#include "sv_buffs.qh" #include #include void buffs_DelayedInit(entity this); AUTOCVAR(g_buffs, int, -1, "Enable buffs, -1: enabled but no auto location or replacing powerups, 1: enabled and can replace them"); REGISTER_MUTATOR(buffs, autocvar_g_buffs) { MUTATOR_ONADD { if(autocvar_g_buffs > 0) InitializeEntity(NULL, buffs_DelayedInit, INITPRIO_FINDTARGET); } } bool buffs_BuffModel_Customize(entity this, entity client) { entity player, myowner; bool same_team; player = WaypointSprite_getviewentity(client); myowner = this.owner; same_team = (SAME_TEAM(player, myowner) || SAME_TEAM(player, myowner)); if(myowner.alpha <= 0.5 && !same_team && myowner.alpha != 0) return false; if(MUTATOR_CALLHOOK(BuffModel_Customize, this, player)) return false; if(player == myowner || (IS_SPEC(client) && client.enemy == myowner)) { // somewhat hide the model, but keep the glow this.effects = 0; this.alpha = -1; } else { this.effects = EF_FULLBRIGHT | EF_LOWPRECISION; this.alpha = 1; } return true; } void buffs_BuffModel_Spawn(entity player) { player.buff_model = spawn(); setmodel(player.buff_model, MDL_BUFF); setsize(player.buff_model, '0 0 -40', '0 0 40'); setattachment(player.buff_model, player, ""); setorigin(player.buff_model, '0 0 1' * (player.buff_model.maxs.z * 1)); player.buff_model.owner = player; player.buff_model.scale = 0.7; player.buff_model.pflags = PFLAGS_FULLDYNAMIC; player.buff_model.light_lev = 200; setcefc(player.buff_model, buffs_BuffModel_Customize); } vector buff_GlowColor(entity buff) { //if(buff.team) { return Team_ColorRGB(buff.team); } return buff.m_color; } void buff_Effect(entity player, string eff) { if(!autocvar_g_buffs_effects) { return; } if(time >= player.buff_effect_delay) { Send_Effect_(eff, player.origin + ((player.mins + player.maxs) * 0.5), '0 0 0', 1); player.buff_effect_delay = time + 0.05; // prevent spam } } // buff item bool buff_Waypoint_visible_for_player(entity this, entity player, entity view) { if(!this.owner.buff_active && !this.owner.buff_activetime) return false; if (STAT(BUFFS, view)) { return CS(view).cvar_cl_buffs_autoreplace == false || STAT(BUFFS, view) != STAT(BUFFS, this.owner); } return WaypointSprite_visible_for_player(this, player, view); } void buff_Waypoint_Spawn(entity e) { entity buff = buff_FirstFromFlags(STAT(BUFFS, e)); 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); wp.wp_extra = buff.m_id; WaypointSprite_UpdateTeamRadar(e.buff_waypoint, RADARICON_Buff, e.glowmod); e.buff_waypoint.waypointsprite_visible_for_player = buff_Waypoint_visible_for_player; } void buff_SetCooldown(entity this, float cd) { cd = max(0, cd); if(!this.buff_waypoint) buff_Waypoint_Spawn(this); WaypointSprite_UpdateBuildFinished(this.buff_waypoint, time + cd); this.buff_activetime = cd; this.buff_active = !cd; } void buff_Respawn(entity this) { if(game_stopped) return; vector oldbufforigin = this.origin; this.velocity = '0 0 200'; if(!MoveToRandomMapLocation(this, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, ((autocvar_g_buffs_random_location_attempts > 0) ? autocvar_g_buffs_random_location_attempts : 10), 1024, 256)) { entity spot = SelectSpawnPoint(this, true); setorigin(this, spot.origin); this.velocity = ((randomvec() * 100) + '0 0 200'); this.angles = spot.angles; } tracebox(this.origin, this.mins * 1.5, this.maxs * 1.5, this.origin, MOVE_NOMONSTERS, this); setorigin(this, trace_endpos); // attempt to unstick set_movetype(this, MOVETYPE_TOSS); makevectors(this.angles); this.angles = '0 0 0'; if(autocvar_g_buffs_random_lifetime > 0) this.lifetime = time + autocvar_g_buffs_random_lifetime; Send_Effect(EFFECT_ELECTRO_COMBO, oldbufforigin + ((this.mins + this.maxs) * 0.5), '0 0 0', 1); Send_Effect(EFFECT_ELECTRO_COMBO, CENTER_OR_VIEWOFS(this), '0 0 0', 1); WaypointSprite_Ping(this.buff_waypoint); sound(this, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere) } void buff_Touch(entity this, entity toucher) { if(game_stopped) return; if(ITEM_TOUCH_NEEDKILL()) { buff_Respawn(this); return; } if(!this.buff_active) return; if(MUTATOR_CALLHOOK(BuffTouch, this, toucher)) return; toucher = M_ARGV(1, entity); if(!IS_PLAYER(toucher)) return; // incase mutator changed toucher if((this.team && DIFF_TEAM(toucher, this)) || (STAT(FROZEN, toucher)) || (toucher.vehicle) || (time < PS(toucher).buff_shield) ) { // can't touch this return; } if (STAT(BUFFS, toucher)) { if (CS(toucher).cvar_cl_buffs_autoreplace && STAT(BUFFS, toucher) != STAT(BUFFS, this)) { int buffid = buff_FirstFromFlags(STAT(BUFFS, toucher)).m_id; //Send_Notification(NOTIF_ONE, toucher, MSG_MULTI, ITEM_BUFF_DROP, STAT(BUFFS, toucher)); Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ITEM_BUFF_LOST, toucher.netname, buffid); STAT(BUFFS, toucher) = 0; //sound(toucher, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM); } else { return; } // do nothing } this.owner = toucher; this.buff_active = false; this.lifetime = 0; int buffid = buff_FirstFromFlags(STAT(BUFFS, this)).m_id; Send_Notification(NOTIF_ONE, toucher, MSG_MULTI, ITEM_BUFF_GOT, buffid); Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_INFO, INFO_ITEM_BUFF, toucher.netname, buffid); Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1); sound(toucher, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTN_NORM); STAT(BUFFS, toucher) |= (STAT(BUFFS, this)); } float buff_Available(entity buff) { if (buff == BUFF_Null) return false; if (buff == BUFF_AMMO && ((start_items & IT_UNLIMITED_WEAPON_AMMO) || (start_items & IT_UNLIMITED_AMMO) || (cvar("g_melee_only")))) return false; if (buff == BUFF_VAMPIRE && cvar("g_vampire")) return false; return cvar(strcat("g_buffs_", buff.netname)); } .int buff_seencount; void buff_NewType(entity ent) { RandomSelection_Init(); FOREACH(Buffs, buff_Available(it), { // if it's already been chosen, give it a lower priority RandomSelection_AddEnt(it, max(0.2, 1 / it.buff_seencount), 1); }); entity newbuff = RandomSelection_chosen_ent; newbuff.buff_seencount += 1; // lower chances of seeing this buff again soon STAT(BUFFS, ent) = newbuff.m_itemid; } void buff_Think(entity this) { if(STAT(BUFFS, this) != this.oldbuffs) { entity buff = buff_FirstFromFlags(STAT(BUFFS, this)); this.color = buff.m_color; this.glowmod = buff_GlowColor(buff); this.skin = buff.m_skin; setmodel(this, MDL_BUFF); setsize(this, BUFF_MIN, BUFF_MAX); if(this.buff_waypoint) { //WaypointSprite_Disown(this.buff_waypoint, 1); WaypointSprite_Kill(this.buff_waypoint); buff_Waypoint_Spawn(this); if(this.buff_activetime) WaypointSprite_UpdateBuildFinished(this.buff_waypoint, time + this.buff_activetime - frametime); } this.oldbuffs = STAT(BUFFS, this); } if(!game_stopped) if((round_handler_IsActive() && !round_handler_IsRoundStarted()) || time >= game_starttime) if(!this.buff_activetime_updated) { buff_SetCooldown(this, this.buff_activetime); this.buff_activetime_updated = true; } if(!this.buff_active && !this.buff_activetime) 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)) { buff_SetCooldown(this, autocvar_g_buffs_cooldown_respawn + frametime); this.owner = NULL; if(autocvar_g_buffs_randomize) buff_NewType(this); if(autocvar_g_buffs_random_location || (this.spawnflags & 64)) buff_Respawn(this); } if(this.buff_activetime) if(!game_stopped) if((round_handler_IsActive() && !round_handler_IsRoundStarted()) || time >= game_starttime) { this.buff_activetime = max(0, this.buff_activetime - frametime); if(!this.buff_activetime) { this.buff_active = true; sound(this, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTN_NORM); Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1); } } if(this.buff_active) { if(this.team && !this.buff_waypoint) buff_Waypoint_Spawn(this); if(this.lifetime) if(time >= this.lifetime) buff_Respawn(this); } this.nextthink = time; //this.angles_y = time * 110.1; } void buff_Waypoint_Reset(entity this) { WaypointSprite_Kill(this.buff_waypoint); if(this.buff_activetime) { buff_Waypoint_Spawn(this); } } void buff_Reset(entity this) { if(autocvar_g_buffs_randomize) buff_NewType(this); this.owner = NULL; buff_SetCooldown(this, autocvar_g_buffs_cooldown_activate); buff_Waypoint_Reset(this); this.buff_activetime_updated = false; if(autocvar_g_buffs_random_location || (this.spawnflags & 64)) buff_Respawn(this); } bool buff_Customize(entity this, entity client) { entity player = WaypointSprite_getviewentity(client); if(!this.buff_active || (this.team && DIFF_TEAM(player, this))) { this.alpha = 0.3; if(this.effects & EF_FULLBRIGHT) { this.effects &= ~(EF_FULLBRIGHT); } this.pflags = 0; } else { this.alpha = 1; if(!(this.effects & EF_FULLBRIGHT)) { this.effects |= EF_FULLBRIGHT; } this.light_lev = 220 + 36 * sin(time); this.pflags = PFLAGS_FULLDYNAMIC; } return true; } void buff_Init(entity this) { if(!cvar("g_buffs")) { delete(this); return; } if(!teamplay && this.team) { this.team = 0; } entity buff = buff_FirstFromFlags(STAT(BUFFS, this)); if(!STAT(BUFFS, this) || !buff_Available(buff)) buff_NewType(this); this.classname = "item_buff"; this.solid = SOLID_TRIGGER; this.flags = FL_ITEM; this.bot_pickup = true; this.bot_pickupevalfunc = generic_pickupevalfunc; this.bot_pickupbasevalue = 1000; IL_PUSH(g_items, this); setthink(this, buff_Think); settouch(this, buff_Touch); this.reset = buff_Reset; this.nextthink = time + 0.1; this.gravity = 1; set_movetype(this, MOVETYPE_TOSS); this.scale = 1; this.skin = buff.m_skin; this.effects = EF_FULLBRIGHT | EF_STARDUST | EF_NOSHADOW; this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY; setcefc(this, buff_Customize); //this.gravity = 100; this.color = buff.m_color; this.glowmod = buff_GlowColor(this); buff_SetCooldown(this, autocvar_g_buffs_cooldown_activate + max(0, game_starttime - time)); this.buff_active = !this.buff_activetime; this.pflags = PFLAGS_FULLDYNAMIC; if(this.spawnflags & 1) this.noalign = true; if(this.noalign) set_movetype(this, MOVETYPE_NONE); // reset by random location setmodel(this, MDL_BUFF); setsize(this, BUFF_MIN, BUFF_MAX); if(cvar("g_buffs_random_location") || (this.spawnflags & 64)) buff_Respawn(this); } void buff_Init_Compat(entity ent, entity replacement) { if (ent.spawnflags & 2) ent.team = NUM_TEAM_1; else if (ent.spawnflags & 4) ent.team = NUM_TEAM_2; STAT(BUFFS, ent) = replacement.m_itemid; buff_Init(ent); } void buff_SpawnReplacement(entity ent, entity old) { setorigin(ent, old.origin); ent.angles = old.angles; ent.noalign = Item_ShouldKeepPosition(old); buff_Init(ent); } void buff_Vengeance_DelayedDamage(entity this) { if(this.enemy) Damage(this.enemy, this.owner, this.owner, this.dmg, DEATH_BUFF.m_id, DMG_NOWEP, this.enemy.origin, '0 0 0'); delete(this); return; } // note: only really useful in teamplay void buff_Medic_Heal(entity this) { FOREACH_CLIENT(IS_PLAYER(it) && it != this && vdist(it.origin - this.origin, <=, autocvar_g_buffs_medic_heal_range), { if (DIFF_TEAM(it, this)) { continue; } float hp = GetResource(it, RES_HEALTH); if(hp >= autocvar_g_balance_health_regenstable) { continue; } Send_Effect(EFFECT_HEALING, it.origin, '0 0 0', 1); SetResource(it, RES_HEALTH, bound(0, hp + autocvar_g_buffs_medic_heal_amount, autocvar_g_balance_health_regenstable)); }); } float buff_Inferno_CalculateTime(float damg, float offset_x, float offset_y, float intersect_x, float intersect_y, float base) { return offset_y + (intersect_y - offset_y) * logn(((damg - offset_x) * ((base - 1) / intersect_x)) + 1, base); } // mutator hooks MUTATOR_HOOKFUNCTION(buffs, Damage_Calculate) { entity frag_attacker = M_ARGV(1, entity); entity frag_target = M_ARGV(2, entity); float frag_deathtype = M_ARGV(3, float); float frag_damage = M_ARGV(4, float); vector frag_force = M_ARGV(6, vector); if(frag_deathtype == DEATH_BUFF.m_id) { return; } if(STAT(BUFFS, frag_target) & BUFF_RESISTANCE.m_itemid) { float reduced = frag_damage * autocvar_g_buffs_resistance_blockpercent; frag_damage = bound(0, frag_damage - reduced, frag_damage); } if(STAT(BUFFS, frag_target) & BUFF_SPEED.m_itemid) if(frag_target != frag_attacker) frag_damage *= autocvar_g_buffs_speed_damage_take; if(STAT(BUFFS, frag_target) & BUFF_MEDIC.m_itemid) if((GetResource(frag_target, RES_HEALTH) - frag_damage) <= 0) if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype)) if(frag_attacker) if(random() <= autocvar_g_buffs_medic_survive_chance) frag_damage = max(5, GetResource(frag_target, RES_HEALTH) - autocvar_g_buffs_medic_survive_health); if(STAT(BUFFS, frag_target) & BUFF_JUMP.m_itemid) if(frag_deathtype == DEATH_FALL.m_id) frag_damage = 0; if(STAT(BUFFS, frag_target) & BUFF_VENGEANCE.m_itemid) if(frag_attacker) if(frag_attacker != frag_target) if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype)) { entity dmgent = spawn(); dmgent.dmg = frag_damage * autocvar_g_buffs_vengeance_damage_multiplier; dmgent.enemy = frag_attacker; dmgent.owner = frag_target; setthink(dmgent, buff_Vengeance_DelayedDamage); dmgent.nextthink = time + 0.1; } if(STAT(BUFFS, frag_target) & BUFF_BASH.m_itemid) if(frag_attacker != frag_target) frag_force = '0 0 0'; if(STAT(BUFFS, frag_attacker) & BUFF_BASH.m_itemid) if(frag_force) { if(frag_attacker == frag_target) frag_force *= autocvar_g_buffs_bash_force_self; else frag_force *= autocvar_g_buffs_bash_force; } if(STAT(BUFFS, frag_attacker) & BUFF_DISABILITY.m_itemid) if(frag_target != frag_attacker) frag_target.buff_disability_time = time + autocvar_g_buffs_disability_slowtime; if(STAT(BUFFS, frag_target) & BUFF_INFERNO.m_itemid) { if(frag_deathtype == DEATH_FIRE.m_id) frag_damage = 0; if(frag_deathtype == DEATH_LAVA.m_id) frag_damage *= 0.5; // TODO: cvarize? } if(STAT(BUFFS, frag_attacker) & BUFF_LUCK.m_itemid) if(frag_attacker != frag_target) if(autocvar_g_buffs_luck_damagemultiplier > 0) if(random() <= autocvar_g_buffs_luck_chance) frag_damage *= autocvar_g_buffs_luck_damagemultiplier; if(STAT(BUFFS, frag_attacker) & BUFF_INFERNO.m_itemid) if(frag_target != frag_attacker) { float btime = buff_Inferno_CalculateTime( frag_damage, 0, autocvar_g_buffs_inferno_burntime_min_time, autocvar_g_buffs_inferno_burntime_target_damage, autocvar_g_buffs_inferno_burntime_target_time, autocvar_g_buffs_inferno_burntime_factor ); Fire_AddDamage(frag_target, frag_attacker, (frag_damage * autocvar_g_buffs_inferno_damagemultiplier), btime, DEATH_BUFF.m_id); } // this... is ridiculous (TODO: fix!) if(STAT(BUFFS, frag_attacker) & BUFF_VAMPIRE.m_itemid) if(!frag_target.vehicle) if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype)) if(!IS_DEAD(frag_target)) if(IS_PLAYER(frag_target) || IS_MONSTER(frag_target)) if(frag_attacker != frag_target) if(!STAT(FROZEN, frag_target)) if(frag_target.takedamage) if(DIFF_TEAM(frag_attacker, frag_target)) { float amount = bound(0, frag_damage * autocvar_g_buffs_vampire_damage_steal, GetResource(frag_target, RES_HEALTH)); GiveResourceWithLimit(frag_attacker, RES_HEALTH, amount, g_pickup_healthsmall_max); if (GetResource(frag_target, RES_ARMOR)) { amount = bound(0, frag_damage * autocvar_g_buffs_vampire_damage_steal, GetResource(frag_target, RES_ARMOR)); GiveResourceWithLimit(frag_attacker, RES_ARMOR, amount, g_pickup_armorsmall_max); } } M_ARGV(4, float) = frag_damage; M_ARGV(6, vector) = frag_force; } MUTATOR_HOOKFUNCTION(buffs, PlayerSpawn) { entity player = M_ARGV(0, entity); STAT(BUFFS, player) = 0; STAT(BUFF_TIME, player) = 0; PS(player).buff_shield = time + 0.5; // prevent picking up buffs immediately // reset timers here to prevent them continuing after re-spawn player.buff_disability_time = 0; player.buff_disability_effect_time = 0; } MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics_UpdateStats) { entity player = M_ARGV(0, entity); // these automatically reset, no need to worry if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid) STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_buffs_speed_speed; if(time < player.buff_disability_time) STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_buffs_disability_speed; } MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics) { entity player = M_ARGV(0, entity); // these automatically reset, no need to worry if(STAT(BUFFS, player) & BUFF_JUMP.m_itemid) STAT(MOVEVARS_JUMPVELOCITY, player) = autocvar_g_buffs_jump_height; } MUTATOR_HOOKFUNCTION(buffs, MonsterMove) { entity mon = M_ARGV(0, entity); if(time < mon.buff_disability_time) { M_ARGV(1, float) *= autocvar_g_buffs_disability_speed; // run speed M_ARGV(2, float) *= autocvar_g_buffs_disability_speed; // walk speed } } MUTATOR_HOOKFUNCTION(buffs, PlayerDies) { entity frag_target = M_ARGV(2, entity); if(STAT(BUFFS, frag_target)) { int buffid = buff_FirstFromFlags(STAT(BUFFS, frag_target)).m_id; Send_Notification(NOTIF_ALL_EXCEPT, frag_target, MSG_INFO, INFO_ITEM_BUFF_LOST, frag_target.netname, buffid); STAT(BUFFS, frag_target) = 0; if(frag_target.buff_model) { delete(frag_target.buff_model); frag_target.buff_model = NULL; } } } MUTATOR_HOOKFUNCTION(buffs, PlayerUseKey, CBC_ORDER_FIRST) { if(MUTATOR_RETURNVALUE || game_stopped || !autocvar_g_buffs_drop) return; entity player = M_ARGV(0, entity); if(STAT(BUFFS, player)) { int buffid = buff_FirstFromFlags(STAT(BUFFS, player)).m_id; Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid); Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid); STAT(BUFFS, player) = 0; PS(player).buff_shield = time + max(0, autocvar_g_buffs_pickup_delay); //STAT(BUFF_TIME, player) = 0; // already notified sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM); return true; } } MUTATOR_HOOKFUNCTION(buffs, ForbidThrowCurrentWeapon) { if(MUTATOR_RETURNVALUE || game_stopped) return; entity player = M_ARGV(0, entity); if(STAT(BUFFS, player) & BUFF_SWAPPER.m_itemid) { float best_distance = autocvar_g_buffs_swapper_range; entity closest = NULL; FOREACH_CLIENT(IS_PLAYER(it), { if(!IS_DEAD(it) && !STAT(FROZEN, it) && !it.vehicle) if(DIFF_TEAM(it, player)) { float test = vlen2(player.origin - it.origin); if(test <= best_distance * best_distance) { best_distance = sqrt(test); closest = it; } } }); if(closest) { vector my_org, my_vel, my_ang, their_org, their_vel, their_ang; my_org = player.origin; my_vel = player.velocity; my_ang = player.angles; their_org = closest.origin; their_vel = closest.velocity; their_ang = closest.angles; Drop_Special_Items(closest); MUTATOR_CALLHOOK(PortalTeleport, player); // initiate flag dropper setorigin(player, their_org); setorigin(closest, my_org); closest.velocity = my_vel; closest.angles = my_ang; if (IS_BOT_CLIENT(closest)) { closest.v_angle = closest.angles; bot_aim_reset(closest); } closest.fixangle = true; closest.oldorigin = my_org; closest.oldvelocity = my_vel; player.velocity = their_vel; player.angles = their_ang; if (IS_BOT_CLIENT(player)) { player.v_angle = player.angles; bot_aim_reset(player); } player.fixangle = true; player.oldorigin = their_org; player.oldvelocity = their_vel; // set pusher so player gets the kill if they fall into void closest.pusher = player; closest.pushltime = time + autocvar_g_maxpushtime; closest.istypefrag = PHYS_INPUT_BUTTON_CHAT(closest); Send_Effect(EFFECT_ELECTRO_COMBO, their_org, '0 0 0', 1); Send_Effect(EFFECT_ELECTRO_COMBO, my_org, '0 0 0', 1); sound(player, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM); sound(closest, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM); // TODO: add a counter to handle how many times one can teleport, and a delay to prevent spam STAT(BUFFS, player) = 0; return true; } } } bool buffs_RemovePlayer(entity player) { if(player.buff_model) { delete(player.buff_model); player.buff_model = NULL; } // also reset timers here to prevent them continuing after spectating player.buff_disability_time = 0; player.buff_disability_effect_time = 0; return false; } MUTATOR_HOOKFUNCTION(buffs, MakePlayerObserver) { entity player = M_ARGV(0, entity); return buffs_RemovePlayer(player); } MUTATOR_HOOKFUNCTION(buffs, ClientDisconnect) { entity player = M_ARGV(0, entity); return buffs_RemovePlayer(player); } MUTATOR_HOOKFUNCTION(buffs, CustomizeWaypoint) { entity wp = M_ARGV(0, entity); entity player = M_ARGV(1, entity); entity e = WaypointSprite_getviewentity(player); // if you have the invisibility powerup, sprites ALWAYS are restricted to your team // but only apply this to real players, not to spectators if((wp.owner.flags & FL_CLIENT) && (STAT(BUFFS, wp.owner) & BUFF_INVISIBLE.m_itemid) && (e == player)) if(DIFF_TEAM(wp.owner, e)) return true; } MUTATOR_HOOKFUNCTION(buffs, FilterItem) { if(autocvar_g_buffs < 0) return false; // no auto replacing of entities in this mode entity item = M_ARGV(0, entity); if(autocvar_g_buffs_replace_powerups) { switch(item.classname) { case "item_strength": case "item_shield": { entity e = spawn(); buff_SpawnReplacement(e, item); return true; } } } return false; } MUTATOR_HOOKFUNCTION(buffs, WeaponRateFactor) { entity player = M_ARGV(1, entity); if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid) M_ARGV(0, float) *= autocvar_g_buffs_speed_rate; if(time < player.buff_disability_time) M_ARGV(0, float) *= autocvar_g_buffs_disability_rate; } MUTATOR_HOOKFUNCTION(buffs, WeaponSpeedFactor) { entity player = M_ARGV(1, entity); if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid) M_ARGV(0, float) *= autocvar_g_buffs_speed_weaponspeed; if(time < player.buff_disability_time) M_ARGV(0, float) *= autocvar_g_buffs_disability_weaponspeed; } .bool buff_flight_crouchheld; MUTATOR_HOOKFUNCTION(buffs, PlayerPreThink) { entity player = M_ARGV(0, entity); if(game_stopped || IS_DEAD(player) || frametime || !IS_PLAYER(player)) return; if(STAT(BUFFS, player) & BUFF_FLIGHT.m_itemid) { if(!PHYS_INPUT_BUTTON_CROUCH(player)) player.buff_flight_crouchheld = false; else if(!player.buff_flight_crouchheld) { player.buff_flight_crouchheld = true; player.gravity *= -1; } } if(time < player.buff_disability_time) if(time >= player.buff_disability_effect_time) { Send_Effect(EFFECT_SMOKING, player.origin + ((player.mins + player.maxs) * 0.5), '0 0 0', 1); player.buff_disability_effect_time = time + 0.5; } // handle buff lost status // 1: notify everyone else // 2: notify carrier as well int buff_lost = 0; if(STAT(BUFF_TIME, player) && STAT(BUFFS, player)) if(time >= STAT(BUFF_TIME, player)) { STAT(BUFF_TIME, player) = 0; buff_lost = 2; } if(STAT(FROZEN, player)) { buff_lost = 1; } if(buff_lost) { if(STAT(BUFFS, player)) { int buffid = buff_FirstFromFlags(STAT(BUFFS, player)).m_id; if(buff_lost == 2) { Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid); // TODO: special timeout message? sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM); } else Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid); STAT(BUFFS, player) = 0; PS(player).buff_shield = time + max(0, autocvar_g_buffs_pickup_delay); // always put in a delay, even if small } } if(STAT(BUFFS, player) & BUFF_MAGNET.m_itemid) { vector pickup_size; IL_EACH(g_items, it.itemdef, { if(STAT(BUFFS, it)) pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_buff; else pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_item; if(boxesoverlap(player.absmin - pickup_size, player.absmax + pickup_size, it.absmin, it.absmax)) { if(gettouch(it)) gettouch(it)(it, player); } }); } if(STAT(BUFFS, player) & BUFF_AMMO.m_itemid) { for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; if(player.(weaponentity).clip_size) player.(weaponentity).clip_load = player.(weaponentity).(weapon_load[player.(weaponentity).m_switchweapon.m_id]) = player.(weaponentity).clip_size; } } if((STAT(BUFFS, player) & BUFF_INVISIBLE.m_itemid) && (player.oldbuffs & BUFF_INVISIBLE.m_itemid)) player.alpha = ((autocvar_g_buffs_invisible_alpha) ? autocvar_g_buffs_invisible_alpha : -1); // powerups reset alpha, so we must enforce this (TODO) if(STAT(BUFFS, player) & BUFF_MEDIC.m_itemid) if(time >= player.buff_medic_healtime) { buff_Medic_Heal(player); player.buff_medic_healtime = time + autocvar_g_buffs_medic_heal_delay; } #define BUFF_ONADD(b) if ( (STAT(BUFFS, player) & (b).m_itemid) && !(player.oldbuffs & (b).m_itemid)) #define BUFF_ONREM(b) if (!(STAT(BUFFS, player) & (b).m_itemid) && (player.oldbuffs & (b).m_itemid)) if(STAT(BUFFS, player) != player.oldbuffs) { entity buff = buff_FirstFromFlags(STAT(BUFFS, player)); float bufftime = buff != BUFF_Null ? buff.m_time(buff) : 0; STAT(BUFF_TIME, player) = (bufftime) ? time + bufftime : 0; BUFF_ONADD(BUFF_AMMO) { player.buff_ammo_prev_infitems = (player.items & IT_UNLIMITED_WEAPON_AMMO); player.items |= IT_UNLIMITED_WEAPON_AMMO; if(STAT(BUFFS, player) & BUFF_AMMO.m_itemid) { for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; if(player.(weaponentity).clip_load) player.(weaponentity).buff_ammo_prev_clipload = player.(weaponentity).clip_load; if(player.(weaponentity).clip_size) player.(weaponentity).clip_load = player.(weaponentity).(weapon_load[player.(weaponentity).m_switchweapon.m_id]) = player.(weaponentity).clip_size; } } } BUFF_ONREM(BUFF_AMMO) { if(player.buff_ammo_prev_infitems) player.items |= IT_UNLIMITED_WEAPON_AMMO; else player.items &= ~IT_UNLIMITED_WEAPON_AMMO; if(STAT(BUFFS, player) & BUFF_AMMO.m_itemid) { for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; if(player.(weaponentity).buff_ammo_prev_clipload) player.(weaponentity).clip_load = player.(weaponentity).buff_ammo_prev_clipload; } } } BUFF_ONADD(BUFF_INVISIBLE) { if(time < player.strength_finished && MUTATOR_IS_ENABLED(mutator_instagib)) 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 else player.buff_invisible_prev_alpha = player.alpha; player.alpha = autocvar_g_buffs_invisible_alpha; } BUFF_ONREM(BUFF_INVISIBLE) { if(time < player.strength_finished && MUTATOR_IS_ENABLED(mutator_instagib)) player.alpha = autocvar_g_instagib_invis_alpha; else player.alpha = player.buff_invisible_prev_alpha; } BUFF_ONADD(BUFF_FLIGHT) { player.buff_flight_oldgravity = player.gravity; if(!player.gravity) player.gravity = 1; } BUFF_ONREM(BUFF_FLIGHT) player.gravity = ((player.trigger_gravity_check) ? player.trigger_gravity_check.enemy.gravity : player.buff_flight_oldgravity); player.oldbuffs = STAT(BUFFS, player); if(STAT(BUFFS, player)) { if(!player.buff_model) buffs_BuffModel_Spawn(player); player.buff_model.color = buff.m_color; player.buff_model.glowmod = buff_GlowColor(player.buff_model); player.buff_model.skin = buff.m_skin; player.effects |= EF_NOSHADOW; } else { if(player.buff_model) delete(player.buff_model); player.buff_model = NULL; player.effects &= ~(EF_NOSHADOW); } } if(player.buff_model) { player.buff_model.effects = player.effects; player.buff_model.effects |= EF_LOWPRECISION; player.buff_model.effects = player.buff_model.effects & EFMASK_CHEAP; // eat performance player.buff_model.alpha = player.alpha; } #undef BUFF_ONADD #undef BUFF_ONREM } MUTATOR_HOOKFUNCTION(buffs, SpectateCopy) { entity spectatee = M_ARGV(0, entity); entity client = M_ARGV(1, entity); STAT(BUFFS, client) = STAT(BUFFS, spectatee); STAT(BUFF_TIME, client) = STAT(BUFF_TIME, spectatee); } MUTATOR_HOOKFUNCTION(buffs, PlayerRegen) { entity player = M_ARGV(0, entity); if(STAT(BUFFS, player) & BUFF_MEDIC.m_itemid) { M_ARGV(2, float) = autocvar_g_buffs_medic_rot; // rot_mod M_ARGV(4, float) = M_ARGV(1, float) = autocvar_g_buffs_medic_max; // limit_mod = max_mod M_ARGV(2, float) = autocvar_g_buffs_medic_regen; // regen_mod } if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid) M_ARGV(2, float) = autocvar_g_buffs_speed_regen; // regen_mod } REPLICATE(cvar_cl_buffs_autoreplace, bool, "cl_buffs_autoreplace"); MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsString) { if(autocvar_g_buffs > 0) // only report as a mutator if they're enabled M_ARGV(0, string) = strcat(M_ARGV(0, string), ":Buffs"); } MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsPrettyString) { if(autocvar_g_buffs > 0) M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Buffs"); } void buffs_DelayedInit(entity this) { if(autocvar_g_buffs_spawn_count > 0) if(find(NULL, classname, "item_buff") == NULL) { float i; for(i = 0; i < autocvar_g_buffs_spawn_count; ++i) { entity e = spawn(); e.spawnflags |= 64; // always randomize e.velocity = randomvec() * 250; // this gets reset anyway if random location works buff_Init(e); } } }