#include "sv_buffs.qh"
-#include <common/triggers/target/music.qh>
+#include <common/mapobjects/target/music.qh>
#include <common/gamemodes/_mod.qh>
void buffs_DelayedInit(entity this);
return false;
if (buff == BUFF_VAMPIRE && cvar("g_vampire"))
return false;
- return cvar(strcat("g_buffs_", buff.m_name));
+ return cvar(strcat("g_buffs_", buff.netname));
}
.int buff_seencount;
{
FOREACH_CLIENT(IS_PLAYER(it) && it != this && vdist(it.origin - this.origin, <=, autocvar_g_buffs_medic_heal_range),
{
- if (!SAME_TEAM(it, this))
+ if (DIFF_TEAM(it, this))
{
continue;
}
- float hp = GetResourceAmount(it, RESOURCE_HEALTH);
+ float hp = GetResource(it, RES_HEALTH);
if(hp >= autocvar_g_balance_health_regenstable)
{
continue;
}
Send_Effect(EFFECT_HEALING, it.origin, '0 0 0', 1);
- SetResourceAmount(it, RESOURCE_HEALTH, bound(0, hp + autocvar_g_buffs_medic_heal_amount, autocvar_g_balance_health_regenstable));
+ SetResource(it, RES_HEALTH, bound(0, hp + autocvar_g_buffs_medic_heal_amount, autocvar_g_balance_health_regenstable));
});
}
frag_damage *= autocvar_g_buffs_speed_damage_take;
if(STAT(BUFFS, frag_target) & BUFF_MEDIC.m_itemid)
- if((GetResourceAmount(frag_target, RESOURCE_HEALTH) - frag_damage) <= 0)
+ 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, GetResourceAmount(frag_target, RESOURCE_HEALTH) - autocvar_g_buffs_medic_survive_health);
+ 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)
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(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)
if(DIFF_TEAM(frag_attacker, frag_target))
{
float amount = bound(0, frag_damage * autocvar_g_buffs_vampire_damage_steal,
- GetResourceAmount(frag_target, RESOURCE_HEALTH));
- GiveResourceWithLimit(frag_attacker, RESOURCE_HEALTH, amount, g_pickup_healthsmall_max);
- if (frag_target.armorvalue)
+ 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,
- GetResourceAmount(frag_target, RESOURCE_ARMOR));
- GiveResourceWithLimit(frag_attacker, RESOURCE_ARMOR, amount, g_pickup_armorsmall_max);
+ GetResource(frag_target, RES_ARMOR));
+ GiveResourceWithLimit(frag_attacker, RES_ARMOR, amount, g_pickup_armorsmall_max);
}
}
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;
BUFF_ONADD(BUFF_INVISIBLE)
{
- if(time < player.strength_finished && autocvar_g_instagib)
+ 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;
BUFF_ONREM(BUFF_INVISIBLE)
{
- if(time < player.strength_finished && autocvar_g_instagib)
+ 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;