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 bool autocvar_g_overkill_filter_healthmega;
13 bool autocvar_g_overkill_filter_armormedium;
14 bool autocvar_g_overkill_filter_armorbig;
15 bool autocvar_g_overkill_filter_armormega;
19 .Weapon ok_lastwep[MAX_WEAPONSLOTS];
23 REGISTER_MUTATOR(ok, expr_evaluate(autocvar_g_overkill) && !cvar("g_instagib") && !g_nexball && cvar_string("g_mod_balance") == "Overkill")
32 WEP_RPC.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
33 WEP_HMG.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
37 void W_Blaster_Attack(entity, .entity, float, float, float, float, float, float, float, float, float, float);
38 spawnfunc(weapon_hmg);
39 spawnfunc(weapon_rpc);
41 MUTATOR_HOOKFUNCTION(ok, Damage_Calculate, CBC_ORDER_LAST)
43 entity frag_attacker = M_ARGV(1, entity);
44 entity frag_target = M_ARGV(2, entity);
45 float frag_deathtype = M_ARGV(3, float);
47 if(IS_PLAYER(frag_attacker) && (IS_PLAYER(frag_target) || IS_VEHICLE(frag_target) || IS_TURRET(frag_target)))
48 if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
50 if(frag_attacker != frag_target)
51 if(!STAT(FROZEN, frag_target))
52 if(!IS_DEAD(frag_target))
54 Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE);
55 M_ARGV(6, vector) = '0 0 0'; // force
58 M_ARGV(4, float) = 0; // damage
62 void ok_DropItem(entity this, entity targ)
64 entity e = new(droppedweapon); // hax
67 e.pickup_anyway = true;
68 e.spawnfunc_checked = true;
69 spawnfunc_item_armor_small(e);
70 if (!wasfreed(e)) { // might have been blocked by a mutator
71 set_movetype(e, MOVETYPE_TOSS);
74 setorigin(e, this.origin + '0 0 32');
75 e.velocity = '0 0 200' + normalize(targ.origin - this.origin) * 500;
76 SUB_SetFade(e, time + 5, 1);
80 MUTATOR_HOOKFUNCTION(ok, PlayerDies)
82 entity frag_attacker = M_ARGV(1, entity);
83 entity frag_target = M_ARGV(2, entity);
85 entity targ = ((frag_attacker) ? frag_attacker : frag_target);
87 ok_DropItem(frag_target, targ);
89 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
91 .entity weaponentity = weaponentities[slot];
93 frag_target.ok_lastwep[slot] = frag_target.(weaponentity).m_switchweapon;
97 MUTATOR_HOOKFUNCTION(ok, MonsterDropItem)
99 entity mon = M_ARGV(0, entity);
100 entity olditem = M_ARGV(1, entity);
101 entity frag_attacker = M_ARGV(2, entity);
105 M_ARGV(1, entity) = NULL;
107 ok_DropItem(mon, frag_attacker);
110 MUTATOR_HOOKFUNCTION(ok, ForbidThrowCurrentWeapon)
115 MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
120 entity player = M_ARGV(0, entity);
122 if(IS_DEAD(player) || !IS_PLAYER(player) || STAT(FROZEN, player))
125 if(PHYS_INPUT_BUTTON_ATCK2(player) && time >= player.jump_interval)
126 if( !forbidWeaponUse(player)
127 || (round_handler_IsActive() && !round_handler_IsRoundStarted()) )
129 player.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor(player);
130 makevectors(player.v_angle);
132 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
134 .entity weaponentity = weaponentities[slot];
136 if(player.(weaponentity).m_weapon == WEP_Null && slot != 0)
139 Weapon oldwep = player.(weaponentity).m_weapon;
140 player.(weaponentity).m_weapon = WEP_BLASTER;
144 WEP_BLASTER.m_id | HITTYPE_SECONDARY,
145 WEP_CVAR_SEC(vaporizer, shotangle),
146 WEP_CVAR_SEC(vaporizer, damage),
147 WEP_CVAR_SEC(vaporizer, edgedamage),
148 WEP_CVAR_SEC(vaporizer, radius),
149 WEP_CVAR_SEC(vaporizer, force),
150 WEP_CVAR_SEC(vaporizer, speed),
151 WEP_CVAR_SEC(vaporizer, spread),
152 WEP_CVAR_SEC(vaporizer, delay),
153 WEP_CVAR_SEC(vaporizer, lifetime)
155 player.(weaponentity).m_weapon = oldwep;
159 PHYS_INPUT_BUTTON_ATCK2(player) = false;
162 MUTATOR_HOOKFUNCTION(ok, PlayerWeaponSelect)
164 entity player = M_ARGV(0, entity);
166 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
168 .entity weaponentity = weaponentities[slot];
169 entity thiswep = player.(weaponentity);
171 if(player.ok_lastwep[slot] && player.ok_lastwep[slot] != WEP_Null)
173 Weapon newwep = player.ok_lastwep[slot];
174 if(player.ok_lastwep[slot] == WEP_HMG)
175 newwep = WEP_MACHINEGUN;
176 if(player.ok_lastwep[slot] == WEP_RPC)
178 thiswep.m_switchweapon = newwep;
179 player.ok_lastwep[slot] = WEP_Null;
184 void self_spawnfunc_weapon_hmg(entity this) { spawnfunc_weapon_hmg(this); }
185 void self_spawnfunc_weapon_rpc(entity this) { spawnfunc_weapon_rpc(this); }
187 MUTATOR_HOOKFUNCTION(ok, OnEntityPreSpawn)
189 entity ent = M_ARGV(0, entity);
191 if(autocvar_g_powerups)
192 if(autocvar_g_overkill_powerups_replace)
194 if(ent.classname == "item_strength")
196 entity wep = new(weapon_hmg);
197 setorigin(wep, ent.origin);
198 setmodel(wep, MDL_OK_HMG);
200 wep.noalign = ent.noalign;
203 wep.respawntime = g_pickup_respawntime_superweapon;
204 wep.pickup_anyway = true;
205 wep.spawnfunc_checked = true;
206 setthink(wep, self_spawnfunc_weapon_hmg);
207 wep.nextthink = time + 0.1;
210 else if(ent.classname == "item_invincible")
212 entity wep = new(weapon_rpc);
213 setorigin(wep, ent.origin);
214 setmodel(wep, MDL_OK_RPC);
216 wep.noalign = ent.noalign;
219 wep.respawntime = g_pickup_respawntime_superweapon;
220 wep.pickup_anyway = true;
221 wep.spawnfunc_checked = true;
222 setthink(wep, self_spawnfunc_weapon_rpc);
223 wep.nextthink = time + 0.1;
229 bool ok_HandleItemWaypoints(entity e)
231 if(!autocvar_g_overkill_itemwaypoints)
232 return false; // don't handle it
236 case ITEM_HealthMega: return true;
237 case ITEM_ArmorMedium: return true;
238 case ITEM_ArmorBig: return true;
239 case ITEM_ArmorMega: return true;
245 MUTATOR_HOOKFUNCTION(ok, Item_RespawnCountdown)
247 entity item = M_ARGV(0, entity);
248 return ok_HandleItemWaypoints(item);
251 MUTATOR_HOOKFUNCTION(ok, Item_ScheduleRespawn)
253 entity item = M_ARGV(0, entity);
254 return ok_HandleItemWaypoints(item);
257 MUTATOR_HOOKFUNCTION(ok, FilterItem)
259 entity item = M_ARGV(0, entity);
266 case ITEM_HealthMega: return autocvar_g_overkill_filter_healthmega;
267 case ITEM_ArmorMedium: return autocvar_g_overkill_filter_armormedium;
268 case ITEM_ArmorBig: return autocvar_g_overkill_filter_armorbig;
269 case ITEM_ArmorMega: return autocvar_g_overkill_filter_armormega;
275 MUTATOR_HOOKFUNCTION(ok, SetStartItems, CBC_ORDER_LAST)
277 WepSet ok_start_items = (WEPSET(MACHINEGUN) | WEPSET(VORTEX) | WEPSET(SHOTGUN));
279 if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET(RPC); }
280 if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET(HMG); }
282 start_items |= IT_UNLIMITED_WEAPON_AMMO;
283 start_weapons = warmup_start_weapons = ok_start_items;
286 MUTATOR_HOOKFUNCTION(ok, SetWeaponArena)
288 // turn weapon arena off
289 M_ARGV(0, string) = "off";
292 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsString)
294 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":OK");
297 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsPrettyString)
299 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Overkill");
302 MUTATOR_HOOKFUNCTION(ok, SetModname)
304 M_ARGV(0, string) = "Overkill";
310 precache_all_playermodels("models/ok_player/*.dpm");
312 WEP_RPC.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
313 WEP_HMG.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
315 WEP_SHOTGUN.mdl = "ok_shotgun";
316 WEP_MACHINEGUN.mdl = "ok_mg";
317 WEP_VORTEX.mdl = "ok_sniper";