// overkill
// ==========
set g_overkill 0 "enable overkill"
-set g_overkill_superguns_builtin 0
set g_overkill_100a_anyway 1
set g_overkill_100h_anyway 1
set g_overkill_powerups_replace 1
-set g_overkill_superguns_onemag 1
set g_overkill_superguns_respawn_time 20
set g_overkill_ammo_charge 1
return (ent.ammo_charge[wep] >= cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname)));
}
-void start_hmg()
-{
- self.classname = "weapon_hmg";
- self.respawntime = autocvar_g_overkill_superguns_respawn_time;
- self.ok_item = TRUE;
- setmodel(self, "models/weapons/g_ok_hmg.md3");
- self.pickup_anyway = TRUE;
- spawnfunc_weapon_hmg();
-}
-
-void start_rpc()
-{
- self.classname = "weapon_rpc";
- self.respawntime = autocvar_g_overkill_superguns_respawn_time;
- self.ok_item = TRUE;
- self.pickup_anyway = TRUE;
- setmodel(self, "models/weapons/g_ok_rl.md3");
- spawnfunc_weapon_rpc();
-}
-
MUTATOR_HOOKFUNCTION(ok_PlayerDamage_Calculate)
{
if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target))