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 .Weapon ok_lastwep[MAX_WEAPONSLOTS];
14 REGISTER_MUTATOR(ok, expr_evaluate(autocvar_g_overkill) && !cvar("g_instagib") && !g_nexball && cvar_string("g_mod_balance") == "Overkill")
18 precache_all_playermodels("models/ok_player/*.dpm");
20 if (autocvar_g_overkill_filter_healthmega)
22 ITEM_HealthMega.spawnflags |= ITEM_FLAG_MUTATORBLOCKED;
24 if (autocvar_g_overkill_filter_armormedium)
26 ITEM_ArmorMedium.spawnflags |= ITEM_FLAG_MUTATORBLOCKED;
28 if (autocvar_g_overkill_filter_armorbig)
30 ITEM_ArmorBig.spawnflags |= ITEM_FLAG_MUTATORBLOCKED;
32 if (autocvar_g_overkill_filter_armormega)
34 ITEM_ArmorMega.spawnflags |= ITEM_FLAG_MUTATORBLOCKED;
37 WEP_RPC.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
38 WEP_HMG.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
40 WEP_SHOTGUN.mdl = "ok_shotgun";
41 WEP_MACHINEGUN.mdl = "ok_mg";
42 WEP_VORTEX.mdl = "ok_sniper";
47 ITEM_HealthMega.spawnflags &= ~ITEM_FLAG_MUTATORBLOCKED;
48 ITEM_ArmorMedium.spawnflags &= ~ITEM_FLAG_MUTATORBLOCKED;
49 ITEM_ArmorBig.spawnflags &= ~ITEM_FLAG_MUTATORBLOCKED;
50 ITEM_ArmorMega.spawnflags &= ~ITEM_FLAG_MUTATORBLOCKED;
52 WEP_RPC.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
53 WEP_HMG.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
57 void W_Blaster_Attack(entity, .entity, float, float, float, float, float, float, float, float, float, float);
59 MUTATOR_HOOKFUNCTION(ok, Damage_Calculate, CBC_ORDER_LAST)
61 entity frag_attacker = M_ARGV(1, entity);
62 entity frag_target = M_ARGV(2, entity);
63 float frag_deathtype = M_ARGV(3, float);
65 if(IS_PLAYER(frag_attacker) && (IS_PLAYER(frag_target) || IS_VEHICLE(frag_target) || IS_TURRET(frag_target)))
66 if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
68 if(frag_attacker != frag_target)
69 if(!STAT(FROZEN, frag_target))
70 if(!IS_DEAD(frag_target))
72 Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE);
73 M_ARGV(6, vector) = '0 0 0'; // force
76 M_ARGV(4, float) = 0; // damage
80 void ok_DropItem(entity this, entity targ)
84 Item_InitializeLoot(e, "item_armor_small", this.origin + '0 0 32',
85 '0 0 200' + normalize(targ.origin - this.origin) * 500, 5);
88 MUTATOR_HOOKFUNCTION(ok, PlayerDies)
90 entity frag_attacker = M_ARGV(1, entity);
91 entity frag_target = M_ARGV(2, entity);
93 entity targ = ((frag_attacker) ? frag_attacker : frag_target);
95 ok_DropItem(frag_target, targ);
97 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
99 .entity weaponentity = weaponentities[slot];
101 frag_target.ok_lastwep[slot] = frag_target.(weaponentity).m_switchweapon;
105 MUTATOR_HOOKFUNCTION(ok, MonsterDropItem)
107 entity mon = M_ARGV(0, entity);
108 entity olditem = M_ARGV(1, entity);
109 entity frag_attacker = M_ARGV(2, entity);
113 M_ARGV(1, entity) = NULL;
115 ok_DropItem(mon, frag_attacker);
118 MUTATOR_HOOKFUNCTION(ok, ForbidThrowCurrentWeapon)
123 MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
128 entity player = M_ARGV(0, entity);
130 if(IS_DEAD(player) || !IS_PLAYER(player) || STAT(FROZEN, player))
133 if(PHYS_INPUT_BUTTON_ATCK2(player) && time >= player.jump_interval)
134 if( !forbidWeaponUse(player)
135 || (round_handler_IsActive() && !round_handler_IsRoundStarted()) )
137 player.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor(player);
138 makevectors(player.v_angle);
140 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
142 .entity weaponentity = weaponentities[slot];
144 if(player.(weaponentity).m_weapon == WEP_Null && slot != 0)
147 Weapon oldwep = player.(weaponentity).m_weapon;
148 player.(weaponentity).m_weapon = WEP_BLASTER;
152 WEP_BLASTER.m_id | HITTYPE_SECONDARY,
153 WEP_CVAR_SEC(vaporizer, shotangle),
154 WEP_CVAR_SEC(vaporizer, damage),
155 WEP_CVAR_SEC(vaporizer, edgedamage),
156 WEP_CVAR_SEC(vaporizer, radius),
157 WEP_CVAR_SEC(vaporizer, force),
158 WEP_CVAR_SEC(vaporizer, speed),
159 WEP_CVAR_SEC(vaporizer, spread),
160 WEP_CVAR_SEC(vaporizer, delay),
161 WEP_CVAR_SEC(vaporizer, lifetime)
163 player.(weaponentity).m_weapon = oldwep;
167 PHYS_INPUT_BUTTON_ATCK2(player) = false;
170 MUTATOR_HOOKFUNCTION(ok, ShouldGiveRandomStartWeapons)
175 MUTATOR_HOOKFUNCTION(ok, PlayerWeaponSelect)
177 entity player = M_ARGV(0, entity);
179 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
181 .entity weaponentity = weaponentities[slot];
182 entity thiswep = player.(weaponentity);
184 if(player.ok_lastwep[slot] && player.ok_lastwep[slot] != WEP_Null)
186 Weapon newwep = player.ok_lastwep[slot];
187 if(player.ok_lastwep[slot] == WEP_HMG)
188 newwep = WEP_MACHINEGUN;
189 if(player.ok_lastwep[slot] == WEP_RPC)
191 thiswep.m_switchweapon = newwep;
192 player.ok_lastwep[slot] = WEP_Null;
197 void self_spawnfunc_weapon_hmg(entity this) { spawnfunc_weapon_hmg(this); }
198 void self_spawnfunc_weapon_rpc(entity this) { spawnfunc_weapon_rpc(this); }
200 MUTATOR_HOOKFUNCTION(ok, OnEntityPreSpawn)
202 entity ent = M_ARGV(0, entity);
204 if(autocvar_g_powerups)
205 if(autocvar_g_overkill_powerups_replace)
207 if(ent.classname == "item_strength")
209 entity wep = new(weapon_hmg);
210 setorigin(wep, ent.origin);
211 setmodel(wep, MDL_OK_HMG);
213 wep.noalign = Item_ShouldKeepPosition(ent);
216 wep.respawntime = g_pickup_respawntime_superweapon;
217 wep.pickup_anyway = true;
218 wep.spawnfunc_checked = true;
219 setthink(wep, self_spawnfunc_weapon_hmg);
220 wep.nextthink = time + 0.1;
223 else if(ent.classname == "item_shield")
225 entity wep = new(weapon_rpc);
226 setorigin(wep, ent.origin);
227 setmodel(wep, MDL_OK_RPC);
229 wep.noalign = Item_ShouldKeepPosition(ent);
232 wep.respawntime = g_pickup_respawntime_superweapon;
233 wep.pickup_anyway = true;
234 wep.spawnfunc_checked = true;
235 setthink(wep, self_spawnfunc_weapon_rpc);
236 wep.nextthink = time + 0.1;
242 bool ok_HandleItemWaypoints(entity e)
244 if(!autocvar_g_overkill_itemwaypoints)
245 return false; // don't handle it
249 case ITEM_HealthMega: return true;
250 case ITEM_ArmorMedium: return true;
251 case ITEM_ArmorBig: return true;
252 case ITEM_ArmorMega: return true;
258 MUTATOR_HOOKFUNCTION(ok, Item_RespawnCountdown)
260 entity item = M_ARGV(0, entity);
261 return ok_HandleItemWaypoints(item);
264 MUTATOR_HOOKFUNCTION(ok, Item_ScheduleRespawn)
266 entity item = M_ARGV(0, entity);
267 return ok_HandleItemWaypoints(item);
270 MUTATOR_HOOKFUNCTION(ok, FilterItem)
272 entity item = M_ARGV(0, entity);
280 MUTATOR_HOOKFUNCTION(ok, SetStartItems, CBC_ORDER_LAST)
282 WepSet ok_start_items = (WEPSET(MACHINEGUN) | WEPSET(VORTEX) | WEPSET(SHOTGUN));
284 if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET(RPC); }
285 if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET(HMG); }
287 start_items |= IT_UNLIMITED_WEAPON_AMMO;
288 start_weapons = warmup_start_weapons = ok_start_items;
291 MUTATOR_HOOKFUNCTION(ok, SetWeaponArena)
293 // turn weapon arena off
294 M_ARGV(0, string) = "off";
297 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsString)
299 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":OK");
302 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsPrettyString)
304 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Overkill");
307 MUTATOR_HOOKFUNCTION(ok, SetModname)
309 M_ARGV(0, string) = "Overkill";