X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmutators%2Fmutator%2Foverkill%2Fsv_overkill.qc;h=26cd9c23c863c0edd4732ab0227177ba3fefdaf4;hb=90d9f7c775306324957323d53d5a4ad995d999e3;hp=f4432a9cbb830973f25fea4a1e6dffc4e6203f77;hpb=524d2e52f82e986764687989ec0075719a4c4cee;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/mutators/mutator/overkill/sv_overkill.qc b/qcsrc/common/mutators/mutator/overkill/sv_overkill.qc index f4432a9cb..26cd9c23c 100644 --- a/qcsrc/common/mutators/mutator/overkill/sv_overkill.qc +++ b/qcsrc/common/mutators/mutator/overkill/sv_overkill.qc @@ -1,11 +1,73 @@ #include "sv_overkill.qh" +#include "okshotgun.qh" +#include "okhmg.qh" +#include "okrpc.qh" + bool autocvar_g_overkill_powerups_replace; bool autocvar_g_overkill_itemwaypoints = true; .Weapon ok_lastwep[MAX_WEAPONSLOTS]; +IntrusiveList g_overkill_items; +STATIC_INIT(overkill) +{ + g_overkill_items = IL_NEW(); + IL_PUSH(g_overkill_items, ITEM_HealthMega); + IL_PUSH(g_overkill_items, ITEM_ArmorSmall); + IL_PUSH(g_overkill_items, ITEM_ArmorMedium); + IL_PUSH(g_overkill_items, ITEM_ArmorBig); + IL_PUSH(g_overkill_items, ITEM_ArmorMega); +} + +/// \brief Returns a random classname of the overkill item. +/// \param[in] prefix Prefix of the cvars that hold probabilities. +/// \return Random classname of the overkill item. +string RandomItems_GetRandomOverkillItemClassName(string prefix) +{ + RandomSelection_Init(); + IL_EACH(g_overkill_items, !(it.spawnflags & ITEM_FLAG_MUTATORBLOCKED) && + Item_IsDefinitionAllowed(it), + { + string cvar_name = sprintf("g_%s_%s_probability", prefix, + it.m_canonical_spawnfunc); + if (!(cvar_type(cvar_name) & CVAR_TYPEFLAG_EXISTS)) + { + LOG_WARNF("Random items: cvar %s doesn't exist.", cvar_name); + continue; + } + RandomSelection_AddString(it.m_canonical_spawnfunc, cvar(cvar_name), 1); + }); + string cvar_name = sprintf("g_%s_weapon_okhmg_probability", prefix); + if (!(cvar_type(cvar_name) & CVAR_TYPEFLAG_EXISTS)) + { + LOG_WARNF("Random items: cvar %s doesn't exist.", cvar_name); + } + else + { + RandomSelection_AddString("weapon_okhmg", cvar(cvar_name), 1); + } + cvar_name = sprintf("g_%s_weapon_okrpc_probability", prefix); + if (!(cvar_type(cvar_name) & CVAR_TYPEFLAG_EXISTS)) + { + LOG_WARNF("Random items: cvar %s doesn't exist.", cvar_name); + } + else + { + RandomSelection_AddString("weapon_okrpc", cvar(cvar_name), 1); + } + return RandomSelection_chosen_string; +} + + +MUTATOR_HOOKFUNCTION(ok, RandomItems_GetRandomItemClassName) +{ + M_ARGV(1, string) = RandomItems_GetRandomOverkillItemClassName( + M_ARGV(0, string)); + return true; +} + MUTATOR_HOOKFUNCTION(ok, Damage_Calculate, CBC_ORDER_LAST) { entity frag_attacker = M_ARGV(1, entity); @@ -19,7 +81,6 @@ MUTATOR_HOOKFUNCTION(ok, Damage_Calculate, CBC_ORDER_LAST) if(!STAT(FROZEN, frag_target)) if(!IS_DEAD(frag_target)) { - Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE); M_ARGV(6, vector) = '0 0 0'; // force } @@ -40,7 +101,7 @@ MUTATOR_HOOKFUNCTION(ok, PlayerDies) entity frag_attacker = M_ARGV(1, entity); entity frag_target = M_ARGV(2, entity); - entity targ = ((frag_attacker) ? frag_attacker : frag_target); + entity targ = ((IS_PLAYER(frag_attacker)) ? frag_attacker : frag_target); ok_DropItem(frag_target, targ); @@ -81,7 +142,7 @@ MUTATOR_HOOKFUNCTION(ok, PlayerPreThink) { return; } - if (!PHYS_INPUT_BUTTON_ATCK2(player) || forbidWeaponUse(player) || + if (!PHYS_INPUT_BUTTON_ATCK2(player) || weaponLocked(player) || !(round_handler_IsActive() && !round_handler_IsRoundStarted())) { return; @@ -212,7 +273,10 @@ MUTATOR_HOOKFUNCTION(ok, SetStartItems, CBC_ORDER_LAST) if(WEP_OVERKILL_RPC.weaponstart > 0) { ok_start_items |= WEPSET(OVERKILL_RPC); } if(WEP_OVERKILL_HMG.weaponstart > 0) { ok_start_items |= WEPSET(OVERKILL_HMG); } - start_items |= IT_UNLIMITED_WEAPON_AMMO; + // this gives unlimited ammo (the 4 types) but not fuel + // using `g_use_ammunition` instead gives also fuel which is unnecessary and distracting in the HUD + start_items |= IT_UNLIMITED_AMMO; + start_weapons = warmup_start_weapons = ok_start_items; }