#include "weapons/projectile.qc" // TODO
#include "../common/animdecide.qc"
+#include "../common/casings.qc"
#include "../common/effects/effectinfo.qc"
#include "../common/mapinfo.qc"
#include "../common/movetypes/include.qc"
--- /dev/null
+#include "util.qh"
+
+#ifdef CSQC
+#include "movetypes/movetypes.qh"
+#include "../client/rubble.qh"
+#endif
+
+REGISTER_NET_TEMP(casings)
+
+#ifdef SVQC
+void SpawnCasing(vector vel, float randomvel, vector ang, vector avel, float randomavel, int casingtype, entity casingowner)
+{SELFPARAM();
+ .entity weaponentity = weaponentities[0]; // TODO: parameter
+ entity wep = self.(weaponentity);
+ vector org = self.origin + self.view_ofs + wep.spawnorigin.x * v_forward - wep.spawnorigin.y * v_right + wep.spawnorigin.z * v_up;
+
+ if (!sound_allowed(MSG_BROADCAST, casingowner))
+ casingtype |= 0x80;
+
+ WriteHeader(MSG_ALL, casings);
+ WriteByte(MSG_ALL, casingtype);
+ WriteCoord(MSG_ALL, org.x);
+ WriteCoord(MSG_ALL, org.y);
+ WriteCoord(MSG_ALL, org.z);
+ WriteShort(MSG_ALL, compressShortVector(vel)); // actually compressed velocity
+ WriteByte(MSG_ALL, ang.x * 256 / 360);
+ WriteByte(MSG_ALL, ang.y * 256 / 360);
+ WriteByte(MSG_ALL, ang.z * 256 / 360);
+}
+#endif
+
+#ifdef CSQC
+entityclass(Casing);
+class(Casing) .float alpha;
+class(Casing) .bool silent;
+class(Casing) .int state;
+class(Casing) .float cnt;
+
+void Casing_Delete()
+{SELFPARAM();
+ remove(self);
+}
+
+void Casing_Draw(entity this)
+{
+ if (self.move_flags & FL_ONGROUND)
+ {
+ self.move_angles_x = 0;
+ self.move_angles_z = 0;
+ self.flags &= ~FL_ONGROUND;
+ }
+
+ Movetype_Physics_MatchTicrate(autocvar_cl_casings_ticrate, autocvar_cl_casings_sloppy);
+ if (wasfreed(self))
+ return; // deleted by touch function
+
+ self.renderflags = 0;
+ self.alpha = bound(0, self.cnt - time, 1);
+
+ if (self.alpha < ALPHA_MIN_VISIBLE)
+ {
+ Casing_Delete();
+ self.drawmask = 0;
+ }
+}
+
+SOUND(BRASS1, W_Sound("brass1"));
+SOUND(BRASS2, W_Sound("brass2"));
+SOUND(BRASS3, W_Sound("brass3"));
+Sound SND_BRASS_RANDOM() {
+ return Sounds_from(SND_BRASS1.m_id + floor(prandom() * 3));
+}
+SOUND(CASINGS1, W_Sound("casings1"));
+SOUND(CASINGS2, W_Sound("casings2"));
+SOUND(CASINGS3, W_Sound("casings3"));
+Sound SND_CASINGS_RANDOM() {
+ return Sounds_from(SND_CASINGS1.m_id + floor(prandom() * 3));
+}
+
+void Casing_Touch()
+{SELFPARAM();
+ if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
+ {
+ Casing_Delete();
+ return;
+ }
+
+ if (!self.silent)
+ if (!trace_ent || trace_ent.solid == SOLID_BSP)
+ {
+ if (vlen(self.velocity) > 50)
+ {
+ if (time >= self.nextthink)
+ {
+ Sound s;
+ switch (self.state)
+ {
+ case 1:
+ s = SND_CASINGS_RANDOM();
+ break;
+ default:
+ s = SND_BRASS_RANDOM();
+ break;
+ }
+
+ sound (self, CH_SHOTS, s, VOL_BASE, ATTEN_LARGE);
+ }
+ }
+ }
+
+ self.nextthink = time + 0.2;
+}
+
+void Casing_Damage(float thisdmg, int hittype, vector org, vector thisforce)
+{SELFPARAM();
+ if (thisforce.z < 0)
+ thisforce.z = 0;
+ self.move_velocity = self.move_velocity + thisforce + '0 0 100';
+ self.move_flags &= ~FL_ONGROUND;
+}
+
+NET_HANDLE(casings, bool isNew)
+{
+ int _state = ReadByte();
+ vector org;
+ org_x = ReadCoord();
+ org_y = ReadCoord();
+ org_z = ReadCoord();
+ vector vel = decompressShortVector(ReadShort());
+ vector ang;
+ ang_x = ReadByte() * 360 / 256;
+ ang_y = ReadByte() * 360 / 256;
+ ang_z = ReadByte() * 360 / 256;
+ return = true;
+
+ if (!autocvar_cl_casings) return;
+
+ Casing casing = RubbleNew("casing");
+ casing.silent = (_state & 0x80);
+ casing.state = (_state & 0x7F);
+ casing.origin = org;
+ setorigin(casing, casing.origin);
+ casing.velocity = vel;
+ casing.angles = ang;
+ casing.drawmask = MASK_NORMAL;
+
+ casing.draw = Casing_Draw;
+ casing.move_origin = casing.origin;
+ casing.move_velocity = casing.velocity + 2 * prandomvec();
+ casing.move_angles = casing.angles;
+ casing.move_avelocity = '0 250 0' + 100 * prandomvec();
+ casing.move_movetype = MOVETYPE_BOUNCE;
+ casing.move_touch = Casing_Touch;
+ casing.move_time = time;
+ casing.event_damage = Casing_Damage;
+ casing.solid = SOLID_TRIGGER;
+
+ switch (casing.state)
+ {
+ case 1:
+ setmodel(casing, MDL_CASING_SHELL);
+ casing.cnt = time + autocvar_cl_casings_shell_time;
+ break;
+ default:
+ setmodel(casing, MDL_CASING_BULLET);
+ casing.cnt = time + autocvar_cl_casings_bronze_time;
+ break;
+ }
+
+ setsize(casing, '0 0 -1', '0 0 -1');
+
+ RubbleLimit("casing", autocvar_cl_casings_maxcount, Casing_Delete);
+}
+
+#endif
-#include "mutator/casings.qc"
-#include "mutator/damagetext.qc"
-#include "mutator/instagib/instagib.qc"
+#include "mutator/instagib/module.inc"
#include "mutator/itemstime.qc"
-#include "mutator/waypoints/waypointsprites.qc"
+#include "mutator/waypoints/module.inc"
+
+// completely self contained
+
+#include "mutator/damagetext/module.inc"
+#include "mutator/overkill/module.inc"
_(x, string) \
/**/
-#define MUTATOR_NEWGLOBAL(x, type) type mutator_argv_##type##_##x;
+#define MUTATOR_ARGV(x, type) MUTATOR_ARGV_##x##_##type
+#define MUTATOR_NEWGLOBAL(x, type) type MUTATOR_ARGV(x, type);
MUTATOR_TYPES(MUTATOR_NEWGLOBAL, 0)
MUTATOR_TYPES(MUTATOR_NEWGLOBAL, 1)
+++ /dev/null
-#ifdef IMPLEMENTATION
-
-#include "../../util.qh"
-
-#ifdef CSQC
-#include "../../movetypes/movetypes.qh"
-#include "../../../client/rubble.qh"
-#endif
-
-REGISTER_MUTATOR(casings, true);
-
-REGISTER_NET_TEMP(casings)
-
-#ifdef SVQC
-void SpawnCasing(vector vel, float randomvel, vector ang, vector avel, float randomavel, int casingtype, entity casingowner)
-{SELFPARAM();
- .entity weaponentity = weaponentities[0]; // TODO: parameter
- entity wep = self.(weaponentity);
- vector org = self.origin + self.view_ofs + wep.spawnorigin.x * v_forward - wep.spawnorigin.y * v_right + wep.spawnorigin.z * v_up;
-
- if (!sound_allowed(MSG_BROADCAST, casingowner))
- casingtype |= 0x80;
-
- WriteHeader(MSG_ALL, casings);
- WriteByte(MSG_ALL, casingtype);
- WriteCoord(MSG_ALL, org.x);
- WriteCoord(MSG_ALL, org.y);
- WriteCoord(MSG_ALL, org.z);
- WriteShort(MSG_ALL, compressShortVector(vel)); // actually compressed velocity
- WriteByte(MSG_ALL, ang.x * 256 / 360);
- WriteByte(MSG_ALL, ang.y * 256 / 360);
- WriteByte(MSG_ALL, ang.z * 256 / 360);
-}
-#endif
-
-#ifdef CSQC
-entityclass(Casing);
-class(Casing) .float alpha;
-class(Casing) .bool silent;
-class(Casing) .int state;
-class(Casing) .float cnt;
-
-void Casing_Delete()
-{SELFPARAM();
- remove(self);
-}
-
-void Casing_Draw(entity this)
-{
- if (self.move_flags & FL_ONGROUND)
- {
- self.move_angles_x = 0;
- self.move_angles_z = 0;
- self.flags &= ~FL_ONGROUND;
- }
-
- Movetype_Physics_MatchTicrate(autocvar_cl_casings_ticrate, autocvar_cl_casings_sloppy);
- if (wasfreed(self))
- return; // deleted by touch function
-
- self.renderflags = 0;
- self.alpha = bound(0, self.cnt - time, 1);
-
- if (self.alpha < ALPHA_MIN_VISIBLE)
- {
- Casing_Delete();
- self.drawmask = 0;
- }
-}
-
-SOUND(BRASS1, W_Sound("brass1"));
-SOUND(BRASS2, W_Sound("brass2"));
-SOUND(BRASS3, W_Sound("brass3"));
-Sound SND_BRASS_RANDOM() {
- return Sounds_from(SND_BRASS1.m_id + floor(prandom() * 3));
-}
-SOUND(CASINGS1, W_Sound("casings1"));
-SOUND(CASINGS2, W_Sound("casings2"));
-SOUND(CASINGS3, W_Sound("casings3"));
-Sound SND_CASINGS_RANDOM() {
- return Sounds_from(SND_CASINGS1.m_id + floor(prandom() * 3));
-}
-
-void Casing_Touch()
-{SELFPARAM();
- if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
- {
- Casing_Delete();
- return;
- }
-
- if (!self.silent)
- if (!trace_ent || trace_ent.solid == SOLID_BSP)
- {
- if (vlen(self.velocity) > 50)
- {
- if (time >= self.nextthink)
- {
- Sound s;
- switch (self.state)
- {
- case 1:
- s = SND_CASINGS_RANDOM();
- break;
- default:
- s = SND_BRASS_RANDOM();
- break;
- }
-
- sound (self, CH_SHOTS, s, VOL_BASE, ATTEN_LARGE);
- }
- }
- }
-
- self.nextthink = time + 0.2;
-}
-
-void Casing_Damage(float thisdmg, int hittype, vector org, vector thisforce)
-{SELFPARAM();
- if (thisforce.z < 0)
- thisforce.z = 0;
- self.move_velocity = self.move_velocity + thisforce + '0 0 100';
- self.move_flags &= ~FL_ONGROUND;
-}
-
-NET_HANDLE(casings, bool isNew)
-{
- int _state = ReadByte();
- vector org;
- org_x = ReadCoord();
- org_y = ReadCoord();
- org_z = ReadCoord();
- vector vel = decompressShortVector(ReadShort());
- vector ang;
- ang_x = ReadByte() * 360 / 256;
- ang_y = ReadByte() * 360 / 256;
- ang_z = ReadByte() * 360 / 256;
- return = true;
-
- if (!autocvar_cl_casings) return;
-
- Casing casing = RubbleNew("casing");
- casing.silent = (_state & 0x80);
- casing.state = (_state & 0x7F);
- casing.origin = org;
- setorigin(casing, casing.origin);
- casing.velocity = vel;
- casing.angles = ang;
- casing.drawmask = MASK_NORMAL;
-
- casing.draw = Casing_Draw;
- casing.move_origin = casing.origin;
- casing.move_velocity = casing.velocity + 2 * prandomvec();
- casing.move_angles = casing.angles;
- casing.move_avelocity = '0 250 0' + 100 * prandomvec();
- casing.move_movetype = MOVETYPE_BOUNCE;
- casing.move_touch = Casing_Touch;
- casing.move_time = time;
- casing.event_damage = Casing_Damage;
- casing.solid = SOLID_TRIGGER;
-
- switch (casing.state)
- {
- case 1:
- setmodel(casing, MDL_CASING_SHELL);
- casing.cnt = time + autocvar_cl_casings_shell_time;
- break;
- default:
- setmodel(casing, MDL_CASING_BULLET);
- casing.cnt = time + autocvar_cl_casings_bronze_time;
- break;
- }
-
- setsize(casing, '0 0 -1', '0 0 -1');
-
- RubbleLimit("casing", autocvar_cl_casings_maxcount, Casing_Delete);
-}
-
-#endif
-#endif
+++ /dev/null
-#ifndef MUTATOR_DAMAGETEXT_H
-#define MUTATOR_DAMAGETEXT_H
-
-#ifdef MENUQC
-#include "../../../menu/xonotic/tab.qc"
-#endif
-
-#endif
-
-#ifdef IMPLEMENTATION
-REGISTER_MUTATOR(damagetext, true);
-
-#if defined(CSQC) || defined(MENUQC)
-AUTOCVAR_SAVE(cl_damagetext, bool, false, _("Draw damage dealt. 0: disabled, 1: enabled"));
-AUTOCVAR_SAVE(cl_damagetext_format, string, "-%3$d", _("How to format the damage text. 1$ is health, 2$ is armor, 3$ is both"));
-AUTOCVAR_SAVE(cl_damagetext_color, vector, '1 1 0', _("Default damage text color"));
-AUTOCVAR_SAVE(cl_damagetext_color_per_weapon, bool, false, _("Damage text uses weapon color"));
-AUTOCVAR_SAVE(cl_damagetext_size, float, 8, _("Damage text font size"));
-AUTOCVAR_SAVE(cl_damagetext_alpha_start, float, 1, _("Damage text initial alpha"));
-AUTOCVAR_SAVE(cl_damagetext_alpha_lifetime, float, 3, _("Damage text lifetime in seconds"));
-AUTOCVAR_SAVE(cl_damagetext_velocity, vector, '0 0 20', _("Damage text move direction"));
-AUTOCVAR_SAVE(cl_damagetext_offset, vector, '0 -40 0', _("Damage text offset"));
-AUTOCVAR_SAVE(cl_damagetext_accumulate_range, float, 30, _("Damage text spawned within this range is accumulated"));
-#endif
-
-#ifdef CSQC
-CLASS(DamageText, Object)
- ATTRIB(DamageText, m_color, vector, autocvar_cl_damagetext_color)
- ATTRIB(DamageText, m_size, float, autocvar_cl_damagetext_size)
- ATTRIB(DamageText, alpha, float, autocvar_cl_damagetext_alpha_start)
- ATTRIB(DamageText, fade_rate, float, 1 / autocvar_cl_damagetext_alpha_lifetime)
- ATTRIB(DamageText, velocity, vector, autocvar_cl_damagetext_velocity)
- ATTRIB(DamageText, m_group, int, 0)
- ATTRIB(DamageText, m_damage, int, 0)
- ATTRIB(DamageText, m_armordamage, int, 0)
- ATTRIB(DamageText, m_deathtype, int, 0)
- ATTRIB(DamageText, time_prev, float, time)
-
- void DamageText_draw2d(DamageText this) {
- float dt = time - this.time_prev;
- this.time_prev = time;
- setorigin(this, this.origin + dt * this.velocity);
- this.alpha -= dt * this.fade_rate;
- if (this.alpha < 0) remove(this);
- vector pos = project_3d_to_2d(this.origin) + autocvar_cl_damagetext_offset;
- if (pos.z >= 0 && this.m_size > 0) {
- pos.z = 0;
- vector rgb = this.m_color;
- if (autocvar_cl_damagetext_color_per_weapon) {
- Weapon w = DEATH_WEAPONOF(this.m_deathtype);
- if (w != WEP_Null) rgb = w.wpcolor;
- }
- string s = sprintf(autocvar_cl_damagetext_format, this.m_damage, this.m_armordamage, this.m_damage + this.m_armordamage);
- drawcolorcodedstring2(pos, s, this.m_size * '1 1 0', rgb, this.alpha, DRAWFLAG_NORMAL);
- }
- }
- ATTRIB(DamageText, draw2d, void(DamageText), DamageText_draw2d)
-
- void DamageText_update(DamageText this, vector _origin, int _health, int _armor, int _deathtype) {
- this.m_damage = _health;
- this.m_armordamage = _armor;
- this.m_deathtype = _deathtype;
- setorigin(this, _origin);
- this.alpha = 1;
- }
-
- CONSTRUCTOR(DamageText, int _group, vector _origin, int _health, int _armor, int _deathtype) {
- CONSTRUCT(DamageText);
- this.m_group = _group;
- DamageText_update(this, _origin, _health, _armor, _deathtype);
- }
-ENDCLASS(DamageText)
-#endif
-
-REGISTER_NET_TEMP(damagetext)
-
-#ifdef SVQC
-AUTOCVAR(sv_damagetext, int, 2, _("<= 0: disabled, >= 1: spectators, >= 2: players, >= 3: all players"));
-#define SV_DAMAGETEXT_DISABLED() (autocvar_sv_damagetext <= 0 /* disabled */)
-#define SV_DAMAGETEXT_SPECTATORS_ONLY() (autocvar_sv_damagetext >= 1 /* spectators only */)
-#define SV_DAMAGETEXT_PLAYERS() (autocvar_sv_damagetext >= 2 /* players */)
-#define SV_DAMAGETEXT_ALL() (autocvar_sv_damagetext >= 3 /* all players */)
-MUTATOR_HOOKFUNCTION(damagetext, PlayerDamaged) {
- if (SV_DAMAGETEXT_DISABLED()) return;
- const entity attacker = mutator_argv_entity_0;
- const entity hit = mutator_argv_entity_1; if (hit == attacker) return;
- const int health = mutator_argv_int_0;
- const int armor = mutator_argv_int_1;
- const int deathtype = mutator_argv_int_2;
- const vector location = hit.origin;
- entity e;
- FOR_EACH_REALCLIENT(e) if (
- (SV_DAMAGETEXT_ALL()) ||
- (SV_DAMAGETEXT_PLAYERS() && e == attacker) ||
- (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_SPEC(e) && e.enemy == attacker) ||
- (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_OBSERVER(e))
- ) {
- msg_entity = e;
- WriteHeader(MSG_ONE, damagetext);
- WriteShort(MSG_ONE, health);
- WriteShort(MSG_ONE, armor);
- WriteEntity(MSG_ONE, hit);
- WriteCoord(MSG_ONE, location.x);
- WriteCoord(MSG_ONE, location.y);
- WriteCoord(MSG_ONE, location.z);
- WriteInt24_t(MSG_ONE, deathtype);
- }
-}
-#endif
-
-#ifdef CSQC
-NET_HANDLE(damagetext, bool isNew)
-{
- int health = ReadShort();
- int armor = ReadShort();
- int group = ReadShort();
- vector location = vec3(ReadCoord(), ReadCoord(), ReadCoord());
- int deathtype = ReadInt24_t();
- return = true;
- if (autocvar_cl_damagetext) {
- if (autocvar_cl_damagetext_accumulate_range) {
- for (entity e = findradius(location, autocvar_cl_damagetext_accumulate_range); e; e = e.chain) {
- if (e.instanceOfDamageText && e.m_group == group) {
- DamageText_update(e, location, e.m_damage + health, e.m_armordamage + armor, deathtype);
- return;
- }
- }
- }
- NEW(DamageText, group, location, health, armor, deathtype);
- }
-}
-#endif
-
-#ifdef MENUQC
-CLASS(XonoticDamageTextSettings, XonoticTab)
- #include "../../../menu/gamesettings.qh"
- REGISTER_SETTINGS(damagetext, NEW(XonoticDamageTextSettings));
- ATTRIB(XonoticDamageTextSettings, title, string, _("Damage text"))
- ATTRIB(XonoticDamageTextSettings, intendedWidth, float, 0.9)
- ATTRIB(XonoticDamageTextSettings, rows, float, 13)
- ATTRIB(XonoticDamageTextSettings, columns, float, 5)
- INIT(XonoticDamageTextSettings) { this.configureDialog(this); }
- METHOD(XonoticDamageTextSettings, showNotify, void(entity this)) { loadAllCvars(this); }
- METHOD(XonoticDamageTextSettings, fill, void(entity this))
- {
- this.gotoRC(this, 0, 1); this.setFirstColumn(this, this.currentColumn);
- this.TD(this, 1, 3, makeXonoticCheckBox(0, "cl_damagetext", _("Draw damage numbers")));
- this.TR(this);
- this.TD(this, 1, 1, makeXonoticTextLabel(0, _("Font size:")));
- this.TD(this, 1, 2, makeXonoticSlider(0, 50, 1, "cl_damagetext_size"));
- this.TR(this);
- this.TD(this, 1, 1, makeXonoticTextLabel(0, _("Accumulate range:")));
- this.TD(this, 1, 2, makeXonoticSlider(0, 500, 1, "cl_damagetext_accumulate_range"));
- this.TR(this);
- this.TD(this, 1, 1, makeXonoticTextLabel(0, _("Lifetime:")));
- this.TD(this, 1, 2, makeXonoticSlider(0, 10, 1, "cl_damagetext_alpha_lifetime"));
- this.TR(this);
- this.TD(this, 1, 1, makeXonoticTextLabel(0, _("Color:")));
- this.TD(this, 2, 2, makeXonoticColorpickerString("cl_damagetext_color", "cl_damagetext_color"));
- }
-ENDCLASS(XonoticDamageTextSettings)
-#endif
-#endif
--- /dev/null
+#ifndef MUTATOR_DAMAGETEXT_H
+#define MUTATOR_DAMAGETEXT_H
+
+#ifdef MENUQC
+#include "../../../../menu/xonotic/tab.qc"
+#endif
+
+#endif
+
+#ifdef IMPLEMENTATION
+REGISTER_MUTATOR(damagetext, true);
+
+#if defined(CSQC) || defined(MENUQC)
+AUTOCVAR_SAVE(cl_damagetext, bool, false, _("Draw damage dealt. 0: disabled, 1: enabled"));
+AUTOCVAR_SAVE(cl_damagetext_format, string, "-%3$d", _("How to format the damage text. 1$ is health, 2$ is armor, 3$ is both"));
+AUTOCVAR_SAVE(cl_damagetext_color, vector, '1 1 0', _("Default damage text color"));
+AUTOCVAR_SAVE(cl_damagetext_color_per_weapon, bool, false, _("Damage text uses weapon color"));
+AUTOCVAR_SAVE(cl_damagetext_size, float, 8, _("Damage text font size"));
+AUTOCVAR_SAVE(cl_damagetext_alpha_start, float, 1, _("Damage text initial alpha"));
+AUTOCVAR_SAVE(cl_damagetext_alpha_lifetime, float, 3, _("Damage text lifetime in seconds"));
+AUTOCVAR_SAVE(cl_damagetext_velocity, vector, '0 0 20', _("Damage text move direction"));
+AUTOCVAR_SAVE(cl_damagetext_offset, vector, '0 -40 0', _("Damage text offset"));
+AUTOCVAR_SAVE(cl_damagetext_accumulate_range, float, 30, _("Damage text spawned within this range is accumulated"));
+#endif
+
+#ifdef CSQC
+CLASS(DamageText, Object)
+ ATTRIB(DamageText, m_color, vector, autocvar_cl_damagetext_color)
+ ATTRIB(DamageText, m_size, float, autocvar_cl_damagetext_size)
+ ATTRIB(DamageText, alpha, float, autocvar_cl_damagetext_alpha_start)
+ ATTRIB(DamageText, fade_rate, float, 1 / autocvar_cl_damagetext_alpha_lifetime)
+ ATTRIB(DamageText, velocity, vector, autocvar_cl_damagetext_velocity)
+ ATTRIB(DamageText, m_group, int, 0)
+ ATTRIB(DamageText, m_damage, int, 0)
+ ATTRIB(DamageText, m_armordamage, int, 0)
+ ATTRIB(DamageText, m_deathtype, int, 0)
+ ATTRIB(DamageText, time_prev, float, time)
+
+ void DamageText_draw2d(DamageText this) {
+ float dt = time - this.time_prev;
+ this.time_prev = time;
+ setorigin(this, this.origin + dt * this.velocity);
+ this.alpha -= dt * this.fade_rate;
+ if (this.alpha < 0) remove(this);
+ vector pos = project_3d_to_2d(this.origin) + autocvar_cl_damagetext_offset;
+ if (pos.z >= 0 && this.m_size > 0) {
+ pos.z = 0;
+ vector rgb = this.m_color;
+ if (autocvar_cl_damagetext_color_per_weapon) {
+ Weapon w = DEATH_WEAPONOF(this.m_deathtype);
+ if (w != WEP_Null) rgb = w.wpcolor;
+ }
+ string s = sprintf(autocvar_cl_damagetext_format, this.m_damage, this.m_armordamage, this.m_damage + this.m_armordamage);
+ drawcolorcodedstring2(pos, s, this.m_size * '1 1 0', rgb, this.alpha, DRAWFLAG_NORMAL);
+ }
+ }
+ ATTRIB(DamageText, draw2d, void(DamageText), DamageText_draw2d)
+
+ void DamageText_update(DamageText this, vector _origin, int _health, int _armor, int _deathtype) {
+ this.m_damage = _health;
+ this.m_armordamage = _armor;
+ this.m_deathtype = _deathtype;
+ setorigin(this, _origin);
+ this.alpha = 1;
+ }
+
+ CONSTRUCTOR(DamageText, int _group, vector _origin, int _health, int _armor, int _deathtype) {
+ CONSTRUCT(DamageText);
+ this.m_group = _group;
+ DamageText_update(this, _origin, _health, _armor, _deathtype);
+ }
+ENDCLASS(DamageText)
+#endif
+
+REGISTER_NET_TEMP(damagetext)
+
+#ifdef SVQC
+AUTOCVAR(sv_damagetext, int, 2, _("<= 0: disabled, >= 1: spectators, >= 2: players, >= 3: all players"));
+#define SV_DAMAGETEXT_DISABLED() (autocvar_sv_damagetext <= 0 /* disabled */)
+#define SV_DAMAGETEXT_SPECTATORS_ONLY() (autocvar_sv_damagetext >= 1 /* spectators only */)
+#define SV_DAMAGETEXT_PLAYERS() (autocvar_sv_damagetext >= 2 /* players */)
+#define SV_DAMAGETEXT_ALL() (autocvar_sv_damagetext >= 3 /* all players */)
+MUTATOR_HOOKFUNCTION(damagetext, PlayerDamaged) {
+ if (SV_DAMAGETEXT_DISABLED()) return;
+ const entity attacker = MUTATOR_ARGV(0, entity);
+ const entity hit = MUTATOR_ARGV(1, entity); if (hit == attacker) return;
+ const int health = MUTATOR_ARGV(0, int);
+ const int armor = MUTATOR_ARGV(1, int);
+ const int deathtype = MUTATOR_ARGV(2, int);
+ const vector location = hit.origin;
+ entity e;
+ FOR_EACH_REALCLIENT(e) if (
+ (SV_DAMAGETEXT_ALL()) ||
+ (SV_DAMAGETEXT_PLAYERS() && e == attacker) ||
+ (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_SPEC(e) && e.enemy == attacker) ||
+ (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_OBSERVER(e))
+ ) {
+ msg_entity = e;
+ WriteHeader(MSG_ONE, damagetext);
+ WriteShort(MSG_ONE, health);
+ WriteShort(MSG_ONE, armor);
+ WriteEntity(MSG_ONE, hit);
+ WriteCoord(MSG_ONE, location.x);
+ WriteCoord(MSG_ONE, location.y);
+ WriteCoord(MSG_ONE, location.z);
+ WriteInt24_t(MSG_ONE, deathtype);
+ }
+}
+#endif
+
+#ifdef CSQC
+NET_HANDLE(damagetext, bool isNew)
+{
+ int health = ReadShort();
+ int armor = ReadShort();
+ int group = ReadShort();
+ vector location = vec3(ReadCoord(), ReadCoord(), ReadCoord());
+ int deathtype = ReadInt24_t();
+ return = true;
+ if (autocvar_cl_damagetext) {
+ if (autocvar_cl_damagetext_accumulate_range) {
+ for (entity e = findradius(location, autocvar_cl_damagetext_accumulate_range); e; e = e.chain) {
+ if (e.instanceOfDamageText && e.m_group == group) {
+ DamageText_update(e, location, e.m_damage + health, e.m_armordamage + armor, deathtype);
+ return;
+ }
+ }
+ }
+ NEW(DamageText, group, location, health, armor, deathtype);
+ }
+}
+#endif
+
+#ifdef MENUQC
+CLASS(XonoticDamageTextSettings, XonoticTab)
+ #include "../../../../menu/gamesettings.qh"
+ REGISTER_SETTINGS(damagetext, NEW(XonoticDamageTextSettings));
+ ATTRIB(XonoticDamageTextSettings, title, string, _("Damage text"))
+ ATTRIB(XonoticDamageTextSettings, intendedWidth, float, 0.9)
+ ATTRIB(XonoticDamageTextSettings, rows, float, 13)
+ ATTRIB(XonoticDamageTextSettings, columns, float, 5)
+ INIT(XonoticDamageTextSettings) { this.configureDialog(this); }
+ METHOD(XonoticDamageTextSettings, showNotify, void(entity this)) { loadAllCvars(this); }
+ METHOD(XonoticDamageTextSettings, fill, void(entity this))
+ {
+ this.gotoRC(this, 0, 1); this.setFirstColumn(this, this.currentColumn);
+ this.TD(this, 1, 3, makeXonoticCheckBox(0, "cl_damagetext", _("Draw damage numbers")));
+ this.TR(this);
+ this.TD(this, 1, 1, makeXonoticTextLabel(0, _("Font size:")));
+ this.TD(this, 1, 2, makeXonoticSlider(0, 50, 1, "cl_damagetext_size"));
+ this.TR(this);
+ this.TD(this, 1, 1, makeXonoticTextLabel(0, _("Accumulate range:")));
+ this.TD(this, 1, 2, makeXonoticSlider(0, 500, 1, "cl_damagetext_accumulate_range"));
+ this.TR(this);
+ this.TD(this, 1, 1, makeXonoticTextLabel(0, _("Lifetime:")));
+ this.TD(this, 1, 2, makeXonoticSlider(0, 10, 1, "cl_damagetext_alpha_lifetime"));
+ this.TR(this);
+ this.TD(this, 1, 1, makeXonoticTextLabel(0, _("Color:")));
+ this.TD(this, 2, 2, makeXonoticColorpickerString("cl_damagetext_color", "cl_damagetext_color"));
+ }
+ENDCLASS(XonoticDamageTextSettings)
+#endif
+#endif
--- /dev/null
+#include "damagetext.qc"
#ifdef IMPLEMENTATION
#ifdef SVQC
+int autocvar_g_instagib_ammo_drop;
+int autocvar_g_instagib_extralives;
+float autocvar_g_instagib_speed_highspeed;
+
#include "../../../../server/cl_client.qh"
#include "../../../buffs/all.qh"
--- /dev/null
+#include "instagib.qc"
--- /dev/null
+#ifndef IMPLEMENTATION
+CLASS(HeavyMachineGun, Weapon)
+/* ammotype */ ATTRIB(HeavyMachineGun, ammo_field, .int, ammo_nails)
+/* impulse */ ATTRIB(HeavyMachineGun, impulse, int, 3)
+/* flags */ ATTRIB(HeavyMachineGun, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_SUPERWEAPON);
+/* rating */ ATTRIB(HeavyMachineGun, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
+/* color */ ATTRIB(HeavyMachineGun, wpcolor, vector, '0.5 0.5 0');
+/* modelname */ ATTRIB(HeavyMachineGun, mdl, string, "ok_hmg");
+#ifndef MENUQC
+/* model */ ATTRIB(HeavyMachineGun, m_model, Model, MDL_HMG_ITEM);
+#endif
+/* crosshair */ ATTRIB(HeavyMachineGun, w_crosshair, string, "gfx/crosshairuzi");
+/* crosshair */ ATTRIB(HeavyMachineGun, w_crosshair_size, float, 0.6);
+/* wepimg */ ATTRIB(HeavyMachineGun, model2, string, "weaponhmg");
+/* refname */ ATTRIB(HeavyMachineGun, netname, string, "hmg");
+/* wepname */ ATTRIB(HeavyMachineGun, m_name, string, _("Heavy Machine Gun"));
+ENDCLASS(HeavyMachineGun)
+REGISTER_WEAPON(HMG, NEW(HeavyMachineGun));
+
+#define HMG_SETTINGS(w_cvar,w_prop) HMG_SETTINGS_LIST(w_cvar, w_prop, HMG, hmg)
+#define HMG_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, NONE, spread_min) \
+ w_cvar(id, sn, NONE, spread_max) \
+ w_cvar(id, sn, NONE, spread_add) \
+ w_cvar(id, sn, NONE, solidpenetration) \
+ w_cvar(id, sn, NONE, damage) \
+ w_cvar(id, sn, NONE, force) \
+ w_cvar(id, sn, NONE, refire) \
+ w_cvar(id, sn, NONE, ammo) \
+ w_prop(id, sn, float, reloading_ammo, reload_ammo) \
+ w_prop(id, sn, float, reloading_time, reload_time) \
+ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(id, sn, string, weaponreplace, weaponreplace) \
+ w_prop(id, sn, float, weaponstart, weaponstart) \
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
+ w_prop(id, sn, float, weaponthrowable, weaponthrowable)
+
+#ifdef SVQC
+HMG_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
+#endif
+#endif
+#ifdef IMPLEMENTATION
+#ifdef SVQC
+
+REGISTER_MUTATOR(hmg_nadesupport, true);
+MUTATOR_HOOKFUNCTION(hmg_nadesupport, Nade_Damage)
+{
+ if (MUTATOR_ARGV(0, entity) != WEP_HMG) return;
+ return = true;
+ MUTATOR_ARGV(0, float) /* damage */ = self.max_health * 0.1;
+}
+
+spawnfunc(weapon_hmg) { weapon_defaultspawnfunc(this, WEP_HMG); }
+
+void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
+{
+ if (!actor.BUTTON_ATCK)
+ {
+ w_ready(thiswep, actor, weaponentity, fire);
+ return;
+ }
+
+ Weapon w = get_weaponinfo(actor.weapon);
+ if(!w.wr_checkammo1(w))
+ if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+ {
+ W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+ w_ready(thiswep, actor, weaponentity, fire);
+ return;
+ }
+
+ W_DecreaseAmmo(WEP_HMG, self, WEP_CVAR(hmg, ammo));
+
+ W_SetupShot (actor, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(hmg, damage));
+
+ if(!autocvar_g_norecoil)
+ {
+ actor.punchangle_x = random () - 0.5;
+ actor.punchangle_y = random () - 0.5;
+ }
+
+ float hmg_spread = bound(WEP_CVAR(hmg, spread_min), WEP_CVAR(hmg, spread_min) + (WEP_CVAR(hmg, spread_add) * actor.misc_bulletcounter), WEP_CVAR(hmg, spread_max));
+ fireBullet(w_shotorg, w_shotdir, hmg_spread, WEP_CVAR(hmg, solidpenetration), WEP_CVAR(hmg, damage), WEP_CVAR(hmg, force), WEP_HMG.m_id, 0);
+
+ actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
+
+ Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+
+ W_MachineGun_MuzzleFlash();
+ W_AttachToShotorg(actor, actor.muzzle_flash, '5 0 0');
+
+ if (autocvar_g_casings >= 2) // casing code
+ SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, actor);
+
+ int slot = weaponslot(weaponentity);
+ ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(hmg, refire) * W_WeaponRateFactor();
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(hmg, refire), W_HeavyMachineGun_Attack_Auto);
+}
+
+ METHOD(HeavyMachineGun, wr_aim, void(entity thiswep))
+ {
+ if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
+ self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false);
+ else
+ self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false);
+ }
+ METHOD(HeavyMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+ {
+ if(WEP_CVAR(hmg, reload_ammo) && actor.clip_load < WEP_CVAR(hmg, ammo)) { // forced reload
+ Weapon w = get_weaponinfo(actor.weapon);
+ w.wr_reload(w);
+ } else
+ {
+ if (fire & 1)
+ if (weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
+ {
+ actor.misc_bulletcounter = 0;
+ W_HeavyMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
+ }
+ }
+ }
+ METHOD(HeavyMachineGun, wr_init, void(entity thiswep))
+ {
+ HMG_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
+ }
+ METHOD(HeavyMachineGun, wr_checkammo1, bool(entity thiswep))
+ {
+ float ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo);
+
+ if(autocvar_g_balance_hmg_reload_ammo)
+ ammo_amount += self.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
+
+ return ammo_amount;
+ }
+ METHOD(HeavyMachineGun, wr_checkammo2, bool(entity thiswep))
+ {
+ float ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo);
+
+ if(autocvar_g_balance_hmg_reload_ammo)
+ ammo_amount += self.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
+
+ return ammo_amount;
+ }
+ METHOD(HeavyMachineGun, wr_config, void(entity thiswep))
+ {
+ HMG_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
+ }
+ METHOD(HeavyMachineGun, wr_reload, void(entity thiswep))
+ {
+ W_Reload(self, WEP_CVAR(hmg, ammo), SND(RELOAD));
+ }
+ METHOD(HeavyMachineGun, wr_suicidemessage, int(entity thiswep))
+ {
+ return WEAPON_THINKING_WITH_PORTALS;
+ }
+ METHOD(HeavyMachineGun, wr_killmessage, int(entity thiswep))
+ {
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_HMG_MURDER_SNIPE;
+ else
+ return WEAPON_HMG_MURDER_SPRAY;
+ }
+
+#endif
+#ifdef CSQC
+
+ METHOD(HeavyMachineGun, wr_impacteffect, void(entity thiswep))
+ {
+ vector org2;
+ org2 = w_org + w_backoff * 2;
+ pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
+ if(!w_issilent)
+ sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
+ }
+
+#endif
+#endif
--- /dev/null
+#include "hmg.qc"
+#include "rpc.qc"
+
+#ifdef SVQC
+ #include "overkill.qc"
+#endif
--- /dev/null
+#ifdef IMPLEMENTATION
+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;
+.float ok_ammo_charge;
+
+.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;
+ }
+
+ return false;
+}
+
+MUTATOR_HOOKFUNCTION(ok, W_DecreaseAmmo)
+{
+ entity actor = MUTATOR_ARGV(0, entity);
+ if (actor.ok_use_ammocharge)
+ {
+ ok_DecreaseCharge(actor, actor.weapon);
+ return true;
+ }
+}
+
+MUTATOR_HOOKFUNCTION(ok, W_Reload)
+{
+ entity actor = MUTATOR_ARGV(0, entity);
+ return actor.ok_use_ammocharge;
+}
+
+void W_Blaster_Attack(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 = get_weaponinfo(wep);
+
+ if(wepent.weapon == 0)
+ 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 = get_weaponinfo(wep);
+
+ if(wepent.weapon == 0)
+ return; // dummy
+
+ if(ent.ok_use_ammocharge)
+ if(!ent.BUTTON_ATCK) // 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 = get_weaponinfo(wep);
+
+ if(wepent.weapon == 0)
+ return 0; // dummy
+
+ return (ent.ammo_charge[wep] >= cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname)));
+}
+
+MUTATOR_HOOKFUNCTION(ok, PlayerDamage_Calculate, CBC_ORDER_LAST)
+{
+ if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target))
+ if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
+ {
+ frag_damage = 0;
+
+ if(frag_attacker != frag_target)
+ if(frag_target.health > 0)
+ if(frag_target.frozen == 0)
+ if(frag_target.deadflag == DEAD_NO)
+ {
+ Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE);
+ frag_force = '0 0 0';
+ }
+ }
+
+ return false;
+}
+
+MUTATOR_HOOKFUNCTION(ok, PlayerDamage_SplitHealthArmor)
+{SELFPARAM();
+ if(damage_take)
+ self.ok_pauseregen_finished = max(self.ok_pauseregen_finished, time + 2);
+ return false;
+}
+
+MUTATOR_HOOKFUNCTION(ok, PlayerDies)
+{SELFPARAM();
+ entity targ = ((frag_attacker) ? frag_attacker : frag_target);
+
+ if(IS_MONSTER(self))
+ {
+ remove(other); // remove default item
+ other = world;
+ }
+
+ setself(new(droppedweapon)); // hax
+ self.ok_item = true;
+ self.noalign = true;
+ self.pickup_anyway = true;
+ spawnfunc_item_armor_small(this);
+ self.movetype = MOVETYPE_TOSS;
+ self.gravity = 1;
+ self.reset = SUB_Remove;
+ setorigin(self, frag_target.origin + '0 0 32');
+ self.velocity = '0 0 200' + normalize(targ.origin - self.origin) * 500;
+ SUB_SetFade(self, time + 5, 1);
+ setself(this);
+
+ self.ok_lastwep = self.switchweapon;
+
+ return false;
+}
+MUTATOR_HOOKFUNCTION(ok, MonsterDropItem) { ok_PlayerDies(); }
+
+MUTATOR_HOOKFUNCTION(ok, PlayerRegen)
+{SELFPARAM();
+ // overkill's values are different, so use custom regen
+ if(!self.frozen)
+ {
+ self.armorvalue = CalcRotRegen(self.armorvalue, autocvar_g_balance_armor_regenstable, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, 1 * frametime * (time > self.ok_pauseregen_finished), 0, 0, 1, 1 * frametime * (time > self.pauserotarmor_finished), autocvar_g_balance_armor_limit);
+ self.health = CalcRotRegen(self.health, autocvar_g_balance_health_regenstable, 0, 100, 1 * frametime * (time > self.ok_pauseregen_finished), 200, 0, autocvar_g_balance_health_rotlinear, 1 * frametime * (time > self.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;
+
+ self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > self.pauseregen_finished) * ((self.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > self.pauserotfuel_finished), limitf);
+ }
+ return true; // return true anyway, as frozen uses no regen
+}
+
+MUTATOR_HOOKFUNCTION(ok, ForbidThrowCurrentWeapon)
+{
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
+{SELFPARAM();
+ if(intermission_running || gameover)
+ return false;
+
+ if(self.deadflag != DEAD_NO || !IS_PLAYER(self) || self.frozen)
+ return false;
+
+ if(self.ok_lastwep)
+ {
+ self.switchweapon = self.ok_lastwep;
+ self.ok_lastwep = 0;
+ }
+
+ ok_IncreaseCharge(self, self.weapon);
+
+ if(self.BUTTON_ATCK2)
+ if(!forbidWeaponUse(self) || self.weapon_blocked) // allow if weapon is blocked
+ if(time >= self.jump_interval)
+ {
+ self.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor();
+ makevectors(self.v_angle);
+
+ int oldwep = self.weapon;
+ self.weapon = WEP_BLASTER.m_id;
+ W_Blaster_Attack(
+ self,
+ 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)
+ );
+ self.weapon = oldwep;
+ }
+
+ self.weapon_blocked = false;
+
+ self.ok_ammo_charge = self.ammo_charge[self.weapon];
+
+ if(self.ok_use_ammocharge)
+ if(!ok_CheckWeaponCharge(self, self.weapon))
+ {
+ if(autocvar_g_overkill_ammo_charge_notice && time > self.ok_notice_time && self.BUTTON_ATCK && IS_REAL_CLIENT(self) && self.weapon == self.switchweapon)
+ {
+ //Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_OVERKILL_CHARGE);
+ self.ok_notice_time = time + 2;
+ play2(self, SND(DRYFIRE));
+ }
+ Weapon wpn = get_weaponinfo(self.weapon);
+ .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+ if(self.(weaponentity).state != WS_CLEAR)
+ w_ready(wpn, self, weaponentity, (self.BUTTON_ATCK ? 1 : 0) | (self.BUTTON_ATCK2 ? 2 : 0));
+
+ self.weapon_blocked = true;
+ }
+
+ self.BUTTON_ATCK2 = 0;
+
+ return false;
+}
+
+MUTATOR_HOOKFUNCTION(ok, PlayerSpawn)
+{SELFPARAM();
+ if(autocvar_g_overkill_ammo_charge)
+ {
+ for(int i = WEP_FIRST; i <= WEP_LAST; ++i)
+ self.ammo_charge[i] = autocvar_g_overkill_ammo_charge_limit;
+
+ self.ok_use_ammocharge = 1;
+ self.ok_notice_time = time;
+ }
+ else
+ self.ok_use_ammocharge = 0;
+
+ self.ok_pauseregen_finished = time + 2;
+
+ return false;
+}
+
+void _spawnfunc_weapon_hmg() { SELFPARAM(); spawnfunc_weapon_hmg(this); }
+void _spawnfunc_weapon_rpc() { SELFPARAM(); spawnfunc_weapon_rpc(this); }
+
+MUTATOR_HOOKFUNCTION(ok, OnEntityPreSpawn)
+{SELFPARAM();
+ if(autocvar_g_powerups)
+ if(autocvar_g_overkill_powerups_replace)
+ {
+ if(self.classname == "item_strength")
+ {
+ entity wep = new(weapon_hmg);
+ setorigin(wep, self.origin);
+ setmodel(wep, MDL_OK_HMG);
+ wep.ok_item = true;
+ wep.noalign = self.noalign;
+ wep.cnt = self.cnt;
+ wep.team = self.team;
+ wep.respawntime = autocvar_g_overkill_superguns_respawn_time;
+ wep.pickup_anyway = true;
+ wep.think = _spawnfunc_weapon_hmg;
+ wep.nextthink = time + 0.1;
+ return true;
+ }
+
+ if(self.classname == "item_invincible")
+ {
+ entity wep = new(weapon_rpc);
+ setorigin(wep, self.origin);
+ setmodel(wep, MDL_OK_RPC);
+ wep.ok_item = true;
+ wep.noalign = self.noalign;
+ wep.cnt = self.cnt;
+ wep.team = self.team;
+ wep.respawntime = autocvar_g_overkill_superguns_respawn_time;
+ wep.pickup_anyway = true;
+ wep.think = _spawnfunc_weapon_rpc;
+ wep.nextthink = time + 0.1;
+ return true;
+ }
+ }
+
+ return false;
+}
+
+MUTATOR_HOOKFUNCTION(ok, FilterItem)
+{SELFPARAM();
+ if(self.ok_item)
+ return false;
+
+ switch(self.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)
+{SELFPARAM();
+ self.ammo_charge[self.weapon] = other.ammo_charge[other.weapon];
+ self.ok_use_ammocharge = other.ok_use_ammocharge;
+
+ return false;
+}
+
+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;
+
+ return false;
+}
+
+MUTATOR_HOOKFUNCTION(ok, BuildMutatorsString)
+{
+ ret_string = strcat(ret_string, ":OK");
+ return false;
+}
+
+MUTATOR_HOOKFUNCTION(ok, BuildMutatorsPrettyString)
+{
+ ret_string = strcat(ret_string, ", Overkill");
+ return false;
+}
+
+MUTATOR_HOOKFUNCTION(ok, SetModname)
+{
+ modname = "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");
+
+ addstat(STAT_OK_AMMO_CHARGE, AS_FLOAT, ok_use_ammocharge);
+ addstat(STAT_OK_AMMO_CHARGEPOOL, AS_FLOAT, ok_ammo_charge);
+
+ 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";
+}
+#endif
--- /dev/null
+#ifndef IMPLEMENTATION
+CLASS(RocketPropelledChainsaw, Weapon)
+/* ammotype */ ATTRIB(RocketPropelledChainsaw, ammo_field, .int, ammo_rockets)
+/* impulse */ ATTRIB(RocketPropelledChainsaw, impulse, int, 7)
+/* flags */ ATTRIB(RocketPropelledChainsaw, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH | WEP_FLAG_SUPERWEAPON);
+/* rating */ ATTRIB(RocketPropelledChainsaw, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
+/* color */ ATTRIB(RocketPropelledChainsaw, wpcolor, vector, '0.5 0.5 0');
+/* modelname */ ATTRIB(RocketPropelledChainsaw, mdl, string, "ok_rl");
+#ifndef MENUQC
+/* model */ ATTRIB(RocketPropelledChainsaw, m_model, Model, MDL_RPC_ITEM);
+#endif
+/* crosshair */ ATTRIB(RocketPropelledChainsaw, w_crosshair, string, "gfx/crosshairrocketlauncher");
+/* crosshair */ ATTRIB(RocketPropelledChainsaw, w_crosshair_size, float, 0.6);
+/* wepimg */ ATTRIB(RocketPropelledChainsaw, model2, string, "weaponrpc");
+/* refname */ ATTRIB(RocketPropelledChainsaw, netname, string, "rpc");
+/* wepname */ ATTRIB(RocketPropelledChainsaw, m_name, string, _("Rocket Propelled Chainsaw"));
+ENDCLASS(RocketPropelledChainsaw)
+REGISTER_WEAPON(RPC, NEW(RocketPropelledChainsaw));
+
+#define RPC_SETTINGS(w_cvar,w_prop) RPC_SETTINGS_LIST(w_cvar, w_prop, RPC, rpc)
+#define RPC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, NONE, ammo) \
+ w_cvar(id, sn, NONE, animtime) \
+ w_cvar(id, sn, NONE, damage) \
+ w_cvar(id, sn, NONE, damage2) \
+ w_cvar(id, sn, NONE, damageforcescale) \
+ w_cvar(id, sn, NONE, edgedamage) \
+ w_cvar(id, sn, NONE, force) \
+ w_cvar(id, sn, NONE, health) \
+ w_cvar(id, sn, NONE, lifetime) \
+ w_cvar(id, sn, NONE, radius) \
+ w_cvar(id, sn, NONE, refire) \
+ w_cvar(id, sn, NONE, speed) \
+ w_cvar(id, sn, NONE, speedaccel) \
+ w_prop(id, sn, float, reloading_ammo, reload_ammo) \
+ w_prop(id, sn, float, reloading_time, reload_time) \
+ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(id, sn, string, weaponreplace, weaponreplace) \
+ w_prop(id, sn, float, weaponstart, weaponstart) \
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
+ w_prop(id, sn, float, weaponthrowable, weaponthrowable)
+
+#ifdef SVQC
+RPC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
+#endif
+#endif
+#ifdef IMPLEMENTATION
+#ifdef SVQC
+spawnfunc(weapon_rpc) { weapon_defaultspawnfunc(this, WEP_RPC); }
+
+void W_RocketPropelledChainsaw_Explode()
+{SELFPARAM();
+ self.event_damage = func_null;
+ self.takedamage = DAMAGE_NO;
+
+ RadiusDamage (self, self.realowner, WEP_CVAR(rpc, damage), WEP_CVAR(rpc, edgedamage), WEP_CVAR(rpc, radius), world, world, WEP_CVAR(rpc, force), self.projectiledeathtype, other);
+
+ remove (self);
+}
+
+void W_RocketPropelledChainsaw_Touch (void)
+{SELFPARAM();
+ if(WarpZone_Projectile_Touch())
+ if(wasfreed(self))
+ return;
+
+ W_RocketPropelledChainsaw_Explode();
+}
+
+void W_RocketPropelledChainsaw_Damage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{SELFPARAM();
+ if (self.health <= 0)
+ return;
+
+ if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+ return; // g_projectiles_damage says to halt
+
+ self.health = self.health - damage;
+
+ if (self.health <= 0)
+ W_PrepareExplosionByDamage(attacker, W_RocketPropelledChainsaw_Explode);
+}
+
+void W_RocketPropelledChainsaw_Think()
+{SELFPARAM();
+ if(self.cnt <= time)
+ {
+ remove(self);
+ return;
+ }
+
+ self.cnt = vlen(self.velocity);
+ self.wait = self.cnt * sys_frametime;
+ self.pos1 = normalize(self.velocity);
+
+ tracebox(self.origin, self.mins, self.maxs, self.origin + self.pos1 * (2 * self.wait), MOVE_NORMAL, self);
+ if(IS_PLAYER(trace_ent))
+ Damage (trace_ent, self, self.realowner, WEP_CVAR(rpc, damage2), self.projectiledeathtype, self.origin, normalize(self.origin - other.origin) * WEP_CVAR(rpc, force));
+
+ self.velocity = self.pos1 * (self.cnt + (WEP_CVAR(rpc, speedaccel) * sys_frametime));
+
+ UpdateCSQCProjectile(self);
+ self.nextthink = time;
+}
+
+void W_RocketPropelledChainsaw_Attack (Weapon thiswep)
+{SELFPARAM();
+ entity missile = spawn(); //WarpZone_RefSys_SpawnSameRefSys(self);
+ entity flash = spawn ();
+
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR(rpc, ammo));
+ W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', false, 5, SND(ROCKET_FIRE), CH_WEAPON_A, WEP_CVAR(rpc, damage));
+ Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+ PROJECTILE_MAKETRIGGER(missile);
+
+ missile.owner = missile.realowner = self;
+ missile.bot_dodge = true;
+ missile.bot_dodgerating = WEP_CVAR(rpc, damage) * 2;
+
+ missile.takedamage = DAMAGE_YES;
+ missile.damageforcescale = WEP_CVAR(rpc, damageforcescale);
+ missile.health = WEP_CVAR(rpc, health);
+ missile.event_damage = W_RocketPropelledChainsaw_Damage;
+ missile.damagedbycontents = true;
+ missile.movetype = MOVETYPE_FLY;
+
+ missile.projectiledeathtype = WEP_RPC.m_id;
+ setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
+
+ setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
+ W_SetupProjVelocity_Basic(missile, WEP_CVAR(rpc, speed), 0);
+
+ missile.touch = W_RocketPropelledChainsaw_Touch;
+
+ missile.think = W_RocketPropelledChainsaw_Think;
+ missile.cnt = time + WEP_CVAR(rpc, lifetime);
+ missile.nextthink = time;
+ missile.flags = FL_PROJECTILE;
+
+ CSQCProjectile(missile, true, PROJECTILE_RPC, false);
+
+ setmodel(flash, MDL_RPC_MUZZLEFLASH); // precision set below
+ SUB_SetFade (flash, time, 0.1);
+ flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
+ W_AttachToShotorg(self, flash, '5 0 0');
+ missile.pos1 = missile.velocity;
+
+ MUTATOR_CALLHOOK(EditProjectile, self, missile);
+}
+
+ METHOD(RocketPropelledChainsaw, wr_aim, void(entity thiswep))
+ {
+ self.BUTTON_ATCK = bot_aim(WEP_CVAR(rpc, speed), 0, WEP_CVAR(rpc, lifetime), false);
+ }
+ METHOD(RocketPropelledChainsaw, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+ {
+ if(WEP_CVAR(rpc, reload_ammo) && actor.clip_load < WEP_CVAR(rpc, ammo)) {
+ Weapon w = get_weaponinfo(actor.weapon);
+ w.wr_reload(w);
+ } else
+ {
+ if (fire & 1)
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(rpc, refire)))
+ {
+ W_RocketPropelledChainsaw_Attack(thiswep);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(rpc, animtime), w_ready);
+ }
+ }
+
+ if (fire & 2)
+ {
+ // to-do
+ }
+ }
+ }
+ METHOD(RocketPropelledChainsaw, wr_init, void(entity thiswep))
+ {
+ RPC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
+ }
+ METHOD(RocketPropelledChainsaw, wr_checkammo1, bool(entity thiswep))
+ {
+ float ammo_amount = self.WEP_AMMO(RPC) >= WEP_CVAR(rpc, ammo);
+ ammo_amount += self.(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR(rpc, ammo);
+ return ammo_amount;
+ }
+ METHOD(RocketPropelledChainsaw, wr_checkammo2, bool(entity thiswep))
+ {
+ return false;
+ }
+ METHOD(RocketPropelledChainsaw, wr_config, void(entity thiswep))
+ {
+ RPC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
+ }
+ METHOD(RocketPropelledChainsaw, wr_reload, void(entity thiswep))
+ {
+ W_Reload(self, WEP_CVAR(rpc, ammo), SND(RELOAD));
+ }
+ METHOD(RocketPropelledChainsaw, wr_suicidemessage, int(entity thiswep))
+ {
+ if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
+ return WEAPON_RPC_SUICIDE_SPLASH;
+ else
+ return WEAPON_RPC_SUICIDE_DIRECT;
+ }
+ METHOD(RocketPropelledChainsaw, wr_killmessage, int(entity thiswep))
+ {
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_BLASTER_MURDER;
+ else if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
+ return WEAPON_RPC_MURDER_SPLASH;
+ else
+ return WEAPON_RPC_MURDER_DIRECT;
+ }
+
+#endif
+
+#ifdef CSQC
+
+ METHOD(RocketPropelledChainsaw, wr_impacteffect, void(entity thiswep))
+ {
+ vector org2;
+ org2 = w_org + w_backoff * 12;
+ pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
+ if(!w_issilent)
+ sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
+ }
+
+#endif
+#endif
--- /dev/null
+#include "waypointsprites.qc"
#include "weapon/seeker.qc"
#include "weapon/shockwave.qc"
#include "weapon/arc.qc"
-#include "weapon/hmg.qc"
-#include "weapon/rpc.qc"
+++ /dev/null
-#ifndef IMPLEMENTATION
-CLASS(HeavyMachineGun, Weapon)
-/* ammotype */ ATTRIB(HeavyMachineGun, ammo_field, .int, ammo_nails)
-/* impulse */ ATTRIB(HeavyMachineGun, impulse, int, 3)
-/* flags */ ATTRIB(HeavyMachineGun, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_SUPERWEAPON);
-/* rating */ ATTRIB(HeavyMachineGun, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
-/* color */ ATTRIB(HeavyMachineGun, wpcolor, vector, '0.5 0.5 0');
-/* modelname */ ATTRIB(HeavyMachineGun, mdl, string, "ok_hmg");
-#ifndef MENUQC
-/* model */ ATTRIB(HeavyMachineGun, m_model, Model, MDL_HMG_ITEM);
-#endif
-/* crosshair */ ATTRIB(HeavyMachineGun, w_crosshair, string, "gfx/crosshairuzi");
-/* crosshair */ ATTRIB(HeavyMachineGun, w_crosshair_size, float, 0.6);
-/* wepimg */ ATTRIB(HeavyMachineGun, model2, string, "weaponhmg");
-/* refname */ ATTRIB(HeavyMachineGun, netname, string, "hmg");
-/* wepname */ ATTRIB(HeavyMachineGun, m_name, string, _("Heavy Machine Gun"));
-ENDCLASS(HeavyMachineGun)
-REGISTER_WEAPON(HMG, NEW(HeavyMachineGun));
-
-#define HMG_SETTINGS(w_cvar,w_prop) HMG_SETTINGS_LIST(w_cvar, w_prop, HMG, hmg)
-#define HMG_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
- w_cvar(id, sn, NONE, spread_min) \
- w_cvar(id, sn, NONE, spread_max) \
- w_cvar(id, sn, NONE, spread_add) \
- w_cvar(id, sn, NONE, solidpenetration) \
- w_cvar(id, sn, NONE, damage) \
- w_cvar(id, sn, NONE, force) \
- w_cvar(id, sn, NONE, refire) \
- w_cvar(id, sn, NONE, ammo) \
- w_prop(id, sn, float, reloading_ammo, reload_ammo) \
- w_prop(id, sn, float, reloading_time, reload_time) \
- w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
- w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
- w_prop(id, sn, string, weaponreplace, weaponreplace) \
- w_prop(id, sn, float, weaponstart, weaponstart) \
- w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
- w_prop(id, sn, float, weaponthrowable, weaponthrowable)
-
-#ifdef SVQC
-HMG_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
-#endif
-#endif
-#ifdef IMPLEMENTATION
-#ifdef SVQC
-
-spawnfunc(weapon_hmg) { weapon_defaultspawnfunc(this, WEP_HMG); }
-
-void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
-{
- if (!actor.BUTTON_ATCK)
- {
- w_ready(thiswep, actor, weaponentity, fire);
- return;
- }
-
- Weapon w = get_weaponinfo(actor.weapon);
- if(!w.wr_checkammo1(w))
- if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
- {
- W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
- w_ready(thiswep, actor, weaponentity, fire);
- return;
- }
-
- W_DecreaseAmmo(WEP_HMG, self, WEP_CVAR(hmg, ammo));
-
- W_SetupShot (actor, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(hmg, damage));
-
- if(!autocvar_g_norecoil)
- {
- actor.punchangle_x = random () - 0.5;
- actor.punchangle_y = random () - 0.5;
- }
-
- float hmg_spread = bound(WEP_CVAR(hmg, spread_min), WEP_CVAR(hmg, spread_min) + (WEP_CVAR(hmg, spread_add) * actor.misc_bulletcounter), WEP_CVAR(hmg, spread_max));
- fireBullet(w_shotorg, w_shotdir, hmg_spread, WEP_CVAR(hmg, solidpenetration), WEP_CVAR(hmg, damage), WEP_CVAR(hmg, force), WEP_HMG.m_id, 0);
-
- actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
-
- Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
-
- W_MachineGun_MuzzleFlash();
- W_AttachToShotorg(actor, actor.muzzle_flash, '5 0 0');
-
- if (autocvar_g_casings >= 2) // casing code
- SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, actor);
-
- int slot = weaponslot(weaponentity);
- ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(hmg, refire) * W_WeaponRateFactor();
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(hmg, refire), W_HeavyMachineGun_Attack_Auto);
-}
-
- METHOD(HeavyMachineGun, wr_aim, void(entity thiswep))
- {
- if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
- self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false);
- else
- self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false);
- }
- METHOD(HeavyMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
- {
- if(WEP_CVAR(hmg, reload_ammo) && actor.clip_load < WEP_CVAR(hmg, ammo)) { // forced reload
- Weapon w = get_weaponinfo(actor.weapon);
- w.wr_reload(w);
- } else
- {
- if (fire & 1)
- if (weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
- {
- actor.misc_bulletcounter = 0;
- W_HeavyMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
- }
- }
- }
- METHOD(HeavyMachineGun, wr_init, void(entity thiswep))
- {
- HMG_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- }
- METHOD(HeavyMachineGun, wr_checkammo1, bool(entity thiswep))
- {
- float ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo);
-
- if(autocvar_g_balance_hmg_reload_ammo)
- ammo_amount += self.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
-
- return ammo_amount;
- }
- METHOD(HeavyMachineGun, wr_checkammo2, bool(entity thiswep))
- {
- float ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo);
-
- if(autocvar_g_balance_hmg_reload_ammo)
- ammo_amount += self.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
-
- return ammo_amount;
- }
- METHOD(HeavyMachineGun, wr_config, void(entity thiswep))
- {
- HMG_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- }
- METHOD(HeavyMachineGun, wr_reload, void(entity thiswep))
- {
- W_Reload(self, WEP_CVAR(hmg, ammo), SND(RELOAD));
- }
- METHOD(HeavyMachineGun, wr_suicidemessage, int(entity thiswep))
- {
- return WEAPON_THINKING_WITH_PORTALS;
- }
- METHOD(HeavyMachineGun, wr_killmessage, int(entity thiswep))
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_HMG_MURDER_SNIPE;
- else
- return WEAPON_HMG_MURDER_SPRAY;
- }
-
-#endif
-#ifdef CSQC
-
- METHOD(HeavyMachineGun, wr_impacteffect, void(entity thiswep))
- {
- vector org2;
- org2 = w_org + w_backoff * 2;
- pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
- if(!w_issilent)
- sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
- }
-
-#endif
-#endif
+++ /dev/null
-#ifndef IMPLEMENTATION
-CLASS(RocketPropelledChainsaw, Weapon)
-/* ammotype */ ATTRIB(RocketPropelledChainsaw, ammo_field, .int, ammo_rockets)
-/* impulse */ ATTRIB(RocketPropelledChainsaw, impulse, int, 7)
-/* flags */ ATTRIB(RocketPropelledChainsaw, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH | WEP_FLAG_SUPERWEAPON);
-/* rating */ ATTRIB(RocketPropelledChainsaw, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
-/* color */ ATTRIB(RocketPropelledChainsaw, wpcolor, vector, '0.5 0.5 0');
-/* modelname */ ATTRIB(RocketPropelledChainsaw, mdl, string, "ok_rl");
-#ifndef MENUQC
-/* model */ ATTRIB(RocketPropelledChainsaw, m_model, Model, MDL_RPC_ITEM);
-#endif
-/* crosshair */ ATTRIB(RocketPropelledChainsaw, w_crosshair, string, "gfx/crosshairrocketlauncher");
-/* crosshair */ ATTRIB(RocketPropelledChainsaw, w_crosshair_size, float, 0.6);
-/* wepimg */ ATTRIB(RocketPropelledChainsaw, model2, string, "weaponrpc");
-/* refname */ ATTRIB(RocketPropelledChainsaw, netname, string, "rpc");
-/* wepname */ ATTRIB(RocketPropelledChainsaw, m_name, string, _("Rocket Propelled Chainsaw"));
-ENDCLASS(RocketPropelledChainsaw)
-REGISTER_WEAPON(RPC, NEW(RocketPropelledChainsaw));
-
-#define RPC_SETTINGS(w_cvar,w_prop) RPC_SETTINGS_LIST(w_cvar, w_prop, RPC, rpc)
-#define RPC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
- w_cvar(id, sn, NONE, ammo) \
- w_cvar(id, sn, NONE, animtime) \
- w_cvar(id, sn, NONE, damage) \
- w_cvar(id, sn, NONE, damage2) \
- w_cvar(id, sn, NONE, damageforcescale) \
- w_cvar(id, sn, NONE, edgedamage) \
- w_cvar(id, sn, NONE, force) \
- w_cvar(id, sn, NONE, health) \
- w_cvar(id, sn, NONE, lifetime) \
- w_cvar(id, sn, NONE, radius) \
- w_cvar(id, sn, NONE, refire) \
- w_cvar(id, sn, NONE, speed) \
- w_cvar(id, sn, NONE, speedaccel) \
- w_prop(id, sn, float, reloading_ammo, reload_ammo) \
- w_prop(id, sn, float, reloading_time, reload_time) \
- w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
- w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
- w_prop(id, sn, string, weaponreplace, weaponreplace) \
- w_prop(id, sn, float, weaponstart, weaponstart) \
- w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
- w_prop(id, sn, float, weaponthrowable, weaponthrowable)
-
-#ifdef SVQC
-RPC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
-#endif
-#endif
-#ifdef IMPLEMENTATION
-#ifdef SVQC
-spawnfunc(weapon_rpc) { weapon_defaultspawnfunc(this, WEP_RPC); }
-
-void W_RocketPropelledChainsaw_Explode()
-{SELFPARAM();
- self.event_damage = func_null;
- self.takedamage = DAMAGE_NO;
-
- RadiusDamage (self, self.realowner, WEP_CVAR(rpc, damage), WEP_CVAR(rpc, edgedamage), WEP_CVAR(rpc, radius), world, world, WEP_CVAR(rpc, force), self.projectiledeathtype, other);
-
- remove (self);
-}
-
-void W_RocketPropelledChainsaw_Touch (void)
-{SELFPARAM();
- if(WarpZone_Projectile_Touch())
- if(wasfreed(self))
- return;
-
- W_RocketPropelledChainsaw_Explode();
-}
-
-void W_RocketPropelledChainsaw_Damage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{SELFPARAM();
- if (self.health <= 0)
- return;
-
- if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
- return; // g_projectiles_damage says to halt
-
- self.health = self.health - damage;
-
- if (self.health <= 0)
- W_PrepareExplosionByDamage(attacker, W_RocketPropelledChainsaw_Explode);
-}
-
-void W_RocketPropelledChainsaw_Think()
-{SELFPARAM();
- if(self.cnt <= time)
- {
- remove(self);
- return;
- }
-
- self.cnt = vlen(self.velocity);
- self.wait = self.cnt * sys_frametime;
- self.pos1 = normalize(self.velocity);
-
- tracebox(self.origin, self.mins, self.maxs, self.origin + self.pos1 * (2 * self.wait), MOVE_NORMAL, self);
- if(IS_PLAYER(trace_ent))
- Damage (trace_ent, self, self.realowner, WEP_CVAR(rpc, damage2), self.projectiledeathtype, self.origin, normalize(self.origin - other.origin) * WEP_CVAR(rpc, force));
-
- self.velocity = self.pos1 * (self.cnt + (WEP_CVAR(rpc, speedaccel) * sys_frametime));
-
- UpdateCSQCProjectile(self);
- self.nextthink = time;
-}
-
-void W_RocketPropelledChainsaw_Attack (Weapon thiswep)
-{SELFPARAM();
- entity missile = spawn(); //WarpZone_RefSys_SpawnSameRefSys(self);
- entity flash = spawn ();
-
- W_DecreaseAmmo(thiswep, self, WEP_CVAR(rpc, ammo));
- W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', false, 5, SND(ROCKET_FIRE), CH_WEAPON_A, WEP_CVAR(rpc, damage));
- Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
- PROJECTILE_MAKETRIGGER(missile);
-
- missile.owner = missile.realowner = self;
- missile.bot_dodge = true;
- missile.bot_dodgerating = WEP_CVAR(rpc, damage) * 2;
-
- missile.takedamage = DAMAGE_YES;
- missile.damageforcescale = WEP_CVAR(rpc, damageforcescale);
- missile.health = WEP_CVAR(rpc, health);
- missile.event_damage = W_RocketPropelledChainsaw_Damage;
- missile.damagedbycontents = true;
- missile.movetype = MOVETYPE_FLY;
-
- missile.projectiledeathtype = WEP_RPC.m_id;
- setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
-
- setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
- W_SetupProjVelocity_Basic(missile, WEP_CVAR(rpc, speed), 0);
-
- missile.touch = W_RocketPropelledChainsaw_Touch;
-
- missile.think = W_RocketPropelledChainsaw_Think;
- missile.cnt = time + WEP_CVAR(rpc, lifetime);
- missile.nextthink = time;
- missile.flags = FL_PROJECTILE;
-
- CSQCProjectile(missile, true, PROJECTILE_RPC, false);
-
- setmodel(flash, MDL_RPC_MUZZLEFLASH); // precision set below
- SUB_SetFade (flash, time, 0.1);
- flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
- W_AttachToShotorg(self, flash, '5 0 0');
- missile.pos1 = missile.velocity;
-
- MUTATOR_CALLHOOK(EditProjectile, self, missile);
-}
-
- METHOD(RocketPropelledChainsaw, wr_aim, void(entity thiswep))
- {
- self.BUTTON_ATCK = bot_aim(WEP_CVAR(rpc, speed), 0, WEP_CVAR(rpc, lifetime), false);
- }
- METHOD(RocketPropelledChainsaw, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
- {
- if(WEP_CVAR(rpc, reload_ammo) && actor.clip_load < WEP_CVAR(rpc, ammo)) {
- Weapon w = get_weaponinfo(actor.weapon);
- w.wr_reload(w);
- } else
- {
- if (fire & 1)
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(rpc, refire)))
- {
- W_RocketPropelledChainsaw_Attack(thiswep);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(rpc, animtime), w_ready);
- }
- }
-
- if (fire & 2)
- {
- // to-do
- }
- }
- }
- METHOD(RocketPropelledChainsaw, wr_init, void(entity thiswep))
- {
- RPC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- }
- METHOD(RocketPropelledChainsaw, wr_checkammo1, bool(entity thiswep))
- {
- float ammo_amount = self.WEP_AMMO(RPC) >= WEP_CVAR(rpc, ammo);
- ammo_amount += self.(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR(rpc, ammo);
- return ammo_amount;
- }
- METHOD(RocketPropelledChainsaw, wr_checkammo2, bool(entity thiswep))
- {
- return false;
- }
- METHOD(RocketPropelledChainsaw, wr_config, void(entity thiswep))
- {
- RPC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- }
- METHOD(RocketPropelledChainsaw, wr_reload, void(entity thiswep))
- {
- W_Reload(self, WEP_CVAR(rpc, ammo), SND(RELOAD));
- }
- METHOD(RocketPropelledChainsaw, wr_suicidemessage, int(entity thiswep))
- {
- if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
- return WEAPON_RPC_SUICIDE_SPLASH;
- else
- return WEAPON_RPC_SUICIDE_DIRECT;
- }
- METHOD(RocketPropelledChainsaw, wr_killmessage, int(entity thiswep))
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_BLASTER_MURDER;
- else if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
- return WEAPON_RPC_MURDER_SPLASH;
- else
- return WEAPON_RPC_MURDER_DIRECT;
- }
-
-#endif
-
-#ifdef CSQC
-
- METHOD(RocketPropelledChainsaw, wr_impacteffect, void(entity thiswep))
- {
- vector org2;
- org2 = w_org + w_backoff * 12;
- pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
- if(!w_issilent)
- sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
- }
-
-#endif
-#endif
float autocvar_g_maxspeed;
float autocvar_g_midair_shieldtime;
#define autocvar_g_instagib cvar("g_instagib")
-int autocvar_g_instagib_ammo_drop;
-int autocvar_g_instagib_extralives;
-float autocvar_g_instagib_speed_highspeed;
float autocvar_g_instagib_invis_alpha;
bool autocvar_g_instagib_damagedbycontents = true;
bool autocvar_g_instagib_blaster_keepdamage = false;
float autocvar_g_campcheck_distance;
float autocvar_g_campcheck_interval;
bool autocvar_g_jump_grunt;
-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;
float autocvar_g_spawn_near_teammate_distance;
int autocvar_g_spawn_near_teammate_ignore_spawnpoint;
float autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
#include "mutator/mutator_nades.qc"
#include "mutator/mutator_new_toys.qc"
#include "mutator/mutator_nix.qc"
-#include "mutator/mutator_overkill.qc"
#include "mutator/mutator_physical_items.qc"
#include "mutator/mutator_pinata.qc"
#include "mutator/mutator_random_gravity.qc"
* Called when a player is damaged
*/
#define EV_PlayerDamaged(i, o) \
- /** attacker */ i(entity, mutator_argv_entity_0) \
- /** target */ i(entity, mutator_argv_entity_1) \
- /** health */ i(int, mutator_argv_int_0) \
- /** armor */ i(int, mutator_argv_int_1) \
- /** location */ i(vector, mutator_argv_vector_0) \
- /** deathtype */ i(int, mutator_argv_int_2) \
+ /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** target */ i(entity, MUTATOR_ARGV_1_entity) \
+ /** health */ i(int, MUTATOR_ARGV_0_int) \
+ /** armor */ i(int, MUTATOR_ARGV_1_int) \
+ /** location */ i(vector, MUTATOR_ARGV_0_vector) \
+ /** deathtype */ i(int, MUTATOR_ARGV_2_int) \
/**/
MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
+/**
+ * Called by W_DecreaseAmmo
+ */
+#define EV_W_DecreaseAmmo(i, o) \
+ /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
+ /**/
+MUTATOR_HOOKABLE(W_DecreaseAmmo, EV_W_DecreaseAmmo);
+
+/**
+ * Called by W_Reload
+ */
+#define EV_W_Reload(i, o) \
+ /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
+ /**/
+MUTATOR_HOOKABLE(W_Reload, EV_W_Reload);
+
/** called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items. */
#define EV_PlayerPowerups(i, o) \
/**/ i(entity, __self) \
// Remove all bonus nades from a player
void(entity player) nades_RemoveBonus;
+/**
+ * called to adjust nade damage and force on hit
+ */
+#define EV_Nade_Damage(i, o) \
+ /** weapon */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** force */ i(vector, MUTATOR_ARGV_0_vector) \
+ /**/ o(vector, MUTATOR_ARGV_0_vector) \
+ /** damage */ i(float, MUTATOR_ARGV_0_float) \
+ /**/ o(float, MUTATOR_ARGV_0_float) \
+ /**/
+MUTATOR_HOOKABLE(Nade_Damage, EV_Nade_Damage);
+
#endif
#ifdef IMPLEMENTATION
if(self.nade_type == NADE_TYPE_TRANSLOCATE.m_id || self.nade_type == NADE_TYPE_SPAWN.m_id)
return;
- if(DEATH_ISWEAPON(deathtype, WEP_BLASTER))
+ if (MUTATOR_CALLHOOK(Nade_Damage, DEATH_WEAPONOF(deathtype), force, damage)) {}
+ else if(DEATH_ISWEAPON(deathtype, WEP_BLASTER))
{
force *= 1.5;
damage = 0;
}
-
- if(DEATH_ISWEAPON(deathtype, WEP_VAPORIZER) && (deathtype & HITTYPE_SECONDARY))
+ else if(DEATH_ISWEAPON(deathtype, WEP_VAPORIZER) && (deathtype & HITTYPE_SECONDARY))
{
force *= 0.5; // too much
- frag_damage = 0;
+ damage = 0;
}
-
- if(DEATH_ISWEAPON(deathtype, WEP_VORTEX) || DEATH_ISWEAPON(deathtype, WEP_VAPORIZER))
+ else if(DEATH_ISWEAPON(deathtype, WEP_VORTEX) || DEATH_ISWEAPON(deathtype, WEP_VAPORIZER))
{
force *= 6;
damage = self.max_health * 0.55;
}
-
- if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN) || DEATH_ISWEAPON(deathtype, WEP_HMG))
+ else if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN))
damage = self.max_health * 0.1;
-
- if(DEATH_ISWEAPON(deathtype, WEP_SHOCKWAVE) || DEATH_ISWEAPON(deathtype, WEP_SHOTGUN)) // WEAPONTODO
- if(deathtype & HITTYPE_SECONDARY)
+ else if(DEATH_ISWEAPON(deathtype, WEP_SHOCKWAVE) || DEATH_ISWEAPON(deathtype, WEP_SHOTGUN)) // WEAPONTODO
{
- damage = self.max_health * 0.1;
- force *= 10;
+ if(deathtype & HITTYPE_SECONDARY)
+ {
+ damage = self.max_health * 0.1;
+ force *= 10;
+ }
+ else
+ damage = self.max_health * 1.15;
}
- else
- damage = self.max_health * 1.15;
self.velocity += force;
UpdateCSQCProjectile(self);
+++ /dev/null
-#ifdef IMPLEMENTATION
-.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;
-.float ok_ammo_charge;
-
-.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;
- }
-
- return false;
-}
-
-void W_Blaster_Attack(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 = get_weaponinfo(wep);
-
- if(wepent.weapon == 0)
- 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 = get_weaponinfo(wep);
-
- if(wepent.weapon == 0)
- return; // dummy
-
- if(ent.ok_use_ammocharge)
- if(!ent.BUTTON_ATCK) // 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 = get_weaponinfo(wep);
-
- if(wepent.weapon == 0)
- return 0; // dummy
-
- return (ent.ammo_charge[wep] >= cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname)));
-}
-
-MUTATOR_HOOKFUNCTION(ok, PlayerDamage_Calculate, CBC_ORDER_LAST)
-{
- if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target))
- if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
- {
- frag_damage = 0;
-
- if(frag_attacker != frag_target)
- if(frag_target.health > 0)
- if(frag_target.frozen == 0)
- if(frag_target.deadflag == DEAD_NO)
- {
- Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE);
- frag_force = '0 0 0';
- }
- }
-
- return false;
-}
-
-MUTATOR_HOOKFUNCTION(ok, PlayerDamage_SplitHealthArmor)
-{SELFPARAM();
- if(damage_take)
- self.ok_pauseregen_finished = max(self.ok_pauseregen_finished, time + 2);
- return false;
-}
-
-MUTATOR_HOOKFUNCTION(ok, PlayerDies)
-{SELFPARAM();
- entity targ = ((frag_attacker) ? frag_attacker : frag_target);
-
- if(IS_MONSTER(self))
- {
- remove(other); // remove default item
- other = world;
- }
-
- setself(new(droppedweapon)); // hax
- self.ok_item = true;
- self.noalign = true;
- self.pickup_anyway = true;
- spawnfunc_item_armor_small(this);
- self.movetype = MOVETYPE_TOSS;
- self.gravity = 1;
- self.reset = SUB_Remove;
- setorigin(self, frag_target.origin + '0 0 32');
- self.velocity = '0 0 200' + normalize(targ.origin - self.origin) * 500;
- SUB_SetFade(self, time + 5, 1);
- setself(this);
-
- self.ok_lastwep = self.switchweapon;
-
- return false;
-}
-MUTATOR_HOOKFUNCTION(ok, MonsterDropItem) { ok_PlayerDies(); }
-
-MUTATOR_HOOKFUNCTION(ok, PlayerRegen)
-{SELFPARAM();
- // overkill's values are different, so use custom regen
- if(!self.frozen)
- {
- self.armorvalue = CalcRotRegen(self.armorvalue, autocvar_g_balance_armor_regenstable, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, 1 * frametime * (time > self.ok_pauseregen_finished), 0, 0, 1, 1 * frametime * (time > self.pauserotarmor_finished), autocvar_g_balance_armor_limit);
- self.health = CalcRotRegen(self.health, autocvar_g_balance_health_regenstable, 0, 100, 1 * frametime * (time > self.ok_pauseregen_finished), 200, 0, autocvar_g_balance_health_rotlinear, 1 * frametime * (time > self.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;
-
- self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > self.pauseregen_finished) * ((self.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > self.pauserotfuel_finished), limitf);
- }
- return true; // return true anyway, as frozen uses no regen
-}
-
-MUTATOR_HOOKFUNCTION(ok, ForbidThrowCurrentWeapon)
-{
- return true;
-}
-
-MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
-{SELFPARAM();
- if(intermission_running || gameover)
- return false;
-
- if(self.deadflag != DEAD_NO || !IS_PLAYER(self) || self.frozen)
- return false;
-
- if(self.ok_lastwep)
- {
- self.switchweapon = self.ok_lastwep;
- self.ok_lastwep = 0;
- }
-
- ok_IncreaseCharge(self, self.weapon);
-
- if(self.BUTTON_ATCK2)
- if(!forbidWeaponUse(self) || self.weapon_blocked) // allow if weapon is blocked
- if(time >= self.jump_interval)
- {
- self.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor();
- makevectors(self.v_angle);
-
- int oldwep = self.weapon;
- self.weapon = WEP_BLASTER.m_id;
- W_Blaster_Attack(
- self,
- 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)
- );
- self.weapon = oldwep;
- }
-
- self.weapon_blocked = false;
-
- self.ok_ammo_charge = self.ammo_charge[self.weapon];
-
- if(self.ok_use_ammocharge)
- if(!ok_CheckWeaponCharge(self, self.weapon))
- {
- if(autocvar_g_overkill_ammo_charge_notice && time > self.ok_notice_time && self.BUTTON_ATCK && IS_REAL_CLIENT(self) && self.weapon == self.switchweapon)
- {
- //Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_OVERKILL_CHARGE);
- self.ok_notice_time = time + 2;
- play2(self, SND(DRYFIRE));
- }
- Weapon wpn = get_weaponinfo(self.weapon);
- .entity weaponentity = weaponentities[0]; // TODO: unhardcode
- if(self.(weaponentity).state != WS_CLEAR)
- w_ready(wpn, self, weaponentity, (self.BUTTON_ATCK ? 1 : 0) | (self.BUTTON_ATCK2 ? 2 : 0));
-
- self.weapon_blocked = true;
- }
-
- self.BUTTON_ATCK2 = 0;
-
- return false;
-}
-
-MUTATOR_HOOKFUNCTION(ok, PlayerSpawn)
-{SELFPARAM();
- if(autocvar_g_overkill_ammo_charge)
- {
- for(int i = WEP_FIRST; i <= WEP_LAST; ++i)
- self.ammo_charge[i] = autocvar_g_overkill_ammo_charge_limit;
-
- self.ok_use_ammocharge = 1;
- self.ok_notice_time = time;
- }
- else
- self.ok_use_ammocharge = 0;
-
- self.ok_pauseregen_finished = time + 2;
-
- return false;
-}
-
-void _spawnfunc_weapon_hmg() { SELFPARAM(); spawnfunc_weapon_hmg(this); }
-void _spawnfunc_weapon_rpc() { SELFPARAM(); spawnfunc_weapon_rpc(this); }
-
-MUTATOR_HOOKFUNCTION(ok, OnEntityPreSpawn)
-{SELFPARAM();
- if(autocvar_g_powerups)
- if(autocvar_g_overkill_powerups_replace)
- {
- if(self.classname == "item_strength")
- {
- entity wep = new(weapon_hmg);
- setorigin(wep, self.origin);
- setmodel(wep, MDL_OK_HMG);
- wep.ok_item = true;
- wep.noalign = self.noalign;
- wep.cnt = self.cnt;
- wep.team = self.team;
- wep.respawntime = autocvar_g_overkill_superguns_respawn_time;
- wep.pickup_anyway = true;
- wep.think = _spawnfunc_weapon_hmg;
- wep.nextthink = time + 0.1;
- return true;
- }
-
- if(self.classname == "item_invincible")
- {
- entity wep = new(weapon_rpc);
- setorigin(wep, self.origin);
- setmodel(wep, MDL_OK_RPC);
- wep.ok_item = true;
- wep.noalign = self.noalign;
- wep.cnt = self.cnt;
- wep.team = self.team;
- wep.respawntime = autocvar_g_overkill_superguns_respawn_time;
- wep.pickup_anyway = true;
- wep.think = _spawnfunc_weapon_rpc;
- wep.nextthink = time + 0.1;
- return true;
- }
- }
-
- return false;
-}
-
-MUTATOR_HOOKFUNCTION(ok, FilterItem)
-{SELFPARAM();
- if(self.ok_item)
- return false;
-
- switch(self.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)
-{SELFPARAM();
- self.ammo_charge[self.weapon] = other.ammo_charge[other.weapon];
- self.ok_use_ammocharge = other.ok_use_ammocharge;
-
- return false;
-}
-
-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;
-
- return false;
-}
-
-MUTATOR_HOOKFUNCTION(ok, BuildMutatorsString)
-{
- ret_string = strcat(ret_string, ":OK");
- return false;
-}
-
-MUTATOR_HOOKFUNCTION(ok, BuildMutatorsPrettyString)
-{
- ret_string = strcat(ret_string, ", Overkill");
- return false;
-}
-
-MUTATOR_HOOKFUNCTION(ok, SetModname)
-{
- modname = "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");
-
- addstat(STAT_OK_AMMO_CHARGE, AS_FLOAT, ok_use_ammocharge);
- addstat(STAT_OK_AMMO_CHARGEPOOL, AS_FLOAT, ok_ammo_charge);
-
- 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";
-}
-#endif
#include "../common/animdecide.qc"
#include "../common/campaign_file.qc"
#include "../common/campaign_setup.qc"
+#include "../common/casings.qc"
#include "../common/effects/effectinfo.qc"
#include "../common/mapinfo.qc"
-#include "../common/monsters/spawn.qc"
-#include "../common/monsters/sv_monsters.qc"
#include "../common/minigames/minigames.qc"
#include "../common/minigames/sv_minigames.qc"
+#include "../common/monsters/spawn.qc"
+#include "../common/monsters/sv_monsters.qc"
#include "../common/movetypes/include.qc"
#include "../common/net_notice.qc"
#include "../common/notifications.qc"
#include "../common/physics.qc"
#include "../common/playerstats.qc"
-#include "../common/viewloc.qc"
#include "../common/triggers/include.qc"
#include "../common/util.qc"
+#include "../common/viewloc.qc"
#include "../common/deathtypes/all.qc"
#include "../common/buffs/all.qc"
#include "../common/gamemodes/all.qc"
#include "../common/items/all.qc"
#include "../common/monsters/all.qc"
-#include "../common/mutators/all.qc"
#include "../common/nades/all.qc"
#include "../common/turrets/all.qc"
#include "../common/vehicles/all.qc"
#include "../common/weapons/all.qc"
+#include "../common/mutators/all.qc"
#include "../common/turrets/sv_turrets.qc"
#include "../common/turrets/config.qc"
void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use)
{
- if (cvar("g_overkill"))
- {
- if (actor.ok_use_ammocharge)
- {
- ok_DecreaseCharge(actor, actor.weapon);
- return; // TODO
- }
- }
+ if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor)) return;
if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return;
// set global values to work with
entity e = Weapons_from(actor.weapon);
- if (cvar("g_overkill"))
- if (actor.ok_use_ammocharge) return;
- // TODO
+ if (MUTATOR_CALLHOOK(W_Reload, actor)) return;
actor.reload_ammo_min = sent_ammo_min;
actor.reload_ammo_amount = e.reloading_ammo;