3 #include <common/mapobjects/target/music.qh>
4 #include <common/gamemodes/_mod.qh>
5 #include <server/sv_main.qh>
7 void buffs_DelayedInit(entity this);
9 AUTOCVAR(g_buffs, int, -1, "Enable buffs, -1: enabled but no auto location or replacing powerups, 1: enabled and can replace them");
11 REGISTER_MUTATOR(buffs, autocvar_g_buffs)
15 if(autocvar_g_buffs > 0)
16 InitializeEntity(NULL, buffs_DelayedInit, INITPRIO_FINDTARGET);
20 bool buffs_BuffModel_Customize(entity this, entity client)
22 entity player, myowner;
25 player = WaypointSprite_getviewentity(client);
27 same_team = (SAME_TEAM(player, myowner) || SAME_TEAM(player, myowner));
29 if(myowner.alpha <= 0.5 && !same_team && myowner.alpha != 0)
32 if(MUTATOR_CALLHOOK(BuffModel_Customize, this, player))
35 if(player == myowner || (IS_SPEC(client) && client.enemy == myowner))
37 // somewhat hide the model, but keep the glow
43 this.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
49 void buffs_BuffModel_Spawn(entity player)
51 player.buff_model = spawn();
52 setmodel(player.buff_model, MDL_BUFF);
53 setsize(player.buff_model, '0 0 -40', '0 0 40');
54 setattachment(player.buff_model, player, "");
55 setorigin(player.buff_model, '0 0 1' * (player.buff_model.maxs.z * 1));
56 player.buff_model.owner = player;
57 player.buff_model.scale = 0.7;
58 player.buff_model.pflags = PFLAGS_FULLDYNAMIC;
59 player.buff_model.light_lev = 200;
60 setcefc(player.buff_model, buffs_BuffModel_Customize);
63 vector buff_GlowColor(entity buff)
65 //if(buff.team) { return Team_ColorRGB(buff.team); }
69 void buff_Effect(entity player, string eff)
71 if(!autocvar_g_buffs_effects) { return; }
73 if(time >= player.buff_effect_delay)
75 Send_Effect_(eff, player.origin + ((player.mins + player.maxs) * 0.5), '0 0 0', 1);
76 player.buff_effect_delay = time + 0.05; // prevent spam
81 bool buff_Waypoint_visible_for_player(entity this, entity player, entity view)
83 if(!this.owner.buff_active && !this.owner.buff_activetime)
86 if (STAT(BUFFS, view))
88 return CS(view).cvar_cl_buffs_autoreplace == false || STAT(BUFFS, view) != STAT(BUFFS, this.owner);
91 return WaypointSprite_visible_for_player(this, player, view);
94 void buff_Waypoint_Spawn(entity e)
96 if(autocvar_g_buffs_waypoint_distance <= 0) return;
98 entity buff = buff_FirstFromFlags(STAT(BUFFS, e));
99 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);
100 wp.wp_extra = buff.m_id;
101 WaypointSprite_UpdateTeamRadar(e.buff_waypoint, RADARICON_Buff, e.glowmod);
102 e.buff_waypoint.waypointsprite_visible_for_player = buff_Waypoint_visible_for_player;
105 void buff_SetCooldown(entity this, float cd)
109 if(!this.buff_waypoint)
110 buff_Waypoint_Spawn(this);
112 if(this.buff_waypoint)
113 WaypointSprite_UpdateBuildFinished(this.buff_waypoint, time + cd);
115 this.buff_activetime = cd;
116 this.buff_active = !cd;
119 void buff_Respawn(entity this)
121 if(game_stopped) return;
123 vector oldbufforigin = this.origin;
124 this.velocity = '0 0 200';
126 if(!MoveToRandomMapLocation(this, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY,
127 ((autocvar_g_buffs_random_location_attempts > 0) ? autocvar_g_buffs_random_location_attempts : 10), 1024, 256))
129 entity spot = SelectSpawnPoint(this, true);
130 setorigin(this, spot.origin);
131 this.velocity = ((randomvec() * 100) + '0 0 200');
132 this.angles = spot.angles;
135 tracebox(this.origin, this.mins * 1.5, this.maxs * 1.5, this.origin, MOVE_NOMONSTERS, this);
137 setorigin(this, trace_endpos); // attempt to unstick
139 set_movetype(this, MOVETYPE_TOSS);
141 makevectors(this.angles);
142 this.angles = '0 0 0';
143 if(autocvar_g_buffs_random_lifetime > 0)
144 this.lifetime = time + autocvar_g_buffs_random_lifetime;
146 Send_Effect(EFFECT_ELECTRO_COMBO, oldbufforigin + ((this.mins + this.maxs) * 0.5), '0 0 0', 1);
147 Send_Effect(EFFECT_ELECTRO_COMBO, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
149 WaypointSprite_Ping(this.buff_waypoint);
151 sound(this, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
154 void buff_Touch(entity this, entity toucher)
156 if(game_stopped) return;
158 if(ITEM_TOUCH_NEEDKILL())
164 if(!this.buff_active)
167 if(MUTATOR_CALLHOOK(BuffTouch, this, toucher))
169 toucher = M_ARGV(1, entity);
171 if(!IS_PLAYER(toucher))
172 return; // incase mutator changed toucher
174 if((this.team && DIFF_TEAM(toucher, this))
175 || (STAT(FROZEN, toucher))
177 || (time < PS(toucher).buff_shield)
184 if (STAT(BUFFS, toucher))
186 if (CS(toucher).cvar_cl_buffs_autoreplace && STAT(BUFFS, toucher) != STAT(BUFFS, this))
188 // TODO: lost-gained notification for this case
189 int buffid = buff_FirstFromFlags(STAT(BUFFS, toucher)).m_id;
190 Send_Notification(NOTIF_ONE, toucher, MSG_INFO, INFO_ITEM_BUFF_LOST, toucher.netname, buffid);
191 if(!IS_INDEPENDENT_PLAYER(toucher))
192 Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_INFO, INFO_ITEM_BUFF_LOST, toucher.netname, buffid);
194 STAT(BUFFS, toucher) = 0;
195 //sound(toucher, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
197 else { return; } // do nothing
200 this.owner = toucher;
201 this.buff_active = false;
203 entity thebuff = buff_FirstFromFlags(STAT(BUFFS, this));
204 Send_Notification(NOTIF_ONE, toucher, MSG_MULTI, ITEM_BUFF_GOT, thebuff.m_id);
205 if(!IS_INDEPENDENT_PLAYER(toucher))
206 Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_INFO, INFO_ITEM_BUFF, toucher.netname, thebuff.m_id);
208 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
209 sound(toucher, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTN_NORM);
210 STAT(BUFFS, toucher) |= (STAT(BUFFS, this));
211 STAT(LAST_PICKUP, toucher) = time;
212 float bufftime = ((this.count) ? this.count : thebuff.m_time(thebuff));
214 STAT(BUFF_TIME, toucher) = min(time + bufftime, max(STAT(BUFF_TIME, toucher), time) + bufftime);
217 float buff_Available(entity buff)
219 if (buff == BUFF_Null)
221 if (buff == BUFF_AMMO && ((start_items & IT_UNLIMITED_AMMO) || cvar("g_melee_only")))
223 if (buff == BUFF_VAMPIRE && cvar("g_vampire"))
225 return cvar(strcat("g_buffs_", buff.netname));
230 void buff_NewType(entity ent)
232 RandomSelection_Init();
233 FOREACH(Buffs, buff_Available(it),
235 // if it's already been chosen, give it a lower priority
236 float myseencount = (it.buff_seencount > 0) ? it.buff_seencount : 1; // no division by zero please!
237 RandomSelection_AddEnt(it, max(0.2, 1 / myseencount), 1);
239 entity newbuff = RandomSelection_chosen_ent;
240 newbuff.buff_seencount += 1; // lower chances of seeing this buff again soon
241 STAT(BUFFS, ent) = newbuff.m_itemid;
244 void buff_Think(entity this)
246 if(this.buff_waypoint && autocvar_g_buffs_waypoint_distance <= 0)
247 WaypointSprite_Kill(this.buff_waypoint);
249 if(STAT(BUFFS, this) != this.oldbuffs)
251 entity buff = buff_FirstFromFlags(STAT(BUFFS, this));
252 this.color = buff.m_color;
253 this.glowmod = buff_GlowColor(buff);
254 this.skin = buff.m_skin;
256 setmodel(this, MDL_BUFF);
257 setsize(this, BUFF_MIN, BUFF_MAX);
259 if(this.buff_waypoint)
261 //WaypointSprite_Disown(this.buff_waypoint, 1);
262 WaypointSprite_Kill(this.buff_waypoint);
263 buff_Waypoint_Spawn(this);
264 if(this.buff_activetime)
265 WaypointSprite_UpdateBuildFinished(this.buff_waypoint, time + this.buff_activetime - frametime);
268 this.oldbuffs = STAT(BUFFS, this);
272 if((round_handler_IsActive() && round_handler_IsRoundStarted()) || time >= game_starttime)
273 if(!this.buff_activetime_updated)
275 buff_SetCooldown(this, this.buff_activetime);
276 this.buff_activetime_updated = true;
279 if(!this.buff_active && !this.buff_activetime)
280 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))
282 buff_SetCooldown(this, autocvar_g_buffs_cooldown_respawn + frametime);
284 if(autocvar_g_buffs_randomize && (!teamplay || autocvar_g_buffs_randomize_teamplay))
287 if(autocvar_g_buffs_random_location || (this.spawnflags & 64))
291 if(this.buff_activetime)
293 if((round_handler_IsActive() && round_handler_IsRoundStarted()) || time >= game_starttime)
295 this.buff_activetime = max(0, this.buff_activetime - frametime);
297 if(!this.buff_activetime)
299 this.buff_active = true;
300 sound(this, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTN_NORM);
301 Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
307 if(this.team && !this.buff_waypoint)
308 buff_Waypoint_Spawn(this);
311 if(time >= this.lifetime)
315 this.nextthink = time;
316 //this.angles_y = time * 110.1;
319 void buff_Waypoint_Reset(entity this)
321 WaypointSprite_Kill(this.buff_waypoint);
323 if(this.buff_activetime) { buff_Waypoint_Spawn(this); }
326 void buff_Reset(entity this)
328 if(autocvar_g_buffs_randomize && (!teamplay || autocvar_g_buffs_randomize_teamplay))
331 buff_SetCooldown(this, autocvar_g_buffs_cooldown_activate);
332 buff_Waypoint_Reset(this);
333 this.buff_activetime_updated = false;
335 if(autocvar_g_buffs_random_location || (this.spawnflags & 64))
339 bool buff_Customize(entity this, entity client)
341 entity player = WaypointSprite_getviewentity(client);
342 if(!this.buff_active || (this.team && DIFF_TEAM(player, this)))
345 if(this.effects & EF_FULLBRIGHT) { this.effects &= ~(EF_FULLBRIGHT); }
351 if(!(this.effects & EF_FULLBRIGHT)) { this.effects |= EF_FULLBRIGHT; }
352 this.light_lev = 220 + 36 * sin(time);
353 this.pflags = PFLAGS_FULLDYNAMIC;
358 void buff_Delete(entity this)
360 WaypointSprite_Kill(this.buff_waypoint);
364 void buff_Init(entity this)
366 if(!cvar("g_buffs")) { delete(this); return; }
368 if(!teamplay && this.team) { this.team = 0; }
370 entity buff = buff_FirstFromFlags(STAT(BUFFS, this));
372 if(!STAT(BUFFS, this) || !buff_Available(buff))
375 this.classname = "item_buff";
376 this.solid = SOLID_TRIGGER;
377 this.flags = FL_ITEM;
378 this.bot_pickup = true;
379 this.bot_pickupevalfunc = generic_pickupevalfunc;
380 this.bot_pickupbasevalue = 1000;
381 IL_PUSH(g_items, this);
382 setthink(this, buff_Think);
383 settouch(this, buff_Touch);
384 this.reset = buff_Reset;
385 this.nextthink = time + 0.1;
387 set_movetype(this, MOVETYPE_TOSS);
389 this.skin = buff.m_skin;
390 this.effects = EF_FULLBRIGHT | EF_STARDUST | EF_NOSHADOW;
391 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
392 setcefc(this, buff_Customize);
393 //this.gravity = 100;
394 this.color = buff.m_color;
395 this.glowmod = buff_GlowColor(this);
396 buff_SetCooldown(this, autocvar_g_buffs_cooldown_activate + max(0, game_starttime - time));
397 this.buff_active = !this.buff_activetime;
398 this.pflags = PFLAGS_FULLDYNAMIC;
399 this.dtor = buff_Delete;
401 if(this.spawnflags & 1)
405 set_movetype(this, MOVETYPE_NONE); // reset by random location
407 setmodel(this, MDL_BUFF);
408 setsize(this, BUFF_MIN, BUFF_MAX);
410 if(cvar("g_buffs_random_location") || (this.spawnflags & 64))
414 void buff_Init_Compat(entity ent, entity replacement)
416 if (ent.spawnflags & 2)
417 ent.team = NUM_TEAM_1;
418 else if (ent.spawnflags & 4)
419 ent.team = NUM_TEAM_2;
421 STAT(BUFFS, ent) = replacement.m_itemid;
426 void buff_SpawnReplacement(entity ent, entity old)
428 setorigin(ent, old.origin);
429 ent.angles = old.angles;
430 ent.noalign = Item_ShouldKeepPosition(old);
435 void buff_Vengeance_DelayedDamage(entity this)
438 Damage(this.enemy, this.owner, this.owner, this.dmg, DEATH_BUFF.m_id, DMG_NOWEP, this.enemy.origin, '0 0 0');
444 // note: only really useful in teamplay
445 void buff_Medic_Heal(entity this)
447 FOREACH_CLIENT(IS_PLAYER(it) && it != this && vdist(it.origin - this.origin, <=, autocvar_g_buffs_medic_heal_range),
449 if (DIFF_TEAM(it, this))
453 float hp = GetResource(it, RES_HEALTH);
454 if(hp >= autocvar_g_balance_health_regenstable)
458 Send_Effect(EFFECT_HEALING, it.origin, '0 0 0', 1);
459 SetResource(it, RES_HEALTH, bound(0, hp + autocvar_g_buffs_medic_heal_amount, autocvar_g_balance_health_regenstable));
463 float buff_Inferno_CalculateTime(float damg, float offset_x, float offset_y, float intersect_x, float intersect_y, float base)
465 return offset_y + (intersect_y - offset_y) * logn(((damg - offset_x) * ((base - 1) / intersect_x)) + 1, base);
469 MUTATOR_HOOKFUNCTION(buffs, Damage_Calculate)
471 entity frag_attacker = M_ARGV(1, entity);
472 entity frag_target = M_ARGV(2, entity);
473 float frag_deathtype = M_ARGV(3, float);
474 float frag_damage = M_ARGV(4, float);
475 vector frag_force = M_ARGV(6, vector);
477 if(frag_deathtype == DEATH_BUFF.m_id) { return; }
479 if(STAT(BUFFS, frag_target) & BUFF_RESISTANCE.m_itemid)
481 float reduced = frag_damage * autocvar_g_buffs_resistance_blockpercent;
482 frag_damage = bound(0, frag_damage - reduced, frag_damage);
485 if(STAT(BUFFS, frag_target) & BUFF_SPEED.m_itemid)
486 if(frag_target != frag_attacker)
487 frag_damage *= autocvar_g_buffs_speed_damage_take;
489 if(STAT(BUFFS, frag_target) & BUFF_MEDIC.m_itemid)
490 if((GetResource(frag_target, RES_HEALTH) - frag_damage) <= 0)
491 if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
493 if(random() <= autocvar_g_buffs_medic_survive_chance)
494 frag_damage = max(5, GetResource(frag_target, RES_HEALTH) - autocvar_g_buffs_medic_survive_health);
496 if(STAT(BUFFS, frag_target) & BUFF_JUMP.m_itemid)
497 if(frag_deathtype == DEATH_FALL.m_id)
500 if(STAT(BUFFS, frag_target) & BUFF_VENGEANCE.m_itemid)
502 if(frag_attacker != frag_target)
503 if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
505 entity dmgent = spawn();
507 dmgent.dmg = frag_damage * autocvar_g_buffs_vengeance_damage_multiplier;
508 dmgent.enemy = frag_attacker;
509 dmgent.owner = frag_target;
510 setthink(dmgent, buff_Vengeance_DelayedDamage);
511 dmgent.nextthink = time + 0.1;
514 if(STAT(BUFFS, frag_target) & BUFF_BASH.m_itemid)
515 if(frag_attacker != frag_target)
516 frag_force = '0 0 0';
518 if(STAT(BUFFS, frag_attacker) & BUFF_BASH.m_itemid)
521 if(frag_attacker == frag_target)
522 frag_force *= autocvar_g_buffs_bash_force_self;
524 frag_force *= autocvar_g_buffs_bash_force;
527 if(STAT(BUFFS, frag_attacker) & BUFF_DISABILITY.m_itemid)
528 if(frag_target != frag_attacker)
529 frag_target.buff_disability_time = time + autocvar_g_buffs_disability_slowtime;
531 if(STAT(BUFFS, frag_target) & BUFF_INFERNO.m_itemid)
533 if(frag_deathtype == DEATH_FIRE.m_id)
535 if(frag_deathtype == DEATH_LAVA.m_id)
536 frag_damage *= 0.5; // TODO: cvarize?
539 if(STAT(BUFFS, frag_attacker) & BUFF_LUCK.m_itemid)
540 if(frag_attacker != frag_target)
541 if(autocvar_g_buffs_luck_damagemultiplier > 0)
542 if(random() <= autocvar_g_buffs_luck_chance)
543 frag_damage *= autocvar_g_buffs_luck_damagemultiplier;
545 if(STAT(BUFFS, frag_attacker) & BUFF_INFERNO.m_itemid)
546 if(frag_target != frag_attacker) {
547 float btime = buff_Inferno_CalculateTime(
550 autocvar_g_buffs_inferno_burntime_min_time,
551 autocvar_g_buffs_inferno_burntime_target_damage,
552 autocvar_g_buffs_inferno_burntime_target_time,
553 autocvar_g_buffs_inferno_burntime_factor
555 Fire_AddDamage(frag_target, frag_attacker, (frag_damage * autocvar_g_buffs_inferno_damagemultiplier), btime, DEATH_BUFF.m_id);
558 // this... is ridiculous (TODO: fix!)
559 if(STAT(BUFFS, frag_attacker) & BUFF_VAMPIRE.m_itemid)
560 if(!frag_target.vehicle)
561 if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
562 if(!IS_DEAD(frag_target))
563 if(IS_PLAYER(frag_target) || IS_MONSTER(frag_target))
564 if(frag_attacker != frag_target)
565 if(!STAT(FROZEN, frag_target))
566 if(frag_target.takedamage)
567 if(DIFF_TEAM(frag_attacker, frag_target))
569 float amount = bound(0, frag_damage * autocvar_g_buffs_vampire_damage_steal,
570 GetResource(frag_target, RES_HEALTH));
571 GiveResourceWithLimit(frag_attacker, RES_HEALTH, amount, g_pickup_healthsmall_max);
572 if (GetResource(frag_target, RES_ARMOR))
574 amount = bound(0, frag_damage * autocvar_g_buffs_vampire_damage_steal,
575 GetResource(frag_target, RES_ARMOR));
576 GiveResourceWithLimit(frag_attacker, RES_ARMOR, amount, g_pickup_armorsmall_max);
580 M_ARGV(4, float) = frag_damage;
581 M_ARGV(6, vector) = frag_force;
584 MUTATOR_HOOKFUNCTION(buffs, PlayerSpawn)
586 entity player = M_ARGV(0, entity);
589 // reset timers here to prevent them continuing after re-spawn
590 player.buff_disability_time = 0;
591 player.buff_disability_effect_time = 0;
594 MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics_UpdateStats)
596 entity player = M_ARGV(0, entity);
597 // these automatically reset, no need to worry
599 if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
600 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_buffs_speed_speed;
602 if(time < player.buff_disability_time)
603 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_buffs_disability_speed;
606 MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics)
608 entity player = M_ARGV(0, entity);
609 // these automatically reset, no need to worry
611 if(STAT(BUFFS, player) & BUFF_JUMP.m_itemid)
612 STAT(MOVEVARS_JUMPVELOCITY, player) = autocvar_g_buffs_jump_height;
615 MUTATOR_HOOKFUNCTION(buffs, MonsterMove)
617 entity mon = M_ARGV(0, entity);
619 if(time < mon.buff_disability_time)
621 M_ARGV(1, float) *= autocvar_g_buffs_disability_speed; // run speed
622 M_ARGV(2, float) *= autocvar_g_buffs_disability_speed; // walk speed
626 MUTATOR_HOOKFUNCTION(buffs, PlayerDies)
628 entity frag_target = M_ARGV(2, entity);
630 if(STAT(BUFFS, frag_target))
632 int buffid = buff_FirstFromFlags(STAT(BUFFS, frag_target)).m_id;
633 if(!IS_INDEPENDENT_PLAYER(frag_target))
634 Send_Notification(NOTIF_ALL_EXCEPT, frag_target, MSG_INFO, INFO_ITEM_BUFF_LOST, frag_target.netname, buffid);
635 STAT(BUFFS, frag_target) = 0;
636 STAT(BUFF_TIME, frag_target) = 0;
638 if(frag_target.buff_model)
640 delete(frag_target.buff_model);
641 frag_target.buff_model = NULL;
646 MUTATOR_HOOKFUNCTION(buffs, PlayerUseKey, CBC_ORDER_FIRST)
648 if(MUTATOR_RETURNVALUE || game_stopped || !autocvar_g_buffs_drop) return;
650 entity player = M_ARGV(0, entity);
652 if(STAT(BUFFS, player))
654 int buffid = buff_FirstFromFlags(STAT(BUFFS, player)).m_id;
655 Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid);
656 if(!IS_INDEPENDENT_PLAYER(player))
657 Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
659 STAT(BUFFS, player) = 0;
660 STAT(BUFF_TIME, player) = 0;
661 PS(player).buff_shield = time + max(0, autocvar_g_buffs_pickup_delay);
662 sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
667 MUTATOR_HOOKFUNCTION(buffs, ForbidThrowCurrentWeapon)
669 if(MUTATOR_RETURNVALUE || game_stopped) return;
670 entity player = M_ARGV(0, entity);
672 if(STAT(BUFFS, player) & BUFF_SWAPPER.m_itemid)
674 float best_distance = autocvar_g_buffs_swapper_range;
675 entity closest = NULL;
676 FOREACH_CLIENT(IS_PLAYER(it), {
677 if(!IS_DEAD(it) && !STAT(FROZEN, it) && !it.vehicle)
678 if(DIFF_TEAM(it, player))
680 float test = vlen2(player.origin - it.origin);
681 if(test <= best_distance * best_distance)
683 best_distance = sqrt(test);
691 vector my_org, my_vel, my_ang, their_org, their_vel, their_ang;
693 my_org = player.origin;
694 my_vel = player.velocity;
695 my_ang = player.angles;
696 their_org = closest.origin;
697 their_vel = closest.velocity;
698 their_ang = closest.angles;
700 Drop_Special_Items(closest);
702 MUTATOR_CALLHOOK(PortalTeleport, player); // initiate flag dropper
704 setorigin(player, their_org);
705 setorigin(closest, my_org);
707 closest.velocity = my_vel;
708 closest.angles = my_ang;
709 if (IS_BOT_CLIENT(closest))
711 closest.v_angle = closest.angles;
712 bot_aim_reset(closest);
714 closest.fixangle = true;
715 closest.oldorigin = my_org;
716 closest.oldvelocity = my_vel;
717 player.velocity = their_vel;
718 player.angles = their_ang;
719 if (IS_BOT_CLIENT(player))
721 player.v_angle = player.angles;
722 bot_aim_reset(player);
724 player.fixangle = true;
725 player.oldorigin = their_org;
726 player.oldvelocity = their_vel;
728 // set pusher so player gets the kill if they fall into void
729 closest.pusher = player;
730 closest.pushltime = time + autocvar_g_maxpushtime;
731 closest.istypefrag = PHYS_INPUT_BUTTON_CHAT(closest);
733 Send_Effect(EFFECT_ELECTRO_COMBO, their_org, '0 0 0', 1);
734 Send_Effect(EFFECT_ELECTRO_COMBO, my_org, '0 0 0', 1);
736 sound(player, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
737 sound(closest, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
739 // TODO: add a counter to handle how many times one can teleport, and a delay to prevent spam
740 STAT(BUFFS, player) = 0;
746 bool buffs_RemovePlayer(entity player)
748 if(player.buff_model)
750 delete(player.buff_model);
751 player.buff_model = NULL;
754 // also reset timers here to prevent them continuing after spectating
755 player.buff_disability_time = 0;
756 player.buff_disability_effect_time = 0;
760 MUTATOR_HOOKFUNCTION(buffs, MakePlayerObserver) { entity player = M_ARGV(0, entity); return buffs_RemovePlayer(player); }
761 MUTATOR_HOOKFUNCTION(buffs, ClientDisconnect) { entity player = M_ARGV(0, entity); return buffs_RemovePlayer(player); }
763 MUTATOR_HOOKFUNCTION(buffs, CustomizeWaypoint)
765 entity wp = M_ARGV(0, entity);
766 entity player = M_ARGV(1, entity);
768 entity e = WaypointSprite_getviewentity(player);
770 // if you have the invisibility powerup, sprites ALWAYS are restricted to your team
771 // but only apply this to real players, not to spectators
772 if((wp.owner.flags & FL_CLIENT) && (STAT(BUFFS, wp.owner) & BUFF_INVISIBLE.m_itemid) && (e == player))
773 if(DIFF_TEAM(wp.owner, e))
777 MUTATOR_HOOKFUNCTION(buffs, FilterItem)
779 if(autocvar_g_buffs < 0)
780 return false; // no auto replacing of entities in this mode
782 entity item = M_ARGV(0, entity);
784 if(autocvar_g_buffs_replace_powerups)
786 switch(item.classname)
788 case "item_strength":
792 buff_SpawnReplacement(e, item);
801 MUTATOR_HOOKFUNCTION(buffs, WeaponRateFactor)
803 entity player = M_ARGV(1, entity);
805 if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
806 M_ARGV(0, float) *= autocvar_g_buffs_speed_rate;
808 if(time < player.buff_disability_time)
809 M_ARGV(0, float) *= autocvar_g_buffs_disability_rate;
812 MUTATOR_HOOKFUNCTION(buffs, WeaponSpeedFactor)
814 entity player = M_ARGV(1, entity);
816 if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
817 M_ARGV(0, float) *= autocvar_g_buffs_speed_weaponspeed;
819 if(time < player.buff_disability_time)
820 M_ARGV(0, float) *= autocvar_g_buffs_disability_weaponspeed;
823 .bool buff_flight_crouchheld;
825 MUTATOR_HOOKFUNCTION(buffs, PlayerPreThink)
827 entity player = M_ARGV(0, entity);
829 if(game_stopped || IS_DEAD(player) || frametime || !IS_PLAYER(player)) return;
831 if(STAT(BUFFS, player) & BUFF_FLIGHT.m_itemid)
833 if(!PHYS_INPUT_BUTTON_CROUCH(player))
834 player.buff_flight_crouchheld = false;
835 else if(!player.buff_flight_crouchheld)
837 player.buff_flight_crouchheld = true;
838 player.gravity *= -1;
842 if(time < player.buff_disability_time)
843 if(time >= player.buff_disability_effect_time)
845 Send_Effect(EFFECT_SMOKING, player.origin + ((player.mins + player.maxs) * 0.5), '0 0 0', 1);
846 player.buff_disability_effect_time = time + 0.5;
849 // handle buff lost status
850 // 1: notify everyone else
851 // 2: notify carrier as well
854 if(STAT(BUFF_TIME, player) && STAT(BUFFS, player))
855 if(time >= STAT(BUFF_TIME, player))
857 STAT(BUFF_TIME, player) = 0;
861 if(STAT(FROZEN, player)) { buff_lost = 1; }
865 if(STAT(BUFFS, player))
867 int buffid = buff_FirstFromFlags(STAT(BUFFS, player)).m_id;
870 Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid); // TODO: special timeout message?
871 sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
873 else if(!IS_INDEPENDENT_PLAYER(player))
874 Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
875 STAT(BUFFS, player) = 0;
876 PS(player).buff_shield = time + max(0, autocvar_g_buffs_pickup_delay); // always put in a delay, even if small
880 if(STAT(BUFFS, player) & BUFF_MAGNET.m_itemid)
883 IL_EACH(g_items, it.itemdef,
886 pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_buff;
888 pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_item;
890 if(boxesoverlap(player.absmin - pickup_size, player.absmax + pickup_size, it.absmin, it.absmax))
893 gettouch(it)(it, player);
898 if(STAT(BUFFS, player) & BUFF_AMMO.m_itemid)
900 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
902 .entity weaponentity = weaponentities[slot];
903 if(player.(weaponentity).clip_size)
904 player.(weaponentity).clip_load = player.(weaponentity).(weapon_load[player.(weaponentity).m_switchweapon.m_id]) = player.(weaponentity).clip_size;
908 if((STAT(BUFFS, player) & BUFF_INVISIBLE.m_itemid) && (player.oldbuffs & BUFF_INVISIBLE.m_itemid))
909 player.alpha = ((autocvar_g_buffs_invisible_alpha) ? autocvar_g_buffs_invisible_alpha : -1); // powerups reset alpha, so we must enforce this (TODO)
911 if(STAT(BUFFS, player) & BUFF_MEDIC.m_itemid)
912 if(time >= player.buff_medic_healtime)
914 buff_Medic_Heal(player);
915 player.buff_medic_healtime = time + autocvar_g_buffs_medic_heal_delay;
918 #define BUFF_ONADD(b) if ( (STAT(BUFFS, player) & (b).m_itemid) && !(player.oldbuffs & (b).m_itemid))
919 #define BUFF_ONREM(b) if (!(STAT(BUFFS, player) & (b).m_itemid) && (player.oldbuffs & (b).m_itemid))
921 if(STAT(BUFFS, player) != player.oldbuffs)
923 entity buff = buff_FirstFromFlags(STAT(BUFFS, player));
924 float bufftime = buff != BUFF_Null ? buff.m_time(buff) : 0;
925 if(STAT(BUFF_TIME, player) <= time) // if the player still has a buff countdown, don't reset it!
926 STAT(BUFF_TIME, player) = (bufftime) ? time + bufftime : 0;
928 BUFF_ONADD(BUFF_AMMO)
930 player.buff_ammo_prev_infitems = (player.items & IT_UNLIMITED_AMMO);
931 player.items |= IT_UNLIMITED_AMMO;
933 if(STAT(BUFFS, player) & BUFF_AMMO.m_itemid)
935 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
937 .entity weaponentity = weaponentities[slot];
938 if(player.(weaponentity).clip_load)
939 player.(weaponentity).buff_ammo_prev_clipload = player.(weaponentity).clip_load;
940 if(player.(weaponentity).clip_size)
941 player.(weaponentity).clip_load = player.(weaponentity).(weapon_load[player.(weaponentity).m_switchweapon.m_id]) = player.(weaponentity).clip_size;
946 BUFF_ONREM(BUFF_AMMO)
948 if(player.buff_ammo_prev_infitems)
949 player.items |= IT_UNLIMITED_AMMO;
951 player.items &= ~IT_UNLIMITED_AMMO;
953 if(STAT(BUFFS, player) & BUFF_AMMO.m_itemid)
955 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
957 .entity weaponentity = weaponentities[slot];
958 if(player.(weaponentity).buff_ammo_prev_clipload)
959 player.(weaponentity).clip_load = player.(weaponentity).buff_ammo_prev_clipload;
964 BUFF_ONADD(BUFF_INVISIBLE)
966 if(time < STAT(STRENGTH_FINISHED, player) && MUTATOR_IS_ENABLED(mutator_instagib))
967 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
969 player.buff_invisible_prev_alpha = player.alpha;
970 player.alpha = autocvar_g_buffs_invisible_alpha;
973 BUFF_ONREM(BUFF_INVISIBLE)
975 if(time < STAT(STRENGTH_FINISHED, player) && MUTATOR_IS_ENABLED(mutator_instagib))
976 player.alpha = autocvar_g_instagib_invis_alpha;
978 player.alpha = player.buff_invisible_prev_alpha;
981 BUFF_ONADD(BUFF_FLIGHT)
983 player.buff_flight_oldgravity = player.gravity;
988 BUFF_ONREM(BUFF_FLIGHT)
989 player.gravity = ((player.trigger_gravity_check) ? player.trigger_gravity_check.enemy.gravity : player.buff_flight_oldgravity);
991 player.oldbuffs = STAT(BUFFS, player);
992 if(STAT(BUFFS, player))
994 if(!player.buff_model)
995 buffs_BuffModel_Spawn(player);
997 player.buff_model.color = buff.m_color;
998 player.buff_model.glowmod = buff_GlowColor(player.buff_model);
999 player.buff_model.skin = buff.m_skin;
1001 player.effects |= EF_NOSHADOW;
1005 if(player.buff_model)
1006 delete(player.buff_model);
1007 player.buff_model = NULL;
1009 player.effects &= ~(EF_NOSHADOW);
1013 if(player.buff_model)
1015 player.buff_model.effects = player.effects;
1016 player.buff_model.effects |= EF_LOWPRECISION;
1017 player.buff_model.effects = player.buff_model.effects & EFMASK_CHEAP; // eat performance
1019 player.buff_model.alpha = player.alpha;
1026 MUTATOR_HOOKFUNCTION(buffs, SpectateCopy)
1028 entity spectatee = M_ARGV(0, entity);
1029 entity client = M_ARGV(1, entity);
1031 STAT(BUFFS, client) = STAT(BUFFS, spectatee);
1032 STAT(BUFF_TIME, client) = STAT(BUFF_TIME, spectatee);
1035 MUTATOR_HOOKFUNCTION(buffs, PlayerRegen)
1037 entity player = M_ARGV(0, entity);
1039 if(STAT(BUFFS, player) & BUFF_MEDIC.m_itemid)
1041 M_ARGV(2, float) = autocvar_g_buffs_medic_rot; // rot_mod
1042 M_ARGV(4, float) = M_ARGV(1, float) = autocvar_g_buffs_medic_max; // limit_mod = max_mod
1043 M_ARGV(2, float) = autocvar_g_buffs_medic_regen; // regen_mod
1046 if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
1047 M_ARGV(2, float) = autocvar_g_buffs_speed_regen; // regen_mod
1050 REPLICATE(cvar_cl_buffs_autoreplace, bool, "cl_buffs_autoreplace");
1052 MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsString)
1054 if(autocvar_g_buffs > 0) // only report as a mutator if they're enabled
1055 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":Buffs");
1058 MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsPrettyString)
1060 if(autocvar_g_buffs > 0)
1061 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Buffs");
1064 void buffs_DelayedInit(entity this)
1066 if(autocvar_g_buffs_spawn_count > 0)
1067 if(find(NULL, classname, "item_buff") == NULL)
1070 for(i = 0; i < autocvar_g_buffs_spawn_count; ++i)
1073 e.spawnflags |= 64; // always randomize
1074 e.velocity = randomvec() * 250; // this gets reset anyway if random location works