6 #include "../client/sys-pre.qh"
7 #include "../dpdefs/csprogsdefs.qc"
8 #include "../client/sys-post.qh"
9 #include "../client/Defs.qc"
10 #include "../dpdefs/keycodes.qc"
11 #include "constants.qh"
13 #include "../warpzonelib/anglestransform.qh"
14 #include "../warpzonelib/mathlib.qh"
15 #include "../warpzonelib/common.qh"
16 #include "../warpzonelib/client.qh"
17 #include "playerstats.qh"
23 #include "util-pre.qh"
24 #include "../server/sys-pre.qh"
25 #include "../dpdefs/progsdefs.qc"
26 #include "../dpdefs/dpextensions.qc"
27 #include "../server/sys-post.qh"
28 #include "../warpzonelib/anglestransform.qh"
29 #include "../warpzonelib/mathlib.qh"
30 #include "../warpzonelib/common.qh"
31 #include "../warpzonelib/util_server.qh"
32 #include "../warpzonelib/server.qh"
33 #include "constants.qh"
40 entity Buff_Type_first;
41 entity Buff_Type_last;
42 .entity enemy; // internal next pointer
46 .int items; // buff ID
47 .string netname; // buff name
48 .string message; // human readable name
49 .vector colormod; // buff color
50 .string model2; // buff sprite
51 .float skin; // buff skin
53 #define REGISTER_BUFF(hname,sname,NAME,bskin,bcolor) \
55 entity Buff_Type##sname; \
56 void RegisterBuffs_##sname() \
58 BUFF_##NAME = BUFF_LAST * 2; \
59 BUFF_LAST = BUFF_##NAME; \
60 Buff_Type##sname = spawn(); \
61 Buff_Type##sname.items = BUFF_##NAME; \
62 Buff_Type##sname.netname = #sname; \
63 Buff_Type##sname.message = hname; \
64 Buff_Type##sname.skin = bskin; \
65 Buff_Type##sname.colormod = bcolor; \
66 Buff_Type##sname.model2 = strzone(strcat("buff-", #sname)); \
67 if(!Buff_Type_first) \
68 Buff_Type_first = Buff_Type##sname; \
70 Buff_Type_last.enemy = Buff_Type##sname; \
71 Buff_Type_last = Buff_Type##sname; \
73 ACCUMULATE_FUNCTION(RegisterBuffs, RegisterBuffs_##sname)
75 REGISTER_BUFF(_("Ammo"),ammo,AMMO,3,'0.2 1 0.2');
76 REGISTER_BUFF(_("Resistance"),resistance,RESISTANCE,0,'0.3 0.2 1');
77 REGISTER_BUFF(_("Speed"),speed,SPEED,9,'1 1 0.2');
78 REGISTER_BUFF(_("Medic"),medic,MEDIC,1,'1 0.3 1');
79 REGISTER_BUFF(_("Bash"),bash,BASH,5,'1 0.4 0');
80 REGISTER_BUFF(_("Vampire"),vampire,VAMPIRE,2,'1 0.15 0');
81 REGISTER_BUFF(_("Disability"),disability,DISABILITY,7,'0.66 0.66 0.73');
82 REGISTER_BUFF(_("Vengeance"),vengeance,VENGEANCE,15,'0.55 0.5 1');
83 REGISTER_BUFF(_("Jump"),jump,JUMP,10,'0.7 0.2 1');
84 REGISTER_BUFF(_("Flight"),flight,FLIGHT,11,'1 0.2 0.5');
85 REGISTER_BUFF(_("Invisible"),invisible,INVISIBLE,12,'0.9 0.9 0.9');
90 void buff_Init(entity ent);
91 void buff_Init_Compat(entity ent, float replacement);
93 #define BUFF_SPAWNFUNC(e,b,t) void spawnfunc_item_buff_##e() { self.buffs = b; self.team = t; buff_Init(self); }
94 #define BUFF_SPAWNFUNC_Q3TA_COMPAT(o,r) void spawnfunc_item_##o() { buff_Init_Compat(self,r); }
95 #define BUFF_SPAWNFUNCS(e,b) \
96 BUFF_SPAWNFUNC(e, b, 0) \
97 BUFF_SPAWNFUNC(e##_team1, b, NUM_TEAM_1) \
98 BUFF_SPAWNFUNC(e##_team2, b, NUM_TEAM_2) \
99 BUFF_SPAWNFUNC(e##_team3, b, NUM_TEAM_3) \
100 BUFF_SPAWNFUNC(e##_team4, b, NUM_TEAM_4)
102 BUFF_SPAWNFUNCS(resistance, BUFF_RESISTANCE)
103 BUFF_SPAWNFUNCS(ammo, BUFF_AMMO)
104 BUFF_SPAWNFUNCS(speed, BUFF_SPEED)
105 BUFF_SPAWNFUNCS(medic, BUFF_MEDIC)
106 BUFF_SPAWNFUNCS(bash, BUFF_BASH)
107 BUFF_SPAWNFUNCS(vampire, BUFF_VAMPIRE)
108 BUFF_SPAWNFUNCS(disability, BUFF_DISABILITY)
109 BUFF_SPAWNFUNCS(vengeance, BUFF_VENGEANCE)
110 BUFF_SPAWNFUNCS(jump, BUFF_JUMP)
111 BUFF_SPAWNFUNCS(flight, BUFF_FLIGHT)
112 BUFF_SPAWNFUNCS(invisible, BUFF_INVISIBLE)
113 BUFF_SPAWNFUNCS(random, 0)
115 BUFF_SPAWNFUNC_Q3TA_COMPAT(doubler, BUFF_MEDIC)
116 BUFF_SPAWNFUNC_Q3TA_COMPAT(resistance, BUFF_RESISTANCE)
117 BUFF_SPAWNFUNC_Q3TA_COMPAT(scout, BUFF_SPEED)
118 BUFF_SPAWNFUNC_Q3TA_COMPAT(ammoregen, BUFF_AMMO)
121 BUFF_SPAWNFUNC_Q3TA_COMPAT(haste, BUFF_SPEED)
122 BUFF_SPAWNFUNC_Q3TA_COMPAT(invis, BUFF_INVISIBLE)
123 BUFF_SPAWNFUNC_Q3TA_COMPAT(medic, BUFF_MEDIC)
126 vector Buff_Color(float buff_id);
127 string Buff_PrettyName(float buff_id);
128 string Buff_Name(float buff_id);
129 float Buff_Type_FromName(string buff_name);
130 float Buff_Type_FromSprite(string buff_sprite);
131 float Buff_Skin(float buff_id);
132 string Buff_Sprite(float buff_id);