1 #include "sv_overkill.qh"
6 string autocvar_g_overkill;
8 bool autocvar_g_overkill_powerups_replace;
10 bool autocvar_g_overkill_itemwaypoints = true;
12 bool autocvar_g_overkill_filter_healthmega;
13 bool autocvar_g_overkill_filter_armormedium;
14 bool autocvar_g_overkill_filter_armorbig;
15 bool autocvar_g_overkill_filter_armormega;
19 .Weapon ok_lastwep[MAX_WEAPONSLOTS];
23 REGISTER_MUTATOR(ok, expr_evaluate(autocvar_g_overkill) && !cvar("g_instagib") && !g_nexball && cvar_string("g_mod_balance") == "Overkill")
32 WEP_RPC.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
33 WEP_HMG.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
37 void W_Blaster_Attack(entity, .entity, float, float, float, float, float, float, float, float, float, float);
38 spawnfunc(weapon_hmg);
39 spawnfunc(weapon_rpc);
41 MUTATOR_HOOKFUNCTION(ok, Damage_Calculate, CBC_ORDER_LAST)
43 entity frag_attacker = M_ARGV(1, entity);
44 entity frag_target = M_ARGV(2, entity);
45 float frag_deathtype = M_ARGV(3, float);
47 if(IS_PLAYER(frag_attacker) && (IS_PLAYER(frag_target) || IS_VEHICLE(frag_target) || IS_TURRET(frag_target)))
48 if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
50 if(frag_attacker != frag_target)
51 if(!STAT(FROZEN, frag_target))
52 if(!IS_DEAD(frag_target))
54 Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE);
55 M_ARGV(6, vector) = '0 0 0'; // force
58 M_ARGV(4, float) = 0; // damage
62 void ok_DropItem(entity this, entity targ)
66 Item_InitializeLoot(e, "item_armor_small", this.origin + '0 0 32',
67 '0 0 200' + normalize(targ.origin - this.origin) * 500, 5);
70 MUTATOR_HOOKFUNCTION(ok, PlayerDies)
72 entity frag_attacker = M_ARGV(1, entity);
73 entity frag_target = M_ARGV(2, entity);
75 entity targ = ((frag_attacker) ? frag_attacker : frag_target);
77 ok_DropItem(frag_target, targ);
79 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
81 .entity weaponentity = weaponentities[slot];
83 frag_target.ok_lastwep[slot] = frag_target.(weaponentity).m_switchweapon;
87 MUTATOR_HOOKFUNCTION(ok, MonsterDropItem)
89 entity mon = M_ARGV(0, entity);
90 entity olditem = M_ARGV(1, entity);
91 entity frag_attacker = M_ARGV(2, entity);
95 M_ARGV(1, entity) = NULL;
97 ok_DropItem(mon, frag_attacker);
100 MUTATOR_HOOKFUNCTION(ok, ForbidThrowCurrentWeapon)
105 MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
110 entity player = M_ARGV(0, entity);
112 if(IS_DEAD(player) || !IS_PLAYER(player) || STAT(FROZEN, player))
115 if(PHYS_INPUT_BUTTON_ATCK2(player) && time >= player.jump_interval)
116 if( !forbidWeaponUse(player)
117 || (round_handler_IsActive() && !round_handler_IsRoundStarted()) )
119 player.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor(player);
120 makevectors(player.v_angle);
122 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
124 .entity weaponentity = weaponentities[slot];
126 if(player.(weaponentity).m_weapon == WEP_Null && slot != 0)
129 Weapon oldwep = player.(weaponentity).m_weapon;
130 player.(weaponentity).m_weapon = WEP_BLASTER;
134 WEP_BLASTER.m_id | HITTYPE_SECONDARY,
135 WEP_CVAR_SEC(vaporizer, shotangle),
136 WEP_CVAR_SEC(vaporizer, damage),
137 WEP_CVAR_SEC(vaporizer, edgedamage),
138 WEP_CVAR_SEC(vaporizer, radius),
139 WEP_CVAR_SEC(vaporizer, force),
140 WEP_CVAR_SEC(vaporizer, speed),
141 WEP_CVAR_SEC(vaporizer, spread),
142 WEP_CVAR_SEC(vaporizer, delay),
143 WEP_CVAR_SEC(vaporizer, lifetime)
145 player.(weaponentity).m_weapon = oldwep;
149 PHYS_INPUT_BUTTON_ATCK2(player) = false;
152 MUTATOR_HOOKFUNCTION(ok, PlayerWeaponSelect)
154 entity player = M_ARGV(0, entity);
156 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
158 .entity weaponentity = weaponentities[slot];
159 entity thiswep = player.(weaponentity);
161 if(player.ok_lastwep[slot] && player.ok_lastwep[slot] != WEP_Null)
163 Weapon newwep = player.ok_lastwep[slot];
164 if(player.ok_lastwep[slot] == WEP_HMG)
165 newwep = WEP_MACHINEGUN;
166 if(player.ok_lastwep[slot] == WEP_RPC)
168 thiswep.m_switchweapon = newwep;
169 player.ok_lastwep[slot] = WEP_Null;
174 void self_spawnfunc_weapon_hmg(entity this) { spawnfunc_weapon_hmg(this); }
175 void self_spawnfunc_weapon_rpc(entity this) { spawnfunc_weapon_rpc(this); }
177 MUTATOR_HOOKFUNCTION(ok, OnEntityPreSpawn)
179 entity ent = M_ARGV(0, entity);
181 if(autocvar_g_powerups)
182 if(autocvar_g_overkill_powerups_replace)
184 if(ent.classname == "item_strength")
186 entity wep = new(weapon_hmg);
187 setorigin(wep, ent.origin);
188 setmodel(wep, MDL_OK_HMG);
190 wep.noalign = ent.noalign;
193 wep.respawntime = g_pickup_respawntime_superweapon;
194 wep.pickup_anyway = true;
195 wep.spawnfunc_checked = true;
196 setthink(wep, self_spawnfunc_weapon_hmg);
197 wep.nextthink = time + 0.1;
200 else if(ent.classname == "item_invincible")
202 entity wep = new(weapon_rpc);
203 setorigin(wep, ent.origin);
204 setmodel(wep, MDL_OK_RPC);
206 wep.noalign = ent.noalign;
209 wep.respawntime = g_pickup_respawntime_superweapon;
210 wep.pickup_anyway = true;
211 wep.spawnfunc_checked = true;
212 setthink(wep, self_spawnfunc_weapon_rpc);
213 wep.nextthink = time + 0.1;
219 bool ok_HandleItemWaypoints(entity e)
221 if(!autocvar_g_overkill_itemwaypoints)
222 return false; // don't handle it
226 case ITEM_HealthMega: return true;
227 case ITEM_ArmorMedium: return true;
228 case ITEM_ArmorBig: return true;
229 case ITEM_ArmorMega: return true;
235 MUTATOR_HOOKFUNCTION(ok, Item_RespawnCountdown)
237 entity item = M_ARGV(0, entity);
238 return ok_HandleItemWaypoints(item);
241 MUTATOR_HOOKFUNCTION(ok, Item_ScheduleRespawn)
243 entity item = M_ARGV(0, entity);
244 return ok_HandleItemWaypoints(item);
247 MUTATOR_HOOKFUNCTION(ok, FilterItem)
249 entity item = M_ARGV(0, entity);
256 case ITEM_HealthMega: return autocvar_g_overkill_filter_healthmega;
257 case ITEM_ArmorMedium: return autocvar_g_overkill_filter_armormedium;
258 case ITEM_ArmorBig: return autocvar_g_overkill_filter_armorbig;
259 case ITEM_ArmorMega: return autocvar_g_overkill_filter_armormega;
265 MUTATOR_HOOKFUNCTION(ok, SetStartItems, CBC_ORDER_LAST)
267 WepSet ok_start_items = (WEPSET(MACHINEGUN) | WEPSET(VORTEX) | WEPSET(SHOTGUN));
269 if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET(RPC); }
270 if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET(HMG); }
272 start_items |= IT_UNLIMITED_WEAPON_AMMO;
273 start_weapons = warmup_start_weapons = ok_start_items;
276 MUTATOR_HOOKFUNCTION(ok, SetWeaponArena)
278 // turn weapon arena off
279 M_ARGV(0, string) = "off";
282 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsString)
284 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":OK");
287 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsPrettyString)
289 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Overkill");
292 MUTATOR_HOOKFUNCTION(ok, SetModname)
294 M_ARGV(0, string) = "Overkill";
300 precache_all_playermodels("models/ok_player/*.dpm");
302 WEP_RPC.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
303 WEP_HMG.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
305 WEP_SHOTGUN.mdl = "ok_shotgun";
306 WEP_MACHINEGUN.mdl = "ok_mg";
307 WEP_VORTEX.mdl = "ok_sniper";