seta hud_panel_buffs_bg_alpha "" "if set to something else than \"\" = override default panel background alpha"
seta hud_panel_buffs_bg_border "" "if set to something else than \"\" = override default size of border around the background"
seta hud_panel_buffs_bg_padding "" "if set to something else than \"\" = override default padding of contents from border"
+seta hud_panel_buffs_progressbar "" "use progressbar behind buff names"
+seta hud_panel_buffs_progressbar_name "" "name of progressbar to use behind buff names"
originjitter 6 6 6
liquidfriction 5
velocitymultiplier 80
+
+
+// relic_resistance effect, used by the relics mutator
+// used in qcsrc/server/mutators/relics.qc: pointparticles(particleeffectnum(mdl), e.origin, '0 0 0', 1);
+effect relic_resistance
+count 20
+type static
+color 0x00ff80 0x00ff80
+size 1.5 1.5
+alpha 128 256 256
+gravity -0.1
+airfriction 0.2
+liquidfriction 0.8
+originjitter 8 8 32
+velocityjitter 64 64 32
+
+// relic_regeneration effect, used by the relics mutator
+// used in qcsrc/server/mutators/relics.qc: pointparticles(particleeffectnum(mdl), e.origin, '0 0 0', 1);
+effect relic_regeneration
+count 1
+type static
+color 0x00ffff 0x00ffff
+size 1.5 1.5
+alpha 128 256 256
+gravity -0.1
+airfriction 0.2
+liquidfriction 0.8
+originjitter 8 8 32
+velocityjitter 64 64 32
+
+// relic_vempire effect, used by the relics mutator
+// used in qcsrc/server/mutators/relics.qc: pointparticles(particleeffectnum(mdl), e.origin, '0 0 0', 1);
+effect relic_vampire
+count 20
+type static
+color 0xff00ff 0xff00ff
+size 1.5 1.5
+alpha 128 256 256
+gravity -0.1
+airfriction 0.2
+liquidfriction 0.8
+originjitter 8 8 32
+velocityjitter 64 64 32
+
+// relic_ammo effect, used by the relics mutator
+// used in qcsrc/server/mutators/relics.qc: pointparticles(particleeffectnum(mdl), e.origin, '0 0 0', 1);
+effect relic_ammo
+count 1
+type static
+color 0x80ff00 0x80ff00
+size 1.5 1.5
+alpha 128 256 256
+gravity -0.1
+airfriction 0.2
+liquidfriction 0.8
+originjitter 8 8 32
+velocityjitter 64 64 32
+
+// relic_damage effect, used by the relics mutator
+// used in qcsrc/server/mutators/relics.qc: pointparticles(particleeffectnum(mdl), e.origin, '0 0 0', 1);
+effect relic_damage
+count 20
+type static
+color 0xff0000 0xff0000
+size 1.5 1.5
+alpha 128 256 256
+gravity -0.1
+airfriction 0.2
+liquidfriction 0.8
+originjitter 8 8 32
+velocityjitter 64 64 32
+
+// relic_splashdamage effect, used by the relics mutator
+// used in qcsrc/server/mutators/relics.qc: pointparticles(particleeffectnum(mdl), e.origin, '0 0 0', 1);
+effect relic_ssplashdamage
+count 20
+type static
+color 0xff8000 0xff8000
+size 1.5 1.5
+alpha 128 256 256
+gravity -0.1
+airfriction 0.2
+liquidfriction 0.8
+originjitter 8 8 32
+velocityjitter 64 64 32
+
+// relic_firingspeed effect, used by the relics mutator
+// used in qcsrc/server/mutators/relics.qc: pointparticles(particleeffectnum(mdl), e.origin, '0 0 0', 1);
+effect relic_firingspeed
+count 20
+type static
+color 0xffff00 0xffff00
+size 1.5 1.5
+alpha 128 256 256
+gravity -0.1
+airfriction 0.2
+liquidfriction 0.8
+originjitter 8 8 32
+velocityjitter 64 64 32
+
+// relic_disability effect, used by the relics mutator
+// used in qcsrc/server/mutators/relics.qc: pointparticles(particleeffectnum(mdl), e.origin, '0 0 0', 1);
+effect relic_disability
+count 20
+type static
+color 0x0000ff 0x0000ff
+size 1.5 1.5
+alpha 128 256 256
+gravity -0.1
+airfriction 0.2
+liquidfriction 0.8
+originjitter 8 8 32
+velocityjitter 64 64 32
+
+// relic_disability_curse effect, used by the relics mutator
+// used in qcsrc/server/mutators/relics.qc: pointparticles(particleeffectnum(mdl), e.origin, '0 0 0', 1);
+effect relic_disability_curse
+count 1
+type static
+color 0x000080 0x000080
+size 1.5 1.5
+alpha 128 256 256
+gravity -0.1
+airfriction 0.2
+liquidfriction 0.8
+originjitter 8 8 32
+velocityjitter 64 64 32
+
+// relic_teamboost effect, used by the relics mutator
+// used in qcsrc/server/mutators/relics.qc: pointparticles(particleeffectnum(mdl), e.origin, '0 0 0', 1);
+effect relic_teamboost
+count 20
+type static
+color 0xffffff 0xffffff
+size 1.5 1.5
+alpha 128 256 256
+gravity -0.1
+airfriction 0.2
+liquidfriction 0.8
+originjitter 8 8 32
+velocityjitter 64 64 32
+
+// relic_teamboost_boost effect, used by the relics mutator
+// used in qcsrc/server/mutators/relics.qc: pointparticles(particleeffectnum(mdl), e.origin, '0 0 0', 1);
+effect relic_teamboost_boost
+count 1
+type static
+color 0x808080 0x808080
+size 1.5 1.5
+alpha 128 256 256
+gravity -0.1
+airfriction 0.2
+liquidfriction 0.8
+originjitter 8 8 32
+velocityjitter 64 64 32
+
+// relic_speed effect, used by the relics mutator
+// used in qcsrc/server/mutators/relics.qc: pointparticles(particleeffectnum(mdl), e.origin, '0 0 0', 1);
+effect relic_speed
+count 1
+type static
+color 0x80ffff 0x80ffff
+size 1.5 1.5
+alpha 128 256 256
+gravity -0.1
+airfriction 0.2
+liquidfriction 0.8
+originjitter 8 8 32
+velocityjitter 64 64 32
+
+// relic_jump effect, used by the relics mutator
+// used in qcsrc/server/mutators/relics.qc: pointparticles(particleeffectnum(mdl), e.origin, '0 0 0', 1);
+effect relic_jump
+count 20
+type static
+color 0xffff80 0xffff80
+size 1.5 1.5
+alpha 128 256 256
+gravity -0.1
+airfriction 0.2
+liquidfriction 0.8
+originjitter 8 8 32
+velocityjitter 64 64 32
+
+// relic_flight effect, used by the relics mutator
+// used in qcsrc/server/mutators/relics.qc: pointparticles(particleeffectnum(mdl), e.origin, '0 0 0', 1);
+effect relic_flight
+count 1
+type static
+color 0x8080ff 0x8080ff
+size 1.5 1.5
+alpha 128 256 256
+gravity -0.1
+airfriction 0.2
+liquidfriction 0.8
+originjitter 8 8 32
+velocityjitter 64 64 32
+
+// relic_radioactive effect, used by the relics mutator
+// used in qcsrc/server/mutators/relics.qc: pointparticles(particleeffectnum(mdl), e.origin, '0 0 0', 1);
+effect relic_radioactive
+count 20
+type static
+color 0x00ff00 0x00ff00
+size 1.5 1.5
+alpha 128 256 256
+gravity -0.1
+airfriction 0.2
+liquidfriction 0.8
+originjitter 8 8 32
+velocityjitter 64 64 32
+
+// relic_resurrection effect, used by the relics mutator
+// used in qcsrc/server/mutators/relics.qc: pointparticles(particleeffectnum(mdl), e.origin, '0 0 0', 1);
+effect relic_resurrection
+count 20
+type static
+color 0xff0080 0xff0080
+size 1.5 1.5
+alpha 128 256 256
+gravity -0.1
+airfriction 0.2
+liquidfriction 0.8
+originjitter 8 8 32
+velocityjitter 64 64 32
+
+// relic_vengeance effect, used by the relics mutator
+// used in qcsrc/server/mutators/relics.qc: pointparticles(particleeffectnum(mdl), e.origin, '0 0 0', 1);
+effect relic_vengeance
+count 20
+type static
+color 0xff8080 0xff8080
+size 1.5 1.5
+alpha 128 256 256
+gravity -0.1
+airfriction 0.2
+liquidfriction 0.8
+originjitter 8 8 32
+velocityjitter 64 64 32
seta hud_panel_buffs_bg_alpha ""
seta hud_panel_buffs_bg_border ""
seta hud_panel_buffs_bg_padding ""
+seta hud_panel_buffs_progressbar 1
+seta hud_panel_buffs_progressbar_name "progressbar"
menu_sync
seta hud_panel_buffs_bg_alpha ""
seta hud_panel_buffs_bg_border ""
seta hud_panel_buffs_bg_padding ""
+seta hud_panel_buffs_progressbar 1
+seta hud_panel_buffs_progressbar_name "progressbar"
menu_sync
seta hud_panel_buffs_bg_alpha ""
seta hud_panel_buffs_bg_border ""
seta hud_panel_buffs_bg_padding ""
+seta hud_panel_buffs_progressbar 1
+seta hud_panel_buffs_progressbar_name "progressbar"
menu_sync
seta hud_panel_buffs_bg_alpha ""
seta hud_panel_buffs_bg_border ""
seta hud_panel_buffs_bg_padding ""
+seta hud_panel_buffs_progressbar 1
+seta hud_panel_buffs_progressbar_name "progressbar"
menu_sync
seta hud_panel_buffs_bg_alpha ""
seta hud_panel_buffs_bg_border ""
seta hud_panel_buffs_bg_padding ""
+seta hud_panel_buffs_progressbar 1
+seta hud_panel_buffs_progressbar_name "progressbar"
menu_sync
seta hud_panel_buffs_bg_alpha ""
seta hud_panel_buffs_bg_border ""
seta hud_panel_buffs_bg_padding ""
+seta hud_panel_buffs_progressbar 1
+seta hud_panel_buffs_progressbar_name "progressbar"
menu_sync
--- /dev/null
+ring,models/relics/relic_ring
+mesh,models/relics/relic
+sign,models/relics/sign_inferno
\ No newline at end of file
--- /dev/null
+ring,models/relics/relic_ring
+mesh,models/relics/relic
+sign,models/relics/sign_swapper
\ No newline at end of file
--- /dev/null
+ring,models/relics/relic_ring
+mesh,models/relics/relic
+sign,models/relics/sign_magnet
\ No newline at end of file
// =======
set cl_buffs_autoreplace 1 "automatically drop current buff when picking up another"
set g_buffs 0 "enable buffs (requires buff items or powerups)"
+set g_buffs_effects 1 "show particle effects from carried buffs"
set g_buffs_waypoint_distance 1024 "maximum distance at which buff waypoint can be seen from item"
set g_buffs_randomize 1 "randomize buff type when player drops buff"
set g_buffs_random_lifetime 30 "re-spawn the buff again if it hasn't been touched after this time in seconds"
set g_buffs_cooldown_activate 5 "cooldown period when buff is first activated"
set g_buffs_cooldown_respawn 3 "cooldown period when buff is reloading"
set g_buffs_ammo 1 "ammo buff: infinite ammunition"
+set g_buffs_ammo_time 60 "ammo buff carry time"
set g_buffs_resistance 1 "resistance buff: greatly reduces damage taken"
+set g_buffs_resistance_time 60 "resistance buff time"
set g_buffs_resistance_blockpercent 0.7 "damage reduction multiplier, higher values mean less damage"
set g_buffs_medic 1 "medic buff: increased regeneration speed, extra health, chance to survive a fatal attack"
+set g_buffs_medic_time 60 "medic buff carry time"
set g_buffs_medic_survive_chance 0.6 "multiplier chance of player surviving a fatal hit"
set g_buffs_medic_survive_health 5 "amount of health player survives with after taking a fatal hit"
set g_buffs_medic_rot 0.2 "health rot rate multiplier"
-set g_buffs_medic_max 1.5 "stable health medic limit multiplier"
+set g_buffs_medic_max 2.5 "stable health medic limit multiplier"
set g_buffs_medic_regen 1.7 "health medic rate multiplier"
set g_buffs_vengeance 1 "vengeance buff: attackers also take damage"
+set g_buffs_vengeance_time 60 "vengeance buff carry time"
set g_buffs_vengeance_damage_multiplier 0.6 "amount of damage dealt the attacker takes when hitting a target with vengeance"
set g_buffs_bash 1 "bash buff: increased knockback force and immunity to knockback"
+set g_buffs_bash_time 60 "bash buff carry time"
set g_buffs_bash_force 2 "bash force multiplier"
set g_buffs_bash_force_self 1.2 "bash self force multiplier"
set g_buffs_disability 1 "disability buff: attacks to players and monsters deal slowness (decreased movement/attack speed) for a few seconds"
-set g_buffs_disability_time 3 "time in seconds for target disability"
-set g_buffs_disability_speed 0.5 "player speed multiplier while disabled"
-set g_buffs_disability_rate 1.7 "player weapon rate multiplier while disabled"
+set g_buffs_disability_time 60 "disability buff carry time"
+set g_buffs_disability_slowtime 3 "time in seconds for target disability"
+set g_buffs_disability_speed 0.7 "player speed multiplier while disabled"
+set g_buffs_disability_rate 1.5 "player weapon rate multiplier while disabled"
+set g_buffs_disability_weaponspeed 0.7 "weapon speed multiplier while disabled"
set g_buffs_speed 1 "speed buff: increased movement/attack/health regeneration speed, carrier takes slightly more damage"
+set g_buffs_speed_time 60 "speed buff carry time"
set g_buffs_speed_speed 1.7 "player speed multiplier while holding speed buff"
set g_buffs_speed_rate 0.8 "player weapon rate multiplier while holding speed buff"
+set g_buffs_speed_weaponspeed 1.6 "weapon speed multiplier while holding speed buff"
set g_buffs_speed_damage_take 1.2 "damage taken multiplier while holding speed buff"
set g_buffs_speed_regen 1.2 "regeneration speed multiplier while holding speed buff"
set g_buffs_vampire 1 "vampire buff: attacks to players and monsters heal the carrier"
+set g_buffs_vampire_time 60 "vampire buff carry time"
set g_buffs_vampire_damage_steal 0.6 "damage stolen multiplier while holding vampire buff"
-set g_buffs_jump 1 "jump buff: greatly increased jump height"
+set g_buffs_jump 0 "jump buff: greatly increased jump height"
+set g_buffs_jump_time 60 "jump buff carry time"
set g_buffs_jump_height 600 "jump height while holding jump buff"
-set g_buffs_flight 1 "flight buff: greatly decreased gravity"
+set g_buffs_flight 0 "flight buff: greatly decreased gravity"
+set g_buffs_flight_time 60 "flight buff carry time"
set g_buffs_flight_gravity 0.3 "player gravity multiplier while holding flight buff"
set g_buffs_invisible 1 "invisible buff: carrier becomes invisible"
+set g_buffs_invisible_time 60 "invisible buff carry time"
set g_buffs_invisible_alpha 0.4 "player invisibility multiplier while holding invisible buff"
-
+set g_buffs_inferno 1 "inferno buff: targets damaged by player carrying inferno buff will also receive burning damage"
+set g_buffs_inferno_time 60 "inferno buff carry time"
+set g_buffs_inferno_damagemultiplier 0.05 "multiplier of damage dealt during burn"
+set g_buffs_inferno_burntime_factor 2 "burn time logarithm base. 0 < x < 1: increasingly increasing, x > 1: decreasingly increasing"
+set g_buffs_inferno_burntime_min_time 0.5 "minimum seconds of burn time"
+set g_buffs_inferno_burntime_target_damage 150 "damage required for g_buffs_inferno_burntime_target_time seconds of burn"
+set g_buffs_inferno_burntime_target_time 5 "seconds of burn given g_buffs_inferno_burntime_target_damage damage"
+set g_buffs_swapper 1 "swapper buff: press dropweapon to switch places with a nearby enemy"
+set g_buffs_swapper_time 60 "swapper buff carry time"
+set g_buffs_swapper_range 1500 "maximum range of swapping with enemy"
+set g_buffs_magnet 1 "magnet buff: greatly increased item pickup range"
+set g_buffs_magnet_time 60 "magnet buff carry time"
+set g_buffs_magnet_range_item 450 "item pickup range"
int autocvar_hud_panel_powerups_iconalign;
bool autocvar_hud_panel_powerups_progressbar;
bool autocvar_hud_panel_buffs;
+bool autocvar_hud_panel_buffs_progressbar;
+string autocvar_hud_panel_buffs_progressbar_name = "progressbar";
//float autocvar_hud_panel_buffs_iconalign;
string autocvar_hud_panel_powerups_progressbar_shield;
string autocvar_hud_panel_powerups_progressbar_strength;
}
HUD_Panel_UpdateCvars();
-
- draw_beginBoldFont();
+
vector pos, mySize;
pos = panel_pos;
//float buff_iconalign = autocvar_hud_panel_buffs_iconalign;
vector buff_offset = '0 0 0';
+ draw_beginBoldFont();
+ float buff_time, buff_maxtime;
+ buff_time = bound(0, getstatf(STAT_BUFF_TIME) - time, 99);
+ buff_maxtime = 60; // TODO: stat?
for(e = Buff_Type_first; e; e = e.enemy) if(buffs & e.items)
{
+ if(buff_time && autocvar_hud_panel_buffs_progressbar)
+ HUD_Panel_DrawProgressBar(pos + buff_offset, mySize, autocvar_hud_panel_buffs_progressbar_name, buff_time/buff_maxtime, 0, 0,
+ Buff_Color(e.items) * -1 + '1 1 1', (autocvar_hud_progressbar_alpha * panel_fg_alpha) * 0.4, DRAWFLAG_NORMAL);
+
//DrawNumIcon(pos + buff_offset, mySize, shield, "shield", is_vertical, buff_iconalign, '1 1 1', 1);
drawcolorcodedstring_aspect(pos + buff_offset, s, mySize, panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
}
HUD_Write_PanelCvar_q("_fade_subsequent_minfontsize");
HUD_Write_PanelCvar_q("_fade_minfontsize");
break;
+ case HUD_PANEL_BUFFS:
+ HUD_Write_PanelCvar_q("_progressbar");
+ HUD_Write_PanelCvar_q("_progressbar_name");
}
HUD_Write("\n");
}
return 0;
}
-
-int Buff_Skin(float buff_id)
+int Buff_Skin(int buff_id)
{
entity e;
for(e = Buff_Type_first; e; e = e.enemy)
return e.model2;
return "";
}
+
+float Buff_Timer(int buff_id)
+{
+ entity e;
+ for(e = Buff_Type_first; e; e = e.enemy)
+ if(buff_id == e.items)
+ return e.buff_time;
+ return 0;
+}
#ifndef BUFFS_H
#define BUFFS_H
+// Welcome to the stuff behind the scenes
+// Below, you will find the list of buffs
+// Add new buffs here!
+// Note: Buffs also need spawnfuncs, which are set below
entity Buff_Type_first;
entity Buff_Type_last;
.entity enemy; // internal next pointer
int BUFF_LAST = 1;
+int BUFF_ALL;
.int items; // buff ID
.string netname; // buff name
.vector colormod; // buff color
.string model2; // buff sprite
.int skin; // buff skin
+.float buff_time;
+
+// hacky function to return the cvar value only to server - TODO: do this properly!
+float sv_cvar(string cvarname)
+{
+#ifdef SVQC
+ return cvar(cvarname);
+#else
+ return 0;
+#endif
+}
#define REGISTER_BUFF(hname,sname,NAME,bskin,bcolor) \
int BUFF_##NAME; \
{ \
BUFF_##NAME = BUFF_LAST * 2; \
BUFF_LAST = BUFF_##NAME; \
+ BUFF_ALL |= 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.buff_time = sv_cvar(strcat("g_buffs_", #sname, "_time")); \
Buff_Type##sname.model2 = strzone(strcat("buff-", #sname)); \
if(!Buff_Type_first) \
Buff_Type_first = Buff_Type##sname; \
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');
+REGISTER_BUFF(_("Inferno"),inferno,INFERNO,16,'2 0 0');
+REGISTER_BUFF(_("Swapper"),swapper,SWAPPER,17,'0.59 0 0.95');
+REGISTER_BUFF(_("Magnet"),magnet,MAGNET,18,'0.45 0.45 0.45');
#undef REGISTER_BUFF
#ifdef SVQC
BUFF_SPAWNFUNCS(jump, BUFF_JUMP)
BUFF_SPAWNFUNCS(flight, BUFF_FLIGHT)
BUFF_SPAWNFUNCS(invisible, BUFF_INVISIBLE)
+BUFF_SPAWNFUNCS(inferno, BUFF_INFERNO)
+BUFF_SPAWNFUNCS(swapper, BUFF_SWAPPER)
+BUFF_SPAWNFUNCS(magnet, BUFF_MAGNET)
BUFF_SPAWNFUNCS(random, 0)
BUFF_SPAWNFUNC_Q3TA_COMPAT(doubler, BUFF_MEDIC)
-BUFF_SPAWNFUNC_Q3TA_COMPAT(resistance, BUFF_RESISTANCE)
+BUFF_SPAWNFUNC_Q3TA_COMPAT(resistance, BUFF_RESISTANCE)
BUFF_SPAWNFUNC_Q3TA_COMPAT(scout, BUFF_SPEED)
BUFF_SPAWNFUNC_Q3TA_COMPAT(ammoregen, BUFF_AMMO)
BUFF_SPAWNFUNC_Q3TA_COMPAT(haste, BUFF_SPEED)
BUFF_SPAWNFUNC_Q3TA_COMPAT(invis, BUFF_INVISIBLE)
BUFF_SPAWNFUNC_Q3TA_COMPAT(medic, BUFF_MEDIC)
+
+#undef BUFF_SPAWNFUNC
+#undef BUFF_SPAWNFUNC_Q3TA_COMPAT
+#undef BUFF_SPAWNFUNCS
#endif
vector Buff_Color(int buff_id);
int Buff_Type_FromSprite(string buff_sprite);
int Buff_Skin(int buff_id);
string Buff_Sprite(int buff_id);
+float Buff_Timer(int buff_id);
#endif
#define DEATHTYPES \
DEATHTYPE(DEATH_AUTOTEAMCHANGE, DEATH_SELF_AUTOTEAMCHANGE, NO_MSG, DEATH_SPECIAL_START) \
- DEATHTYPE(DEATH_BUFF_VENGEANCE, NO_MSG, DEATH_MURDER_VENGEANCE, NORMAL_POS) \
+ DEATHTYPE(DEATH_BUFF, NO_MSG, DEATH_MURDER_BUFF, NORMAL_POS) \
DEATHTYPE(DEATH_CAMP, DEATH_SELF_CAMP, NO_MSG, NORMAL_POS) \
DEATHTYPE(DEATH_CHEAT, DEATH_SELF_CHEAT, DEATH_MURDER_CHEAT, NORMAL_POS) \
DEATHTYPE(DEATH_CUSTOM, DEATH_SELF_CUSTOM, NO_MSG, NORMAL_POS) \
MULTITEAM_INFO(1, INFO_CTF_PICKUP_, 2, 1, 0, "s1", "s1", "notify_%s_taken", _("^BG%s^BG got the ^TC^TT^BG flag"), "") \
MULTITEAM_INFO(1, INFO_CTF_RETURN_, 2, 1, 0, "s1", "s1", "notify_%s_returned", _("^BG%s^BG returned the ^TC^TT^BG flag"), "") \
MULTITEAM_INFO(1, INFO_CTF_RETURN_MONSTER_, 2, 1, 0, "s1", "s1", "notify_%s_returned", _("^BG%s^BG returned the ^TC^TT^BG flag"), "") \
+ MSG_INFO_NOTIF(1, INFO_DEATH_MURDER_BUFF, 3, 3, "spree_inf s1 s2 f3buffname s3loc spree_end", "s2 s1", "notify_death", _("^BG%s%s^K1 was killed by ^BG%s^K1's ^BG%s^K1 buff ^K1%s%s"), _("^BG%s%s^K1 was scored against by ^BG%s^K1's ^BG%s^K1 buff ^K1%s%s")) \
MSG_INFO_NOTIF(1, INFO_DEATH_MURDER_CHEAT, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "notify_death", _("^BG%s%s^K1 was unfairly eliminated by ^BG%s^K1%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_MURDER_DROWN, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "notify_water", _("^BG%s%s^K1 was drowned by ^BG%s^K1%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_MURDER_FALL, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "notify_fall", _("^BG%s%s^K1 was grounded by ^BG%s^K1%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_MURDER_VH_WAKI_DEATH, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "notify_death", _("^BG%s%s^K1 got caught in the blast when ^BG%s^K1's Racer exploded%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_MURDER_VH_WAKI_GUN, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "notify_death", _("^BG%s%s^K1 was bolted down by ^BG%s^K1's Racer%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_MURDER_VH_WAKI_ROCKET, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "notify_death", _("^BG%s%s^K1 couldn't find shelter from ^BG%s^K1's Racer%s%s"), "") \
- MSG_INFO_NOTIF(1, INFO_DEATH_MURDER_VENGEANCE, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "notify_death", _("^BG%s%s^K1 was destroyed by the vengeful ^BG%s^K1%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_MURDER_VOID, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "notify_void", _("^BG%s%s^K1 was thrown into a world of hurt by ^BG%s^K1%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_SELF_AUTOTEAMCHANGE, 2, 1, "s1 s2loc death_team", "", "", _("^BG%s^K1 was moved into the %s%s"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_SELF_BETRAYAL, 2, 1, "s1 s2loc spree_lost", "s1", "notify_teamkill_red", _("^BG%s^K1 became enemies with the Lord of Teamplay%s%s"), "") \
MULTITEAM_MULTI##teams(default,prefix,anncepre,infopre,centerpre)
#define MSG_MULTI_NOTIFICATIONS \
+ MSG_MULTI_NOTIF(1, DEATH_MURDER_BUFF, NO_MSG, INFO_DEATH_MURDER_BUFF, NO_MSG) \
MSG_MULTI_NOTIF(1, DEATH_MURDER_CHEAT, NO_MSG, INFO_DEATH_MURDER_CHEAT, NO_MSG) \
MSG_MULTI_NOTIF(1, DEATH_MURDER_DROWN, NO_MSG, INFO_DEATH_MURDER_DROWN, NO_MSG) \
MSG_MULTI_NOTIF(1, DEATH_MURDER_FALL, NO_MSG, INFO_DEATH_MURDER_FALL, NO_MSG) \
MSG_MULTI_NOTIF(1, DEATH_MURDER_VH_WAKI_DEATH, NO_MSG, INFO_DEATH_MURDER_VH_WAKI_DEATH, NO_MSG) \
MSG_MULTI_NOTIF(1, DEATH_MURDER_VH_WAKI_GUN, NO_MSG, INFO_DEATH_MURDER_VH_WAKI_GUN, NO_MSG) \
MSG_MULTI_NOTIF(1, DEATH_MURDER_VH_WAKI_ROCKET, NO_MSG, INFO_DEATH_MURDER_VH_WAKI_ROCKET, NO_MSG) \
- MSG_MULTI_NOTIF(1, DEATH_MURDER_VENGEANCE, NO_MSG, INFO_DEATH_MURDER_VENGEANCE, NO_MSG) \
MSG_MULTI_NOTIF(1, DEATH_MURDER_VOID, NO_MSG, INFO_DEATH_MURDER_VOID, NO_MSG) \
MSG_MULTI_NOTIF(1, DEATH_SELF_AUTOTEAMCHANGE, NO_MSG, INFO_DEATH_SELF_AUTOTEAMCHANGE, CENTER_DEATH_SELF_AUTOTEAMCHANGE) \
MSG_MULTI_NOTIF(1, DEATH_SELF_BETRAYAL, NO_MSG, INFO_DEATH_SELF_BETRAYAL, CENTER_DEATH_SELF_BETRAYAL) \
ARG_CASE(ARG_CS_SV, "spree_lost", (autocvar_notification_show_sprees ? notif_arg_spree_inf(-2, "", "", f1) : "")) \
ARG_CASE(ARG_CS_SV, "item_wepname", WEP_NAME(f1)) \
ARG_CASE(ARG_CS_SV, "item_buffname", sprintf("%s%s", rgb_to_hexcolor(Buff_Color(f1)), Buff_PrettyName(f1))) \
+ ARG_CASE(ARG_CS_SV, "f3buffname", sprintf("%s%s", rgb_to_hexcolor(Buff_Color(f3)), Buff_PrettyName(f3))) \
ARG_CASE(ARG_CS_SV, "item_wepammo", (s1 != "" ? sprintf(_(" with %s"), s1) : "")) \
ARG_CASE(ARG_DC, "item_centime", ftos(autocvar_notification_item_centerprinttime)) \
ARG_CASE(ARG_SV, "death_team", Team_ColoredFullName(f1)) \
const int STAT_PLASMA = 84;
const int STAT_OK_AMMO_CHARGE = 85;
const int STAT_OK_AMMO_CHARGEPOOL = 86;
-// 87 empty?
+const int STAT_BUFF_TIME = 87;
// 88 empty?
// 89 empty?
// 90 empty?
// accelerate
makevectors(self.angles.x * '-1 0 0' + self.angles.y * '0 1 0');
- velspeed = WEP_CVAR(devastator, speed) * g_weaponspeedfactor - (self.velocity * v_forward);
+ velspeed = WEP_CVAR(devastator, speed) * W_WeaponSpeedFactor() - (self.velocity * v_forward);
if(velspeed > 0)
- self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * g_weaponspeedfactor * frametime, velspeed);
+ self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * W_WeaponSpeedFactor() * frametime, velspeed);
// laser guided, or remote detonation
if(self.realowner.weapon == WEP_DEVASTATOR)
float autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death;
float autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health;
float autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath;
+bool autocvar_g_buffs_effects;
float autocvar_g_buffs_waypoint_distance;
float autocvar_g_buffs_randomize;
float autocvar_g_buffs_random_lifetime;
float autocvar_g_buffs_vengeance_damage_multiplier;
float autocvar_g_buffs_bash_force;
float autocvar_g_buffs_bash_force_self;
-float autocvar_g_buffs_disability_time;
+float autocvar_g_buffs_disability_slowtime;
float autocvar_g_buffs_disability_speed;
float autocvar_g_buffs_disability_rate;
+float autocvar_g_buffs_disability_weaponspeed;
float autocvar_g_buffs_speed_speed;
float autocvar_g_buffs_speed_rate;
+float autocvar_g_buffs_speed_weaponspeed;
float autocvar_g_buffs_speed_damage_take;
float autocvar_g_buffs_speed_regen;
float autocvar_g_buffs_vampire_damage_steal;
float autocvar_g_buffs_invisible_alpha;
float autocvar_g_buffs_flight_gravity;
float autocvar_g_buffs_jump_height;
+float autocvar_g_buffs_inferno_burntime_factor;
+float autocvar_g_buffs_inferno_burntime_min_time;
+float autocvar_g_buffs_inferno_burntime_target_damage;
+float autocvar_g_buffs_inferno_burntime_target_time;
+float autocvar_g_buffs_inferno_damagemultiplier;
+float autocvar_g_buffs_swapper_range;
+float autocvar_g_buffs_magnet_range_item;
#endif
hf = self.dphitcontentsmask;
self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
- shotspeed *= g_weaponspeedfactor;
- shotspeedupward *= g_weaponspeedfactor;
+ shotspeed *= W_WeaponSpeedFactor();
+ shotspeedupward *= W_WeaponSpeedFactor();
if (!shotspeed)
{
dprint("bot_aim: WARNING: weapon ", WEP_NAME(self.weapon), " shotspeed is zero!\n");
#elif defined(SVQC)
#include "../warpzonelib/common.qh"
#include "../common/constants.qh"
+ #include "../common/buffs.qh"
#include "../common/teams.qh"
#include "../common/util.qh"
#include "../common/weapons/weapons.qh"
);
}
+ float f3 = 0;
+ if(deathtype == DEATH_BUFF)
+ f3 = attacker.buffs;
+
if (!Obituary_WeaponDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
- Obituary_SpecialDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, 0);
+ Obituary_SpecialDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, f3);
}
}
// count the damage
if(attacker)
if(!targ.deadflag)
- if(deathtype != DEATH_BUFF_VENGEANCE)
+ if(deathtype != DEATH_BUFF)
if(targ.takedamage == DAMAGE_AIM)
if(targ != attacker)
{
RadiusDamage_running = 0;
if(!DEATH_ISSPECIAL(deathtype))
- accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
+ accuracy_add(attacker, DEATH_WEAPONOF(deathtype), 0, min(coredamage, stat_damagedone));
return total_damage_to_creatures;
}
}
}
if(accuracy_isgooddamage(o, e))
- accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
+ accuracy_add(o, DEATH_WEAPONOF(dt), 0, max(0, totaldamage - mindamage));
return max(0, totaldamage - mindamage); // can never be negative, but to make sure
}
else
e.fire_owner = o;
e.fire_hitsound = false;
if(accuracy_isgooddamage(o, e))
- accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
+ accuracy_add(o, DEATH_WEAPONOF(dt), 0, d);
return d;
}
}
// INPUT, OUTPUT:
float weapon_rate;
+MUTATOR_HOOKABLE(WeaponSpeedFactor);
+ // allows changing weapon speed (projectiles mostly)
+ // INPUT, OUTPUT:
+ //float ret_float;
+
MUTATOR_HOOKABLE(SetStartItems);
// adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}}
return true;
}
+void buffs_BuffModel_Spawn(entity player)
+{
+ player.buff_model = spawn();
+ setmodel(player.buff_model, BUFF_MODEL);
+ 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;
+ player.buff_model.customizeentityforclient = buffs_BuffModel_Customize;
+}
+
+vector buff_GlowColor(entity buff)
+{
+ //if(buff.team) { return Team_ColorRGB(buff.team); }
+ return buff.color;
+}
+
+void buff_Effect(entity player, string eff)
+{
+ if(!autocvar_g_buffs_effects) { return; }
+
+ if(time >= self.buff_effect_delay)
+ {
+ pointparticles(particleeffectnum(eff), player.origin + ((player.mins + player.maxs) * 0.5), '0 0 0', 1);
+ self.buff_effect_delay = time + 0.05; // prevent spam
+ }
+}
+
// buff item
float buff_Waypoint_visible_for_player(entity plr)
{
if(self.buffs != self.oldbuffs)
{
self.color = Buff_Color(self.buffs);
- self.glowmod = ((self.team) ? Team_ColorRGB(self.team) + '0.1 0.1 0.1' : self.color);
+ self.glowmod = buff_GlowColor(self);
self.skin = Buff_Skin(self.buffs);
- setmodel(self, "models/relics/relic.md3");
+ setmodel(self, BUFF_MODEL);
if(self.buff_waypoint)
{
}
}
- if(!self.buff_active)
- {
- self.alpha = 0.3;
- self.effects &= ~(EF_FULLBRIGHT);
- self.pflags = 0;
- }
- else
+ if(self.buff_active)
{
- self.alpha = 1;
- self.effects |= EF_FULLBRIGHT;
- self.light_lev = 220 + 36 * sin(time);
- self.pflags = PFLAGS_FULLDYNAMIC;
-
if(self.team && !self.buff_waypoint)
buff_Waypoint_Spawn(self);
buff_Respawn(self);
}
+float buff_Customize()
+{
+ entity player = WaypointSprite_getviewentity(other);
+ if(!self.buff_active || (self.team && DIFF_TEAM(player, self)))
+ {
+ self.alpha = 0.3;
+ if(self.effects & EF_FULLBRIGHT) { self.effects &= ~(EF_FULLBRIGHT); }
+ self.pflags = 0;
+ }
+ else
+ {
+ self.alpha = 1;
+ if(!(self.effects & EF_FULLBRIGHT)) { self.effects |= EF_FULLBRIGHT; }
+ self.light_lev = 220 + 36 * sin(time);
+ self.pflags = PFLAGS_FULLDYNAMIC;
+ }
+ return true;
+}
+
void buff_Init(entity ent)
{
if(!cvar("g_buffs")) { remove(self); return; }
self.skin = Buff_Skin(self.buffs);
self.effects = EF_FULLBRIGHT | EF_STARDUST | EF_NOSHADOW;
self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
+ self.customizeentityforclient = buff_Customize;
//self.gravity = 100;
self.color = Buff_Color(self.buffs);
- self.glowmod = ((self.team) ? Team_ColorRGB(self.team) + '0.1 0.1 0.1' : self.color);
+ self.glowmod = buff_GlowColor(self);
buff_SetCooldown(autocvar_g_buffs_cooldown_activate + game_starttime);
self.buff_active = !self.buff_activetime;
self.pflags = PFLAGS_FULLDYNAMIC;
if(self.noalign)
self.movetype = MOVETYPE_NONE; // reset by random location
- setmodel(self, "models/relics/relic.md3");
+ setmodel(self, BUFF_MODEL);
setsize(self, BUFF_MIN, BUFF_MAX);
if(cvar("g_buffs_random_location") || (self.spawnflags & 1))
buff_Init(ent);
}
+void buff_Vengeance_DelayedDamage()
+{
+ if(self.enemy)
+ Damage(self.enemy, self.owner, self.owner, self.dmg, DEATH_BUFF, self.enemy.origin, '0 0 0');
+
+ remove(self);
+ return;
+}
+
+float buff_Inferno_CalculateTime(float x, float offset_x, float offset_y, float intersect_x, float intersect_y, float base)
+{
+ return offset_y + (intersect_y - offset_y) * logn(((x - offset_x) * ((base - 1) / intersect_x)) + 1, base);
+}
+
// mutator hooks
MUTATOR_HOOKFUNCTION(buffs_PlayerDamage_SplitHealthArmor)
{
- if(frag_deathtype == DEATH_BUFF_VENGEANCE) { return false; } // oh no you don't
+ if(frag_deathtype == DEATH_BUFF) { return false; }
if(frag_target.buffs & BUFF_RESISTANCE)
{
return false;
}
-void buff_Vengeance_DelayedDamage()
-{
- if(self.enemy)
- Damage(self.enemy, self.owner, self.owner, self.dmg, DEATH_BUFF_VENGEANCE, self.enemy.origin, '0 0 0');
-
- remove(self);
- return;
-}
-
MUTATOR_HOOKFUNCTION(buffs_PlayerDamage_Calculate)
{
- if(frag_deathtype == DEATH_BUFF_VENGEANCE) { return false; } // oh no you don't
+ if(frag_deathtype == DEATH_BUFF) { return false; }
if(frag_target.buffs & BUFF_SPEED)
if(frag_target != frag_attacker)
if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
if(frag_attacker)
if(random() <= autocvar_g_buffs_medic_survive_chance)
- if(frag_target.health - autocvar_g_buffs_medic_survive_health > 0) // not if the final result would be less than 0, medic must get health
- frag_damage = frag_target.health - autocvar_g_buffs_medic_survive_health;
+ frag_damage = max(5, frag_target.health - autocvar_g_buffs_medic_survive_health);
+
+ if(frag_target.buffs & BUFF_JUMP)
+ if(frag_deathtype == DEATH_FALL)
+ frag_damage = 0;
if(frag_target.buffs & BUFF_VENGEANCE)
if(frag_attacker)
if(frag_attacker.buffs & BUFF_DISABILITY)
if(frag_target != frag_attacker)
- frag_target.buff_disability_time = time + autocvar_g_buffs_disability_time;
+ frag_target.buff_disability_time = time + autocvar_g_buffs_disability_slowtime;
if(frag_attacker.buffs & BUFF_MEDIC)
+ if(DEATH_WEAPONOF(frag_deathtype) != WEP_ARC)
if(SAME_TEAM(frag_attacker, frag_target))
if(frag_attacker != frag_target)
{
frag_damage = 0;
}
+ if(frag_attacker.buffs & BUFF_INFERNO)
+ if(frag_target != frag_attacker) {
+ float time = 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) * time, time, DEATH_BUFF);
+ }
+
// this... is ridiculous (TODO: fix!)
if(frag_attacker.buffs & BUFF_VAMPIRE)
if(!frag_target.vehicle)
+ if(DEATH_WEAPONOF(frag_deathtype) != WEP_ARC)
if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
if(frag_target.deadflag == DEAD_NO)
if(IS_PLAYER(frag_target) || (frag_target.flags & FL_MONSTER))
if(!frag_target.frozen)
if(frag_target.takedamage)
if(DIFF_TEAM(frag_attacker, frag_target))
+ {
frag_attacker.health = bound(0, frag_attacker.health + bound(0, frag_damage * autocvar_g_buffs_vampire_damage_steal, frag_target.health), g_pickup_healthsmall_max);
+ if(frag_target.armorvalue)
+ frag_attacker.armorvalue = bound(0, frag_attacker.armorvalue + bound(0, frag_damage * autocvar_g_buffs_vampire_damage_steal, frag_target.armorvalue), g_pickup_armorsmall_max);
+ }
return false;
}
return false;
}
+MUTATOR_HOOKFUNCTION(buffs_PlayerThrowKey)
+{
+ if(MUTATOR_RETURNVALUE || gameover) { return false; }
+
+ if(self.buffs & BUFF_SWAPPER)
+ {
+ float best_distance = autocvar_g_buffs_swapper_range;
+ entity closest = world;
+ entity player;
+ FOR_EACH_PLAYER(player)
+ if(DIFF_TEAM(self, player))
+ if(player.deadflag == DEAD_NO && !player.frozen && !player.vehicle)
+ if(vlen(self.origin - player.origin) <= best_distance)
+ {
+ best_distance = vlen(self.origin - player.origin);
+ closest = player;
+ }
+
+ if(closest)
+ {
+ vector my_org, my_vel, my_ang, their_org, their_vel, their_ang;
+
+ my_org = self.origin;
+ my_vel = self.velocity;
+ my_ang = self.angles;
+ their_org = closest.origin;
+ their_vel = closest.velocity;
+ their_ang = closest.angles;
+
+ if(closest.ballcarried)
+ if(g_keepaway) { ka_DropEvent(closest); }
+ else { DropBall(closest.ballcarried, closest.origin, closest.velocity);}
+ if(closest.flagcarried) { ctf_Handle_Throw(closest, world, DROP_THROW); }
+ if(closest.nade) { toss_nade(closest, '0 0 0', time + 0.05); }
+
+ MUTATOR_CALLHOOK(PortalTeleport); // initiate flag dropper
+
+ setorigin(self, their_org);
+ setorigin(closest, my_org);
+
+ closest.velocity = my_vel;
+ closest.angles = my_ang;
+ closest.fixangle = true;
+ closest.oldorigin = my_org;
+ closest.oldvelocity = my_vel;
+ self.velocity = their_vel;
+ self.angles = their_ang;
+ self.fixangle = true;
+ self.oldorigin = their_org;
+ self.oldvelocity = their_vel;
+
+ // set pusher so self gets the kill if they fall into void
+ closest.pusher = self;
+ closest.pushltime = time + autocvar_g_maxpushtime;
+ closest.istypefrag = closest.BUTTON_CHAT;
+
+ pointparticles(particleeffectnum("electro_combo"), their_org, '0 0 0', 1);
+ pointparticles(particleeffectnum("electro_combo"), my_org, '0 0 0', 1);
+
+ sound(self, CH_TRIGGER, "keepaway/respawn.wav", VOL_BASE, ATTEN_NORM);
+ sound(closest, CH_TRIGGER, "keepaway/respawn.wav", VOL_BASE, ATTEN_NORM);
+
+ // TODO: add a counter to handle how many times one can teleport, and a delay to prevent spam
+ self.buffs = 0;
+ return true;
+ }
+ }
+ return false;
+}
+
MUTATOR_HOOKFUNCTION(buffs_RemovePlayer)
{
if(self.buff_model)
return false;
}
+MUTATOR_HOOKFUNCTION(buffs_WeaponSpeed)
+{
+ if(self.buffs & BUFF_SPEED)
+ ret_float *= autocvar_g_buffs_speed_weaponspeed;
+
+ if(time < self.buff_disability_time)
+ ret_float *= autocvar_g_buffs_disability_weaponspeed;
+
+ return false;
+}
+
MUTATOR_HOOKFUNCTION(buffs_PlayerThink)
{
if(gameover || self.deadflag != DEAD_NO) { return false; }
self.buff_disability_effect_time = time + 0.5;
}
- if(self.frozen)
+ // handle buff lost status
+ // 1: notify everyone else
+ // 2: notify carrier as well
+ int buff_lost = 0;
+
+ if(self.buff_time)
+ if(time >= self.buff_time)
+ buff_lost = 2;
+
+ if(self.frozen) { buff_lost = 1; }
+
+ if(buff_lost)
{
if(self.buffs)
{
Send_Notification(NOTIF_ALL_EXCEPT, self, MSG_INFO, INFO_ITEM_BUFF_LOST, self.netname, self.buffs);
+ if(buff_lost >= 2)
+ {
+ Send_Notification(NOTIF_ONE, self, MSG_MULTI, ITEM_BUFF_DROP, self.buffs); // TODO: special timeout message?
+ sound(self, CH_TRIGGER, "relics/relic_effect.wav", VOL_BASE, ATTN_NORM);
+ }
self.buffs = 0;
}
}
+ if(self.buffs & BUFF_MAGNET)
+ {
+ vector pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_item;
+ for(other = world; (other = findflags(other, flags, FL_ITEM)); )
+ if(boxesoverlap(self.absmin - pickup_size, self.absmax + pickup_size, other.absmin, other.absmax))
+ {
+ entity oldself = self;
+ self = other;
+ other = oldself;
+ if(self.touch)
+ self.touch();
+ other = self;
+ self = oldself;
+ }
+ }
+
+ if(self.buffs & BUFF_AMMO)
+ if(self.clip_size)
+ self.clip_load = self.(weapon_load[self.switchweapon]) = self.clip_size;
+
if((self.buffs & BUFF_INVISIBLE) && (self.oldbuffs & BUFF_INVISIBLE))
if(self.alpha != autocvar_g_buffs_invisible_alpha)
- self.alpha = autocvar_g_buffs_invisible_alpha;
+ self.alpha = autocvar_g_buffs_invisible_alpha; // powerups reset alpha, so we must enforce this (TODO)
+
+#define BUFF_ONADD(b) if((self.buffs & (b)) && !(self.oldbuffs & (b)))
+#define BUFF_ONREM(b) if(!(self.buffs & (b)) && (self.oldbuffs & (b)))
if(self.buffs != self.oldbuffs)
{
- if(self.oldbuffs & BUFF_AMMO)
+ if(self.buffs && Buff_Timer(self.buffs))
+ self.buff_time = time + Buff_Timer(self.buffs);
+ else
+ self.buff_time = 0;
+
+ BUFF_ONADD(BUFF_AMMO)
+ {
+ self.buff_ammo_prev_infitems = (self.items & IT_UNLIMITED_WEAPON_AMMO);
+ self.items |= IT_UNLIMITED_WEAPON_AMMO;
+
+ if(self.clip_load)
+ self.buff_ammo_prev_clipload = self.clip_load;
+ self.clip_load = self.(weapon_load[self.switchweapon]) = self.clip_size;
+ }
+
+ BUFF_ONREM(BUFF_AMMO)
{
if(self.buff_ammo_prev_infitems)
self.items |= IT_UNLIMITED_WEAPON_AMMO;
else
self.items &= ~IT_UNLIMITED_WEAPON_AMMO;
- }
- else if(self.buffs & BUFF_AMMO)
- {
- self.buff_ammo_prev_infitems = (self.items & IT_UNLIMITED_WEAPON_AMMO);
- self.items |= IT_UNLIMITED_WEAPON_AMMO;
- if(!self.ammo_shells) { self.ammo_shells = 20; }
- if(!self.ammo_cells) { self.ammo_cells = 20; }
- if(!self.ammo_rockets) { self.ammo_rockets = 20; }
- if(!self.ammo_nails) { self.ammo_nails = 20; }
- if(!self.ammo_fuel) { self.ammo_fuel = 20; }
+
+ if(self.buff_ammo_prev_clipload)
+ self.clip_load = self.buff_ammo_prev_clipload;
}
- if(self.oldbuffs & BUFF_INVISIBLE)
+ BUFF_ONADD(BUFF_INVISIBLE)
{
if(time < self.strength_finished && g_instagib)
self.alpha = autocvar_g_instagib_invis_alpha;
else
self.alpha = self.buff_invisible_prev_alpha;
- }
- else if(self.buffs & BUFF_INVISIBLE)
- {
- if(time < self.strength_finished && g_instagib)
- self.buff_invisible_prev_alpha = default_player_alpha;
- else
- self.buff_invisible_prev_alpha = self.alpha;
self.alpha = autocvar_g_buffs_invisible_alpha;
}
- if(self.oldbuffs & BUFF_FLIGHT)
- self.gravity = self.buff_flight_prev_gravity;
- else if(self.buffs & BUFF_FLIGHT)
+ BUFF_ONREM(BUFF_INVISIBLE)
+ self.alpha = self.buff_invisible_prev_alpha;
+
+ BUFF_ONADD(BUFF_FLIGHT)
{
self.buff_flight_prev_gravity = self.gravity;
self.gravity = autocvar_g_buffs_flight_gravity;
}
+ BUFF_ONREM(BUFF_FLIGHT)
+ self.gravity = self.buff_flight_prev_gravity;
+
self.oldbuffs = self.buffs;
if(self.buffs)
{
if(!self.buff_model)
- {
- self.buff_model = spawn();
- setmodel(self.buff_model, "models/relics/relic.md3");
- setsize(self.buff_model, '0 0 -40', '0 0 40');
- setattachment(self.buff_model, self, "");
- setorigin(self.buff_model, '0 0 1' * (self.buff_model.maxs.z * 1));
- self.buff_model.owner = self;
- self.buff_model.scale = 0.7;
- self.buff_model.pflags = PFLAGS_FULLDYNAMIC;
- self.buff_model.light_lev = 200;
- self.buff_model.customizeentityforclient = buffs_BuffModel_Customize;
- }
+ buffs_BuffModel_Spawn(self);
+
self.buff_model.color = Buff_Color(self.buffs);
- self.buff_model.glowmod = ((self.buff_model.team) ? Team_ColorRGB(self.buff_model.team) + '0.1 0.1 0.1' : self.buff_model.color);
+ self.buff_model.glowmod = buff_GlowColor(self.buff_model);
self.buff_model.skin = Buff_Skin(self.buffs);
self.effects |= EF_NOSHADOW;
self.buff_model.alpha = self.alpha;
}
+#undef BUFF_ONADD
+#undef BUFF_ONREM
return false;
}
void buffs_Initialize()
{
- precache_model("models/relics/relic.md3");
+ precache_model(BUFF_MODEL);
precache_sound("misc/strength_respawn.wav");
precache_sound("misc/shield_respawn.wav");
precache_sound("relics/relic_effect.wav");
precache_sound("keepaway/respawn.wav");
addstat(STAT_BUFFS, AS_INT, buffs);
+ addstat(STAT_BUFF_TIME, AS_FLOAT, buff_time);
addstat(STAT_MOVEVARS_JUMPVELOCITY, AS_FLOAT, stat_jumpheight);
InitializeEntity(world, buffs_DelayedInit, INITPRIO_FINDTARGET);
MUTATOR_HOOK(VehicleExit, buffs_VehicleExit, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerRegen, buffs_PlayerRegen, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerDies, buffs_PlayerDies, CBC_ORDER_ANY);
- MUTATOR_HOOK(PlayerUseKey, buffs_PlayerUseKey, CBC_ORDER_ANY);
+ MUTATOR_HOOK(PlayerUseKey, buffs_PlayerUseKey, CBC_ORDER_FIRST);
+ MUTATOR_HOOK(ForbidThrowCurrentWeapon, buffs_PlayerThrowKey, CBC_ORDER_ANY);
MUTATOR_HOOK(MakePlayerObserver, buffs_RemovePlayer, CBC_ORDER_ANY);
MUTATOR_HOOK(ClientDisconnect, buffs_RemovePlayer, CBC_ORDER_ANY);
MUTATOR_HOOK(OnEntityPreSpawn, buffs_OnEntityPreSpawn, CBC_ORDER_ANY);
MUTATOR_HOOK(CustomizeWaypoint, buffs_CustomizeWaypoint, CBC_ORDER_ANY);
MUTATOR_HOOK(WeaponRateFactor, buffs_WeaponRate, CBC_ORDER_ANY);
+ MUTATOR_HOOK(WeaponSpeedFactor, buffs_WeaponSpeed, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerPreThink, buffs_PlayerThink, CBC_ORDER_ANY);
MUTATOR_HOOK(GetCvars, buffs_GetCvars, CBC_ORDER_ANY);
MUTATOR_HOOK(BuildMutatorsString, buffs_BuildMutatorsString, CBC_ORDER_ANY);
//
// ammo
.float buff_ammo_prev_infitems;
+.int buff_ammo_prev_clipload;
// invisible
.float buff_invisible_prev_alpha;
// flight
.float buff_flight_prev_gravity;
// jump
.float stat_jumpheight;
-//const float STAT_MOVEVARS_JUMPVELOCITY = 250; // engine hack
// disability
.float buff_disability_time;
.float buff_disability_effect_time;
+// common buff variables
+.float buff_effect_delay;
// buff definitions
.float buff_active;
.float buff_activetime;
.float buff_activetime_updated;
.entity buff_waypoint;
-.float oldbuffs; // for updating effects
+.int oldbuffs; // for updating effects
.entity buff_model; // controls effects (TODO: make csqc)
+const string BUFF_MODEL = "models/relics/relic.md3";
+
const vector BUFF_MIN = ('-16 -16 -20');
const vector BUFF_MAX = ('16 16 20');
float mspeed;
vector outvelocity;
- mvelocity = mvelocity * g_weaponspeedfactor;
+ mvelocity = mvelocity * W_WeaponSpeedFactor();
mdirection = normalize(mvelocity);
mspeed = vlen(mvelocity);
return t;
}
+float W_WeaponSpeedFactor()
+{
+ float t;
+ t = 1.0 * g_weaponspeedfactor;
+
+ ret_float = t;
+ MUTATOR_CALLHOOK(WeaponSpeedFactor);
+ t = ret_float;
+
+ return t;
+}
+
void(float fr, float t, void() func) weapon_thinkf;
float W_WeaponRateFactor();
+float W_WeaponSpeedFactor();
+
float weapon_prepareattack(float secondary, float attacktime);
float weapon_prepareattack_check(float secondary, float attacktime);
{
return x * pow(2, e);
}
+float logn(float x, float base)
+{
+ return log(x) / log(base);
+}
float log10(float x)
{
return log(x) * M_LOG10E;
int ilogb(float x);
float ldexp(float x, int e);
//float log(float x);
+float logn(float x, float base);
float log10(float x);
float log1p(float x);
float log2(float x);
{
dpreflectcube cubemaps/default/sky
{
- map models/relics/relic.tga
+ map models/relics/relic
rgbgen lightingDiffuse
}
}
models/relics/relic_ring
{
{
- map models/relics/relic_ring.tga
+ map models/relics/relic_ring
blendfunc GL_SRC_ALPHA GL_ONE
rgbgen lightingDiffuse
}
{
cull none
{
- map models/relics/sign_resistance.tga
+ map models/relics/sign_resistance
blendfunc add
rgbgen lightingDiffuse
}
{
cull none
{
- map models/relics/sign_regeneration.tga
+ map models/relics/sign_regeneration
blendfunc add
rgbgen lightingDiffuse
}
{
cull none
{
- map models/relics/sign_vampire.tga
+ map models/relics/sign_vampire
blendfunc add
rgbgen lightingDiffuse
}
{
cull none
{
- map models/relics/sign_ammo.tga
+ map models/relics/sign_ammo
blendfunc add
rgbgen lightingDiffuse
}
{
cull none
{
- map models/relics/sign_damage.tga
+ map models/relics/sign_damage
blendfunc add
rgbgen lightingDiffuse
}
{
cull none
{
- map models/relics/sign_splashdamage.tga
+ map models/relics/sign_splashdamage
blendfunc add
rgbgen lightingDiffuse
}
{
cull none
{
- map models/relics/sign_firingspeed.tga
+ map models/relics/sign_firingspeed
blendfunc add
rgbgen lightingDiffuse
}
{
cull none
{
- map models/relics/sign_disability.tga
+ map models/relics/sign_disability
blendfunc add
rgbgen lightingDiffuse
}
{
cull none
{
- map models/relics/sign_teamboost.tga
+ map models/relics/sign_teamboost
blendfunc add
rgbgen lightingDiffuse
}
{
cull none
{
- map models/relics/sign_speed.tga
+ map models/relics/sign_speed
blendfunc add
rgbgen lightingDiffuse
}
{
cull none
{
- map models/relics/sign_jump.tga
+ map models/relics/sign_jump
blendfunc add
rgbgen lightingDiffuse
}
{
cull none
{
- map models/relics/sign_flight.tga
+ map models/relics/sign_flight
blendfunc add
rgbgen lightingDiffuse
}
{
cull none
{
- map models/relics/sign_invisible.tga
+ map models/relics/sign_invisible
blendfunc add
rgbgen lightingDiffuse
}
{
cull none
{
- map models/relics/sign_radioactive.tga
+ map models/relics/sign_radioactive
blendfunc add
rgbgen lightingDiffuse
}
{
cull none
{
- map models/relics/sign_resurrection.tga
+ map models/relics/sign_resurrection
blendfunc add
rgbgen lightingDiffuse
}
{
cull none
{
- map models/relics/sign_vengeance.tga
+ map models/relics/sign_vengeance
+ blendfunc add
+ rgbgen lightingDiffuse
+ }
+}
+models/relics/sign_inferno
+{
+ cull none
+ {
+ map models/relics/sign_inferno
+ blendfunc add
+ rgbgen lightingDiffuse
+ }
+}
+models/relics/sign_swapper
+{
+ cull none
+ {
+ map models/relics/sign_swapper
+ blendfunc add
+ rgbgen lightingDiffuse
+ }
+}
+models/relics/sign_magnet
+{
+ cull none
+ {
+ map models/relics/sign_magnet
blendfunc add
rgbgen lightingDiffuse
}