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1 #ifndef BUFFS_H
2 #define BUFFS_H
3
4 entity Buff_Type_first;
5 entity Buff_Type_last;
6 .entity enemy; // internal next pointer
7
8 float BUFF_LAST = 1;
9
10 .int items; // buff ID
11 .string netname; // buff name
12 .string message; // human readable name
13 .vector colormod; // buff color
14 .string model2; // buff sprite
15 .float skin; // buff skin
16
17 #define REGISTER_BUFF(hname,sname,NAME,bskin,bcolor) \
18         float BUFF_##NAME; \
19         entity Buff_Type##sname; \
20         void RegisterBuffs_##sname() \
21         { \
22                 BUFF_##NAME = BUFF_LAST * 2; \
23                 BUFF_LAST = BUFF_##NAME; \
24                 Buff_Type##sname = spawn(); \
25                 Buff_Type##sname.items = BUFF_##NAME; \
26                 Buff_Type##sname.netname = #sname; \
27                 Buff_Type##sname.message = hname; \
28                 Buff_Type##sname.skin = bskin; \
29                 Buff_Type##sname.colormod = bcolor; \
30                 Buff_Type##sname.model2 = strzone(strcat("buff-", #sname)); \
31                 if(!Buff_Type_first) \
32                         Buff_Type_first = Buff_Type##sname; \
33                 if(Buff_Type_last) \
34                         Buff_Type_last.enemy = Buff_Type##sname; \
35                 Buff_Type_last = Buff_Type##sname; \
36         } \
37         ACCUMULATE_FUNCTION(RegisterBuffs, RegisterBuffs_##sname)
38
39 REGISTER_BUFF(_("Ammo"),ammo,AMMO,3,'0.2 1 0.2');
40 REGISTER_BUFF(_("Resistance"),resistance,RESISTANCE,0,'0.3 0.2 1');
41 REGISTER_BUFF(_("Speed"),speed,SPEED,9,'1 1 0.2');
42 REGISTER_BUFF(_("Medic"),medic,MEDIC,1,'1 0.3 1');
43 REGISTER_BUFF(_("Bash"),bash,BASH,5,'1 0.4 0');
44 REGISTER_BUFF(_("Vampire"),vampire,VAMPIRE,2,'1 0.15 0');
45 REGISTER_BUFF(_("Disability"),disability,DISABILITY,7,'0.66 0.66 0.73');
46 REGISTER_BUFF(_("Vengeance"),vengeance,VENGEANCE,15,'0.55 0.5 1');
47 REGISTER_BUFF(_("Jump"),jump,JUMP,10,'0.7 0.2 1');
48 REGISTER_BUFF(_("Flight"),flight,FLIGHT,11,'1 0.2 0.5');
49 REGISTER_BUFF(_("Invisible"),invisible,INVISIBLE,12,'0.9 0.9 0.9');
50 #undef REGISTER_BUFF
51
52 #ifdef SVQC
53 .float buffs;
54 void buff_Init(entity ent);
55 void buff_Init_Compat(entity ent, float replacement);
56
57 #define BUFF_SPAWNFUNC(e,b,t) void spawnfunc_item_buff_##e() { self.buffs = b; self.team = t; buff_Init(self); }
58 #define BUFF_SPAWNFUNC_Q3TA_COMPAT(o,r) void spawnfunc_item_##o() { buff_Init_Compat(self,r); }
59 #define BUFF_SPAWNFUNCS(e,b)                         \
60         BUFF_SPAWNFUNC(e,           b,  0)           \
61         BUFF_SPAWNFUNC(e##_team1,   b,  NUM_TEAM_1) \
62         BUFF_SPAWNFUNC(e##_team2,   b,  NUM_TEAM_2) \
63         BUFF_SPAWNFUNC(e##_team3,   b,  NUM_TEAM_3) \
64         BUFF_SPAWNFUNC(e##_team4,   b,  NUM_TEAM_4) 
65
66 BUFF_SPAWNFUNCS(resistance,             BUFF_RESISTANCE)
67 BUFF_SPAWNFUNCS(ammo,                   BUFF_AMMO)
68 BUFF_SPAWNFUNCS(speed,                  BUFF_SPEED)
69 BUFF_SPAWNFUNCS(medic,                  BUFF_MEDIC)
70 BUFF_SPAWNFUNCS(bash,                   BUFF_BASH)
71 BUFF_SPAWNFUNCS(vampire,                BUFF_VAMPIRE)
72 BUFF_SPAWNFUNCS(disability,             BUFF_DISABILITY)
73 BUFF_SPAWNFUNCS(vengeance,              BUFF_VENGEANCE)
74 BUFF_SPAWNFUNCS(jump,                   BUFF_JUMP)
75 BUFF_SPAWNFUNCS(flight,                 BUFF_FLIGHT)
76 BUFF_SPAWNFUNCS(invisible,              BUFF_INVISIBLE)
77 BUFF_SPAWNFUNCS(random,                 0)
78
79 BUFF_SPAWNFUNC_Q3TA_COMPAT(doubler,    BUFF_MEDIC)
80 BUFF_SPAWNFUNC_Q3TA_COMPAT(resistance,  BUFF_RESISTANCE)
81 BUFF_SPAWNFUNC_Q3TA_COMPAT(scout,      BUFF_SPEED)
82 BUFF_SPAWNFUNC_Q3TA_COMPAT(ammoregen,  BUFF_AMMO)
83
84 // actually Q3
85 BUFF_SPAWNFUNC_Q3TA_COMPAT(haste,       BUFF_SPEED)
86 BUFF_SPAWNFUNC_Q3TA_COMPAT(invis,       BUFF_INVISIBLE)
87 BUFF_SPAWNFUNC_Q3TA_COMPAT(medic,       BUFF_MEDIC)
88 #endif
89
90 vector Buff_Color(float buff_id);
91 string Buff_PrettyName(float buff_id);
92 string Buff_Name(float buff_id);
93 float Buff_Type_FromName(string buff_name);
94 float Buff_Type_FromSprite(string buff_sprite);
95 float Buff_Skin(float buff_id);
96 string Buff_Sprite(float buff_id);
97 #endif