#include "mutator.qh"
-void W_Blaster_Attack(float, float, float, float, float, float, float, float, float, float);
+void W_Blaster_Attack(entity, float, float, float, float, float, float, float, float, float, float);
void spawnfunc_weapon_hmg();
void spawnfunc_weapon_rpc();
}
MUTATOR_HOOKFUNCTION(ok_PlayerDamage_SplitHealthArmor)
-{
+{SELFPARAM();
if(damage_take)
self.ok_pauseregen_finished = max(self.ok_pauseregen_finished, time + 2);
return false;
}
MUTATOR_HOOKFUNCTION(ok_PlayerDies)
-{
- entity oldself = self;
+{SELFPARAM();
entity targ = ((frag_attacker) ? frag_attacker : frag_target);
if(IS_MONSTER(self))
other = world;
}
- self = spawn();
+ setself(spawn());
self.ok_item = true;
self.noalign = true;
self.pickup_anyway = true;
self.velocity = '0 0 200' + normalize(targ.origin - self.origin) * 500;
self.classname = "droppedweapon"; // hax
SUB_SetFade(self, time + 5, 1);
- self = oldself;
+ setself(this);
self.ok_lastwep = self.switchweapon;
}
MUTATOR_HOOKFUNCTION(ok_PlayerRegen)
-{
+{SELFPARAM();
// overkill's values are different, so use custom regen
if(!self.frozen)
{
}
MUTATOR_HOOKFUNCTION(ok_PlayerPreThink)
-{
+{SELFPARAM();
if(intermission_running || gameover)
return false;
int oldwep = self.weapon;
self.weapon = WEP_BLASTER.m_id;
W_Blaster_Attack(
+ self,
WEP_BLASTER.m_id | HITTYPE_SECONDARY,
WEP_CVAR_SEC(vaporizer, shotangle),
WEP_CVAR_SEC(vaporizer, damage),
{
//Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_OVERKILL_CHARGE);
self.ok_notice_time = time + 2;
- play2(self, W_Sound("dryfire"));
+ play2(self, SND(DRYFIRE));
}
+ Weapon wpn = get_weaponinfo(self.weapon);
if(self.weaponentity.state != WS_CLEAR)
- w_ready();
+ w_ready(wpn, self, self.BUTTON_ATCK, self.BUTTON_ATCK2);
self.weapon_blocked = true;
}
}
MUTATOR_HOOKFUNCTION(ok_PlayerSpawn)
-{
+{SELFPARAM();
if(autocvar_g_overkill_ammo_charge)
{
for(int i = WEP_FIRST; i <= WEP_LAST; ++i)
}
MUTATOR_HOOKFUNCTION(ok_OnEntityPreSpawn)
-{
+{SELFPARAM();
if(autocvar_g_powerups)
if(autocvar_g_overkill_powerups_replace)
{
{
entity wep = spawn();
setorigin(wep, self.origin);
- setmodel(wep, W_Model("g_ok_hmg.md3"));
+ setmodel(wep, MDL_OK_HMG);
wep.classname = "weapon_hmg";
wep.ok_item = true;
wep.noalign = self.noalign;
{
entity wep = spawn();
setorigin(wep, self.origin);
- setmodel(wep, W_Model("g_ok_rl.md3"));
+ setmodel(wep, MDL_OK_RPC);
wep.classname = "weapon_rpc";
wep.ok_item = true;
wep.noalign = self.noalign;
}
MUTATOR_HOOKFUNCTION(ok_ItemRemove)
-{
+{SELFPARAM();
if(self.ok_item)
return false;
}
MUTATOR_HOOKFUNCTION(ok_SpectateCopy)
-{
+{SELFPARAM();
self.ammo_charge[self.weapon] = other.ammo_charge[other.weapon];
self.ok_use_ammocharge = other.ok_use_ammocharge;
MUTATOR_HOOKFUNCTION(ok_StartItems)
{
- WepSet ok_start_items = (WEPSET_MACHINEGUN | WEPSET_VORTEX | WEPSET_SHOTGUN);
+ WepSet ok_start_items = (WEPSET(MACHINEGUN) | WEPSET(VORTEX) | WEPSET(SHOTGUN));
- if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET_RPC; }
- if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET_HMG; }
+ if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET(RPC); }
+ if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET(HMG); }
start_items |= IT_UNLIMITED_WEAPON_AMMO;
start_weapons = warmup_start_weapons = ok_start_items;
precache_all_playermodels("models/ok_player/*.dpm");
- precache_model(W_Model("h_ok_mg.iqm"));
- precache_model(W_Model("v_ok_mg.md3"));
- precache_model(W_Model("g_ok_mg.md3"));
-
- precache_model(W_Model("h_ok_shotgun.iqm"));
- precache_model(W_Model("v_ok_shotgun.md3"));
- precache_model(W_Model("g_ok_shotgun.md3"));
-
- precache_model(W_Model("h_ok_sniper.iqm"));
- precache_model(W_Model("v_ok_sniper.md3"));
- precache_model(W_Model("g_ok_sniper.md3"));
-
- precache_sound(W_Sound("dryfire"));
-
addstat(STAT_OK_AMMO_CHARGE, AS_FLOAT, ok_use_ammocharge);
addstat(STAT_OK_AMMO_CHARGEPOOL, AS_FLOAT, ok_ammo_charge);