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1 #include "sv_overkill.qh"
2
3 #include "hmg.qh"
4 #include "rpc.qh"
5
6 bool autocvar_g_overkill_powerups_replace;
7 float autocvar_g_overkill_superguns_respawn_time;
8 bool autocvar_g_overkill_100h_anyway;
9 bool autocvar_g_overkill_100a_anyway;
10 bool autocvar_g_overkill_ammo_charge;
11 float autocvar_g_overkill_ammo_charge_notice;
12 float autocvar_g_overkill_ammo_charge_limit;
13
14 .vector ok_deathloc;
15 .float ok_spawnsys_timer;
16 .float ok_lastwep;
17 .float ok_item;
18
19 .float ok_notice_time;
20 .float ammo_charge[Weapons_MAX];
21 .float ok_use_ammocharge = _STAT(OK_AMMO_CHARGE);
22 .float ok_ammo_charge = _STAT(OK_AMMO_CHARGEPOOL);
23
24 .float pauseregen_finished;
25
26 void(entity ent, float wep) ok_DecreaseCharge;
27
28 void ok_Initialize();
29
30 REGISTER_MUTATOR(ok, cvar("g_overkill") && !cvar("g_instagib") && !g_nexball && cvar_string("g_mod_balance") == "Overkill")
31 {
32         MUTATOR_ONADD
33         {
34                 ok_Initialize();
35         }
36
37         MUTATOR_ONREMOVE
38         {
39                 WEP_RPC.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
40                 WEP_HMG.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
41         }
42 }
43
44 MUTATOR_HOOKFUNCTION(ok, W_DecreaseAmmo)
45 {
46         entity actor = M_ARGV(0, entity);
47         if (actor.ok_use_ammocharge)
48         {
49                 ok_DecreaseCharge(actor, PS(actor).m_weapon.m_id);
50                 return true;
51         }
52 }
53
54 MUTATOR_HOOKFUNCTION(ok, W_Reload)
55 {
56         entity actor = M_ARGV(0, entity);
57         return actor.ok_use_ammocharge;
58 }
59
60 void W_Blaster_Attack(entity, .entity, float, float, float, float, float, float, float, float, float, float);
61 spawnfunc(weapon_hmg);
62 spawnfunc(weapon_rpc);
63
64 void ok_DecreaseCharge(entity ent, int wep)
65 {
66         if(!ent.ok_use_ammocharge) return;
67
68         entity wepent = Weapons_from(wep);
69
70         if (wepent == WEP_Null) return;  // dummy
71
72         ent.ammo_charge[wep] -= max(0, cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname)));
73 }
74
75 void ok_IncreaseCharge(entity ent, int wep)
76 {
77         entity wepent = Weapons_from(wep);
78
79         if (wepent == WEP_Null) return;  // dummy
80
81         if(ent.ok_use_ammocharge)
82         if(!PHYS_INPUT_BUTTON_ATCK(ent)) // not while attacking?
83                 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 }
85
86 float ok_CheckWeaponCharge(entity ent, int wep)
87 {
88         if(!ent.ok_use_ammocharge) return true;
89
90         entity wepent = Weapons_from(wep);
91
92         if(wepent == WEP_Null) return false;  // dummy
93
94         return (ent.ammo_charge[wep] >= cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname)));
95 }
96
97 MUTATOR_HOOKFUNCTION(ok, PlayerDamage_Calculate, CBC_ORDER_LAST)
98 {
99         entity frag_attacker = M_ARGV(1, entity);
100         entity frag_target = M_ARGV(2, entity);
101         float frag_deathtype = M_ARGV(3, float);
102
103         if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target))
104         if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
105         {
106                 if(frag_attacker != frag_target)
107                 if(frag_target.health > 0)
108                 if(STAT(FROZEN, frag_target) == 0)
109                 if(!IS_DEAD(frag_target))
110                 {
111                         Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE);
112                         M_ARGV(6, vector) = '0 0 0';
113                 }
114
115                 M_ARGV(4, float) = 0;
116         }
117 }
118
119 MUTATOR_HOOKFUNCTION(ok, PlayerDamage_SplitHealthArmor)
120 {
121         entity frag_target = M_ARGV(2, entity);
122         float damage_take = M_ARGV(4, float);
123
124         if(damage_take)
125                 frag_target.pauseregen_finished = max(frag_target.pauseregen_finished, time + 2);
126 }
127
128 void ok_DropItem(entity this, entity targ)
129 {
130         entity e = new(droppedweapon); // hax
131         e.ok_item = true;
132         e.noalign = true;
133         e.pickup_anyway = true;
134         e.spawnfunc_checked = true;
135         spawnfunc_item_armor_small(e);
136         if (!wasfreed(e)) { // might have been blocked by a mutator
137         set_movetype(e, MOVETYPE_TOSS);
138         e.gravity = 1;
139         e.reset = SUB_Remove;
140         setorigin(e, this.origin + '0 0 32');
141         e.velocity = '0 0 200' + normalize(targ.origin - this.origin) * 500;
142         SUB_SetFade(e, time + 5, 1);
143         }
144 }
145
146 MUTATOR_HOOKFUNCTION(ok, PlayerDies)
147 {
148         entity frag_attacker = M_ARGV(1, entity);
149         entity frag_target = M_ARGV(2, entity);
150
151         entity targ = ((frag_attacker) ? frag_attacker : frag_target);
152
153         ok_DropItem(frag_target, targ);
154
155         frag_target.ok_lastwep = PS(frag_target).m_switchweapon.m_id;
156 }
157
158 MUTATOR_HOOKFUNCTION(ok, MonsterDropItem)
159 {
160         entity mon = M_ARGV(0, entity);
161         entity olditem = M_ARGV(1, entity);
162         entity frag_attacker = M_ARGV(2, entity);
163
164         delete(olditem);
165
166         M_ARGV(1, entity) = NULL;
167
168         ok_DropItem(mon, frag_attacker);
169 }
170
171 MUTATOR_HOOKFUNCTION(ok, ForbidThrowCurrentWeapon)
172 {
173         return true;
174 }
175
176 MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
177 {
178         if(intermission_running || gameover)
179                 return;
180
181         entity player = M_ARGV(0, entity);
182
183         if(IS_DEAD(player) || !IS_PLAYER(player) || STAT(FROZEN, player))
184                 return;
185
186         if(player.ok_lastwep)
187         {
188                 Weapon newwep = Weapons_from(player.ok_lastwep);
189                 if(player.ok_lastwep == WEP_HMG.m_id)
190                         newwep = WEP_MACHINEGUN;
191                 if(player.ok_lastwep == WEP_RPC.m_id)
192                         newwep = WEP_VORTEX;
193                 PS(player).m_switchweapon = newwep;
194                 player.ok_lastwep = 0;
195         }
196
197         ok_IncreaseCharge(player, PS(player).m_weapon.m_id);
198
199         if(PHYS_INPUT_BUTTON_ATCK2(player))
200         if(!forbidWeaponUse(player) || player.weapon_blocked) // allow if weapon is blocked
201         if(time >= player.jump_interval)
202         {
203                 player.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor(player);
204                 makevectors(player.v_angle);
205
206                 Weapon oldwep = PS(player).m_weapon;
207                 PS(player).m_weapon = WEP_BLASTER;
208                 W_Blaster_Attack(
209                         player,
210                         weaponentities[0], // TODO: unhardcode
211                         WEP_BLASTER.m_id | HITTYPE_SECONDARY,
212                         WEP_CVAR_SEC(vaporizer, shotangle),
213                         WEP_CVAR_SEC(vaporizer, damage),
214                         WEP_CVAR_SEC(vaporizer, edgedamage),
215                         WEP_CVAR_SEC(vaporizer, radius),
216                         WEP_CVAR_SEC(vaporizer, force),
217                         WEP_CVAR_SEC(vaporizer, speed),
218                         WEP_CVAR_SEC(vaporizer, spread),
219                         WEP_CVAR_SEC(vaporizer, delay),
220                         WEP_CVAR_SEC(vaporizer, lifetime)
221                 );
222                 PS(player).m_weapon = oldwep;
223         }
224
225         player.weapon_blocked = false;
226
227         player.ok_ammo_charge = player.ammo_charge[PS(player).m_weapon.m_id];
228
229         if(player.ok_use_ammocharge)
230         if(!ok_CheckWeaponCharge(player, PS(player).m_weapon.m_id))
231         {
232                 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)
233                 {
234                         //Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_OVERKILL_CHARGE);
235                         player.ok_notice_time = time + 2;
236                         play2(player, SND(DRYFIRE));
237                 }
238                 Weapon wpn = PS(player).m_weapon;
239                 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
240                 if(player.(weaponentity).state != WS_CLEAR)
241                         w_ready(wpn, player, weaponentity, PHYS_INPUT_BUTTON_ATCK(player) | (PHYS_INPUT_BUTTON_ATCK2(player) << 1));
242
243                 player.weapon_blocked = true;
244         }
245
246         PHYS_INPUT_BUTTON_ATCK2(player) = false;
247 }
248
249 MUTATOR_HOOKFUNCTION(ok, PlayerSpawn)
250 {
251         entity player = M_ARGV(0, entity);
252
253         if(autocvar_g_overkill_ammo_charge)
254         {
255                 FOREACH(Weapons, it != WEP_Null, LAMBDA(player.ammo_charge[it.m_id] = autocvar_g_overkill_ammo_charge_limit));
256
257                 player.ok_use_ammocharge = 1;
258                 player.ok_notice_time = time;
259         }
260         else
261                 player.ok_use_ammocharge = 0;
262
263         // if player changed their weapon while dead, don't switch to their death weapon
264         if(player.impulse)
265                 player.ok_lastwep = 0;
266
267         player.pauseregen_finished = time + 2;
268 }
269
270 void self_spawnfunc_weapon_hmg(entity this) { spawnfunc_weapon_hmg(this); }
271 void self_spawnfunc_weapon_rpc(entity this) { spawnfunc_weapon_rpc(this); }
272
273 MUTATOR_HOOKFUNCTION(ok, OnEntityPreSpawn)
274 {
275         entity ent = M_ARGV(0, entity);
276
277         if(autocvar_g_powerups)
278         if(autocvar_g_overkill_powerups_replace)
279         {
280                 if(ent.classname == "item_strength")
281                 {
282                         entity wep = new(weapon_hmg);
283                         setorigin(wep, ent.origin);
284                         setmodel(wep, MDL_OK_HMG);
285                         wep.ok_item = true;
286                         wep.noalign = ent.noalign;
287                         wep.cnt = ent.cnt;
288                         wep.team = ent.team;
289                         wep.respawntime = autocvar_g_overkill_superguns_respawn_time;
290                         wep.pickup_anyway = true;
291                         wep.spawnfunc_checked = true;
292                         setthink(wep, self_spawnfunc_weapon_hmg);
293                         wep.nextthink = time + 0.1;
294                         return true;
295                 }
296
297                 if(ent.classname == "item_invincible")
298                 {
299                         entity wep = new(weapon_rpc);
300                         setorigin(wep, ent.origin);
301                         setmodel(wep, MDL_OK_RPC);
302                         wep.ok_item = true;
303                         wep.noalign = ent.noalign;
304                         wep.cnt = ent.cnt;
305                         wep.team = ent.team;
306                         wep.respawntime = autocvar_g_overkill_superguns_respawn_time;
307                         wep.pickup_anyway = true;
308                         wep.spawnfunc_checked = true;
309                         setthink(wep, self_spawnfunc_weapon_rpc);
310                         wep.nextthink = time + 0.1;
311                         return true;
312                 }
313         }
314 }
315
316 MUTATOR_HOOKFUNCTION(ok, FilterItem)
317 {
318         entity item = M_ARGV(0, entity);
319
320         if(item.ok_item)
321                 return;
322
323         switch(item.items)
324         {
325                 case ITEM_HealthMega.m_itemid: return !(autocvar_g_overkill_100h_anyway);
326                 case ITEM_ArmorMega.m_itemid: return !(autocvar_g_overkill_100a_anyway);
327         }
328
329         return true;
330 }
331
332 MUTATOR_HOOKFUNCTION(ok, SpectateCopy)
333 {
334         entity spectatee = M_ARGV(0, entity);
335         entity client = M_ARGV(1, entity);
336
337         client.ammo_charge[PS(client).m_weapon.m_id] = spectatee.ammo_charge[PS(spectatee).m_weapon.m_id];
338         client.ok_use_ammocharge = spectatee.ok_use_ammocharge;
339 }
340
341 MUTATOR_HOOKFUNCTION(ok, SetStartItems, CBC_ORDER_LAST)
342 {
343         WepSet ok_start_items = (WEPSET(MACHINEGUN) | WEPSET(VORTEX) | WEPSET(SHOTGUN));
344
345         if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET(RPC); }
346         if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET(HMG); }
347
348         start_items |= IT_UNLIMITED_WEAPON_AMMO;
349         start_weapons = warmup_start_weapons = ok_start_items;
350 }
351
352 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsString)
353 {
354         M_ARGV(0, string) = strcat(M_ARGV(0, string), ":OK");
355 }
356
357 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsPrettyString)
358 {
359         M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Overkill");
360 }
361
362 MUTATOR_HOOKFUNCTION(ok, SetModname)
363 {
364         M_ARGV(0, string) = "Overkill";
365         return true;
366 }
367
368 void ok_SetCvars()
369 {
370         // hack to force overkill playermodels
371         cvar_settemp("sv_defaultcharacter", "1");
372         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");
373         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");
374         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");
375 }
376
377 void ok_Initialize()
378 {
379         ok_SetCvars();
380
381         precache_all_playermodels("models/ok_player/*.dpm");
382
383         WEP_RPC.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
384         WEP_HMG.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
385
386         WEP_SHOTGUN.mdl = "ok_shotgun";
387         WEP_MACHINEGUN.mdl = "ok_mg";
388         WEP_VORTEX.mdl = "ok_sniper";
389 }