entity Buff_Type_first; entity Buff_Type_last; .entity enemy; // internal next pointer float BUFF_LAST = 1; .int items; // buff ID .string netname; // buff name .string message; // human readable name .vector colormod; // buff color .string model2; // buff sprite .float skin; // buff skin #define REGISTER_BUFF(hname,sname,NAME,bskin,bcolor) \ float BUFF_##NAME; \ entity Buff_Type##sname; \ void RegisterBuffs_##sname() \ { \ BUFF_##NAME = BUFF_LAST * 2; \ BUFF_LAST = BUFF_##NAME; \ Buff_Type##sname = spawn(); \ Buff_Type##sname.items = BUFF_##NAME; \ Buff_Type##sname.netname = #sname; \ Buff_Type##sname.message = hname; \ Buff_Type##sname.skin = bskin; \ Buff_Type##sname.colormod = bcolor; \ Buff_Type##sname.model2 = strzone(strcat("buff-", #sname)); \ if(!Buff_Type_first) \ Buff_Type_first = Buff_Type##sname; \ if(Buff_Type_last) \ Buff_Type_last.enemy = Buff_Type##sname; \ Buff_Type_last = Buff_Type##sname; \ } \ ACCUMULATE_FUNCTION(RegisterBuffs, RegisterBuffs_##sname) REGISTER_BUFF(_("Ammo"),ammo,AMMO,3,'0.2 1 0.2'); REGISTER_BUFF(_("Resistance"),resistance,RESISTANCE,0,'0.3 0.2 1'); REGISTER_BUFF(_("Speed"),speed,SPEED,9,'1 1 0.2'); REGISTER_BUFF(_("Medic"),medic,MEDIC,1,'1 0.3 1'); REGISTER_BUFF(_("Bash"),bash,BASH,5,'1 0.4 0'); REGISTER_BUFF(_("Vampire"),vampire,VAMPIRE,2,'1 0.15 0'); REGISTER_BUFF(_("Disability"),disability,DISABILITY,7,'0.66 0.66 0.73'); REGISTER_BUFF(_("Vengeance"),vengeance,VENGEANCE,15,'0.55 0.5 1'); REGISTER_BUFF(_("Jump"),jump,JUMP,10,'0.7 0.2 1'); REGISTER_BUFF(_("Flight"),flight,FLIGHT,11,'1 0.2 0.5'); REGISTER_BUFF(_("Invisible"),invisible,INVISIBLE,12,'0.9 0.9 0.9'); #undef REGISTER_BUFF #ifdef SVQC .float buffs; void buff_Init(entity ent); void buff_Init_Compat(entity ent, float replacement); #define BUFF_SPAWNFUNC(e,b,t) void spawnfunc_item_buff_##e() { self.buffs = b; self.team = t; buff_Init(self); } #define BUFF_SPAWNFUNC_Q3TA_COMPAT(o,r) void spawnfunc_item_##o() { buff_Init_Compat(self,r); } #define BUFF_SPAWNFUNCS(e,b) \ BUFF_SPAWNFUNC(e, b, 0) \ BUFF_SPAWNFUNC(e##_team1, b, NUM_TEAM_1) \ BUFF_SPAWNFUNC(e##_team2, b, NUM_TEAM_2) \ BUFF_SPAWNFUNC(e##_team3, b, NUM_TEAM_3) \ BUFF_SPAWNFUNC(e##_team4, b, NUM_TEAM_4) BUFF_SPAWNFUNCS(resistance, BUFF_RESISTANCE) BUFF_SPAWNFUNCS(ammo, BUFF_AMMO) BUFF_SPAWNFUNCS(speed, BUFF_SPEED) BUFF_SPAWNFUNCS(medic, BUFF_MEDIC) BUFF_SPAWNFUNCS(bash, BUFF_BASH) BUFF_SPAWNFUNCS(vampire, BUFF_VAMPIRE) BUFF_SPAWNFUNCS(disability, BUFF_DISABILITY) BUFF_SPAWNFUNCS(vengeance, BUFF_VENGEANCE) BUFF_SPAWNFUNCS(jump, BUFF_JUMP) BUFF_SPAWNFUNCS(flight, BUFF_FLIGHT) BUFF_SPAWNFUNCS(invisible, BUFF_INVISIBLE) BUFF_SPAWNFUNCS(random, 0) BUFF_SPAWNFUNC_Q3TA_COMPAT(doubler, BUFF_MEDIC) BUFF_SPAWNFUNC_Q3TA_COMPAT(resistance, BUFF_RESISTANCE) BUFF_SPAWNFUNC_Q3TA_COMPAT(scout, BUFF_SPEED) BUFF_SPAWNFUNC_Q3TA_COMPAT(ammoregen, BUFF_AMMO) // actually Q3 BUFF_SPAWNFUNC_Q3TA_COMPAT(haste, BUFF_SPEED) BUFF_SPAWNFUNC_Q3TA_COMPAT(invis, BUFF_INVISIBLE) BUFF_SPAWNFUNC_Q3TA_COMPAT(medic, BUFF_MEDIC) #endif vector Buff_Color(float buff_id); string Buff_PrettyName(float buff_id); string Buff_Name(float buff_id); float Buff_Type_FromName(string buff_name); float Buff_Type_FromSprite(string buff_sprite); float Buff_Skin(float buff_id); string Buff_Sprite(float buff_id);