished) * ((self.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > self.pauserotfuel_finished), limitf);
192 return true; // return true anyway, as frozen uses no regen
195 MUTATOR_HOOKFUNCTION(ok, ForbidThrowCurrentWeapon)
200 MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
202 if(intermission_running || gameover)
205 if(IS_DEAD(self) || !IS_PLAYER(self) || STAT(FROZEN, self))
210 Weapon newwep = Weapons_from(self.ok_lastwep);
211 if(self.ok_lastwep == WEP_HMG.m_id)
212 newwep = WEP_MACHINEGUN;
213 if(self.ok_lastwep == WEP_RPC.m_id)
215 PS(self).m_switchweapon = newwep;
219 ok_IncreaseCharge(self, PS(self).m_weapon.m_id);
221 if(PHYS_INPUT_BUTTON_ATCK2(self))
222 if(!forbidWeaponUse(self) || self.weapon_blocked) // allow if weapon is blocked
223 if(time >= self.jump_interval)
225 self.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor();
226 makevectors(self.v_angle);
228 Weapon oldwep = PS(self).m_weapon;
229 PS(self).m_weapon = WEP_BLASTER;
232 WEP_BLASTER.m_id | HITTYPE_SECONDARY,
233 WEP_CVAR_SEC(vaporizer, shotangle),
234 WEP_CVAR_SEC(vaporizer, damage),
235 WEP_CVAR_SEC(vaporizer, edgedamage),
236 WEP_CVAR_SEC(vaporizer, radius),
237 WEP_CVAR_SEC(vaporizer, force),
238 WEP_CVAR_SEC(vaporizer, speed),
239 WEP_CVAR_SEC(vaporizer, spread),
240 WEP_CVAR_SEC(vaporizer, delay),
241 WEP_CVAR_SEC(vaporizer, lifetime)
243 PS(self).m_weapon = oldwep;
246 self.weapon_blocked = false;
248 self.ok_ammo_charge = self.ammo_charge[PS(self).m_weapon.m_id];
250 if(self.ok_use_ammocharge)
251 if(!ok_CheckWeaponCharge(self, PS(self).m_weapon.m_id))
253 if(autocvar_g_overkill_ammo_charge_notice && time > self.ok_notice_time && PHYS_INPUT_BUTTON_ATCK(self) && IS_REAL_CLIENT(self) && PS(self).m_weapon == PS(self).m_switchweapon)
255 //Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_OVERKILL_CHARGE);
256 self.ok_notice_time = time + 2;
257 play2(self, SND(DRYFIRE));
259 Weapon wpn = PS(self).m_weapon;
260 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
261 if(self.(weaponentity).state != WS_CLEAR)
262 w_ready(wpn, self, weaponentity, PHYS_INPUT_BUTTON_ATCK(self) | (PHYS_INPUT_BUTTON_ATCK2(self) << 1));
264 self.weapon_blocked = true;
267 PHYS_INPUT_BUTTON_ATCK2(self) = false;
272 MUTATOR_HOOKFUNCTION(ok, PlayerSpawn)
274 entity player = M_ARGV(0, entity);
276 if(autocvar_g_overkill_ammo_charge)
278 FOREACH(Weapons, it != WEP_Null, LAMBDA(player.ammo_charge[it.m_id] = autocvar_g_overkill_ammo_charge_limit));
280 player.ok_use_ammocharge = 1;
281 player.ok_notice_time = time;
284 player.ok_use_ammocharge = 0;
286 // if player changed their weapon while dead, don't switch to their death weapon
288 player.ok_lastwep = 0;
290 player.ok_pauseregen_finished = time + 2;
295 void self_spawnfunc_weapon_hmg(entity this) { spawnfunc_weapon_hmg(this); }
296 void self_spawnfunc_weapon_rpc(entity this) { spawnfunc_weapon_rpc(this); }
298 MUTATOR_HOOKFUNCTION(ok, OnEntityPreSpawn)
300 if(autocvar_g_powerups)
301 if(autocvar_g_overkill_powerups_replace)
303 if(self.classname == "item_strength")
305 entity wep = new(weapon_hmg);
306 setorigin(wep, self.origin);
307 setmodel(wep, MDL_OK_HMG);
309 wep.noalign = self.noalign;
311 wep.team = self.team;
312 wep.respawntime = autocvar_g_overkill_superguns_respawn_time;
313 wep.pickup_anyway = true;
314 wep.spawnfunc_checked = true;
315 setthink(wep, self_spawnfunc_weapon_hmg);
316 wep.nextthink = time + 0.1;
320 if(self.classname == "item_invincible")
322 entity wep = new(weapon_rpc);
323 setorigin(wep, self.origin);
324 setmodel(wep, MDL_OK_RPC);
326 wep.noalign = self.noalign;
328 wep.team = self.team;
329 wep.respawntime = autocvar_g_overkill_superguns_respawn_time;
330 wep.pickup_anyway = true;
331 wep.spawnfunc_checked = true;
332 setthink(wep, self_spawnfunc_weapon_rpc);
333 wep.nextthink = time + 0.1;
341 MUTATOR_HOOKFUNCTION(ok, FilterItem)
348 case ITEM_HealthMega.m_itemid: return !(autocvar_g_overkill_100h_anyway);
349 case ITEM_ArmorMega.m_itemid: return !(autocvar_g_overkill_100a_anyway);
355 MUTATOR_HOOKFUNCTION(ok, SpectateCopy)
357 self.ammo_charge[PS(self).m_weapon.m_id] = other.ammo_charge[PS(other).m_weapon.m_id];
358 self.ok_use_ammocharge = other.ok_use_ammocharge;
363 MUTATOR_HOOKFUNCTION(ok, SetStartItems)
365 WepSet ok_start_items = (WEPSET(MACHINEGUN) | WEPSET(VORTEX) | WEPSET(SHOTGUN));
367 if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET(RPC); }
368 if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET(HMG); }
370 start_items |= IT_UNLIMITED_WEAPON_AMMO;
371 start_weapons = warmup_start_weapons = ok_start_items;
376 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsString)
378 ret_string = strcat(ret_string, ":OK");
382 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsPrettyString)
384 ret_string = strcat(ret_string, ", Overkill");
388 MUTATOR_HOOKFUNCTION(ok, SetModname)
390 modname = "Overkill";
396 // hack to force overkill playermodels
397 cvar_settemp("sv_defaultcharacter", "1");
398 cvar_settemp("sv_defaultplayermodel", "models/ok_player/okrobot1.dpm models/ok_player/okrobot2.dpm models/ok_player/okrobot3.dpm models/ok_player/okrobot4.dpm models/ok_player/okmale1.dpm models/ok_player/okmale2.dpm models/ok_player/okmale3.dpm models/ok_player/okmale4.dpm");
399 cvar_settemp("sv_defaultplayermodel_red", "models/ok_player/okrobot1.dpm models/ok_player/okrobot2.dpm models/ok_player/okrobot3.dpm models/ok_player/okrobot4.dpm");
400 cvar_settemp("sv_defaultplayermodel_blue", "models/ok_player/okmale1.dpm models/ok_player/okmale2.dpm models/ok_player/okmale3.dpm models/ok_player/okmale4.dpm");
407 precache_all_playermodels("models/ok_player/*.dpm");
409 WEP_RPC.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
410 WEP_HMG.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
412 WEP_SHOTGUN.mdl = "ok_shotgun";
413 WEP_MACHINEGUN.mdl = "ok_mg";
414 WEP_VORTEX.mdl = "ok_sniper";