1 #ifndef MUTATOR_BUFFS_H
2 #define MUTATOR_BUFFS_H
4 #include "../instagib/module.inc"
6 bool autocvar_g_buffs_effects;
7 float autocvar_g_buffs_waypoint_distance;
8 bool autocvar_g_buffs_randomize;
9 float autocvar_g_buffs_random_lifetime;
10 bool autocvar_g_buffs_random_location;
11 int autocvar_g_buffs_random_location_attempts;
12 int autocvar_g_buffs_spawn_count;
13 bool autocvar_g_buffs_replace_powerups;
14 float autocvar_g_buffs_cooldown_activate;
15 float autocvar_g_buffs_cooldown_respawn;
16 float autocvar_g_buffs_resistance_blockpercent;
17 float autocvar_g_buffs_medic_survive_chance;
18 float autocvar_g_buffs_medic_survive_health;
19 float autocvar_g_buffs_medic_rot;
20 float autocvar_g_buffs_medic_max;
21 float autocvar_g_buffs_medic_regen;
22 float autocvar_g_buffs_medic_heal_amount = 15;
23 float autocvar_g_buffs_medic_heal_delay = 1;
24 float autocvar_g_buffs_medic_heal_range = 400;
25 float autocvar_g_buffs_vengeance_damage_multiplier;
26 float autocvar_g_buffs_bash_force;
27 float autocvar_g_buffs_bash_force_self;
28 float autocvar_g_buffs_disability_slowtime;
29 float autocvar_g_buffs_disability_speed;
30 float autocvar_g_buffs_disability_rate;
31 float autocvar_g_buffs_disability_weaponspeed;
32 float autocvar_g_buffs_speed_speed;
33 float autocvar_g_buffs_speed_rate;
34 float autocvar_g_buffs_speed_weaponspeed;
35 float autocvar_g_buffs_speed_damage_take;
36 float autocvar_g_buffs_speed_regen;
37 float autocvar_g_buffs_vampire_damage_steal;
38 float autocvar_g_buffs_invisible_alpha;
39 float autocvar_g_buffs_jump_height;
40 float autocvar_g_buffs_inferno_burntime_factor;
41 float autocvar_g_buffs_inferno_burntime_min_time;
42 float autocvar_g_buffs_inferno_burntime_target_damage;
43 float autocvar_g_buffs_inferno_burntime_target_time;
44 float autocvar_g_buffs_inferno_damagemultiplier;
45 float autocvar_g_buffs_swapper_range;
46 float autocvar_g_buffs_magnet_range_item;
47 float autocvar_g_buffs_magnet_range_buff = 200;
48 float autocvar_g_buffs_luck_chance = 0.15;
49 float autocvar_g_buffs_luck_damagemultiplier = 3;
52 .float buff_ammo_prev_infitems;
53 .int buff_ammo_prev_clipload;
55 .float buff_invisible_prev_alpha;
57 .float buff_medic_healtime;
59 .float buff_disability_time;
60 .float buff_disability_effect_time;
61 // common buff variables
62 .float buff_effect_delay;
66 .float buff_activetime;
67 .float buff_activetime_updated;
68 .entity buff_waypoint;
69 .int oldbuffs; // for updating effects
70 .entity buff_model; // controls effects (TODO: make csqc)
72 const vector BUFF_MIN = ('-16 -16 -20');
73 const vector BUFF_MAX = ('16 16 20');
75 // client side options
76 .float cvar_cl_buffs_autoreplace;
81 #include <common/triggers/target/music.qh>
82 #include <common/gamemodes/all.qh>
84 .float buff_time = _STAT(BUFF_TIME);
85 void buffs_DelayedInit(entity this);
87 REGISTER_MUTATOR(buffs, cvar("g_buffs"))
91 InitializeEntity(world, buffs_DelayedInit, INITPRIO_FINDTARGET);
95 bool buffs_BuffModel_Customize(entity this)
97 entity player, myowner;
100 player = WaypointSprite_getviewentity(other);
101 myowner = self.owner;
102 same_team = (SAME_TEAM(player, myowner) || SAME_TEAM(player, myowner));
104 if(myowner.alpha <= 0.5 && !same_team && myowner.alpha != 0)
107 if(MUTATOR_CALLHOOK(BuffModel_Customize, self, player))
110 if(player == myowner || (IS_SPEC(other) && other.enemy == myowner))
112 // somewhat hide the model, but keep the glow
118 self.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
124 void buffs_BuffModel_Spawn(entity player)
126 player.buff_model = spawn();
127 setmodel(player.buff_model, MDL_BUFF);
128 setsize(player.buff_model, '0 0 -40', '0 0 40');
129 setattachment(player.buff_model, player, "");
130 setorigin(player.buff_model, '0 0 1' * (player.buff_model.maxs.z * 1));
131 player.buff_model.owner = player;
132 player.buff_model.scale = 0.7;
133 player.buff_model.pflags = PFLAGS_FULLDYNAMIC;
134 player.buff_model.light_lev = 200;
135 setcefc(player.buff_model, buffs_BuffModel_Customize);
138 vector buff_GlowColor(entity buff)
140 //if(buff.team) { return Team_ColorRGB(buff.team); }
144 void buff_Effect(entity player, string eff)
146 if(!autocvar_g_buffs_effects) { return; }
148 if(time >= player.buff_effect_delay)
150 Send_Effect_(eff, player.origin + ((player.mins + player.maxs) * 0.5), '0 0 0', 1);
151 player.buff_effect_delay = time + 0.05; // prevent spam
156 bool buff_Waypoint_visible_for_player(entity this, entity player, entity view)
158 if(!this.owner.buff_active && !this.owner.buff_activetime)
163 return view.cvar_cl_buffs_autoreplace == false || view.buffs != this.owner.buffs;
166 return WaypointSprite_visible_for_player(this, player, view);
169 void buff_Waypoint_Spawn(entity e)
171 entity buff = buff_FirstFromFlags(e.buffs);
172 entity wp = WaypointSprite_Spawn(WP_Buff, 0, autocvar_g_buffs_waypoint_distance, e, '0 0 1' * e.maxs.z, world, e.team, e, buff_waypoint, true, RADARICON_Buff);
173 wp.wp_extra = buff.m_id;
174 WaypointSprite_UpdateTeamRadar(e.buff_waypoint, RADARICON_Buff, e.glowmod);
175 e.buff_waypoint.waypointsprite_visible_for_player = buff_Waypoint_visible_for_player;
178 void buff_SetCooldown(entity this, float cd)
182 if(!this.buff_waypoint)
183 buff_Waypoint_Spawn(this);
185 WaypointSprite_UpdateBuildFinished(this.buff_waypoint, time + cd);
186 this.buff_activetime = cd;
187 this.buff_active = !cd;
190 void buff_Respawn(entity this)
192 if(gameover) { return; }
194 vector oldbufforigin = this.origin;
195 this.velocity = '0 0 200';
197 if(!MoveToRandomMapLocation(this, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY,
198 ((autocvar_g_buffs_random_location_attempts > 0) ? autocvar_g_buffs_random_location_attempts : 10), 1024, 256))
200 entity spot = SelectSpawnPoint(this, true);
201 setorigin(this, spot.origin);
202 this.velocity = ((randomvec() * 100) + '0 0 200');
203 this.angles = spot.angles;
206 tracebox(this.origin, this.mins * 1.5, this.maxs * 1.5, this.origin, MOVE_NOMONSTERS, this);
208 setorigin(this, trace_endpos); // attempt to unstick
210 this.movetype = MOVETYPE_TOSS;
212 makevectors(this.angles);
213 this.angles = '0 0 0';
214 if(autocvar_g_buffs_random_lifetime > 0)
215 this.lifetime = time + autocvar_g_buffs_random_lifetime;
217 Send_Effect(EFFECT_ELECTRO_COMBO, oldbufforigin + ((this.mins + this.maxs) * 0.5), '0 0 0', 1);
218 Send_Effect(EFFECT_ELECTRO_COMBO, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
220 WaypointSprite_Ping(this.buff_waypoint);
222 sound(this, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
225 void buff_Touch(entity this)
227 if(gameover) { return; }
229 if(ITEM_TOUCH_NEEDKILL())
235 if((self.team && DIFF_TEAM(other, self))
236 || (STAT(FROZEN, other))
238 || (!self.buff_active)
245 if(MUTATOR_CALLHOOK(BuffTouch, self, other))
248 if(!IS_PLAYER(other))
249 return; // incase mutator changed other
253 if (other.cvar_cl_buffs_autoreplace && other.buffs != self.buffs)
255 int buffid = buff_FirstFromFlags(other.buffs).m_id;
256 //Send_Notification(NOTIF_ONE, other, MSG_MULTI, ITEM_BUFF_DROP, other.buffs);
257 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ITEM_BUFF_LOST, other.netname, buffid);
260 //sound(other, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
262 else { return; } // do nothing
266 self.buff_active = false;
268 int buffid = buff_FirstFromFlags(self.buffs).m_id;
269 Send_Notification(NOTIF_ONE, other, MSG_MULTI, ITEM_BUFF_GOT, buffid);
270 Send_Notification(NOTIF_ALL_EXCEPT, other, MSG_INFO, INFO_ITEM_BUFF, other.netname, buffid);
272 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
273 sound(other, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTN_NORM);
274 other.buffs |= (self.buffs);
277 float buff_Available(entity buff)
279 if (buff == BUFF_Null)
281 if (buff == BUFF_AMMO && ((start_items & IT_UNLIMITED_WEAPON_AMMO) || (start_items & IT_UNLIMITED_AMMO) || (cvar("g_melee_only"))))
283 if (buff == BUFF_VAMPIRE && cvar("g_vampire"))
285 return cvar(strcat("g_buffs_", buff.m_name));
290 void buff_NewType(entity ent, float cb)
292 RandomSelection_Init();
293 FOREACH(Buffs, buff_Available(it), LAMBDA(
294 it.buff_seencount += 1;
295 // if it's already been chosen, give it a lower priority
296 RandomSelection_Add(world, it.m_itemid, string_null, 1, max(0.2, 1 / it.buff_seencount));
298 ent.buffs = RandomSelection_chosen_float;
301 void buff_Think(entity this)
303 if(this.buffs != this.oldbuffs)
305 entity buff = buff_FirstFromFlags(this.buffs);
306 this.color = buff.m_color;
307 this.glowmod = buff_GlowColor(buff);
308 this.skin = buff.m_skin;
310 setmodel(this, MDL_BUFF);
312 if(this.buff_waypoint)
314 //WaypointSprite_Disown(this.buff_waypoint, 1);
315 WaypointSprite_Kill(this.buff_waypoint);
316 buff_Waypoint_Spawn(this);
317 if(this.buff_activetime)
318 WaypointSprite_UpdateBuildFinished(this.buff_waypoint, time + this.buff_activetime - frametime);
321 this.oldbuffs = this.buffs;
325 if((round_handler_IsActive() && !round_handler_IsRoundStarted()) || time >= game_starttime)
326 if(!this.buff_activetime_updated)
328 buff_SetCooldown(this, this.buff_activetime);
329 this.buff_activetime_updated = true;
332 if(!this.buff_active && !this.buff_activetime)
333 if(!this.owner || STAT(FROZEN, this.owner) || IS_DEAD(this.owner) || !this.owner.iscreature || !(this.owner.buffs & this.buffs))
335 buff_SetCooldown(this, autocvar_g_buffs_cooldown_respawn + frametime);
337 if(autocvar_g_buffs_randomize)
338 buff_NewType(this, this.buffs);
340 if(autocvar_g_buffs_random_location || (this.spawnflags & 64))
344 if(this.buff_activetime)
346 if((round_handler_IsActive() && !round_handler_IsRoundStarted()) || time >= game_starttime)
348 this.buff_activetime = max(0, this.buff_activetime - frametime);
350 if(!this.buff_activetime)
352 this.buff_active = true;
353 sound(this, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTN_NORM);
354 Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
360 if(this.team && !this.buff_waypoint)
361 buff_Waypoint_Spawn(this);
364 if(time >= this.lifetime)
368 this.nextthink = time;
369 //this.angles_y = time * 110.1;
372 void buff_Waypoint_Reset(entity this)
374 WaypointSprite_Kill(this.buff_waypoint);
376 if(this.buff_activetime) { buff_Waypoint_Spawn(this); }
379 void buff_Reset(entity this)
381 if(autocvar_g_buffs_randomize)
382 buff_NewType(this, this.buffs);
384 buff_SetCooldown(this, autocvar_g_buffs_cooldown_activate);
385 buff_Waypoint_Reset(this);
386 this.buff_activetime_updated = false;
388 if(autocvar_g_buffs_random_location || (this.spawnflags & 64))
392 float buff_Customize(entity this)
394 entity player = WaypointSprite_getviewentity(other);
395 if(!this.buff_active || (this.team && DIFF_TEAM(player, this)))
398 if(this.effects & EF_FULLBRIGHT) { this.effects &= ~(EF_FULLBRIGHT); }
404 if(!(this.effects & EF_FULLBRIGHT)) { this.effects |= EF_FULLBRIGHT; }
405 this.light_lev = 220 + 36 * sin(time);
406 this.pflags = PFLAGS_FULLDYNAMIC;
411 void buff_Init(entity this)
413 if(!cvar("g_buffs")) { remove(this); return; }
415 if(!teamplay && this.team) { this.team = 0; }
417 entity buff = buff_FirstFromFlags(this.buffs);
419 if(!this.buffs || buff_Available(buff))
420 buff_NewType(this, 0);
422 this.classname = "item_buff";
423 this.solid = SOLID_TRIGGER;
424 this.flags = FL_ITEM;
425 setthink(this, buff_Think);
426 settouch(this, buff_Touch);
427 this.reset = buff_Reset;
428 this.nextthink = time + 0.1;
430 this.movetype = MOVETYPE_TOSS;
432 this.skin = buff.m_skin;
433 this.effects = EF_FULLBRIGHT | EF_STARDUST | EF_NOSHADOW;
434 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
435 setcefc(this, buff_Customize);
436 //this.gravity = 100;
437 this.color = buff.m_color;
438 this.glowmod = buff_GlowColor(this);
439 buff_SetCooldown(this, autocvar_g_buffs_cooldown_activate + game_starttime);
440 this.buff_active = !this.buff_activetime;
441 this.pflags = PFLAGS_FULLDYNAMIC;
443 if(this.spawnflags & 1)
447 this.movetype = MOVETYPE_NONE; // reset by random location
449 setmodel(this, MDL_BUFF);
450 setsize(this, BUFF_MIN, BUFF_MAX);
452 if(cvar("g_buffs_random_location") || (this.spawnflags & 64))
456 void buff_Init_Compat(entity ent, entity replacement)
458 if (ent.spawnflags & 2)
459 ent.team = NUM_TEAM_1;
460 else if (ent.spawnflags & 4)
461 ent.team = NUM_TEAM_2;
463 ent.buffs = replacement.m_itemid;
468 void buff_SpawnReplacement(entity ent, entity old)
470 setorigin(ent, old.origin);
471 ent.angles = old.angles;
472 ent.noalign = (old.noalign || (old.spawnflags & 1));
477 void buff_Vengeance_DelayedDamage(entity this)
480 Damage(this.enemy, this.owner, this.owner, this.dmg, DEATH_BUFF.m_id, this.enemy.origin, '0 0 0');
486 // note: only really useful in teamplay
487 void buff_Medic_Heal(entity this)
489 FOREACH_CLIENT(IS_PLAYER(it) && it != this && vdist(it.origin - this.origin, <=, autocvar_g_buffs_medic_heal_range),
491 if(SAME_TEAM(it, this))
492 if(it.health < autocvar_g_balance_health_regenstable)
494 Send_Effect(EFFECT_HEALING, it.origin, '0 0 0', 1);
495 it.health = bound(0, it.health + autocvar_g_buffs_medic_heal_amount, autocvar_g_balance_health_regenstable);
500 float buff_Inferno_CalculateTime(float x, float offset_x, float offset_y, float intersect_x, float intersect_y, float base)
502 return offset_y + (intersect_y - offset_y) * logn(((x - offset_x) * ((base - 1) / intersect_x)) + 1, base);
506 MUTATOR_HOOKFUNCTION(buffs, PlayerDamage_SplitHealthArmor)
508 entity frag_target = M_ARGV(2, entity);
509 float frag_deathtype = M_ARGV(6, float);
510 float frag_damage = M_ARGV(7, float);
512 if(frag_deathtype == DEATH_BUFF.m_id) { return false; }
514 if(frag_target.buffs & BUFF_RESISTANCE.m_itemid)
516 vector v = healtharmor_applydamage(50, autocvar_g_buffs_resistance_blockpercent, frag_deathtype, frag_damage);
517 M_ARGV(4, float) = v.x; // take
518 M_ARGV(5, float) = v.y; // save
524 MUTATOR_HOOKFUNCTION(buffs, PlayerDamage_Calculate)
526 entity frag_attacker = M_ARGV(1, entity);
527 entity frag_target = M_ARGV(2, entity);
528 float frag_deathtype = M_ARGV(3, float);
529 float frag_damage = M_ARGV(4, float);
530 vector frag_force = M_ARGV(6, vector);
532 if(frag_deathtype == DEATH_BUFF.m_id) { return false; }
534 if(frag_target.buffs & BUFF_SPEED.m_itemid)
535 if(frag_target != frag_attacker)
536 frag_damage *= autocvar_g_buffs_speed_damage_take;
538 if(frag_target.buffs & BUFF_MEDIC.m_itemid)
539 if((frag_target.health - frag_damage) <= 0)
540 if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
542 if(random() <= autocvar_g_buffs_medic_survive_chance)
543 frag_damage = max(5, frag_target.health - autocvar_g_buffs_medic_survive_health);
545 if(frag_target.buffs & BUFF_JUMP.m_itemid)
546 if(frag_deathtype == DEATH_FALL.m_id)
549 if(frag_target.buffs & BUFF_VENGEANCE.m_itemid)
551 if(frag_attacker != frag_target)
552 if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
554 entity dmgent = spawn();
556 dmgent.dmg = frag_damage * autocvar_g_buffs_vengeance_damage_multiplier;
557 dmgent.enemy = frag_attacker;
558 dmgent.owner = frag_target;
559 setthink(dmgent, buff_Vengeance_DelayedDamage);
560 dmgent.nextthink = time + 0.1;
563 if(frag_target.buffs & BUFF_BASH.m_itemid)
564 if(frag_attacker != frag_target)
565 frag_force = '0 0 0';
567 if(frag_attacker.buffs & BUFF_BASH.m_itemid)
569 if(frag_attacker == frag_target)
570 frag_force *= autocvar_g_buffs_bash_force_self;
572 frag_force *= autocvar_g_buffs_bash_force;
574 if(frag_attacker.buffs & BUFF_DISABILITY.m_itemid)
575 if(frag_target != frag_attacker)
576 frag_target.buff_disability_time = time + autocvar_g_buffs_disability_slowtime;
578 if(frag_target.buffs & BUFF_INFERNO.m_itemid)
580 if(frag_deathtype == DEATH_FIRE.m_id)
582 if(frag_deathtype == DEATH_LAVA.m_id)
583 frag_damage *= 0.5; // TODO: cvarize?
586 if(frag_attacker.buffs & BUFF_LUCK.m_itemid)
587 if(frag_attacker != frag_target)
588 if(autocvar_g_buffs_luck_damagemultiplier > 0)
589 if(random() <= autocvar_g_buffs_luck_chance)
590 frag_damage *= autocvar_g_buffs_luck_damagemultiplier;
592 if(frag_attacker.buffs & BUFF_INFERNO.m_itemid)
593 if(frag_target != frag_attacker) {
594 float btime = buff_Inferno_CalculateTime(
597 autocvar_g_buffs_inferno_burntime_min_time,
598 autocvar_g_buffs_inferno_burntime_target_damage,
599 autocvar_g_buffs_inferno_burntime_target_time,
600 autocvar_g_buffs_inferno_burntime_factor
602 Fire_AddDamage(frag_target, frag_attacker, (frag_damage * autocvar_g_buffs_inferno_damagemultiplier), btime, DEATH_BUFF.m_id);
605 // this... is ridiculous (TODO: fix!)
606 if(frag_attacker.buffs & BUFF_VAMPIRE.m_itemid)
607 if(!frag_target.vehicle)
608 if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
609 if(!IS_DEAD(frag_target))
610 if(IS_PLAYER(frag_target) || IS_MONSTER(frag_target))
611 if(frag_attacker != frag_target)
612 if(!STAT(FROZEN, frag_target))
613 if(frag_target.takedamage)
614 if(DIFF_TEAM(frag_attacker, frag_target))
616 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);
617 if(frag_target.armorvalue)
618 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);
621 M_ARGV(4, float) = frag_damage;
622 M_ARGV(6, vector) = frag_force;
627 MUTATOR_HOOKFUNCTION(buffs, PlayerSpawn)
629 entity player = M_ARGV(0, entity);
632 // reset timers here to prevent them continuing after re-spawn
633 player.buff_disability_time = 0;
634 player.buff_disability_effect_time = 0;
638 .float stat_sv_maxspeed;
639 .float stat_sv_airspeedlimit_nonqw;
640 .float stat_sv_jumpvelocity;
642 MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics)
644 entity player = M_ARGV(0, entity);
646 if(player.buffs & BUFF_SPEED.m_itemid)
648 player.stat_sv_maxspeed *= autocvar_g_buffs_speed_speed;
649 player.stat_sv_airspeedlimit_nonqw *= autocvar_g_buffs_speed_speed;
652 if(time < player.buff_disability_time)
654 player.stat_sv_maxspeed *= autocvar_g_buffs_disability_speed;
655 player.stat_sv_airspeedlimit_nonqw *= autocvar_g_buffs_disability_speed;
658 if(player.buffs & BUFF_JUMP.m_itemid)
660 // automatically reset, no need to worry
661 player.stat_sv_jumpvelocity = autocvar_g_buffs_jump_height;
665 MUTATOR_HOOKFUNCTION(buffs, PlayerJump)
667 entity player = M_ARGV(0, entity);
669 if(player.buffs & BUFF_JUMP.m_itemid)
670 M_ARGV(1, float) = autocvar_g_buffs_jump_height;
673 MUTATOR_HOOKFUNCTION(buffs, MonsterMove)
675 entity mon = M_ARGV(0, entity);
677 if(time < mon.buff_disability_time)
679 M_ARGV(1, float) *= autocvar_g_buffs_disability_speed; // run speed
680 M_ARGV(2, float) *= autocvar_g_buffs_disability_speed; // walk speed
684 MUTATOR_HOOKFUNCTION(buffs, PlayerDies)
686 entity frag_target = M_ARGV(2, entity);
688 if(frag_target.buffs)
690 int buffid = buff_FirstFromFlags(frag_target.buffs).m_id;
691 Send_Notification(NOTIF_ALL_EXCEPT, frag_target, MSG_INFO, INFO_ITEM_BUFF_LOST, frag_target.netname, buffid);
692 frag_target.buffs = 0;
694 if(frag_target.buff_model)
696 remove(frag_target.buff_model);
697 frag_target.buff_model = world;
703 MUTATOR_HOOKFUNCTION(buffs, PlayerUseKey, CBC_ORDER_FIRST)
705 if(MUTATOR_RETURNVALUE || gameover) { return; }
707 entity player = M_ARGV(0, entity);
711 int buffid = buff_FirstFromFlags(player.buffs).m_id;
712 Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid);
713 Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
716 sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
721 MUTATOR_HOOKFUNCTION(buffs, ForbidThrowCurrentWeapon)
723 if(MUTATOR_RETURNVALUE || gameover) { return false; }
724 entity player = M_ARGV(0, entity);
726 if(player.buffs & BUFF_SWAPPER.m_itemid)
728 float best_distance = autocvar_g_buffs_swapper_range;
729 entity closest = world;
730 FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
731 if(!IS_DEAD(it) && !STAT(FROZEN, it) && !it.vehicle)
732 if(DIFF_TEAM(it, player))
734 float test = vlen2(player.origin - it.origin);
735 if(test <= best_distance * best_distance)
737 best_distance = sqrt(test);
745 vector my_org, my_vel, my_ang, their_org, their_vel, their_ang;
747 my_org = player.origin;
748 my_vel = player.velocity;
749 my_ang = player.angles;
750 their_org = closest.origin;
751 their_vel = closest.velocity;
752 their_ang = closest.angles;
754 Drop_Special_Items(closest);
756 MUTATOR_CALLHOOK(PortalTeleport, player); // initiate flag dropper
758 setorigin(player, their_org);
759 setorigin(closest, my_org);
761 closest.velocity = my_vel;
762 closest.angles = my_ang;
763 closest.fixangle = true;
764 closest.oldorigin = my_org;
765 closest.oldvelocity = my_vel;
766 player.velocity = their_vel;
767 player.angles = their_ang;
768 player.fixangle = true;
769 player.oldorigin = their_org;
770 player.oldvelocity = their_vel;
772 // set pusher so player gets the kill if they fall into void
773 closest.pusher = player;
774 closest.pushltime = time + autocvar_g_maxpushtime;
775 closest.istypefrag = PHYS_INPUT_BUTTON_CHAT(closest);
777 Send_Effect(EFFECT_ELECTRO_COMBO, their_org, '0 0 0', 1);
778 Send_Effect(EFFECT_ELECTRO_COMBO, my_org, '0 0 0', 1);
780 sound(player, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
781 sound(closest, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
783 // TODO: add a counter to handle how many times one can teleport, and a delay to prevent spam
791 bool buffs_RemovePlayer(entity player)
793 if(player.buff_model)
795 remove(player.buff_model);
796 player.buff_model = world;
799 // also reset timers here to prevent them continuing after spectating
800 player.buff_disability_time = 0;
801 player.buff_disability_effect_time = 0;
805 MUTATOR_HOOKFUNCTION(buffs, MakePlayerObserver) { entity player = M_ARGV(0, entity); return buffs_RemovePlayer(player); }
806 MUTATOR_HOOKFUNCTION(buffs, ClientDisconnect) { entity player = M_ARGV(0, entity); return buffs_RemovePlayer(player); }
808 MUTATOR_HOOKFUNCTION(buffs, CustomizeWaypoint)
810 entity wp = M_ARGV(0, entity);
811 entity player = M_ARGV(1, entity);
813 entity e = WaypointSprite_getviewentity(player);
815 // if you have the invisibility powerup, sprites ALWAYS are restricted to your team
816 // but only apply this to real players, not to spectators
817 if((wp.owner.flags & FL_CLIENT) && (wp.owner.buffs & BUFF_INVISIBLE.m_itemid) && (e == player))
818 if(DIFF_TEAM(wp.owner, e))
824 MUTATOR_HOOKFUNCTION(buffs, OnEntityPreSpawn, CBC_ORDER_LAST)
826 entity ent = M_ARGV(0, entity);
828 if(autocvar_g_buffs_replace_powerups)
829 switch(ent.classname)
831 case "item_strength":
832 case "item_invincible":
835 buff_SpawnReplacement(e, ent);
842 MUTATOR_HOOKFUNCTION(buffs, WeaponRateFactor)
844 entity player = M_ARGV(1, entity);
846 if(player.buffs & BUFF_SPEED.m_itemid)
847 M_ARGV(0, float) *= autocvar_g_buffs_speed_rate;
849 if(time < player.buff_disability_time)
850 M_ARGV(0, float) *= autocvar_g_buffs_disability_rate;
853 MUTATOR_HOOKFUNCTION(buffs, WeaponSpeedFactor)
855 entity player = M_ARGV(1, entity);
857 if(player.buffs & BUFF_SPEED.m_itemid)
858 M_ARGV(0, float) *= autocvar_g_buffs_speed_weaponspeed;
860 if(time < player.buff_disability_time)
861 M_ARGV(0, float) *= autocvar_g_buffs_disability_weaponspeed;
864 MUTATOR_HOOKFUNCTION(buffs, PlayerPreThink)
866 entity player = M_ARGV(0, entity);
868 if(gameover || IS_DEAD(player)) { return false; }
870 if(time < player.buff_disability_time)
871 if(time >= player.buff_disability_effect_time)
873 Send_Effect(EFFECT_SMOKING, player.origin + ((player.mins + player.maxs) * 0.5), '0 0 0', 1);
874 player.buff_disability_effect_time = time + 0.5;
877 // handle buff lost status
878 // 1: notify everyone else
879 // 2: notify carrier as well
883 if(time >= player.buff_time)
886 if(STAT(FROZEN, player)) { buff_lost = 1; }
892 int buffid = buff_FirstFromFlags(player.buffs).m_id;
893 Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
896 Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid); // TODO: special timeout message?
897 sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
903 if(player.buffs & BUFF_MAGNET.m_itemid)
906 FOREACH_ENTITY_FLAGS(flags, FL_ITEM,
909 pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_buff;
911 pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_item;
913 if(boxesoverlap(player.absmin - pickup_size, player.absmax + pickup_size, it.absmin, it.absmax))
917 entity oldother = other;
919 WITHSELF(it, gettouch(it)(it));
926 if(player.buffs & BUFF_AMMO.m_itemid)
928 player.clip_load = player.(weapon_load[PS(player).m_switchweapon.m_id]) = player.clip_size;
930 if((player.buffs & BUFF_INVISIBLE.m_itemid) && (player.oldbuffs & BUFF_INVISIBLE.m_itemid))
931 if(player.alpha != autocvar_g_buffs_invisible_alpha)
932 player.alpha = autocvar_g_buffs_invisible_alpha; // powerups reset alpha, so we must enforce this (TODO)
934 if(player.buffs & BUFF_MEDIC.m_itemid)
935 if(time >= player.buff_medic_healtime)
937 buff_Medic_Heal(player);
938 player.buff_medic_healtime = time + autocvar_g_buffs_medic_heal_delay;
941 #define BUFF_ONADD(b) if ( (player.buffs & (b).m_itemid) && !(player.oldbuffs & (b).m_itemid))
942 #define BUFF_ONREM(b) if (!(player.buffs & (b).m_itemid) && (player.oldbuffs & (b).m_itemid))
944 if(player.buffs != player.oldbuffs)
946 entity buff = buff_FirstFromFlags(player.buffs);
947 float bufftime = buff != BUFF_Null ? buff.m_time(buff) : 0;
948 player.buff_time = (bufftime) ? time + bufftime : 0;
950 BUFF_ONADD(BUFF_AMMO)
952 player.buff_ammo_prev_infitems = (player.items & IT_UNLIMITED_WEAPON_AMMO);
953 player.items |= IT_UNLIMITED_WEAPON_AMMO;
956 player.buff_ammo_prev_clipload = player.clip_load;
957 player.clip_load = player.(weapon_load[PS(player).m_switchweapon.m_id]) = player.clip_size;
960 BUFF_ONREM(BUFF_AMMO)
962 if(player.buff_ammo_prev_infitems)
963 player.items |= IT_UNLIMITED_WEAPON_AMMO;
965 player.items &= ~IT_UNLIMITED_WEAPON_AMMO;
967 if(player.buff_ammo_prev_clipload)
968 player.clip_load = player.buff_ammo_prev_clipload;
971 BUFF_ONADD(BUFF_INVISIBLE)
973 if(time < player.strength_finished && g_instagib)
974 player.alpha = autocvar_g_instagib_invis_alpha;
976 player.alpha = player.buff_invisible_prev_alpha;
977 player.alpha = autocvar_g_buffs_invisible_alpha;
980 BUFF_ONREM(BUFF_INVISIBLE)
981 player.alpha = player.buff_invisible_prev_alpha;
983 player.oldbuffs = player.buffs;
986 if(!player.buff_model)
987 buffs_BuffModel_Spawn(player);
989 player.buff_model.color = buff.m_color;
990 player.buff_model.glowmod = buff_GlowColor(player.buff_model);
991 player.buff_model.skin = buff.m_skin;
993 player.effects |= EF_NOSHADOW;
997 remove(player.buff_model);
998 player.buff_model = world;
1000 player.effects &= ~(EF_NOSHADOW);
1004 if(player.buff_model)
1006 player.buff_model.effects = player.effects;
1007 player.buff_model.effects |= EF_LOWPRECISION;
1008 player.buff_model.effects = player.buff_model.effects & EFMASK_CHEAP; // eat performance
1010 player.buff_model.alpha = player.alpha;
1017 MUTATOR_HOOKFUNCTION(buffs, SpectateCopy)
1019 entity spectatee = M_ARGV(0, entity);
1020 entity client = M_ARGV(1, entity);
1022 client.buffs = spectatee.buffs;
1025 MUTATOR_HOOKFUNCTION(buffs, VehicleEnter)
1027 entity player = M_ARGV(0, entity);
1028 entity veh = M_ARGV(1, entity);
1030 veh.buffs = player.buffs;
1032 veh.buff_time = max(0, player.buff_time - time);
1033 player.buff_time = 0;
1036 MUTATOR_HOOKFUNCTION(buffs, VehicleExit)
1038 entity player = M_ARGV(0, entity);
1039 entity veh = M_ARGV(1, entity);
1041 player.buffs = player.oldbuffs = veh.buffs;
1043 player.buff_time = time + veh.buff_time;
1047 MUTATOR_HOOKFUNCTION(buffs, PlayerRegen)
1049 if(self.buffs & BUFF_MEDIC.m_itemid)
1051 regen_mod_rot = autocvar_g_buffs_medic_rot;
1052 regen_mod_limit = regen_mod_max = autocvar_g_buffs_medic_max;
1053 regen_mod_regen = autocvar_g_buffs_medic_regen;
1056 if(self.buffs & BUFF_SPEED.m_itemid)
1057 regen_mod_regen = autocvar_g_buffs_speed_regen;
1062 REPLICATE(cvar_cl_buffs_autoreplace, bool, "cl_buffs_autoreplace");
1064 MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsString)
1066 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":Buffs");
1069 MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsPrettyString)
1071 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Buffs");
1074 void buffs_DelayedInit(entity this)
1076 if(autocvar_g_buffs_spawn_count > 0)
1077 if(find(world, classname, "item_buff") == world)
1080 for(i = 0; i < autocvar_g_buffs_spawn_count; ++i)
1083 e.spawnflags |= 64; // always randomize
1084 e.velocity = randomvec() * 250; // this gets reset anyway if random location works