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];
16 REGISTER_MUTATOR(ok, expr_evaluate(autocvar_g_overkill) && !cvar("g_instagib") && !g_nexball && cvar_string("g_mod_balance") == "Overkill")
25 WEP_RPC.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
26 WEP_HMG.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
30 void W_Blaster_Attack(entity, .entity, float, float, float, float, float, float, float, float, float, float);
31 spawnfunc(weapon_hmg);
32 spawnfunc(weapon_rpc);
34 MUTATOR_HOOKFUNCTION(ok, Damage_Calculate, CBC_ORDER_LAST)
36 entity frag_attacker = M_ARGV(1, entity);
37 entity frag_target = M_ARGV(2, entity);
38 float frag_deathtype = M_ARGV(3, float);
40 if(IS_PLAYER(frag_attacker) && (IS_PLAYER(frag_target) || IS_VEHICLE(frag_target) || IS_TURRET(frag_target)))
41 if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
43 if(frag_attacker != frag_target)
44 if(!STAT(FROZEN, frag_target))
45 if(!IS_DEAD(frag_target))
47 Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE);
48 M_ARGV(6, vector) = '0 0 0'; // force
51 M_ARGV(4, float) = 0; // damage
55 void ok_DropItem(entity this, entity targ)
59 Item_InitializeLoot(e, "item_armor_small", this.origin + '0 0 32',
60 '0 0 200' + normalize(targ.origin - this.origin) * 500, 5);
63 MUTATOR_HOOKFUNCTION(ok, PlayerDies)
65 entity frag_attacker = M_ARGV(1, entity);
66 entity frag_target = M_ARGV(2, entity);
68 entity targ = ((frag_attacker) ? frag_attacker : frag_target);
70 ok_DropItem(frag_target, targ);
72 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
74 .entity weaponentity = weaponentities[slot];
76 frag_target.ok_lastwep[slot] = frag_target.(weaponentity).m_switchweapon;
80 MUTATOR_HOOKFUNCTION(ok, MonsterDropItem)
82 entity mon = M_ARGV(0, entity);
83 entity olditem = M_ARGV(1, entity);
84 entity frag_attacker = M_ARGV(2, entity);
88 M_ARGV(1, entity) = NULL;
90 ok_DropItem(mon, frag_attacker);
93 MUTATOR_HOOKFUNCTION(ok, ForbidThrowCurrentWeapon)
98 MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
103 entity player = M_ARGV(0, entity);
105 if(IS_DEAD(player) || !IS_PLAYER(player) || STAT(FROZEN, player))
108 if(PHYS_INPUT_BUTTON_ATCK2(player) && time >= player.jump_interval)
109 if( !forbidWeaponUse(player)
110 || (round_handler_IsActive() && !round_handler_IsRoundStarted()) )
112 player.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor(player);
113 makevectors(player.v_angle);
115 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
117 .entity weaponentity = weaponentities[slot];
119 if(player.(weaponentity).m_weapon == WEP_Null && slot != 0)
122 Weapon oldwep = player.(weaponentity).m_weapon;
123 player.(weaponentity).m_weapon = WEP_BLASTER;
127 WEP_BLASTER.m_id | HITTYPE_SECONDARY,
128 WEP_CVAR_SEC(vaporizer, shotangle),
129 WEP_CVAR_SEC(vaporizer, damage),
130 WEP_CVAR_SEC(vaporizer, edgedamage),
131 WEP_CVAR_SEC(vaporizer, radius),
132 WEP_CVAR_SEC(vaporizer, force),
133 WEP_CVAR_SEC(vaporizer, speed),
134 WEP_CVAR_SEC(vaporizer, spread),
135 WEP_CVAR_SEC(vaporizer, delay),
136 WEP_CVAR_SEC(vaporizer, lifetime)
138 player.(weaponentity).m_weapon = oldwep;
142 PHYS_INPUT_BUTTON_ATCK2(player) = false;
145 MUTATOR_HOOKFUNCTION(ok, PlayerWeaponSelect)
147 entity player = M_ARGV(0, entity);
149 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
151 .entity weaponentity = weaponentities[slot];
152 entity thiswep = player.(weaponentity);
154 if(player.ok_lastwep[slot] && player.ok_lastwep[slot] != WEP_Null)
156 Weapon newwep = player.ok_lastwep[slot];
157 if(player.ok_lastwep[slot] == WEP_HMG)
158 newwep = WEP_MACHINEGUN;
159 if(player.ok_lastwep[slot] == WEP_RPC)
161 thiswep.m_switchweapon = newwep;
162 player.ok_lastwep[slot] = WEP_Null;
167 void self_spawnfunc_weapon_hmg(entity this) { spawnfunc_weapon_hmg(this); }
168 void self_spawnfunc_weapon_rpc(entity this) { spawnfunc_weapon_rpc(this); }
170 MUTATOR_HOOKFUNCTION(ok, OnEntityPreSpawn)
172 entity ent = M_ARGV(0, entity);
174 if(autocvar_g_powerups)
175 if(autocvar_g_overkill_powerups_replace)
177 if(ent.classname == "item_strength")
179 entity wep = new(weapon_hmg);
180 setorigin(wep, ent.origin);
181 setmodel(wep, MDL_OK_HMG);
183 wep.noalign = ent.noalign;
186 wep.respawntime = g_pickup_respawntime_superweapon;
187 wep.pickup_anyway = true;
188 wep.spawnfunc_checked = true;
189 setthink(wep, self_spawnfunc_weapon_hmg);
190 wep.nextthink = time + 0.1;
193 else if(ent.classname == "item_invincible")
195 entity wep = new(weapon_rpc);
196 setorigin(wep, ent.origin);
197 setmodel(wep, MDL_OK_RPC);
199 wep.noalign = ent.noalign;
202 wep.respawntime = g_pickup_respawntime_superweapon;
203 wep.pickup_anyway = true;
204 wep.spawnfunc_checked = true;
205 setthink(wep, self_spawnfunc_weapon_rpc);
206 wep.nextthink = time + 0.1;
212 bool ok_HandleItemWaypoints(entity e)
214 if(!autocvar_g_overkill_itemwaypoints)
215 return false; // don't handle it
219 case ITEM_HealthMega: return true;
220 case ITEM_ArmorMedium: return true;
221 case ITEM_ArmorBig: return true;
222 case ITEM_ArmorMega: return true;
228 MUTATOR_HOOKFUNCTION(ok, Item_RespawnCountdown)
230 entity item = M_ARGV(0, entity);
231 return ok_HandleItemWaypoints(item);
234 MUTATOR_HOOKFUNCTION(ok, Item_ScheduleRespawn)
236 entity item = M_ARGV(0, entity);
237 return ok_HandleItemWaypoints(item);
240 MUTATOR_HOOKFUNCTION(ok, FilterItem)
242 entity item = M_ARGV(0, entity);
249 case ITEM_HealthMega: return autocvar_g_overkill_filter_healthmega;
250 case ITEM_ArmorMedium: return autocvar_g_overkill_filter_armormedium;
251 case ITEM_ArmorBig: return autocvar_g_overkill_filter_armorbig;
252 case ITEM_ArmorMega: return autocvar_g_overkill_filter_armormega;
258 MUTATOR_HOOKFUNCTION(ok, SetStartItems, CBC_ORDER_LAST)
260 WepSet ok_start_items = (WEPSET(MACHINEGUN) | WEPSET(VORTEX) | WEPSET(SHOTGUN));
262 if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET(RPC); }
263 if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET(HMG); }
265 start_items |= IT_UNLIMITED_WEAPON_AMMO;
266 start_weapons = warmup_start_weapons = ok_start_items;
269 MUTATOR_HOOKFUNCTION(ok, SetWeaponArena)
271 // turn weapon arena off
272 M_ARGV(0, string) = "off";
275 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsString)
277 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":OK");
280 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsPrettyString)
282 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Overkill");
285 MUTATOR_HOOKFUNCTION(ok, SetModname)
287 M_ARGV(0, string) = "Overkill";
293 precache_all_playermodels("models/ok_player/*.dpm");
295 WEP_RPC.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
296 WEP_HMG.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
298 WEP_SHOTGUN.mdl = "ok_shotgun";
299 WEP_MACHINEGUN.mdl = "ok_mg";
300 WEP_VORTEX.mdl = "ok_sniper";