3 #include <common/mapobjects/target/music.qh>
4 #include <common/gamemodes/_mod.qh>
5 #include <server/items/items.qh>
6 #include <server/sv_main.qh>
8 void buffs_DelayedInit(entity this);
10 AUTOCVAR(g_buffs, int, -1, "Enable buffs, -1: enabled but no auto location or replacing powerups, 1: enabled and can replace them");
12 REGISTER_MUTATOR(buffs, autocvar_g_buffs)
16 if(autocvar_g_buffs > 0)
17 InitializeEntity(NULL, buffs_DelayedInit, INITPRIO_FINDTARGET);
21 bool buffs_BuffModel_Customize(entity this, entity client)
23 entity player, myowner;
26 player = WaypointSprite_getviewentity(client);
28 same_team = (SAME_TEAM(player, myowner) || SAME_TEAM(player, myowner));
30 if(myowner.alpha <= 0.5 && !same_team && myowner.alpha != 0)
33 if(MUTATOR_CALLHOOK(BuffModel_Customize, this, player))
36 if(player == myowner || (IS_SPEC(client) && client.enemy == myowner))
38 // somewhat hide the model, but keep the glow
44 this.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
50 void buffs_BuffModel_Spawn(entity player)
52 player.buff_model = spawn();
53 setmodel(player.buff_model, MDL_BUFF);
54 setsize(player.buff_model, '0 0 -40', '0 0 40');
55 setattachment(player.buff_model, player, "");
56 setorigin(player.buff_model, '0 0 1' * (player.buff_model.maxs.z * 1));
57 player.buff_model.owner = player;
58 player.buff_model.scale = 0.7;
59 player.buff_model.pflags = PFLAGS_FULLDYNAMIC;
60 player.buff_model.light_lev = 200;
61 setcefc(player.buff_model, buffs_BuffModel_Customize);
64 vector buff_GlowColor(entity buff)
66 //if(buff.team) { return Team_ColorRGB(buff.team); }
70 void buff_Effect(entity player, string eff)
72 if(!autocvar_g_buffs_effects) { return; }
74 if(time >= player.buff_effect_delay)
76 Send_Effect_(eff, player.origin + ((player.mins + player.maxs) * 0.5), '0 0 0', 1);
77 player.buff_effect_delay = time + 0.05; // prevent spam
82 bool buff_Waypoint_visible_for_player(entity this, entity player, entity view)
84 if(!this.owner.buff_active && !this.owner.buff_activetime)
87 if (STAT(BUFFS, view))
89 return CS(view).cvar_cl_buffs_autoreplace == false || STAT(BUFFS, view) != STAT(BUFFS, this.owner);
92 return WaypointSprite_visible_for_player(this, player, view);
95 void buff_Waypoint_Spawn(entity e)
97 if(autocvar_g_buffs_waypoint_distance <= 0) return;
99 entity buff = buff_FirstFromFlags(STAT(BUFFS, e));
100 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);
101 wp.wp_extra = buff.m_id;
102 WaypointSprite_UpdateTeamRadar(e.buff_waypoint, RADARICON_Buff, e.glowmod);
103 e.buff_waypoint.waypointsprite_visible_for_player = buff_Waypoint_visible_for_player;
106 void buff_SetCooldown(entity this, float cd)
110 if(!this.buff_waypoint)
111 buff_Waypoint_Spawn(this);
113 if(this.buff_waypoint)
114 WaypointSprite_UpdateBuildFinished(this.buff_waypoint, time + cd);
116 this.buff_activetime = cd;
117 this.buff_active = !cd;
120 void buff_Respawn(entity this)
122 if(game_stopped) return;
124 vector oldbufforigin = this.origin;
125 this.velocity = '0 0 200';
127 if(!MoveToRandomMapLocation(this, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY,
128 ((autocvar_g_buffs_random_location_attempts > 0) ? autocvar_g_buffs_random_location_attempts : 10), 1024, 256))
130 entity spot = SelectSpawnPoint(this, true);
131 setorigin(this, spot.origin);
132 this.velocity = ((randomvec() * 100) + '0 0 200');
133 this.angles = spot.angles;
136 tracebox(this.origin, this.mins * 1.5, this.maxs * 1.5, this.origin, MOVE_NOMONSTERS, this);
138 setorigin(this, trace_endpos); // attempt to unstick
140 set_movetype(this, MOVETYPE_TOSS);
142 makevectors(this.angles);
143 this.angles = '0 0 0';
144 if(autocvar_g_buffs_random_lifetime > 0)
145 this.lifetime = time + autocvar_g_buffs_random_lifetime;
147 Send_Effect(EFFECT_ELECTRO_COMBO, oldbufforigin + ((this.mins + this.maxs) * 0.5), '0 0 0', 1);
148 Send_Effect(EFFECT_ELECTRO_COMBO, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
150 WaypointSprite_Ping(this.buff_waypoint);
152 sound(this, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
155 void buff_Touch(entity this, entity toucher)
157 if(game_stopped) return;
159 if(ITEM_TOUCH_NEEDKILL())
165 if(!this.buff_active)
168 if(MUTATOR_CALLHOOK(BuffTouch, this, toucher))
170 toucher = M_ARGV(1, entity);
172 if(!IS_PLAYER(toucher))
173 return; // incase mutator changed toucher
175 if((this.team && DIFF_TEAM(toucher, this))
176 || (STAT(FROZEN, toucher))
178 || (time < PS(toucher).buff_shield)
185 if (STAT(BUFFS, toucher))
187 if (CS(toucher).cvar_cl_buffs_autoreplace && STAT(BUFFS, toucher) != STAT(BUFFS, this))
189 // TODO: lost-gained notification for this case
190 int buffid = buff_FirstFromFlags(STAT(BUFFS, toucher)).m_id;
191 Send_Notification(NOTIF_ONE, toucher, MSG_INFO, INFO_ITEM_BUFF_LOST, toucher.netname, buffid);
192 if(!IS_INDEPENDENT_PLAYER(toucher))
193 Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_INFO, INFO_ITEM_BUFF_LOST, toucher.netname, buffid);
195 STAT(BUFFS, toucher) = 0;
196 //sound(toucher, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
198 else { return; } // do nothing
201 this.owner = toucher;
202 this.buff_active = false;
204 entity thebuff = buff_FirstFromFlags(STAT(BUFFS, this));
205 Send_Notification(NOTIF_ONE, toucher, MSG_MULTI, ITEM_BUFF_GOT, thebuff.m_id);
206 if(!IS_INDEPENDENT_PLAYER(toucher))
207 Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_INFO, INFO_ITEM_BUFF, toucher.netname, thebuff.m_id);
209 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
210 sound(toucher, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTN_NORM);
211 STAT(BUFFS, toucher) |= (STAT(BUFFS, this));
212 STAT(LAST_PICKUP, toucher) = time;
213 float bufftime = ((this.count) ? this.count : thebuff.m_time(thebuff));
215 STAT(BUFF_TIME, toucher) = min(time + bufftime, max(STAT(BUFF_TIME, toucher), time) + bufftime);
218 float buff_Available(entity buff)
220 if (buff == BUFF_Null)
222 if (buff == BUFF_AMMO && ((start_items & IT_UNLIMITED_AMMO) || cvar("g_melee_only")))
224 if (buff == BUFF_VAMPIRE && cvar("g_vampire"))
226 return cvar(strcat("g_buffs_", buff.netname));
231 void buff_NewType(entity ent)
233 RandomSelection_Init();
234 FOREACH(Buffs, buff_Available(it),
236 // if it's already been chosen, give it a lower priority
237 float myseencount = (it.buff_seencount > 0) ? it.buff_seencount : 1; // no division by zero please!
238 RandomSelection_AddEnt(it, max(0.2, 1 / myseencount), 1);
240 entity newbuff = RandomSelection_chosen_ent;
241 newbuff.buff_seencount += 1; // lower chances of seeing this buff again soon
242 STAT(BUFFS, ent) = newbuff.m_itemid;
245 void buff_Think(entity this)
247 if(this.buff_waypoint && autocvar_g_buffs_waypoint_distance <= 0)
248 WaypointSprite_Kill(this.buff_waypoint);
250 if(STAT(BUFFS, this) != this.oldbuffs)
252 entity buff = buff_FirstFromFlags(STAT(BUFFS, this));
253 this.color = buff.m_color;
254 this.glowmod = buff_GlowColor(buff);
255 this.skin = buff.m_skin;
257 setmodel(this, MDL_BUFF);
258 setsize(this, BUFF_MIN, BUFF_MAX);
260 if(this.buff_waypoint)
262 //WaypointSprite_Disown(this.buff_waypoint, 1);
263 WaypointSprite_Kill(this.buff_waypoint);
264 buff_Waypoint_Spawn(this);
265 if(this.buff_activetime)
266 WaypointSprite_UpdateBuildFinished(this.buff_waypoint, time + this.buff_activetime - frametime);
269 this.oldbuffs = STAT(BUFFS, this);
273 if((round_handler_IsActive() && round_handler_IsRoundStarted()) || time >= game_starttime)
274 if(!this.buff_activetime_updated)
276 buff_SetCooldown(this, this.buff_activetime);
277 this.buff_activetime_updated = true;
280 if(!this.buff_active && !this.buff_activetime)
281 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))
283 buff_SetCooldown(this, autocvar_g_buffs_cooldown_respawn + frametime);
285 if(autocvar_g_buffs_randomize && (!teamplay || autocvar_g_buffs_randomize_teamplay))
288 if(autocvar_g_buffs_random_location || (this.spawnflags & 64))
292 if(this.buff_activetime)
294 if((round_handler_IsActive() && round_handler_IsRoundStarted()) || time >= game_starttime)
296 this.buff_activetime = max(0, this.buff_activetime - frametime);
298 if(!this.buff_activetime)
300 this.buff_active = true;
301 sound(this, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTN_NORM);
302 Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
308 if(this.team && !this.buff_waypoint)
309 buff_Waypoint_Spawn(this);
312 if(time >= this.lifetime)
316 this.nextthink = time;
317 //this.angles_y = time * 110.1;
320 void buff_Waypoint_Reset(entity this)
322 WaypointSprite_Kill(this.buff_waypoint);
324 if(this.buff_activetime) { buff_Waypoint_Spawn(this); }
327 void buff_Reset(entity this)
329 if(autocvar_g_buffs_randomize && (!teamplay || autocvar_g_buffs_randomize_teamplay))
332 buff_SetCooldown(this, autocvar_g_buffs_cooldown_activate);
333 buff_Waypoint_Reset(this);
334 this.buff_activetime_updated = false;
336 if(autocvar_g_buffs_random_location || (this.spawnflags & 64))
340 bool buff_Customize(entity this, entity client)
342 entity player = WaypointSprite_getviewentity(client);
343 if(!this.buff_active || (this.team && DIFF_TEAM(player, this)))
346 if(this.effects & EF_FULLBRIGHT) { this.effects &= ~(EF_FULLBRIGHT); }
352 if(!(this.effects & EF_FULLBRIGHT)) { this.effects |= EF_FULLBRIGHT; }
353 this.light_lev = 220 + 36 * sin(time);
354 this.pflags = PFLAGS_FULLDYNAMIC;
359 void buff_Delete(entity this)
361 WaypointSprite_Kill(this.buff_waypoint);
365 void buff_Init(entity this)
367 if(!cvar("g_buffs")) { delete(this); return; }
369 if(!teamplay && this.team) { this.team = 0; }
371 entity buff = buff_FirstFromFlags(STAT(BUFFS, this));
373 if(!STAT(BUFFS, this) || !buff_Available(buff))
376 this.classname = "item_buff";
377 this.solid = SOLID_TRIGGER;
378 this.flags = FL_ITEM;
379 this.bot_pickup = true;
380 this.bot_pickupevalfunc = generic_pickupevalfunc;
381 this.bot_pickupbasevalue = 1000;
382 IL_PUSH(g_items, this);
383 setthink(this, buff_Think);
384 settouch(this, buff_Touch);
385 this.reset = buff_Reset;
386 this.nextthink = time + 0.1;
388 set_movetype(this, MOVETYPE_TOSS);
390 this.skin = buff.m_skin;
391 this.effects = EF_FULLBRIGHT | EF_STARDUST | EF_NOSHADOW;
392 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
393 setcefc(this, buff_Customize);
394 //this.gravity = 100;
395 this.color = buff.m_color;
396 this.glowmod = buff_GlowColor(this);
397 buff_SetCooldown(this, autocvar_g_buffs_cooldown_activate + max(0, game_starttime - time));
398 this.buff_active = !this.buff_activetime;
399 this.pflags = PFLAGS_FULLDYNAMIC;
400 this.dtor = buff_Delete;
402 if(this.spawnflags & 1)
406 set_movetype(this, MOVETYPE_NONE); // reset by random location
408 setmodel(this, MDL_BUFF);
409 setsize(this, BUFF_MIN, BUFF_MAX);
411 if(cvar("g_buffs_random_location") || (this.spawnflags & 64))
415 void buff_Init_Compat(entity ent, entity replacement)
417 if (ent.spawnflags & 2)
418 ent.team = NUM_TEAM_1;
419 else if (ent.spawnflags & 4)
420 ent.team = NUM_TEAM_2;
422 STAT(BUFFS, ent) = replacement.m_itemid;
427 void buff_SpawnReplacement(entity ent, entity old)
429 setorigin(ent, old.origin);
430 ent.angles = old.angles;
431 ent.noalign = Item_ShouldKeepPosition(old);
436 void buff_Vengeance_DelayedDamage(entity this)
439 Damage(this.enemy, this.owner, this.owner, this.dmg, DEATH_BUFF.m_id, DMG_NOWEP, this.enemy.origin, '0 0 0');
445 // note: only really useful in teamplay
446 void buff_Medic_Heal(entity this)
448 FOREACH_CLIENT(IS_PLAYER(it) && it != this && vdist(it.origin - this.origin, <=, autocvar_g_buffs_medic_heal_range),
450 if (DIFF_TEAM(it, this))
454 float hp = GetResource(it, RES_HEALTH);
455 if(hp >= autocvar_g_balance_health_regenstable)
459 Send_Effect(EFFECT_HEALING, it.origin, '0 0 0', 1);
460 SetResource(it, RES_HEALTH, bound(0, hp + autocvar_g_buffs_medic_heal_amount, autocvar_g_balance_health_regenstable));
464 float buff_Inferno_CalculateTime(float damg, float offset_x, float offset_y, float intersect_x, float intersect_y, float base)
466 return offset_y + (intersect_y - offset_y) * logn(((damg - offset_x) * ((base - 1) / intersect_x)) + 1, base);
470 MUTATOR_HOOKFUNCTION(buffs, Damage_Calculate)
472 entity frag_attacker = M_ARGV(1, entity);
473 entity frag_target = M_ARGV(2, entity);
474 float frag_deathtype = M_ARGV(3, float);
475 float frag_damage = M_ARGV(4, float);
476 vector frag_force = M_ARGV(6, vector);
478 if(frag_deathtype == DEATH_BUFF.m_id) { return; }
480 if(STAT(BUFFS, frag_target) & BUFF_RESISTANCE.m_itemid)
482 float reduced = frag_damage * autocvar_g_buffs_resistance_blockpercent;
483 frag_damage = bound(0, frag_damage - reduced, frag_damage);
486 if(STAT(BUFFS, frag_target) & BUFF_SPEED.m_itemid)
487 if(frag_target != frag_attacker)
488 frag_damage *= autocvar_g_buffs_speed_damage_take;
490 if(STAT(BUFFS, frag_target) & BUFF_MEDIC.m_itemid)
491 if((GetResource(frag_target, RES_HEALTH) - frag_damage) <= 0)
492 if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
494 if(random() <= autocvar_g_buffs_medic_survive_chance)
495 frag_damage = max(5, GetResource(frag_target, RES_HEALTH) - autocvar_g_buffs_medic_survive_health);
497 if(STAT(BUFFS, frag_target) & BUFF_JUMP.m_itemid)
498 if(frag_deathtype == DEATH_FALL.m_id)
501 if(STAT(BUFFS, frag_target) & BUFF_VENGEANCE.m_itemid)
503 if(frag_attacker != frag_target)
504 if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
506 entity dmgent = spawn();
508 dmgent.dmg = frag_damage * autocvar_g_buffs_vengeance_damage_multiplier;
509 dmgent.enemy = frag_attacker;
510 dmgent.owner = frag_target;
511 setthink(dmgent, buff_Vengeance_DelayedDamage);
512 dmgent.nextthink = time + 0.1;
515 if(STAT(BUFFS, frag_target) & BUFF_BASH.m_itemid)
516 if(frag_attacker != frag_target)
517 frag_force = '0 0 0';
519 if(STAT(BUFFS, frag_attacker) & BUFF_BASH.m_itemid)
522 if(frag_attacker == frag_target)
523 frag_force *= autocvar_g_buffs_bash_force_self;
525 frag_force *= autocvar_g_buffs_bash_force;
528 if(STAT(BUFFS, frag_attacker) & BUFF_DISABILITY.m_itemid)
529 if(frag_target != frag_attacker)
530 frag_target.buff_disability_time = time + autocvar_g_buffs_disability_slowtime;
532 if(STAT(BUFFS, frag_target) & BUFF_INFERNO.m_itemid)
534 if(frag_deathtype == DEATH_FIRE.m_id)
536 if(frag_deathtype == DEATH_LAVA.m_id)
537 frag_damage *= 0.5; // TODO: cvarize?
540 if(STAT(BUFFS, frag_attacker) & BUFF_LUCK.m_itemid)
541 if(frag_attacker != frag_target)
542 if(autocvar_g_buffs_luck_damagemultiplier > 0)
543 if(random() <= autocvar_g_buffs_luck_chance)
544 frag_damage *= autocvar_g_buffs_luck_damagemultiplier;
546 if(STAT(BUFFS, frag_attacker) & BUFF_INFERNO.m_itemid)
547 if(frag_target != frag_attacker) {
548 float btime = buff_Inferno_CalculateTime(
551 autocvar_g_buffs_inferno_burntime_min_time,
552 autocvar_g_buffs_inferno_burntime_target_damage,
553 autocvar_g_buffs_inferno_burntime_target_time,
554 autocvar_g_buffs_inferno_burntime_factor
556 Fire_AddDamage(frag_target, frag_attacker, (frag_damage * autocvar_g_buffs_inferno_damagemultiplier), btime, DEATH_BUFF.m_id);
559 // this... is ridiculous (TODO: fix!)
560 if(STAT(BUFFS, frag_attacker) & BUFF_VAMPIRE.m_itemid)
561 if(!frag_target.vehicle)
562 if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
563 if(!IS_DEAD(frag_target))
564 if(IS_PLAYER(frag_target) || IS_MONSTER(frag_target))
565 if(frag_attacker != frag_target)
566 if(!STAT(FROZEN, frag_target))
567 if(frag_target.takedamage)
568 if(DIFF_TEAM(frag_attacker, frag_target))
570 float amount = bound(0, frag_damage * autocvar_g_buffs_vampire_damage_steal,
571 GetResource(frag_target, RES_HEALTH));
572 GiveResourceWithLimit(frag_attacker, RES_HEALTH, amount, g_pickup_healthsmall_max);
573 if (GetResource(frag_target, RES_ARMOR))
575 amount = bound(0, frag_damage * autocvar_g_buffs_vampire_damage_steal,
576 GetResource(frag_target, RES_ARMOR));
577 GiveResourceWithLimit(frag_attacker, RES_ARMOR, amount, g_pickup_armorsmall_max);
581 M_ARGV(4, float) = frag_damage;
582 M_ARGV(6, vector) = frag_force;
585 MUTATOR_HOOKFUNCTION(buffs, PlayerSpawn)
587 entity player = M_ARGV(0, entity);
590 // reset timers here to prevent them continuing after re-spawn
591 player.buff_disability_time = 0;
592 player.buff_disability_effect_time = 0;
595 MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics_UpdateStats)
597 entity player = M_ARGV(0, entity);
598 // these automatically reset, no need to worry
600 if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
601 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_buffs_speed_speed;
603 if(time < player.buff_disability_time)
604 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_buffs_disability_speed;
607 MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics)
609 entity player = M_ARGV(0, entity);
610 // these automatically reset, no need to worry
612 if(STAT(BUFFS, player) & BUFF_JUMP.m_itemid)
613 STAT(MOVEVARS_JUMPVELOCITY, player) = autocvar_g_buffs_jump_height;
616 MUTATOR_HOOKFUNCTION(buffs, MonsterMove)
618 entity mon = M_ARGV(0, entity);
620 if(time < mon.buff_disability_time)
622 M_ARGV(1, float) *= autocvar_g_buffs_disability_speed; // run speed
623 M_ARGV(2, float) *= autocvar_g_buffs_disability_speed; // walk speed
627 MUTATOR_HOOKFUNCTION(buffs, PlayerDies)
629 entity frag_target = M_ARGV(2, entity);
631 if(STAT(BUFFS, frag_target))
633 int buffid = buff_FirstFromFlags(STAT(BUFFS, frag_target)).m_id;
634 if(!IS_INDEPENDENT_PLAYER(frag_target))
635 Send_Notification(NOTIF_ALL_EXCEPT, frag_target, MSG_INFO, INFO_ITEM_BUFF_LOST, frag_target.netname, buffid);
636 STAT(BUFFS, frag_target) = 0;
637 STAT(BUFF_TIME, frag_target) = 0;
639 if(frag_target.buff_model)
641 delete(frag_target.buff_model);
642 frag_target.buff_model = NULL;
647 MUTATOR_HOOKFUNCTION(buffs, PlayerUseKey, CBC_ORDER_FIRST)
649 if(MUTATOR_RETURNVALUE || game_stopped || !autocvar_g_buffs_drop) return;
651 entity player = M_ARGV(0, entity);
653 if(STAT(BUFFS, player))
655 int buffid = buff_FirstFromFlags(STAT(BUFFS, player)).m_id;
656 Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid);
657 if(!IS_INDEPENDENT_PLAYER(player))
658 Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
660 STAT(BUFFS, player) = 0;
661 STAT(BUFF_TIME, player) = 0;
662 PS(player).buff_shield = time + max(0, autocvar_g_buffs_pickup_delay);
663 sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
668 MUTATOR_HOOKFUNCTION(buffs, ForbidThrowCurrentWeapon)
670 if(MUTATOR_RETURNVALUE || game_stopped) return;
671 entity player = M_ARGV(0, entity);
673 if(STAT(BUFFS, player) & BUFF_SWAPPER.m_itemid)
675 float best_distance = autocvar_g_buffs_swapper_range;
676 entity closest = NULL;
677 FOREACH_CLIENT(IS_PLAYER(it), {
678 if(!IS_DEAD(it) && !STAT(FROZEN, it) && !it.vehicle)
679 if(DIFF_TEAM(it, player))
681 float test = vlen2(player.origin - it.origin);
682 if(test <= best_distance * best_distance)
684 best_distance = sqrt(test);
692 vector my_org, my_vel, my_ang, their_org, their_vel, their_ang;
694 my_org = player.origin;
695 my_vel = player.velocity;
696 my_ang = player.angles;
697 their_org = closest.origin;
698 their_vel = closest.velocity;
699 their_ang = closest.angles;
701 Drop_Special_Items(closest);
703 MUTATOR_CALLHOOK(PortalTeleport, player); // initiate flag dropper
705 setorigin(player, their_org);
706 setorigin(closest, my_org);
708 closest.velocity = my_vel;
709 closest.angles = my_ang;
710 if (IS_BOT_CLIENT(closest))
712 closest.v_angle = closest.angles;
713 bot_aim_reset(closest);
715 closest.fixangle = true;
716 closest.oldorigin = my_org;
717 closest.oldvelocity = my_vel;
718 player.velocity = their_vel;
719 player.angles = their_ang;
720 if (IS_BOT_CLIENT(player))
722 player.v_angle = player.angles;
723 bot_aim_reset(player);
725 player.fixangle = true;
726 player.oldorigin = their_org;
727 player.oldvelocity = their_vel;
729 // set pusher so player gets the kill if they fall into void
730 closest.pusher = player;
731 closest.pushltime = time + autocvar_g_maxpushtime;
732 closest.istypefrag = PHYS_INPUT_BUTTON_CHAT(closest);
734 Send_Effect(EFFECT_ELECTRO_COMBO, their_org, '0 0 0', 1);
735 Send_Effect(EFFECT_ELECTRO_COMBO, my_org, '0 0 0', 1);
737 sound(player, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
738 sound(closest, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
740 // TODO: add a counter to handle how many times one can teleport, and a delay to prevent spam
741 STAT(BUFFS, player) = 0;
747 bool buffs_RemovePlayer(entity player)
749 if(player.buff_model)
751 delete(player.buff_model);
752 player.buff_model = NULL;
755 // also reset timers here to prevent them continuing after spectating
756 player.buff_disability_time = 0;
757 player.buff_disability_effect_time = 0;
761 MUTATOR_HOOKFUNCTION(buffs, MakePlayerObserver) { entity player = M_ARGV(0, entity); return buffs_RemovePlayer(player); }
762 MUTATOR_HOOKFUNCTION(buffs, ClientDisconnect) { entity player = M_ARGV(0, entity); return buffs_RemovePlayer(player); }
764 MUTATOR_HOOKFUNCTION(buffs, CustomizeWaypoint)
766 entity wp = M_ARGV(0, entity);
767 entity player = M_ARGV(1, entity);
769 entity e = WaypointSprite_getviewentity(player);
771 // if you have the invisibility powerup, sprites ALWAYS are restricted to your team
772 // but only apply this to real players, not to spectators
773 if((wp.owner.flags & FL_CLIENT) && (STAT(BUFFS, wp.owner) & BUFF_INVISIBLE.m_itemid) && (e == player))
774 if(DIFF_TEAM(wp.owner, e))
778 MUTATOR_HOOKFUNCTION(buffs, FilterItem)
780 if(autocvar_g_buffs < 0)
781 return false; // no auto replacing of entities in this mode
783 entity item = M_ARGV(0, entity);
785 if(autocvar_g_buffs_replace_powerups)
787 switch(item.classname)
789 case "item_strength":
793 buff_SpawnReplacement(e, item);
802 MUTATOR_HOOKFUNCTION(buffs, WeaponRateFactor)
804 entity player = M_ARGV(1, entity);
806 if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
807 M_ARGV(0, float) *= autocvar_g_buffs_speed_rate;
809 if(time < player.buff_disability_time)
810 M_ARGV(0, float) *= autocvar_g_buffs_disability_rate;
813 MUTATOR_HOOKFUNCTION(buffs, WeaponSpeedFactor)
815 entity player = M_ARGV(1, entity);
817 if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
818 M_ARGV(0, float) *= autocvar_g_buffs_speed_weaponspeed;
820 if(time < player.buff_disability_time)
821 M_ARGV(0, float) *= autocvar_g_buffs_disability_weaponspeed;
824 .bool buff_flight_crouchheld;
826 MUTATOR_HOOKFUNCTION(buffs, PlayerPreThink)
828 entity player = M_ARGV(0, entity);
830 if(game_stopped || IS_DEAD(player) || frametime || !IS_PLAYER(player)) return;
832 if(STAT(BUFFS, player) & BUFF_FLIGHT.m_itemid)
834 if(!PHYS_INPUT_BUTTON_CROUCH(player))
835 player.buff_flight_crouchheld = false;
836 else if(!player.buff_flight_crouchheld)
838 player.buff_flight_crouchheld = true;
839 player.gravity *= -1;
843 if(time < player.buff_disability_time)
844 if(time >= player.buff_disability_effect_time)
846 Send_Effect(EFFECT_SMOKING, player.origin + ((player.mins + player.maxs) * 0.5), '0 0 0', 1);
847 player.buff_disability_effect_time = time + 0.5;
850 // handle buff lost status
851 // 1: notify everyone else
852 // 2: notify carrier as well
855 if(STAT(BUFF_TIME, player) && STAT(BUFFS, player))
856 if(time >= STAT(BUFF_TIME, player))
858 STAT(BUFF_TIME, player) = 0;
862 if(STAT(FROZEN, player)) { buff_lost = 1; }
866 if(STAT(BUFFS, player))
868 int buffid = buff_FirstFromFlags(STAT(BUFFS, player)).m_id;
871 Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid); // TODO: special timeout message?
872 sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
874 else if(!IS_INDEPENDENT_PLAYER(player))
875 Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
876 STAT(BUFFS, player) = 0;
877 PS(player).buff_shield = time + max(0, autocvar_g_buffs_pickup_delay); // always put in a delay, even if small
881 if(STAT(BUFFS, player) & BUFF_MAGNET.m_itemid)
884 IL_EACH(g_items, it.itemdef,
887 pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_buff;
889 pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_item;
891 if(boxesoverlap(player.absmin - pickup_size, player.absmax + pickup_size, it.absmin, it.absmax))
894 gettouch(it)(it, player);
899 if(STAT(BUFFS, player) & BUFF_AMMO.m_itemid)
901 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
903 .entity weaponentity = weaponentities[slot];
904 if(player.(weaponentity).clip_size)
905 player.(weaponentity).clip_load = player.(weaponentity).(weapon_load[player.(weaponentity).m_switchweapon.m_id]) = player.(weaponentity).clip_size;
909 if((STAT(BUFFS, player) & BUFF_INVISIBLE.m_itemid) && (player.oldbuffs & BUFF_INVISIBLE.m_itemid))
910 player.alpha = ((autocvar_g_buffs_invisible_alpha) ? autocvar_g_buffs_invisible_alpha : -1); // powerups reset alpha, so we must enforce this (TODO)
912 if(STAT(BUFFS, player) & BUFF_MEDIC.m_itemid)
913 if(time >= player.buff_medic_healtime)
915 buff_Medic_Heal(player);
916 player.buff_medic_healtime = time + autocvar_g_buffs_medic_heal_delay;
919 #define BUFF_ONADD(b) if ( (STAT(BUFFS, player) & (b).m_itemid) && !(player.oldbuffs & (b).m_itemid))
920 #define BUFF_ONREM(b) if (!(STAT(BUFFS, player) & (b).m_itemid) && (player.oldbuffs & (b).m_itemid))
922 if(STAT(BUFFS, player) != player.oldbuffs)
924 entity buff = buff_FirstFromFlags(STAT(BUFFS, player));
925 float bufftime = buff != BUFF_Null ? buff.m_time(buff) : 0;
926 if(STAT(BUFF_TIME, player) <= time) // if the player still has a buff countdown, don't reset it!
927 STAT(BUFF_TIME, player) = (bufftime) ? time + bufftime : 0;
929 BUFF_ONADD(BUFF_AMMO)
931 player.buff_ammo_prev_infitems = (player.items & IT_UNLIMITED_AMMO);
932 player.items |= IT_UNLIMITED_AMMO;
934 if(STAT(BUFFS, player) & BUFF_AMMO.m_itemid)
936 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
938 .entity weaponentity = weaponentities[slot];
939 if(player.(weaponentity).clip_load)
940 player.(weaponentity).buff_ammo_prev_clipload = player.(weaponentity).clip_load;
941 if(player.(weaponentity).clip_size)
942 player.(weaponentity).clip_load = player.(weaponentity).(weapon_load[player.(weaponentity).m_switchweapon.m_id]) = player.(weaponentity).clip_size;
947 BUFF_ONREM(BUFF_AMMO)
949 if(player.buff_ammo_prev_infitems)
950 player.items |= IT_UNLIMITED_AMMO;
952 player.items &= ~IT_UNLIMITED_AMMO;
954 if(STAT(BUFFS, player) & BUFF_AMMO.m_itemid)
956 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
958 .entity weaponentity = weaponentities[slot];
959 if(player.(weaponentity).buff_ammo_prev_clipload)
960 player.(weaponentity).clip_load = player.(weaponentity).buff_ammo_prev_clipload;
965 BUFF_ONADD(BUFF_INVISIBLE)
967 if(time < STAT(STRENGTH_FINISHED, player) && MUTATOR_IS_ENABLED(mutator_instagib))
968 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
970 player.buff_invisible_prev_alpha = player.alpha;
971 player.alpha = autocvar_g_buffs_invisible_alpha;
974 BUFF_ONREM(BUFF_INVISIBLE)
976 if(time < STAT(STRENGTH_FINISHED, player) && MUTATOR_IS_ENABLED(mutator_instagib))
977 player.alpha = autocvar_g_instagib_invis_alpha;
979 player.alpha = player.buff_invisible_prev_alpha;
982 BUFF_ONADD(BUFF_FLIGHT)
984 player.buff_flight_oldgravity = player.gravity;
989 BUFF_ONREM(BUFF_FLIGHT)
990 player.gravity = ((player.trigger_gravity_check) ? player.trigger_gravity_check.enemy.gravity : player.buff_flight_oldgravity);
992 player.oldbuffs = STAT(BUFFS, player);
993 if(STAT(BUFFS, player))
995 if(!player.buff_model)
996 buffs_BuffModel_Spawn(player);
998 player.buff_model.color = buff.m_color;
999 player.buff_model.glowmod = buff_GlowColor(player.buff_model);
1000 player.buff_model.skin = buff.m_skin;
1002 player.effects |= EF_NOSHADOW;
1006 if(player.buff_model)
1007 delete(player.buff_model);
1008 player.buff_model = NULL;
1010 player.effects &= ~(EF_NOSHADOW);
1014 if(player.buff_model)
1016 player.buff_model.effects = player.effects;
1017 player.buff_model.effects |= EF_LOWPRECISION;
1018 player.buff_model.effects = player.buff_model.effects & EFMASK_CHEAP; // eat performance
1020 player.buff_model.alpha = player.alpha;
1027 MUTATOR_HOOKFUNCTION(buffs, SpectateCopy)
1029 entity spectatee = M_ARGV(0, entity);
1030 entity client = M_ARGV(1, entity);
1032 STAT(BUFFS, client) = STAT(BUFFS, spectatee);
1033 STAT(BUFF_TIME, client) = STAT(BUFF_TIME, spectatee);
1036 MUTATOR_HOOKFUNCTION(buffs, PlayerRegen)
1038 entity player = M_ARGV(0, entity);
1040 if(STAT(BUFFS, player) & BUFF_MEDIC.m_itemid)
1042 M_ARGV(2, float) = autocvar_g_buffs_medic_rot; // rot_mod
1043 M_ARGV(4, float) = M_ARGV(1, float) = autocvar_g_buffs_medic_max; // limit_mod = max_mod
1044 M_ARGV(2, float) = autocvar_g_buffs_medic_regen; // regen_mod
1047 if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
1048 M_ARGV(2, float) = autocvar_g_buffs_speed_regen; // regen_mod
1051 REPLICATE(cvar_cl_buffs_autoreplace, bool, "cl_buffs_autoreplace");
1053 MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsString)
1055 if(autocvar_g_buffs > 0) // only report as a mutator if they're enabled
1056 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":Buffs");
1059 MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsPrettyString)
1061 if(autocvar_g_buffs > 0)
1062 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Buffs");
1065 void buffs_DelayedInit(entity this)
1067 if(autocvar_g_buffs_spawn_count > 0)
1068 if(find(NULL, classname, "item_buff") == NULL)
1071 for(i = 0; i < autocvar_g_buffs_spawn_count; ++i)
1074 e.spawnflags |= 64; // always randomize
1075 e.velocity = randomvec() * 250; // this gets reset anyway if random location works