3 #include <common/mapobjects/target/music.qh>
4 #include <common/gamemodes/_mod.qh>
6 void buffs_DelayedInit(entity this);
8 AUTOCVAR(g_buffs, int, -1, "Enable buffs, -1: enabled but no auto location or replacing powerups, 1: enabled and can replace them");
10 REGISTER_MUTATOR(buffs, autocvar_g_buffs)
14 if(autocvar_g_buffs > 0)
15 InitializeEntity(NULL, buffs_DelayedInit, INITPRIO_FINDTARGET);
19 bool buffs_BuffModel_Customize(entity this, entity client)
21 entity player, myowner;
24 player = WaypointSprite_getviewentity(client);
26 same_team = (SAME_TEAM(player, myowner) || SAME_TEAM(player, myowner));
28 if(myowner.alpha <= 0.5 && !same_team && myowner.alpha != 0)
31 if(MUTATOR_CALLHOOK(BuffModel_Customize, this, player))
34 if(player == myowner || (IS_SPEC(client) && client.enemy == myowner))
36 // somewhat hide the model, but keep the glow
42 this.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
48 void buffs_BuffModel_Spawn(entity player)
50 player.buff_model = spawn();
51 setmodel(player.buff_model, MDL_BUFF);
52 setsize(player.buff_model, '0 0 -40', '0 0 40');
53 setattachment(player.buff_model, player, "");
54 setorigin(player.buff_model, '0 0 1' * (player.buff_model.maxs.z * 1));
55 player.buff_model.owner = player;
56 player.buff_model.scale = 0.7;
57 player.buff_model.pflags = PFLAGS_FULLDYNAMIC;
58 player.buff_model.light_lev = 200;
59 setcefc(player.buff_model, buffs_BuffModel_Customize);
62 vector buff_GlowColor(entity buff)
64 //if(buff.team) { return Team_ColorRGB(buff.team); }
68 void buff_Effect(entity player, string eff)
70 if(!autocvar_g_buffs_effects) { return; }
72 if(time >= player.buff_effect_delay)
74 Send_Effect_(eff, player.origin + ((player.mins + player.maxs) * 0.5), '0 0 0', 1);
75 player.buff_effect_delay = time + 0.05; // prevent spam
80 bool buff_Waypoint_visible_for_player(entity this, entity player, entity view)
82 if(!this.owner.buff_active && !this.owner.buff_activetime)
85 if (STAT(BUFFS, view))
87 return CS(view).cvar_cl_buffs_autoreplace == false || STAT(BUFFS, view) != STAT(BUFFS, this.owner);
90 return WaypointSprite_visible_for_player(this, player, view);
93 void buff_Waypoint_Spawn(entity e)
95 entity buff = buff_FirstFromFlags(STAT(BUFFS, e));
96 entity wp = WaypointSprite_Spawn(WP_Buff, 0, autocvar_g_buffs_waypoint_distance, e, '0 0 1' * e.maxs.z, NULL, e.team, e, buff_waypoint, true, RADARICON_Buff);
97 wp.wp_extra = buff.m_id;
98 WaypointSprite_UpdateTeamRadar(e.buff_waypoint, RADARICON_Buff, e.glowmod);
99 e.buff_waypoint.waypointsprite_visible_for_player = buff_Waypoint_visible_for_player;
102 void buff_SetCooldown(entity this, float cd)
106 if(!this.buff_waypoint)
107 buff_Waypoint_Spawn(this);
109 WaypointSprite_UpdateBuildFinished(this.buff_waypoint, time + cd);
110 this.buff_activetime = cd;
111 this.buff_active = !cd;
114 void buff_Respawn(entity this)
116 if(game_stopped) return;
118 vector oldbufforigin = this.origin;
119 this.velocity = '0 0 200';
121 if(!MoveToRandomMapLocation(this, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY,
122 ((autocvar_g_buffs_random_location_attempts > 0) ? autocvar_g_buffs_random_location_attempts : 10), 1024, 256))
124 entity spot = SelectSpawnPoint(this, true);
125 setorigin(this, spot.origin);
126 this.velocity = ((randomvec() * 100) + '0 0 200');
127 this.angles = spot.angles;
130 tracebox(this.origin, this.mins * 1.5, this.maxs * 1.5, this.origin, MOVE_NOMONSTERS, this);
132 setorigin(this, trace_endpos); // attempt to unstick
134 set_movetype(this, MOVETYPE_TOSS);
136 makevectors(this.angles);
137 this.angles = '0 0 0';
138 if(autocvar_g_buffs_random_lifetime > 0)
139 this.lifetime = time + autocvar_g_buffs_random_lifetime;
141 Send_Effect(EFFECT_ELECTRO_COMBO, oldbufforigin + ((this.mins + this.maxs) * 0.5), '0 0 0', 1);
142 Send_Effect(EFFECT_ELECTRO_COMBO, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
144 WaypointSprite_Ping(this.buff_waypoint);
146 sound(this, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
149 void buff_Touch(entity this, entity toucher)
151 if(game_stopped) return;
153 if(ITEM_TOUCH_NEEDKILL())
159 if(!this.buff_active)
162 if(MUTATOR_CALLHOOK(BuffTouch, this, toucher))
164 toucher = M_ARGV(1, entity);
166 if(!IS_PLAYER(toucher))
167 return; // incase mutator changed toucher
169 if((this.team && DIFF_TEAM(toucher, this))
170 || (STAT(FROZEN, toucher))
172 || (time < PS(toucher).buff_shield)
179 if (STAT(BUFFS, toucher))
181 if (CS(toucher).cvar_cl_buffs_autoreplace && STAT(BUFFS, toucher) != STAT(BUFFS, this))
183 int buffid = buff_FirstFromFlags(STAT(BUFFS, toucher)).m_id;
184 //Send_Notification(NOTIF_ONE, toucher, MSG_MULTI, ITEM_BUFF_DROP, STAT(BUFFS, toucher));
185 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ITEM_BUFF_LOST, toucher.netname, buffid);
187 STAT(BUFFS, toucher) = 0;
188 //sound(toucher, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
190 else { return; } // do nothing
193 this.owner = toucher;
194 this.buff_active = false;
196 int buffid = buff_FirstFromFlags(STAT(BUFFS, this)).m_id;
197 Send_Notification(NOTIF_ONE, toucher, MSG_MULTI, ITEM_BUFF_GOT, buffid);
198 Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_INFO, INFO_ITEM_BUFF, toucher.netname, buffid);
200 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
201 sound(toucher, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTN_NORM);
202 STAT(BUFFS, toucher) |= (STAT(BUFFS, this));
205 float buff_Available(entity buff)
207 if (buff == BUFF_Null)
209 if (buff == BUFF_AMMO && ((start_items & IT_UNLIMITED_WEAPON_AMMO) || (start_items & IT_UNLIMITED_AMMO) || (cvar("g_melee_only"))))
211 if (buff == BUFF_VAMPIRE && cvar("g_vampire"))
213 return cvar(strcat("g_buffs_", buff.netname));
218 void buff_NewType(entity ent)
220 RandomSelection_Init();
221 FOREACH(Buffs, buff_Available(it),
223 // if it's already been chosen, give it a lower priority
224 RandomSelection_AddEnt(it, max(0.2, 1 / it.buff_seencount), 1);
226 entity newbuff = RandomSelection_chosen_ent;
227 newbuff.buff_seencount += 1; // lower chances of seeing this buff again soon
228 STAT(BUFFS, ent) = newbuff.m_itemid;
231 void buff_Think(entity this)
233 if(STAT(BUFFS, this) != this.oldbuffs)
235 entity buff = buff_FirstFromFlags(STAT(BUFFS, this));
236 this.color = buff.m_color;
237 this.glowmod = buff_GlowColor(buff);
238 this.skin = buff.m_skin;
240 setmodel(this, MDL_BUFF);
241 setsize(this, BUFF_MIN, BUFF_MAX);
243 if(this.buff_waypoint)
245 //WaypointSprite_Disown(this.buff_waypoint, 1);
246 WaypointSprite_Kill(this.buff_waypoint);
247 buff_Waypoint_Spawn(this);
248 if(this.buff_activetime)
249 WaypointSprite_UpdateBuildFinished(this.buff_waypoint, time + this.buff_activetime - frametime);
252 this.oldbuffs = STAT(BUFFS, this);
256 if((round_handler_IsActive() && !round_handler_IsRoundStarted()) || time >= game_starttime)
257 if(!this.buff_activetime_updated)
259 buff_SetCooldown(this, this.buff_activetime);
260 this.buff_activetime_updated = true;
263 if(!this.buff_active && !this.buff_activetime)
264 if(!this.owner || STAT(FROZEN, this.owner) || IS_DEAD(this.owner) || !this.owner.iscreature || this.owner.vehicle || !(STAT(BUFFS, this.owner) & STAT(BUFFS, this)) || this.pickup_anyway > 0 || (this.pickup_anyway >= 0 && autocvar_g_buffs_pickup_anyway))
266 buff_SetCooldown(this, autocvar_g_buffs_cooldown_respawn + frametime);
268 if(autocvar_g_buffs_randomize)
271 if(autocvar_g_buffs_random_location || (this.spawnflags & 64))
275 if(this.buff_activetime)
277 if((round_handler_IsActive() && !round_handler_IsRoundStarted()) || time >= game_starttime)
279 this.buff_activetime = max(0, this.buff_activetime - frametime);
281 if(!this.buff_activetime)
283 this.buff_active = true;
284 sound(this, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTN_NORM);
285 Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
291 if(this.team && !this.buff_waypoint)
292 buff_Waypoint_Spawn(this);
295 if(time >= this.lifetime)
299 this.nextthink = time;
300 //this.angles_y = time * 110.1;
303 void buff_Waypoint_Reset(entity this)
305 WaypointSprite_Kill(this.buff_waypoint);
307 if(this.buff_activetime) { buff_Waypoint_Spawn(this); }
310 void buff_Reset(entity this)
312 if(autocvar_g_buffs_randomize)
315 buff_SetCooldown(this, autocvar_g_buffs_cooldown_activate);
316 buff_Waypoint_Reset(this);
317 this.buff_activetime_updated = false;
319 if(autocvar_g_buffs_random_location || (this.spawnflags & 64))
323 bool buff_Customize(entity this, entity client)
325 entity player = WaypointSprite_getviewentity(client);
326 if(!this.buff_active || (this.team && DIFF_TEAM(player, this)))
329 if(this.effects & EF_FULLBRIGHT) { this.effects &= ~(EF_FULLBRIGHT); }
335 if(!(this.effects & EF_FULLBRIGHT)) { this.effects |= EF_FULLBRIGHT; }
336 this.light_lev = 220 + 36 * sin(time);
337 this.pflags = PFLAGS_FULLDYNAMIC;
342 void buff_Init(entity this)
344 if(!cvar("g_buffs")) { delete(this); return; }
346 if(!teamplay && this.team) { this.team = 0; }
348 entity buff = buff_FirstFromFlags(STAT(BUFFS, this));
350 if(!STAT(BUFFS, this) || !buff_Available(buff))
353 this.classname = "item_buff";
354 this.solid = SOLID_TRIGGER;
355 this.flags = FL_ITEM;
356 this.bot_pickup = true;
357 this.bot_pickupevalfunc = generic_pickupevalfunc;
358 this.bot_pickupbasevalue = 1000;
359 IL_PUSH(g_items, this);
360 setthink(this, buff_Think);
361 settouch(this, buff_Touch);
362 this.reset = buff_Reset;
363 this.nextthink = time + 0.1;
365 set_movetype(this, MOVETYPE_TOSS);
367 this.skin = buff.m_skin;
368 this.effects = EF_FULLBRIGHT | EF_STARDUST | EF_NOSHADOW;
369 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
370 setcefc(this, buff_Customize);
371 //this.gravity = 100;
372 this.color = buff.m_color;
373 this.glowmod = buff_GlowColor(this);
374 buff_SetCooldown(this, autocvar_g_buffs_cooldown_activate + max(0, game_starttime - time));
375 this.buff_active = !this.buff_activetime;
376 this.pflags = PFLAGS_FULLDYNAMIC;
378 if(this.spawnflags & 1)
382 set_movetype(this, MOVETYPE_NONE); // reset by random location
384 setmodel(this, MDL_BUFF);
385 setsize(this, BUFF_MIN, BUFF_MAX);
387 if(cvar("g_buffs_random_location") || (this.spawnflags & 64))
391 void buff_Init_Compat(entity ent, entity replacement)
393 if (ent.spawnflags & 2)
394 ent.team = NUM_TEAM_1;
395 else if (ent.spawnflags & 4)
396 ent.team = NUM_TEAM_2;
398 STAT(BUFFS, ent) = replacement.m_itemid;
403 void buff_SpawnReplacement(entity ent, entity old)
405 setorigin(ent, old.origin);
406 ent.angles = old.angles;
407 ent.noalign = Item_ShouldKeepPosition(old);
412 void buff_Vengeance_DelayedDamage(entity this)
415 Damage(this.enemy, this.owner, this.owner, this.dmg, DEATH_BUFF.m_id, DMG_NOWEP, this.enemy.origin, '0 0 0');
421 // note: only really useful in teamplay
422 void buff_Medic_Heal(entity this)
424 FOREACH_CLIENT(IS_PLAYER(it) && it != this && vdist(it.origin - this.origin, <=, autocvar_g_buffs_medic_heal_range),
426 if (DIFF_TEAM(it, this))
430 float hp = GetResource(it, RES_HEALTH);
431 if(hp >= autocvar_g_balance_health_regenstable)
435 Send_Effect(EFFECT_HEALING, it.origin, '0 0 0', 1);
436 SetResource(it, RES_HEALTH, bound(0, hp + autocvar_g_buffs_medic_heal_amount, autocvar_g_balance_health_regenstable));
440 float buff_Inferno_CalculateTime(float damg, float offset_x, float offset_y, float intersect_x, float intersect_y, float base)
442 return offset_y + (intersect_y - offset_y) * logn(((damg - offset_x) * ((base - 1) / intersect_x)) + 1, base);
446 MUTATOR_HOOKFUNCTION(buffs, Damage_Calculate)
448 entity frag_attacker = M_ARGV(1, entity);
449 entity frag_target = M_ARGV(2, entity);
450 float frag_deathtype = M_ARGV(3, float);
451 float frag_damage = M_ARGV(4, float);
452 vector frag_force = M_ARGV(6, vector);
454 if(frag_deathtype == DEATH_BUFF.m_id) { return; }
456 if(STAT(BUFFS, frag_target) & BUFF_RESISTANCE.m_itemid)
458 float reduced = frag_damage * autocvar_g_buffs_resistance_blockpercent;
459 frag_damage = bound(0, frag_damage - reduced, frag_damage);
462 if(STAT(BUFFS, frag_target) & BUFF_SPEED.m_itemid)
463 if(frag_target != frag_attacker)
464 frag_damage *= autocvar_g_buffs_speed_damage_take;
466 if(STAT(BUFFS, frag_target) & BUFF_MEDIC.m_itemid)
467 if((GetResource(frag_target, RES_HEALTH) - frag_damage) <= 0)
468 if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
470 if(random() <= autocvar_g_buffs_medic_survive_chance)
471 frag_damage = max(5, GetResource(frag_target, RES_HEALTH) - autocvar_g_buffs_medic_survive_health);
473 if(STAT(BUFFS, frag_target) & BUFF_JUMP.m_itemid)
474 if(frag_deathtype == DEATH_FALL.m_id)
477 if(STAT(BUFFS, frag_target) & BUFF_VENGEANCE.m_itemid)
479 if(frag_attacker != frag_target)
480 if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
482 entity dmgent = spawn();
484 dmgent.dmg = frag_damage * autocvar_g_buffs_vengeance_damage_multiplier;
485 dmgent.enemy = frag_attacker;
486 dmgent.owner = frag_target;
487 setthink(dmgent, buff_Vengeance_DelayedDamage);
488 dmgent.nextthink = time + 0.1;
491 if(STAT(BUFFS, frag_target) & BUFF_BASH.m_itemid)
492 if(frag_attacker != frag_target)
493 frag_force = '0 0 0';
495 if(STAT(BUFFS, frag_attacker) & BUFF_BASH.m_itemid)
498 if(frag_attacker == frag_target)
499 frag_force *= autocvar_g_buffs_bash_force_self;
501 frag_force *= autocvar_g_buffs_bash_force;
504 if(STAT(BUFFS, frag_attacker) & BUFF_DISABILITY.m_itemid)
505 if(frag_target != frag_attacker)
506 frag_target.buff_disability_time = time + autocvar_g_buffs_disability_slowtime;
508 if(STAT(BUFFS, frag_target) & BUFF_INFERNO.m_itemid)
510 if(frag_deathtype == DEATH_FIRE.m_id)
512 if(frag_deathtype == DEATH_LAVA.m_id)
513 frag_damage *= 0.5; // TODO: cvarize?
516 if(STAT(BUFFS, frag_attacker) & BUFF_LUCK.m_itemid)
517 if(frag_attacker != frag_target)
518 if(autocvar_g_buffs_luck_damagemultiplier > 0)
519 if(random() <= autocvar_g_buffs_luck_chance)
520 frag_damage *= autocvar_g_buffs_luck_damagemultiplier;
522 if(STAT(BUFFS, frag_attacker) & BUFF_INFERNO.m_itemid)
523 if(frag_target != frag_attacker) {
524 float btime = buff_Inferno_CalculateTime(
527 autocvar_g_buffs_inferno_burntime_min_time,
528 autocvar_g_buffs_inferno_burntime_target_damage,
529 autocvar_g_buffs_inferno_burntime_target_time,
530 autocvar_g_buffs_inferno_burntime_factor
532 Fire_AddDamage(frag_target, frag_attacker, (frag_damage * autocvar_g_buffs_inferno_damagemultiplier), btime, DEATH_BUFF.m_id);
535 // this... is ridiculous (TODO: fix!)
536 if(STAT(BUFFS, frag_attacker) & BUFF_VAMPIRE.m_itemid)
537 if(!frag_target.vehicle)
538 if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
539 if(!IS_DEAD(frag_target))
540 if(IS_PLAYER(frag_target) || IS_MONSTER(frag_target))
541 if(frag_attacker != frag_target)
542 if(!STAT(FROZEN, frag_target))
543 if(frag_target.takedamage)
544 if(DIFF_TEAM(frag_attacker, frag_target))
546 float amount = bound(0, frag_damage * autocvar_g_buffs_vampire_damage_steal,
547 GetResource(frag_target, RES_HEALTH));
548 GiveResourceWithLimit(frag_attacker, RES_HEALTH, amount, g_pickup_healthsmall_max);
549 if (GetResource(frag_target, RES_ARMOR))
551 amount = bound(0, frag_damage * autocvar_g_buffs_vampire_damage_steal,
552 GetResource(frag_target, RES_ARMOR));
553 GiveResourceWithLimit(frag_attacker, RES_ARMOR, amount, g_pickup_armorsmall_max);
557 M_ARGV(4, float) = frag_damage;
558 M_ARGV(6, vector) = frag_force;
561 MUTATOR_HOOKFUNCTION(buffs, PlayerSpawn)
563 entity player = M_ARGV(0, entity);
565 STAT(BUFFS, player) = 0;
566 STAT(BUFF_TIME, player) = 0;
567 PS(player).buff_shield = time + 0.5; // prevent picking up buffs immediately
568 // reset timers here to prevent them continuing after re-spawn
569 player.buff_disability_time = 0;
570 player.buff_disability_effect_time = 0;
573 MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics_UpdateStats)
575 entity player = M_ARGV(0, entity);
576 // these automatically reset, no need to worry
578 if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
579 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_buffs_speed_speed;
581 if(time < player.buff_disability_time)
582 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_buffs_disability_speed;
585 MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics)
587 entity player = M_ARGV(0, entity);
588 // these automatically reset, no need to worry
590 if(STAT(BUFFS, player) & BUFF_JUMP.m_itemid)
591 STAT(MOVEVARS_JUMPVELOCITY, player) = autocvar_g_buffs_jump_height;
594 MUTATOR_HOOKFUNCTION(buffs, MonsterMove)
596 entity mon = M_ARGV(0, entity);
598 if(time < mon.buff_disability_time)
600 M_ARGV(1, float) *= autocvar_g_buffs_disability_speed; // run speed
601 M_ARGV(2, float) *= autocvar_g_buffs_disability_speed; // walk speed
605 MUTATOR_HOOKFUNCTION(buffs, PlayerDies)
607 entity frag_target = M_ARGV(2, entity);
609 if(STAT(BUFFS, frag_target))
611 int buffid = buff_FirstFromFlags(STAT(BUFFS, frag_target)).m_id;
612 Send_Notification(NOTIF_ALL_EXCEPT, frag_target, MSG_INFO, INFO_ITEM_BUFF_LOST, frag_target.netname, buffid);
613 STAT(BUFFS, frag_target) = 0;
615 if(frag_target.buff_model)
617 delete(frag_target.buff_model);
618 frag_target.buff_model = NULL;
623 MUTATOR_HOOKFUNCTION(buffs, PlayerUseKey, CBC_ORDER_FIRST)
625 if(MUTATOR_RETURNVALUE || game_stopped || !autocvar_g_buffs_drop) return;
627 entity player = M_ARGV(0, entity);
629 if(STAT(BUFFS, player))
631 int buffid = buff_FirstFromFlags(STAT(BUFFS, player)).m_id;
632 Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid);
633 Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
635 STAT(BUFFS, player) = 0;
636 PS(player).buff_shield = time + max(0, autocvar_g_buffs_pickup_delay);
637 //STAT(BUFF_TIME, player) = 0; // already notified
638 sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
643 MUTATOR_HOOKFUNCTION(buffs, ForbidThrowCurrentWeapon)
645 if(MUTATOR_RETURNVALUE || game_stopped) return;
646 entity player = M_ARGV(0, entity);
648 if(STAT(BUFFS, player) & BUFF_SWAPPER.m_itemid)
650 float best_distance = autocvar_g_buffs_swapper_range;
651 entity closest = NULL;
652 FOREACH_CLIENT(IS_PLAYER(it), {
653 if(!IS_DEAD(it) && !STAT(FROZEN, it) && !it.vehicle)
654 if(DIFF_TEAM(it, player))
656 float test = vlen2(player.origin - it.origin);
657 if(test <= best_distance * best_distance)
659 best_distance = sqrt(test);
667 vector my_org, my_vel, my_ang, their_org, their_vel, their_ang;
669 my_org = player.origin;
670 my_vel = player.velocity;
671 my_ang = player.angles;
672 their_org = closest.origin;
673 their_vel = closest.velocity;
674 their_ang = closest.angles;
676 Drop_Special_Items(closest);
678 MUTATOR_CALLHOOK(PortalTeleport, player); // initiate flag dropper
680 setorigin(player, their_org);
681 setorigin(closest, my_org);
683 closest.velocity = my_vel;
684 closest.angles = my_ang;
685 if (IS_BOT_CLIENT(closest))
687 closest.v_angle = closest.angles;
688 bot_aim_reset(closest);
690 closest.fixangle = true;
691 closest.oldorigin = my_org;
692 closest.oldvelocity = my_vel;
693 player.velocity = their_vel;
694 player.angles = their_ang;
695 if (IS_BOT_CLIENT(player))
697 player.v_angle = player.angles;
698 bot_aim_reset(player);
700 player.fixangle = true;
701 player.oldorigin = their_org;
702 player.oldvelocity = their_vel;
704 // set pusher so player gets the kill if they fall into void
705 closest.pusher = player;
706 closest.pushltime = time + autocvar_g_maxpushtime;
707 closest.istypefrag = PHYS_INPUT_BUTTON_CHAT(closest);
709 Send_Effect(EFFECT_ELECTRO_COMBO, their_org, '0 0 0', 1);
710 Send_Effect(EFFECT_ELECTRO_COMBO, my_org, '0 0 0', 1);
712 sound(player, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
713 sound(closest, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
715 // TODO: add a counter to handle how many times one can teleport, and a delay to prevent spam
716 STAT(BUFFS, player) = 0;
722 bool buffs_RemovePlayer(entity player)
724 if(player.buff_model)
726 delete(player.buff_model);
727 player.buff_model = NULL;
730 // also reset timers here to prevent them continuing after spectating
731 player.buff_disability_time = 0;
732 player.buff_disability_effect_time = 0;
736 MUTATOR_HOOKFUNCTION(buffs, MakePlayerObserver) { entity player = M_ARGV(0, entity); return buffs_RemovePlayer(player); }
737 MUTATOR_HOOKFUNCTION(buffs, ClientDisconnect) { entity player = M_ARGV(0, entity); return buffs_RemovePlayer(player); }
739 MUTATOR_HOOKFUNCTION(buffs, CustomizeWaypoint)
741 entity wp = M_ARGV(0, entity);
742 entity player = M_ARGV(1, entity);
744 entity e = WaypointSprite_getviewentity(player);
746 // if you have the invisibility powerup, sprites ALWAYS are restricted to your team
747 // but only apply this to real players, not to spectators
748 if((wp.owner.flags & FL_CLIENT) && (STAT(BUFFS, wp.owner) & BUFF_INVISIBLE.m_itemid) && (e == player))
749 if(DIFF_TEAM(wp.owner, e))
753 MUTATOR_HOOKFUNCTION(buffs, FilterItem)
755 if(autocvar_g_buffs < 0)
756 return false; // no auto replacing of entities in this mode
758 entity item = M_ARGV(0, entity);
760 if(autocvar_g_buffs_replace_powerups)
762 switch(item.classname)
764 case "item_strength":
768 buff_SpawnReplacement(e, item);
777 MUTATOR_HOOKFUNCTION(buffs, WeaponRateFactor)
779 entity player = M_ARGV(1, entity);
781 if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
782 M_ARGV(0, float) *= autocvar_g_buffs_speed_rate;
784 if(time < player.buff_disability_time)
785 M_ARGV(0, float) *= autocvar_g_buffs_disability_rate;
788 MUTATOR_HOOKFUNCTION(buffs, WeaponSpeedFactor)
790 entity player = M_ARGV(1, entity);
792 if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
793 M_ARGV(0, float) *= autocvar_g_buffs_speed_weaponspeed;
795 if(time < player.buff_disability_time)
796 M_ARGV(0, float) *= autocvar_g_buffs_disability_weaponspeed;
799 .bool buff_flight_crouchheld;
801 MUTATOR_HOOKFUNCTION(buffs, PlayerPreThink)
803 entity player = M_ARGV(0, entity);
805 if(game_stopped || IS_DEAD(player) || frametime || !IS_PLAYER(player)) return;
807 if(STAT(BUFFS, player) & BUFF_FLIGHT.m_itemid)
809 if(!PHYS_INPUT_BUTTON_CROUCH(player))
810 player.buff_flight_crouchheld = false;
811 else if(!player.buff_flight_crouchheld)
813 player.buff_flight_crouchheld = true;
814 player.gravity *= -1;
818 if(time < player.buff_disability_time)
819 if(time >= player.buff_disability_effect_time)
821 Send_Effect(EFFECT_SMOKING, player.origin + ((player.mins + player.maxs) * 0.5), '0 0 0', 1);
822 player.buff_disability_effect_time = time + 0.5;
825 // handle buff lost status
826 // 1: notify everyone else
827 // 2: notify carrier as well
830 if(STAT(BUFF_TIME, player) && STAT(BUFFS, player))
831 if(time >= STAT(BUFF_TIME, player))
833 STAT(BUFF_TIME, player) = 0;
837 if(STAT(FROZEN, player)) { buff_lost = 1; }
841 if(STAT(BUFFS, player))
843 int buffid = buff_FirstFromFlags(STAT(BUFFS, player)).m_id;
846 Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid); // TODO: special timeout message?
847 sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
850 Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
851 STAT(BUFFS, player) = 0;
852 PS(player).buff_shield = time + max(0, autocvar_g_buffs_pickup_delay); // always put in a delay, even if small
856 if(STAT(BUFFS, player) & BUFF_MAGNET.m_itemid)
859 IL_EACH(g_items, it.itemdef,
862 pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_buff;
864 pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_item;
866 if(boxesoverlap(player.absmin - pickup_size, player.absmax + pickup_size, it.absmin, it.absmax))
869 gettouch(it)(it, player);
874 if(STAT(BUFFS, player) & BUFF_AMMO.m_itemid)
876 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
878 .entity weaponentity = weaponentities[slot];
879 if(player.(weaponentity).clip_size)
880 player.(weaponentity).clip_load = player.(weaponentity).(weapon_load[player.(weaponentity).m_switchweapon.m_id]) = player.(weaponentity).clip_size;
884 if((STAT(BUFFS, player) & BUFF_INVISIBLE.m_itemid) && (player.oldbuffs & BUFF_INVISIBLE.m_itemid))
885 player.alpha = ((autocvar_g_buffs_invisible_alpha) ? autocvar_g_buffs_invisible_alpha : -1); // powerups reset alpha, so we must enforce this (TODO)
887 if(STAT(BUFFS, player) & BUFF_MEDIC.m_itemid)
888 if(time >= player.buff_medic_healtime)
890 buff_Medic_Heal(player);
891 player.buff_medic_healtime = time + autocvar_g_buffs_medic_heal_delay;
894 #define BUFF_ONADD(b) if ( (STAT(BUFFS, player) & (b).m_itemid) && !(player.oldbuffs & (b).m_itemid))
895 #define BUFF_ONREM(b) if (!(STAT(BUFFS, player) & (b).m_itemid) && (player.oldbuffs & (b).m_itemid))
897 if(STAT(BUFFS, player) != player.oldbuffs)
899 entity buff = buff_FirstFromFlags(STAT(BUFFS, player));
900 float bufftime = buff != BUFF_Null ? buff.m_time(buff) : 0;
901 STAT(BUFF_TIME, player) = (bufftime) ? time + bufftime : 0;
903 BUFF_ONADD(BUFF_AMMO)
905 player.buff_ammo_prev_infitems = (player.items & IT_UNLIMITED_WEAPON_AMMO);
906 player.items |= IT_UNLIMITED_WEAPON_AMMO;
908 if(STAT(BUFFS, player) & BUFF_AMMO.m_itemid)
910 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
912 .entity weaponentity = weaponentities[slot];
913 if(player.(weaponentity).clip_load)
914 player.(weaponentity).buff_ammo_prev_clipload = player.(weaponentity).clip_load;
915 if(player.(weaponentity).clip_size)
916 player.(weaponentity).clip_load = player.(weaponentity).(weapon_load[player.(weaponentity).m_switchweapon.m_id]) = player.(weaponentity).clip_size;
921 BUFF_ONREM(BUFF_AMMO)
923 if(player.buff_ammo_prev_infitems)
924 player.items |= IT_UNLIMITED_WEAPON_AMMO;
926 player.items &= ~IT_UNLIMITED_WEAPON_AMMO;
928 if(STAT(BUFFS, player) & BUFF_AMMO.m_itemid)
930 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
932 .entity weaponentity = weaponentities[slot];
933 if(player.(weaponentity).buff_ammo_prev_clipload)
934 player.(weaponentity).clip_load = player.(weaponentity).buff_ammo_prev_clipload;
939 BUFF_ONADD(BUFF_INVISIBLE)
941 if(time < player.strength_finished && MUTATOR_IS_ENABLED(mutator_instagib))
942 player.buff_invisible_prev_alpha = default_player_alpha; // we don't want to save the powerup's alpha, as player may lose the powerup while holding the buff
944 player.buff_invisible_prev_alpha = player.alpha;
945 player.alpha = autocvar_g_buffs_invisible_alpha;
948 BUFF_ONREM(BUFF_INVISIBLE)
950 if(time < player.strength_finished && MUTATOR_IS_ENABLED(mutator_instagib))
951 player.alpha = autocvar_g_instagib_invis_alpha;
953 player.alpha = player.buff_invisible_prev_alpha;
956 BUFF_ONADD(BUFF_FLIGHT)
958 player.buff_flight_oldgravity = player.gravity;
963 BUFF_ONREM(BUFF_FLIGHT)
964 player.gravity = ((player.trigger_gravity_check) ? player.trigger_gravity_check.enemy.gravity : player.buff_flight_oldgravity);
966 player.oldbuffs = STAT(BUFFS, player);
967 if(STAT(BUFFS, player))
969 if(!player.buff_model)
970 buffs_BuffModel_Spawn(player);
972 player.buff_model.color = buff.m_color;
973 player.buff_model.glowmod = buff_GlowColor(player.buff_model);
974 player.buff_model.skin = buff.m_skin;
976 player.effects |= EF_NOSHADOW;
980 if(player.buff_model)
981 delete(player.buff_model);
982 player.buff_model = NULL;
984 player.effects &= ~(EF_NOSHADOW);
988 if(player.buff_model)
990 player.buff_model.effects = player.effects;
991 player.buff_model.effects |= EF_LOWPRECISION;
992 player.buff_model.effects = player.buff_model.effects & EFMASK_CHEAP; // eat performance
994 player.buff_model.alpha = player.alpha;
1001 MUTATOR_HOOKFUNCTION(buffs, SpectateCopy)
1003 entity spectatee = M_ARGV(0, entity);
1004 entity client = M_ARGV(1, entity);
1006 STAT(BUFFS, client) = STAT(BUFFS, spectatee);
1007 STAT(BUFF_TIME, client) = STAT(BUFF_TIME, spectatee);
1010 MUTATOR_HOOKFUNCTION(buffs, PlayerRegen)
1012 entity player = M_ARGV(0, entity);
1014 if(STAT(BUFFS, player) & BUFF_MEDIC.m_itemid)
1016 M_ARGV(2, float) = autocvar_g_buffs_medic_rot; // rot_mod
1017 M_ARGV(4, float) = M_ARGV(1, float) = autocvar_g_buffs_medic_max; // limit_mod = max_mod
1018 M_ARGV(2, float) = autocvar_g_buffs_medic_regen; // regen_mod
1021 if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
1022 M_ARGV(2, float) = autocvar_g_buffs_speed_regen; // regen_mod
1025 REPLICATE(cvar_cl_buffs_autoreplace, bool, "cl_buffs_autoreplace");
1027 MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsString)
1029 if(autocvar_g_buffs > 0) // only report as a mutator if they're enabled
1030 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":Buffs");
1033 MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsPrettyString)
1035 if(autocvar_g_buffs > 0)
1036 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Buffs");
1039 void buffs_DelayedInit(entity this)
1041 if(autocvar_g_buffs_spawn_count > 0)
1042 if(find(NULL, classname, "item_buff") == NULL)
1045 for(i = 0; i < autocvar_g_buffs_spawn_count; ++i)
1048 e.spawnflags |= 64; // always randomize
1049 e.velocity = randomvec() * 250; // this gets reset anyway if random location works