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1 #ifdef IMPLEMENTATION
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;
9
10 .vector ok_deathloc;
11 .float ok_spawnsys_timer;
12 .float ok_lastwep;
13 .float ok_item;
14
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);
19
20 .float ok_pauseregen_finished;
21
22 void(entity ent, float wep) ok_DecreaseCharge;
23
24 void ok_Initialize();
25
26 REGISTER_MUTATOR(ok, cvar("g_overkill") && !cvar("g_instagib") && !g_nexball && cvar_string("g_mod_balance") == "Overkill")
27 {
28         MUTATOR_ONADD
29         {
30                 ok_Initialize();
31         }
32
33         MUTATOR_ONREMOVE
34         {
35                 WEP_RPC.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
36                 WEP_HMG.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
37         }
38 }
39
40 MUTATOR_HOOKFUNCTION(ok, W_DecreaseAmmo)
41 {
42         entity actor = M_ARGV(0, entity);
43         if (actor.ok_use_ammocharge)
44         {
45                 ok_DecreaseCharge(actor, PS(actor).m_weapon.m_id);
46                 return true;
47         }
48 }
49
50 MUTATOR_HOOKFUNCTION(ok, W_Reload)
51 {
52         entity actor = M_ARGV(0, entity);
53         return actor.ok_use_ammocharge;
54 }
55
56 void W_Blaster_Attack(entity, float, float, float, float, float, float, float, float, float, float);
57 spawnfunc(weapon_hmg);
58 spawnfunc(weapon_rpc);
59
60 void ok_DecreaseCharge(entity ent, int wep)
61 {
62         if(!ent.ok_use_ammocharge) return;
63
64         entity wepent = Weapons_from(wep);
65
66         if (wepent == WEP_Null) return;  // dummy
67
68         ent.ammo_charge[wep] -= max(0, cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname)));
69 }
70
71 void ok_IncreaseCharge(entity ent, int wep)
72 {
73         entity wepent = Weapons_from(wep);
74
75         if (wepent == WEP_Null) return;  // dummy
76
77         if(ent.ok_use_ammocharge)
78         if(!PHYS_INPUT_BUTTON_ATCK(ent)) // not while attacking?
79                 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);
80 }
81
82 float ok_CheckWeaponCharge(entity ent, int wep)
83 {
84         if(!ent.ok_use_ammocharge) return true;
85
86         entity wepent = Weapons_from(wep);
87
88         if(wepent == WEP_Null) return false;  // dummy
89
90         return (ent.ammo_charge[wep] >= cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname)));
91 }
92
93 MUTATOR_HOOKFUNCTION(ok, PlayerDamage_Calculate, CBC_ORDER_LAST)
94 {
95         entity frag_attacker = M_ARGV(1, entity);
96         entity frag_target = M_ARGV(2, entity);
97         float frag_deathtype = M_ARGV(3, float);
98
99         if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target))
100         if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
101         {
102                 if(frag_attacker != frag_target)
103                 if(frag_target.health > 0)
104                 if(STAT(FROZEN, frag_target) == 0)
105                 if(!IS_DEAD(frag_target))
106                 {
107                         Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE);
108                         M_ARGV(6, vector) = '0 0 0';
109                 }
110
111                 M_ARGV(4, float) = 0;
112         }
113 }
114
115 MUTATOR_HOOKFUNCTION(ok, PlayerDamage_SplitHealthArmor)
116 {
117         entity frag_target = M_ARGV(2, entity);
118         float damage_take = M_ARGV(4, float);
119
120         if(damage_take)
121                 frag_target.ok_pauseregen_finished = max(frag_target.ok_pauseregen_finished, time + 2);
122 }
123
124 void ok_DropItem(entity this, entity targ)
125 {
126         entity e = new(droppedweapon); // hax
127         e.ok_item = true;
128         e.noalign = true;
129         e.pickup_anyway = true;
130         e.spawnfunc_checked = true;
131         spawnfunc_item_armor_small(e);
132         if (!wasfreed(e)) { // might have been blocked by a mutator
133         set_movetype(e, MOVETYPE_TOSS);
134         e.gravity = 1;
135         e.reset = SUB_Remove;
136         setorigin(e, this.origin + '0 0 32');
137         e.velocity = '0 0 200' + normalize(targ.origin - this.origin) * 500;
138         SUB_SetFade(e, time + 5, 1);
139         }
140 }
141
142 MUTATOR_HOOKFUNCTION(ok, PlayerDies)
143 {
144         entity frag_attacker = M_ARGV(1, entity);
145         entity frag_target = M_ARGV(2, entity);
146
147         entity targ = ((frag_attacker) ? frag_attacker : frag_target);
148
149         ok_DropItem(frag_target, targ);
150
151         frag_target.ok_lastwep = PS(frag_target).m_switchweapon.m_id;
152 }
153
154 MUTATOR_HOOKFUNCTION(ok, MonsterDropItem)
155 {
156         entity mon = M_ARGV(0, entity);
157         entity olditem = M_ARGV(1, entity);
158         entity frag_attacker = M_ARGV(2, entity);
159
160         delete(olditem);
161
162         M_ARGV(1, entity) = NULL;
163
164         ok_DropItem(mon, frag_attacker);
165 }
166
167 MUTATOR_HOOKFUNCTION(ok, PlayerRegen)
168 {
169         entity player = M_ARGV(0, entity);
170
171         // overkill's values are different, so use custom regen
172         if(!STAT(FROZEN, player))
173         {
174                 player.armorvalue = CalcRotRegen(player.armorvalue, autocvar_g_balance_armor_regenstable, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
175                         1 * frametime * (time > player.ok_pauseregen_finished), 0, 0, 1, 1 * frametime * (time > player.pauserotarmor_finished), autocvar_g_balance_armor_limit);
176                 player.health = CalcRotRegen(player.health, autocvar_g_balance_health_regenstable, 0, 100, 1 * frametime * (time > player.ok_pauseregen_finished), 200, 0,
177                         autocvar_g_balance_health_rotlinear, 1 * frametime * (time > player.pauserothealth_finished), autocvar_g_balance_health_limit);
178
179                 float minf, maxf, limitf;
180
181                 maxf = autocvar_g_balance_fuel_rotstable;
182                 minf = autocvar_g_balance_fuel_regenstable;
183                 limitf = autocvar_g_balance_fuel_limit;
184
185                 player.ammo_fuel = CalcRotRegen(player.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
186                         frametime * (time > player.pauseregen_finished) * ((player.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > player.pauserotfuel_finished), limitf);
187         }
188         return true; // return true anyway, as frozen uses no regen
189 }
190
191 MUTATOR_HOOKFUNCTION(ok, ForbidThrowCurrentWeapon)
192 {
193         return true;
194 }
195
196 MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
197 {
198         if(intermission_running || gameover)
199                 return;
200
201         entity player = M_ARGV(0, entity);
202
203         if(IS_DEAD(player) || !IS_PLAYER(player) || STAT(FROZEN, player))
204                 return;
205
206         if(player.ok_lastwep)
207         {
208                 Weapon newwep = Weapons_from(player.ok_lastwep);
209                 if(player.ok_lastwep == WEP_HMG.m_id)
210                         newwep = WEP_MACHINEGUN;
211                 if(player.ok_lastwep == WEP_RPC.m_id)
212                         newwep = WEP_VORTEX;
213                 PS(player).m_switchweapon = newwep;
214                 player.ok_lastwep = 0;
215         }
216
217         ok_IncreaseCharge(player, PS(player).m_weapon.m_id);
218
219         if(PHYS_INPUT_BUTTON_ATCK2(player))
220         if(!forbidWeaponUse(player) || player.weapon_blocked) // allow if weapon is blocked
221         if(time >= player.jump_interval)
222         {
223                 player.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor(player);
224                 makevectors(player.v_angle);
225
226                 Weapon oldwep = PS(player).m_weapon;
227                 PS(player).m_weapon = WEP_BLASTER;
228                 W_Blaster_Attack(
229                         player,
230                         WEP_BLASTER.m_id | HITTYPE_SECONDARY,
231                         WEP_CVAR_SEC(vaporizer, shotangle),
232                         WEP_CVAR_SEC(vaporizer, damage),
233                         WEP_CVAR_SEC(vaporizer, edgedamage),
234                         WEP_CVAR_SEC(vaporizer, radius),
235                         WEP_CVAR_SEC(vaporizer, force),
236                         WEP_CVAR_SEC(vaporizer, speed),
237                         WEP_CVAR_SEC(vaporizer, spread),
238                         WEP_CVAR_SEC(vaporizer, delay),
239                         WEP_CVAR_SEC(vaporizer, lifetime)
240                 );
241                 PS(player).m_weapon = oldwep;
242         }
243
244         player.weapon_blocked = false;
245
246         player.ok_ammo_charge = player.ammo_charge[PS(player).m_weapon.m_id];
247
248         if(player.ok_use_ammocharge)
249         if(!ok_CheckWeaponCharge(player, PS(player).m_weapon.m_id))
250         {
251                 if(autocvar_g_overkill_ammo_charge_notice && time > player.ok_notice_time && PHYS_INPUT_BUTTON_ATCK(player) && IS_REAL_CLIENT(player) && PS(player).m_weapon == PS(player).m_switchweapon)
252                 {
253                         //Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_OVERKILL_CHARGE);
254                         player.ok_notice_time = time + 2;
255                         play2(player, SND(DRYFIRE));
256                 }
257                 Weapon wpn = PS(player).m_weapon;
258                 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
259                 if(player.(weaponentity).state != WS_CLEAR)
260                         w_ready(wpn, player, weaponentity, PHYS_INPUT_BUTTON_ATCK(player) | (PHYS_INPUT_BUTTON_ATCK2(player) << 1));
261
262                 player.weapon_blocked = true;
263         }
264
265         PHYS_INPUT_BUTTON_ATCK2(player) = false;
266 }
267
268 MUTATOR_HOOKFUNCTION(ok, PlayerSpawn)
269 {
270         entity player = M_ARGV(0, entity);
271
272         if(autocvar_g_overkill_ammo_charge)
273         {
274                 FOREACH(Weapons, it != WEP_Null, LAMBDA(player.ammo_charge[it.m_id] = autocvar_g_overkill_ammo_charge_limit));
275
276                 player.ok_use_ammocharge = 1;
277                 player.ok_notice_time = time;
278         }
279         else
280                 player.ok_use_ammocharge = 0;
281
282         // if player changed their weapon while dead, don't switch to their death weapon
283         if(player.impulse)
284                 player.ok_lastwep = 0;
285
286         player.ok_pauseregen_finished = time + 2;
287 }
288
289 void self_spawnfunc_weapon_hmg(entity this) { spawnfunc_weapon_hmg(this); }
290 void self_spawnfunc_weapon_rpc(entity this) { spawnfunc_weapon_rpc(this); }
291
292 MUTATOR_HOOKFUNCTION(ok, OnEntityPreSpawn)
293 {
294         entity ent = M_ARGV(0, entity);
295
296         if(autocvar_g_powerups)
297         if(autocvar_g_overkill_powerups_replace)
298         {
299                 if(ent.classname == "item_strength")
300                 {
301                         entity wep = new(weapon_hmg);
302                         setorigin(wep, ent.origin);
303                         setmodel(wep, MDL_OK_HMG);
304                         wep.ok_item = true;
305                         wep.noalign = ent.noalign;
306                         wep.cnt = ent.cnt;
307                         wep.team = ent.team;
308                         wep.respawntime = autocvar_g_overkill_superguns_respawn_time;
309                         wep.pickup_anyway = true;
310                         wep.spawnfunc_checked = true;
311                         setthink(wep, self_spawnfunc_weapon_hmg);
312                         wep.nextthink = time + 0.1;
313                         return true;
314                 }
315
316                 if(ent.classname == "item_invincible")
317                 {
318                         entity wep = new(weapon_rpc);
319                         setorigin(wep, ent.origin);
320                         setmodel(wep, MDL_OK_RPC);
321                         wep.ok_item = true;
322                         wep.noalign = ent.noalign;
323                         wep.cnt = ent.cnt;
324                         wep.team = ent.team;
325                         wep.respawntime = autocvar_g_overkill_superguns_respawn_time;
326                         wep.pickup_anyway = true;
327                         wep.spawnfunc_checked = true;
328                         setthink(wep, self_spawnfunc_weapon_rpc);
329                         wep.nextthink = time + 0.1;
330                         return true;
331                 }
332         }
333 }
334
335 MUTATOR_HOOKFUNCTION(ok, FilterItem)
336 {
337         entity item = M_ARGV(0, entity);
338
339         if(item.ok_item)
340                 return;
341
342         switch(item.items)
343         {
344                 case ITEM_HealthMega.m_itemid: return !(autocvar_g_overkill_100h_anyway);
345                 case ITEM_ArmorMega.m_itemid: return !(autocvar_g_overkill_100a_anyway);
346         }
347
348         return true;
349 }
350
351 MUTATOR_HOOKFUNCTION(ok, SpectateCopy)
352 {
353         entity spectatee = M_ARGV(0, entity);
354         entity client = M_ARGV(1, entity);
355
356         client.ammo_charge[PS(client).m_weapon.m_id] = spectatee.ammo_charge[PS(spectatee).m_weapon.m_id];
357         client.ok_use_ammocharge = spectatee.ok_use_ammocharge;
358 }
359
360 MUTATOR_HOOKFUNCTION(ok, SetStartItems)
361 {
362         WepSet ok_start_items = (WEPSET(MACHINEGUN) | WEPSET(VORTEX) | WEPSET(SHOTGUN));
363
364         if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET(RPC); }
365         if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET(HMG); }
366
367         start_items |= IT_UNLIMITED_WEAPON_AMMO;
368         start_weapons = warmup_start_weapons = ok_start_items;
369 }
370
371 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsString)
372 {
373         M_ARGV(0, string) = strcat(M_ARGV(0, string), ":OK");
374 }
375
376 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsPrettyString)
377 {
378         M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Overkill");
379 }
380
381 MUTATOR_HOOKFUNCTION(ok, SetModname)
382 {
383         M_ARGV(0, string) = "Overkill";
384         return true;
385 }
386
387 void ok_SetCvars()
388 {
389         // hack to force overkill playermodels
390         cvar_settemp("sv_defaultcharacter", "1");
391         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");
392         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");
393         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");
394 }
395
396 void ok_Initialize()
397 {
398         ok_SetCvars();
399
400         precache_all_playermodels("models/ok_player/*.dpm");
401
402         WEP_RPC.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
403         WEP_HMG.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
404
405         WEP_SHOTGUN.mdl = "ok_shotgun";
406         WEP_MACHINEGUN.mdl = "ok_mg";
407         WEP_VORTEX.mdl = "ok_sniper";
408 }
409 #endif