#include "sv_overkill.qh" bool autocvar_g_overkill_powerups_replace; float autocvar_g_overkill_superguns_respawn_time; bool autocvar_g_overkill_100h_anyway; bool autocvar_g_overkill_100a_anyway; bool autocvar_g_overkill_ammo_charge; float autocvar_g_overkill_ammo_charge_notice; float autocvar_g_overkill_ammo_charge_limit; .vector ok_deathloc; .float ok_spawnsys_timer; .float ok_lastwep; .float ok_item; .float ok_notice_time; .float ammo_charge[Weapons_MAX]; .float ok_use_ammocharge = _STAT(OK_AMMO_CHARGE); .float ok_ammo_charge = _STAT(OK_AMMO_CHARGEPOOL); .float ok_pauseregen_finished; void(entity ent, float wep) ok_DecreaseCharge; void ok_Initialize(); REGISTER_MUTATOR(ok, cvar("g_overkill") && !cvar("g_instagib") && !g_nexball && cvar_string("g_mod_balance") == "Overkill") { MUTATOR_ONADD { ok_Initialize(); } MUTATOR_ONREMOVE { WEP_RPC.spawnflags |= WEP_FLAG_MUTATORBLOCKED; WEP_HMG.spawnflags |= WEP_FLAG_MUTATORBLOCKED; } } MUTATOR_HOOKFUNCTION(ok, W_DecreaseAmmo) { entity actor = M_ARGV(0, entity); if (actor.ok_use_ammocharge) { ok_DecreaseCharge(actor, PS(actor).m_weapon.m_id); return true; } } MUTATOR_HOOKFUNCTION(ok, W_Reload) { entity actor = M_ARGV(0, entity); return actor.ok_use_ammocharge; } void W_Blaster_Attack(entity, .entity, float, float, float, float, float, float, float, float, float, float); spawnfunc(weapon_hmg); spawnfunc(weapon_rpc); void ok_DecreaseCharge(entity ent, int wep) { if(!ent.ok_use_ammocharge) return; entity wepent = Weapons_from(wep); if (wepent == WEP_Null) return; // dummy ent.ammo_charge[wep] -= max(0, cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname))); } void ok_IncreaseCharge(entity ent, int wep) { entity wepent = Weapons_from(wep); if (wepent == WEP_Null) return; // dummy if(ent.ok_use_ammocharge) if(!PHYS_INPUT_BUTTON_ATCK(ent)) // not while attacking? 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); } float ok_CheckWeaponCharge(entity ent, int wep) { if(!ent.ok_use_ammocharge) return true; entity wepent = Weapons_from(wep); if(wepent == WEP_Null) return false; // dummy return (ent.ammo_charge[wep] >= cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname))); } MUTATOR_HOOKFUNCTION(ok, PlayerDamage_Calculate, CBC_ORDER_LAST) { entity frag_attacker = M_ARGV(1, entity); entity frag_target = M_ARGV(2, entity); float frag_deathtype = M_ARGV(3, float); if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target)) if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER)) { if(frag_attacker != frag_target) if(frag_target.health > 0) if(STAT(FROZEN, frag_target) == 0) if(!IS_DEAD(frag_target)) { Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE); M_ARGV(6, vector) = '0 0 0'; } M_ARGV(4, float) = 0; } } MUTATOR_HOOKFUNCTION(ok, PlayerDamage_SplitHealthArmor) { entity frag_target = M_ARGV(2, entity); float damage_take = M_ARGV(4, float); if(damage_take) frag_target.ok_pauseregen_finished = max(frag_target.ok_pauseregen_finished, time + 2); } void ok_DropItem(entity this, entity targ) { entity e = new(droppedweapon); // hax e.ok_item = true; e.noalign = true; e.pickup_anyway = true; e.spawnfunc_checked = true; spawnfunc_item_armor_small(e); if (!wasfreed(e)) { // might have been blocked by a mutator set_movetype(e, MOVETYPE_TOSS); e.gravity = 1; e.reset = SUB_Remove; setorigin(e, this.origin + '0 0 32'); e.velocity = '0 0 200' + normalize(targ.origin - this.origin) * 500; SUB_SetFade(e, time + 5, 1); } } MUTATOR_HOOKFUNCTION(ok, PlayerDies) { entity frag_attacker = M_ARGV(1, entity); entity frag_target = M_ARGV(2, entity); entity targ = ((frag_attacker) ? frag_attacker : frag_target); ok_DropItem(frag_target, targ); frag_target.ok_lastwep = PS(frag_target).m_switchweapon.m_id; } MUTATOR_HOOKFUNCTION(ok, MonsterDropItem) { entity mon = M_ARGV(0, entity); entity olditem = M_ARGV(1, entity); entity frag_attacker = M_ARGV(2, entity); delete(olditem); M_ARGV(1, entity) = NULL; ok_DropItem(mon, frag_attacker); } MUTATOR_HOOKFUNCTION(ok, PlayerRegen) { entity player = M_ARGV(0, entity); // overkill's values are different, so use custom regen if(!STAT(FROZEN, player)) { player.armorvalue = CalcRotRegen(player.armorvalue, autocvar_g_balance_armor_regenstable, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, 1 * frametime * (time > player.ok_pauseregen_finished), 0, 0, 1, 1 * frametime * (time > player.pauserotarmor_finished), autocvar_g_balance_armor_limit); player.health = CalcRotRegen(player.health, autocvar_g_balance_health_regenstable, 0, 100, 1 * frametime * (time > player.ok_pauseregen_finished), 200, 0, autocvar_g_balance_health_rotlinear, 1 * frametime * (time > player.pauserothealth_finished), autocvar_g_balance_health_limit); float minf, maxf, limitf; maxf = autocvar_g_balance_fuel_rotstable; minf = autocvar_g_balance_fuel_regenstable; limitf = autocvar_g_balance_fuel_limit; player.ammo_fuel = CalcRotRegen(player.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > player.pauseregen_finished) * ((player.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > player.pauserotfuel_finished), limitf); } return true; // return true anyway, as frozen uses no regen } MUTATOR_HOOKFUNCTION(ok, ForbidThrowCurrentWeapon) { return true; } MUTATOR_HOOKFUNCTION(ok, PlayerPreThink) { if(intermission_running || gameover) return; entity player = M_ARGV(0, entity); if(IS_DEAD(player) || !IS_PLAYER(player) || STAT(FROZEN, player)) return; if(player.ok_lastwep) { Weapon newwep = Weapons_from(player.ok_lastwep); if(player.ok_lastwep == WEP_HMG.m_id) newwep = WEP_MACHINEGUN; if(player.ok_lastwep == WEP_RPC.m_id) newwep = WEP_VORTEX; PS(player).m_switchweapon = newwep; player.ok_lastwep = 0; } ok_IncreaseCharge(player, PS(player).m_weapon.m_id); if(PHYS_INPUT_BUTTON_ATCK2(player)) if(!forbidWeaponUse(player) || player.weapon_blocked) // allow if weapon is blocked if(time >= player.jump_interval) { player.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor(player); makevectors(player.v_angle); Weapon oldwep = PS(player).m_weapon; PS(player).m_weapon = WEP_BLASTER; W_Blaster_Attack( player, weaponentities[0], // TODO: unhardcode WEP_BLASTER.m_id | HITTYPE_SECONDARY, WEP_CVAR_SEC(vaporizer, shotangle), WEP_CVAR_SEC(vaporizer, damage), WEP_CVAR_SEC(vaporizer, edgedamage), WEP_CVAR_SEC(vaporizer, radius), WEP_CVAR_SEC(vaporizer, force), WEP_CVAR_SEC(vaporizer, speed), WEP_CVAR_SEC(vaporizer, spread), WEP_CVAR_SEC(vaporizer, delay), WEP_CVAR_SEC(vaporizer, lifetime) ); PS(player).m_weapon = oldwep; } player.weapon_blocked = false; player.ok_ammo_charge = player.ammo_charge[PS(player).m_weapon.m_id]; if(player.ok_use_ammocharge) if(!ok_CheckWeaponCharge(player, PS(player).m_weapon.m_id)) { 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) { //Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_OVERKILL_CHARGE); player.ok_notice_time = time + 2; play2(player, SND(DRYFIRE)); } Weapon wpn = PS(player).m_weapon; .entity weaponentity = weaponentities[0]; // TODO: unhardcode if(player.(weaponentity).state != WS_CLEAR) w_ready(wpn, player, weaponentity, PHYS_INPUT_BUTTON_ATCK(player) | (PHYS_INPUT_BUTTON_ATCK2(player) << 1)); player.weapon_blocked = true; } PHYS_INPUT_BUTTON_ATCK2(player) = false; } MUTATOR_HOOKFUNCTION(ok, PlayerSpawn) { entity player = M_ARGV(0, entity); if(autocvar_g_overkill_ammo_charge) { FOREACH(Weapons, it != WEP_Null, LAMBDA(player.ammo_charge[it.m_id] = autocvar_g_overkill_ammo_charge_limit)); player.ok_use_ammocharge = 1; player.ok_notice_time = time; } else player.ok_use_ammocharge = 0; // if player changed their weapon while dead, don't switch to their death weapon if(player.impulse) player.ok_lastwep = 0; player.ok_pauseregen_finished = time + 2; } void self_spawnfunc_weapon_hmg(entity this) { spawnfunc_weapon_hmg(this); } void self_spawnfunc_weapon_rpc(entity this) { spawnfunc_weapon_rpc(this); } MUTATOR_HOOKFUNCTION(ok, OnEntityPreSpawn) { entity ent = M_ARGV(0, entity); if(autocvar_g_powerups) if(autocvar_g_overkill_powerups_replace) { if(ent.classname == "item_strength") { entity wep = new(weapon_hmg); setorigin(wep, ent.origin); setmodel(wep, MDL_OK_HMG); wep.ok_item = true; wep.noalign = ent.noalign; wep.cnt = ent.cnt; wep.team = ent.team; wep.respawntime = autocvar_g_overkill_superguns_respawn_time; wep.pickup_anyway = true; wep.spawnfunc_checked = true; setthink(wep, self_spawnfunc_weapon_hmg); wep.nextthink = time + 0.1; return true; } if(ent.classname == "item_invincible") { entity wep = new(weapon_rpc); setorigin(wep, ent.origin); setmodel(wep, MDL_OK_RPC); wep.ok_item = true; wep.noalign = ent.noalign; wep.cnt = ent.cnt; wep.team = ent.team; wep.respawntime = autocvar_g_overkill_superguns_respawn_time; wep.pickup_anyway = true; wep.spawnfunc_checked = true; setthink(wep, self_spawnfunc_weapon_rpc); wep.nextthink = time + 0.1; return true; } } } MUTATOR_HOOKFUNCTION(ok, FilterItem) { entity item = M_ARGV(0, entity); if(item.ok_item) return; switch(item.items) { case ITEM_HealthMega.m_itemid: return !(autocvar_g_overkill_100h_anyway); case ITEM_ArmorMega.m_itemid: return !(autocvar_g_overkill_100a_anyway); } return true; } MUTATOR_HOOKFUNCTION(ok, SpectateCopy) { entity spectatee = M_ARGV(0, entity); entity client = M_ARGV(1, entity); client.ammo_charge[PS(client).m_weapon.m_id] = spectatee.ammo_charge[PS(spectatee).m_weapon.m_id]; client.ok_use_ammocharge = spectatee.ok_use_ammocharge; } MUTATOR_HOOKFUNCTION(ok, SetStartItems) { WepSet ok_start_items = (WEPSET(MACHINEGUN) | WEPSET(VORTEX) | WEPSET(SHOTGUN)); if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET(RPC); } if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET(HMG); } start_items |= IT_UNLIMITED_WEAPON_AMMO; start_weapons = warmup_start_weapons = ok_start_items; } MUTATOR_HOOKFUNCTION(ok, BuildMutatorsString) { M_ARGV(0, string) = strcat(M_ARGV(0, string), ":OK"); } MUTATOR_HOOKFUNCTION(ok, BuildMutatorsPrettyString) { M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Overkill"); } MUTATOR_HOOKFUNCTION(ok, SetModname) { M_ARGV(0, string) = "Overkill"; return true; } void ok_SetCvars() { // hack to force overkill playermodels cvar_settemp("sv_defaultcharacter", "1"); 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"); 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"); 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"); } void ok_Initialize() { ok_SetCvars(); precache_all_playermodels("models/ok_player/*.dpm"); WEP_RPC.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED; WEP_HMG.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED; WEP_SHOTGUN.mdl = "ok_shotgun"; WEP_MACHINEGUN.mdl = "ok_mg"; WEP_VORTEX.mdl = "ok_sniper"; }