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Merge branch 'Lyberta/OKRPCSpawnFix' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / overkill / sv_overkill.qc
1 #include "sv_overkill.qh"
2
3 #include "hmg.qh"
4 #include "rpc.qh"
5
6 string autocvar_g_overkill;
7
8 bool autocvar_g_overkill_powerups_replace;
9
10 bool autocvar_g_overkill_itemwaypoints = true;
11
12 .Weapon ok_lastwep[MAX_WEAPONSLOTS];
13
14 REGISTER_MUTATOR(ok, expr_evaluate(autocvar_g_overkill) && !cvar("g_instagib") && !g_nexball && cvar_string("g_mod_balance") == "Overkill")
15 {
16         MUTATOR_ONADD
17         {
18                 precache_all_playermodels("models/ok_player/*.dpm");
19
20                 if (autocvar_g_overkill_filter_healthmega)
21                 {
22                         ITEM_HealthMega.spawnflags |= ITEM_FLAG_MUTATORBLOCKED;
23                 }
24                 if (autocvar_g_overkill_filter_armormedium)
25                 {
26                         ITEM_ArmorMedium.spawnflags |= ITEM_FLAG_MUTATORBLOCKED;
27                 }
28                 if (autocvar_g_overkill_filter_armorbig)
29                 {
30                         ITEM_ArmorBig.spawnflags |= ITEM_FLAG_MUTATORBLOCKED;
31                 }
32                 if (autocvar_g_overkill_filter_armormega)
33                 {
34                         ITEM_ArmorMega.spawnflags |= ITEM_FLAG_MUTATORBLOCKED;
35                 }
36
37                 WEP_RPC.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
38                 WEP_HMG.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
39
40                 WEP_SHOTGUN.mdl = "ok_shotgun";
41                 WEP_MACHINEGUN.mdl = "ok_mg";
42                 WEP_VORTEX.mdl = "ok_sniper";
43         }
44
45         MUTATOR_ONREMOVE
46         {
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;
51
52                 WEP_RPC.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
53                 WEP_HMG.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
54         }
55 }
56
57 void W_Blaster_Attack(entity, .entity, float, float, float, float, float, float, float, float, float, float);
58
59 MUTATOR_HOOKFUNCTION(ok, Damage_Calculate, CBC_ORDER_LAST)
60 {
61         entity frag_attacker = M_ARGV(1, entity);
62         entity frag_target = M_ARGV(2, entity);
63         float frag_deathtype = M_ARGV(3, float);
64
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))
67         {
68                 if(frag_attacker != frag_target)
69                 if(!STAT(FROZEN, frag_target))
70                 if(!IS_DEAD(frag_target))
71                 {
72                         Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE);
73                         M_ARGV(6, vector) = '0 0 0'; // force
74                 }
75
76                 M_ARGV(4, float) = 0; // damage
77         }
78 }
79
80 void ok_DropItem(entity this, entity targ)
81 {
82         entity e = spawn();
83         e.ok_item = true;
84         Item_InitializeLoot(e, "item_armor_small", this.origin + '0 0 32',
85                 '0 0 200' + normalize(targ.origin - this.origin) * 500, 5);
86 }
87
88 MUTATOR_HOOKFUNCTION(ok, PlayerDies)
89 {
90         entity frag_attacker = M_ARGV(1, entity);
91         entity frag_target = M_ARGV(2, entity);
92
93         entity targ = ((frag_attacker) ? frag_attacker : frag_target);
94
95         ok_DropItem(frag_target, targ);
96
97         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
98         {
99                 .entity weaponentity = weaponentities[slot];
100
101                 frag_target.ok_lastwep[slot] = frag_target.(weaponentity).m_switchweapon;
102         }
103 }
104
105 MUTATOR_HOOKFUNCTION(ok, MonsterDropItem)
106 {
107         entity mon = M_ARGV(0, entity);
108         entity olditem = M_ARGV(1, entity);
109         entity frag_attacker = M_ARGV(2, entity);
110
111         delete(olditem);
112
113         M_ARGV(1, entity) = NULL;
114
115         ok_DropItem(mon, frag_attacker);
116 }
117
118 MUTATOR_HOOKFUNCTION(ok, ForbidThrowCurrentWeapon)
119 {
120         return true;
121 }
122
123 MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
124 {
125         if(game_stopped)
126                 return;
127
128         entity player = M_ARGV(0, entity);
129
130         if(IS_DEAD(player) || !IS_PLAYER(player) || STAT(FROZEN, player))
131                 return;
132
133         if(PHYS_INPUT_BUTTON_ATCK2(player) && time >= player.jump_interval)
134         if( !forbidWeaponUse(player)
135                 || (round_handler_IsActive() && !round_handler_IsRoundStarted()) )
136         {
137                 player.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor(player);
138                 makevectors(player.v_angle);
139
140                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
141                 {
142                         .entity weaponentity = weaponentities[slot];
143
144                         if(player.(weaponentity).m_weapon == WEP_Null && slot != 0)
145                                 continue;
146
147                         Weapon oldwep = player.(weaponentity).m_weapon;
148                         player.(weaponentity).m_weapon = WEP_BLASTER;
149                         W_Blaster_Attack(
150                                 player,
151                                 weaponentity,
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)
162                         );
163                         player.(weaponentity).m_weapon = oldwep;
164                 }
165         }
166
167         PHYS_INPUT_BUTTON_ATCK2(player) = false;
168 }
169
170 MUTATOR_HOOKFUNCTION(ok, PlayerWeaponSelect)
171 {
172         entity player = M_ARGV(0, entity);
173
174         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
175         {
176                 .entity weaponentity = weaponentities[slot];
177                 entity thiswep = player.(weaponentity);
178
179                 if(player.ok_lastwep[slot] && player.ok_lastwep[slot] != WEP_Null)
180                 {
181                         Weapon newwep = player.ok_lastwep[slot];
182                         if(player.ok_lastwep[slot] == WEP_HMG)
183                                 newwep = WEP_MACHINEGUN;
184                         if(player.ok_lastwep[slot] == WEP_RPC)
185                                 newwep = WEP_VORTEX;
186                         thiswep.m_switchweapon = newwep;
187                         player.ok_lastwep[slot] = WEP_Null;
188                 }
189         }
190 }
191
192 bool ok_HandleItemWaypoints(entity e)
193 {
194         if(!autocvar_g_overkill_itemwaypoints)
195                 return false; // don't handle it
196
197         switch(e.itemdef)
198         {
199                 case ITEM_HealthMega: return true;
200                 case ITEM_ArmorMedium: return true;
201                 case ITEM_ArmorBig: return true;
202                 case ITEM_ArmorMega: return true;
203         }
204
205         return false;
206 }
207
208 MUTATOR_HOOKFUNCTION(ok, Item_RespawnCountdown)
209 {
210         entity item = M_ARGV(0, entity);
211         return ok_HandleItemWaypoints(item);
212 }
213
214 MUTATOR_HOOKFUNCTION(ok, Item_ScheduleRespawn)
215 {
216         entity item = M_ARGV(0, entity);
217         return ok_HandleItemWaypoints(item);
218 }
219
220 MUTATOR_HOOKFUNCTION(ok, FilterItem)
221 {
222         entity item = M_ARGV(0, entity);
223
224         if (item.ok_item)
225         {
226                 return false;
227         }
228         if (!autocvar_g_powerups || !autocvar_g_overkill_powerups_replace)
229         {
230                 return true;
231         }
232         if (item.classname == "item_strength")
233         {
234                 entity wep = new(weapon_hmg);
235                 setorigin(wep, item.origin);
236                 wep.ok_item = true;
237                 wep.noalign = Item_ShouldKeepPosition(item);
238                 wep.cnt = item.cnt;
239                 wep.team = item.team;
240                 wep.respawntime = g_pickup_respawntime_superweapon;
241                 wep.pickup_anyway = true;
242                 wep.spawnfunc_checked = true;
243                 Item_Initialize(wep, "weapon_hmg");
244                 return true;
245         }
246         else if (item.classname == "item_shield")
247         {
248                 entity wep = new(weapon_rpc);
249                 setorigin(wep, item.origin);
250                 wep.ok_item = true;
251                 wep.noalign = Item_ShouldKeepPosition(item);
252                 wep.cnt = item.cnt;
253                 wep.team = item.team;
254                 wep.respawntime = g_pickup_respawntime_superweapon;
255                 wep.pickup_anyway = true;
256                 wep.spawnfunc_checked = true;
257                 Item_Initialize(wep, "weapon_rpc");
258                 return true;
259         }
260         return true;
261 }
262
263 MUTATOR_HOOKFUNCTION(ok, SetStartItems, CBC_ORDER_LAST)
264 {
265         WepSet ok_start_items = (WEPSET(MACHINEGUN) | WEPSET(VORTEX) | WEPSET(SHOTGUN));
266
267         if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET(RPC); }
268         if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET(HMG); }
269
270         start_items |= IT_UNLIMITED_WEAPON_AMMO;
271         start_weapons = warmup_start_weapons = ok_start_items;
272 }
273
274 MUTATOR_HOOKFUNCTION(ok, SetWeaponArena)
275 {
276         // turn weapon arena off
277         M_ARGV(0, string) = "off";
278 }
279
280 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsString)
281 {
282         M_ARGV(0, string) = strcat(M_ARGV(0, string), ":OK");
283 }
284
285 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsPrettyString)
286 {
287         M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Overkill");
288 }
289
290 MUTATOR_HOOKFUNCTION(ok, SetModname)
291 {
292         M_ARGV(0, string) = "Overkill";
293         return true;
294 }