3 #include <common/mapobjects/target/music.qh>
4 #include <common/gamemodes/_mod.qh>
6 void buffs_DelayedInit(entity this);
8 AUTOCVAR(g_buffs, int, -1, "Enable buffs, -1: enabled but no auto location or replacing powerups, 1: enabled and can replace them");
10 REGISTER_MUTATOR(buffs, autocvar_g_buffs)
14 if(autocvar_g_buffs > 0)
15 InitializeEntity(NULL, buffs_DelayedInit, INITPRIO_FINDTARGET);
19 bool buffs_BuffModel_Customize(entity this, entity client)
21 entity player, myowner;
24 player = WaypointSprite_getviewentity(client);
26 same_team = (SAME_TEAM(player, myowner) || SAME_TEAM(player, myowner));
28 if(myowner.alpha <= 0.5 && !same_team && myowner.alpha != 0)
31 if(MUTATOR_CALLHOOK(BuffModel_Customize, this, player))
34 if(player == myowner || (IS_SPEC(client) && client.enemy == myowner))
36 // somewhat hide the model, but keep the glow
42 this.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
48 void buffs_BuffModel_Spawn(entity player)
50 player.buff_model = spawn();
51 setmodel(player.buff_model, MDL_BUFF);
52 setsize(player.buff_model, '0 0 -40', '0 0 40');
53 setattachment(player.buff_model, player, "");
54 setorigin(player.buff_model, '0 0 1' * (player.buff_model.maxs.z * 1));
55 player.buff_model.owner = player;
56 player.buff_model.scale = 0.7;
57 player.buff_model.pflags = PFLAGS_FULLDYNAMIC;
58 player.buff_model.light_lev = 200;
59 setcefc(player.buff_model, buffs_BuffModel_Customize);
62 vector buff_GlowColor(entity buff)
64 //if(buff.team) { return Team_ColorRGB(buff.team); }
68 void buff_Effect(entity player, string eff)
70 if(!autocvar_g_buffs_effects) { return; }
72 if(time >= player.buff_effect_delay)
74 Send_Effect_(eff, player.origin + ((player.mins + player.maxs) * 0.5), '0 0 0', 1);
75 player.buff_effect_delay = time + 0.05; // prevent spam
80 bool buff_Waypoint_visible_for_player(entity this, entity player, entity view)
82 if(!this.owner.buff_active && !this.owner.buff_activetime)
85 if (STAT(BUFFS, view))
87 return CS(view).cvar_cl_buffs_autoreplace == false || STAT(BUFFS, view) != STAT(BUFFS, this.owner);
90 return WaypointSprite_visible_for_player(this, player, view);
93 void buff_Waypoint_Spawn(entity e)
95 entity buff = buff_FirstFromFlags(STAT(BUFFS, e));
96 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);
97 wp.wp_extra = buff.m_id;
98 WaypointSprite_UpdateTeamRadar(e.buff_waypoint, RADARICON_Buff, e.glowmod);
99 e.buff_waypoint.waypointsprite_visible_for_player = buff_Waypoint_visible_for_player;
102 void buff_SetCooldown(entity this, float cd)
106 if(!this.buff_waypoint)
107 buff_Waypoint_Spawn(this);
109 WaypointSprite_UpdateBuildFinished(this.buff_waypoint, time + cd);
110 this.buff_activetime = cd;
111 this.buff_active = !cd;
114 void buff_Respawn(entity this)
116 if(game_stopped) return;
118 vector oldbufforigin = this.origin;
119 this.velocity = '0 0 200';
121 if(!MoveToRandomMapLocation(this, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY,
122 ((autocvar_g_buffs_random_location_attempts > 0) ? autocvar_g_buffs_random_location_attempts : 10), 1024, 256))
124 entity spot = SelectSpawnPoint(this, true);
125 setorigin(this, spot.origin);
126 this.velocity = ((randomvec() * 100) + '0 0 200');
127 this.angles = spot.angles;
130 tracebox(this.origin, this.mins * 1.5, this.maxs * 1.5, this.origin, MOVE_NOMONSTERS, this);
132 setorigin(this, trace_endpos); // attempt to unstick
134 set_movetype(this, MOVETYPE_TOSS);
136 makevectors(this.angles);
137 this.angles = '0 0 0';
138 if(autocvar_g_buffs_random_lifetime > 0)
139 this.lifetime = time + autocvar_g_buffs_random_lifetime;
141 Send_Effect(EFFECT_ELECTRO_COMBO, oldbufforigin + ((this.mins + this.maxs) * 0.5), '0 0 0', 1);
142 Send_Effect(EFFECT_ELECTRO_COMBO, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
144 WaypointSprite_Ping(this.buff_waypoint);
146 sound(this, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
149 void buff_Touch(entity this, entity toucher)
151 if(game_stopped) return;
153 if(ITEM_TOUCH_NEEDKILL())
159 if(!this.buff_active)
162 if(MUTATOR_CALLHOOK(BuffTouch, this, toucher))
164 toucher = M_ARGV(1, entity);
166 if(!IS_PLAYER(toucher))
167 return; // incase mutator changed toucher
169 if((this.team && DIFF_TEAM(toucher, this))
170 || (STAT(FROZEN, toucher))
172 || (time < PS(toucher).buff_shield)
179 if (STAT(BUFFS, toucher))
181 if (CS(toucher).cvar_cl_buffs_autoreplace && STAT(BUFFS, toucher) != STAT(BUFFS, this))
183 // TODO: lost-gained notification for this case
184 int buffid = buff_FirstFromFlags(STAT(BUFFS, toucher)).m_id;
185 Send_Notification(NOTIF_ONE, toucher, MSG_INFO, INFO_ITEM_BUFF_LOST, toucher.netname, buffid);
186 if(!IS_INDEPENDENT_PLAYER(toucher))
187 Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_INFO, INFO_ITEM_BUFF_LOST, toucher.netname, buffid);
189 STAT(BUFFS, toucher) = 0;
190 //sound(toucher, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
192 else { return; } // do nothing
195 this.owner = toucher;
196 this.buff_active = false;
198 entity thebuff = buff_FirstFromFlags(STAT(BUFFS, this));
199 Send_Notification(NOTIF_ONE, toucher, MSG_MULTI, ITEM_BUFF_GOT, thebuff.m_id);
200 if(!IS_INDEPENDENT_PLAYER(toucher))
201 Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_INFO, INFO_ITEM_BUFF, toucher.netname, thebuff.m_id);
203 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
204 sound(toucher, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTN_NORM);
205 STAT(BUFFS, toucher) |= (STAT(BUFFS, this));
206 float bufftime = ((this.count) ? this.count : thebuff.m_time(thebuff));
208 STAT(BUFF_TIME, toucher) = min(time + bufftime, max(STAT(BUFF_TIME, toucher), time) + bufftime);
211 float buff_Available(entity buff)
213 if (buff == BUFF_Null)
215 if (buff == BUFF_AMMO && ((start_items & IT_UNLIMITED_AMMO) || cvar("g_melee_only")))
217 if (buff == BUFF_VAMPIRE && cvar("g_vampire"))
219 return cvar(strcat("g_buffs_", buff.netname));
224 void buff_NewType(entity ent)
226 RandomSelection_Init();
227 FOREACH(Buffs, buff_Available(it),
229 // if it's already been chosen, give it a lower priority
230 RandomSelection_AddEnt(it, max(0.2, 1 / it.buff_seencount), 1);
232 entity newbuff = RandomSelection_chosen_ent;
233 newbuff.buff_seencount += 1; // lower chances of seeing this buff again soon
234 STAT(BUFFS, ent) = newbuff.m_itemid;
237 void buff_Think(entity this)
239 if(STAT(BUFFS, this) != this.oldbuffs)
241 entity buff = buff_FirstFromFlags(STAT(BUFFS, this));
242 this.color = buff.m_color;
243 this.glowmod = buff_GlowColor(buff);
244 this.skin = buff.m_skin;
246 setmodel(this, MDL_BUFF);
247 setsize(this, BUFF_MIN, BUFF_MAX);
249 if(this.buff_waypoint)
251 //WaypointSprite_Disown(this.buff_waypoint, 1);
252 WaypointSprite_Kill(this.buff_waypoint);
253 buff_Waypoint_Spawn(this);
254 if(this.buff_activetime)
255 WaypointSprite_UpdateBuildFinished(this.buff_waypoint, time + this.buff_activetime - frametime);
258 this.oldbuffs = STAT(BUFFS, this);
262 if((round_handler_IsActive() && !round_handler_IsRoundStarted()) || time >= game_starttime)
263 if(!this.buff_activetime_updated)
265 buff_SetCooldown(this, this.buff_activetime);
266 this.buff_activetime_updated = true;
269 if(!this.buff_active && !this.buff_activetime)
270 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))
272 buff_SetCooldown(this, autocvar_g_buffs_cooldown_respawn + frametime);
274 if(autocvar_g_buffs_randomize)
277 if(autocvar_g_buffs_random_location || (this.spawnflags & 64))
281 if(this.buff_activetime)
283 if((round_handler_IsActive() && !round_handler_IsRoundStarted()) || time >= game_starttime)
285 this.buff_activetime = max(0, this.buff_activetime - frametime);
287 if(!this.buff_activetime)
289 this.buff_active = true;
290 sound(this, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTN_NORM);
291 Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
297 if(this.team && !this.buff_waypoint)
298 buff_Waypoint_Spawn(this);
301 if(time >= this.lifetime)
305 this.nextthink = time;
306 //this.angles_y = time * 110.1;
309 void buff_Waypoint_Reset(entity this)
311 WaypointSprite_Kill(this.buff_waypoint);
313 if(this.buff_activetime) { buff_Waypoint_Spawn(this); }
316 void buff_Reset(entity this)
318 if(autocvar_g_buffs_randomize)
321 buff_SetCooldown(this, autocvar_g_buffs_cooldown_activate);
322 buff_Waypoint_Reset(this);
323 this.buff_activetime_updated = false;
325 if(autocvar_g_buffs_random_location || (this.spawnflags & 64))
329 bool buff_Customize(entity this, entity client)
331 entity player = WaypointSprite_getviewentity(client);
332 if(!this.buff_active || (this.team && DIFF_TEAM(player, this)))
335 if(this.effects & EF_FULLBRIGHT) { this.effects &= ~(EF_FULLBRIGHT); }
341 if(!(this.effects & EF_FULLBRIGHT)) { this.effects |= EF_FULLBRIGHT; }
342 this.light_lev = 220 + 36 * sin(time);
343 this.pflags = PFLAGS_FULLDYNAMIC;
348 void buff_Delete(entity this)
350 WaypointSprite_Kill(this.buff_waypoint);
354 void buff_Init(entity this)
356 if(!cvar("g_buffs")) { delete(this); return; }
358 if(!teamplay && this.team) { this.team = 0; }
360 entity buff = buff_FirstFromFlags(STAT(BUFFS, this));
362 if(!STAT(BUFFS, this) || !buff_Available(buff))
365 this.classname = "item_buff";
366 this.solid = SOLID_TRIGGER;
367 this.flags = FL_ITEM;
368 this.bot_pickup = true;
369 this.bot_pickupevalfunc = generic_pickupevalfunc;
370 this.bot_pickupbasevalue = 1000;
371 IL_PUSH(g_items, this);
372 setthink(this, buff_Think);
373 settouch(this, buff_Touch);
374 this.reset = buff_Reset;
375 this.nextthink = time + 0.1;
377 set_movetype(this, MOVETYPE_TOSS);
379 this.skin = buff.m_skin;
380 this.effects = EF_FULLBRIGHT | EF_STARDUST | EF_NOSHADOW;
381 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
382 setcefc(this, buff_Customize);
383 //this.gravity = 100;
384 this.color = buff.m_color;
385 this.glowmod = buff_GlowColor(this);
386 buff_SetCooldown(this, autocvar_g_buffs_cooldown_activate + max(0, game_starttime - time));
387 this.buff_active = !this.buff_activetime;
388 this.pflags = PFLAGS_FULLDYNAMIC;
389 this.dtor = buff_Delete;
391 if(this.spawnflags & 1)
395 set_movetype(this, MOVETYPE_NONE); // reset by random location
397 setmodel(this, MDL_BUFF);
398 setsize(this, BUFF_MIN, BUFF_MAX);
400 if(cvar("g_buffs_random_location") || (this.spawnflags & 64))
404 void buff_Init_Compat(entity ent, entity replacement)
406 if (ent.spawnflags & 2)
407 ent.team = NUM_TEAM_1;
408 else if (ent.spawnflags & 4)
409 ent.team = NUM_TEAM_2;
411 STAT(BUFFS, ent) = replacement.m_itemid;
416 void buff_SpawnReplacement(entity ent, entity old)
418 setorigin(ent, old.origin);
419 ent.angles = old.angles;
420 ent.noalign = Item_ShouldKeepPosition(old);
425 void buff_Vengeance_DelayedDamage(entity this)
428 Damage(this.enemy, this.owner, this.owner, this.dmg, DEATH_BUFF.m_id, DMG_NOWEP, this.enemy.origin, '0 0 0');
434 // note: only really useful in teamplay
435 void buff_Medic_Heal(entity this)
437 FOREACH_CLIENT(IS_PLAYER(it) && it != this && vdist(it.origin - this.origin, <=, autocvar_g_buffs_medic_heal_range),
439 if (DIFF_TEAM(it, this))
443 float hp = GetResource(it, RES_HEALTH);
444 if(hp >= autocvar_g_balance_health_regenstable)
448 Send_Effect(EFFECT_HEALING, it.origin, '0 0 0', 1);
449 SetResource(it, RES_HEALTH, bound(0, hp + autocvar_g_buffs_medic_heal_amount, autocvar_g_balance_health_regenstable));
453 float buff_Inferno_CalculateTime(float damg, float offset_x, float offset_y, float intersect_x, float intersect_y, float base)
455 return offset_y + (intersect_y - offset_y) * logn(((damg - offset_x) * ((base - 1) / intersect_x)) + 1, base);
459 MUTATOR_HOOKFUNCTION(buffs, Damage_Calculate)
461 entity frag_attacker = M_ARGV(1, entity);
462 entity frag_target = M_ARGV(2, entity);
463 float frag_deathtype = M_ARGV(3, float);
464 float frag_damage = M_ARGV(4, float);
465 vector frag_force = M_ARGV(6, vector);
467 if(frag_deathtype == DEATH_BUFF.m_id) { return; }
469 if(STAT(BUFFS, frag_target) & BUFF_RESISTANCE.m_itemid)
471 float reduced = frag_damage * autocvar_g_buffs_resistance_blockpercent;
472 frag_damage = bound(0, frag_damage - reduced, frag_damage);
475 if(STAT(BUFFS, frag_target) & BUFF_SPEED.m_itemid)
476 if(frag_target != frag_attacker)
477 frag_damage *= autocvar_g_buffs_speed_damage_take;
479 if(STAT(BUFFS, frag_target) & BUFF_MEDIC.m_itemid)
480 if((GetResource(frag_target, RES_HEALTH) - frag_damage) <= 0)
481 if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
483 if(random() <= autocvar_g_buffs_medic_survive_chance)
484 frag_damage = max(5, GetResource(frag_target, RES_HEALTH) - autocvar_g_buffs_medic_survive_health);
486 if(STAT(BUFFS, frag_target) & BUFF_JUMP.m_itemid)
487 if(frag_deathtype == DEATH_FALL.m_id)
490 if(STAT(BUFFS, frag_target) & BUFF_VENGEANCE.m_itemid)
492 if(frag_attacker != frag_target)
493 if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
495 entity dmgent = spawn();
497 dmgent.dmg = frag_damage * autocvar_g_buffs_vengeance_damage_multiplier;
498 dmgent.enemy = frag_attacker;
499 dmgent.owner = frag_target;
500 setthink(dmgent, buff_Vengeance_DelayedDamage);
501 dmgent.nextthink = time + 0.1;
504 if(STAT(BUFFS, frag_target) & BUFF_BASH.m_itemid)
505 if(frag_attacker != frag_target)
506 frag_force = '0 0 0';
508 if(STAT(BUFFS, frag_attacker) & BUFF_BASH.m_itemid)
511 if(frag_attacker == frag_target)
512 frag_force *= autocvar_g_buffs_bash_force_self;
514 frag_force *= autocvar_g_buffs_bash_force;
517 if(STAT(BUFFS, frag_attacker) & BUFF_DISABILITY.m_itemid)
518 if(frag_target != frag_attacker)
519 frag_target.buff_disability_time = time + autocvar_g_buffs_disability_slowtime;
521 if(STAT(BUFFS, frag_target) & BUFF_INFERNO.m_itemid)
523 if(frag_deathtype == DEATH_FIRE.m_id)
525 if(frag_deathtype == DEATH_LAVA.m_id)
526 frag_damage *= 0.5; // TODO: cvarize?
529 if(STAT(BUFFS, frag_attacker) & BUFF_LUCK.m_itemid)
530 if(frag_attacker != frag_target)
531 if(autocvar_g_buffs_luck_damagemultiplier > 0)
532 if(random() <= autocvar_g_buffs_luck_chance)
533 frag_damage *= autocvar_g_buffs_luck_damagemultiplier;
535 if(STAT(BUFFS, frag_attacker) & BUFF_INFERNO.m_itemid)
536 if(frag_target != frag_attacker) {
537 float btime = buff_Inferno_CalculateTime(
540 autocvar_g_buffs_inferno_burntime_min_time,
541 autocvar_g_buffs_inferno_burntime_target_damage,
542 autocvar_g_buffs_inferno_burntime_target_time,
543 autocvar_g_buffs_inferno_burntime_factor
545 Fire_AddDamage(frag_target, frag_attacker, (frag_damage * autocvar_g_buffs_inferno_damagemultiplier), btime, DEATH_BUFF.m_id);
548 // this... is ridiculous (TODO: fix!)
549 if(STAT(BUFFS, frag_attacker) & BUFF_VAMPIRE.m_itemid)
550 if(!frag_target.vehicle)
551 if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
552 if(!IS_DEAD(frag_target))
553 if(IS_PLAYER(frag_target) || IS_MONSTER(frag_target))
554 if(frag_attacker != frag_target)
555 if(!STAT(FROZEN, frag_target))
556 if(frag_target.takedamage)
557 if(DIFF_TEAM(frag_attacker, frag_target))
559 float amount = bound(0, frag_damage * autocvar_g_buffs_vampire_damage_steal,
560 GetResource(frag_target, RES_HEALTH));
561 GiveResourceWithLimit(frag_attacker, RES_HEALTH, amount, g_pickup_healthsmall_max);
562 if (GetResource(frag_target, RES_ARMOR))
564 amount = bound(0, frag_damage * autocvar_g_buffs_vampire_damage_steal,
565 GetResource(frag_target, RES_ARMOR));
566 GiveResourceWithLimit(frag_attacker, RES_ARMOR, amount, g_pickup_armorsmall_max);
570 M_ARGV(4, float) = frag_damage;
571 M_ARGV(6, vector) = frag_force;
574 MUTATOR_HOOKFUNCTION(buffs, PlayerSpawn)
576 entity player = M_ARGV(0, entity);
579 // reset timers here to prevent them continuing after re-spawn
580 player.buff_disability_time = 0;
581 player.buff_disability_effect_time = 0;
584 MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics_UpdateStats)
586 entity player = M_ARGV(0, entity);
587 // these automatically reset, no need to worry
589 if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
590 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_buffs_speed_speed;
592 if(time < player.buff_disability_time)
593 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_buffs_disability_speed;
596 MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics)
598 entity player = M_ARGV(0, entity);
599 // these automatically reset, no need to worry
601 if(STAT(BUFFS, player) & BUFF_JUMP.m_itemid)
602 STAT(MOVEVARS_JUMPVELOCITY, player) = autocvar_g_buffs_jump_height;
605 MUTATOR_HOOKFUNCTION(buffs, MonsterMove)
607 entity mon = M_ARGV(0, entity);
609 if(time < mon.buff_disability_time)
611 M_ARGV(1, float) *= autocvar_g_buffs_disability_speed; // run speed
612 M_ARGV(2, float) *= autocvar_g_buffs_disability_speed; // walk speed
616 MUTATOR_HOOKFUNCTION(buffs, PlayerDies)
618 entity frag_target = M_ARGV(2, entity);
620 if(STAT(BUFFS, frag_target))
622 int buffid = buff_FirstFromFlags(STAT(BUFFS, frag_target)).m_id;
623 if(!IS_INDEPENDENT_PLAYER(frag_target))
624 Send_Notification(NOTIF_ALL_EXCEPT, frag_target, MSG_INFO, INFO_ITEM_BUFF_LOST, frag_target.netname, buffid);
625 STAT(BUFFS, frag_target) = 0;
626 STAT(BUFF_TIME, frag_target) = 0;
628 if(frag_target.buff_model)
630 delete(frag_target.buff_model);
631 frag_target.buff_model = NULL;
636 MUTATOR_HOOKFUNCTION(buffs, PlayerUseKey, CBC_ORDER_FIRST)
638 if(MUTATOR_RETURNVALUE || game_stopped || !autocvar_g_buffs_drop) return;
640 entity player = M_ARGV(0, entity);
642 if(STAT(BUFFS, player))
644 int buffid = buff_FirstFromFlags(STAT(BUFFS, player)).m_id;
645 Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid);
646 if(!IS_INDEPENDENT_PLAYER(player))
647 Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
649 STAT(BUFFS, player) = 0;
650 STAT(BUFF_TIME, player) = 0;
651 PS(player).buff_shield = time + max(0, autocvar_g_buffs_pickup_delay);
652 sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
657 MUTATOR_HOOKFUNCTION(buffs, ForbidThrowCurrentWeapon)
659 if(MUTATOR_RETURNVALUE || game_stopped) return;
660 entity player = M_ARGV(0, entity);
662 if(STAT(BUFFS, player) & BUFF_SWAPPER.m_itemid)
664 float best_distance = autocvar_g_buffs_swapper_range;
665 entity closest = NULL;
666 FOREACH_CLIENT(IS_PLAYER(it), {
667 if(!IS_DEAD(it) && !STAT(FROZEN, it) && !it.vehicle)
668 if(DIFF_TEAM(it, player))
670 float test = vlen2(player.origin - it.origin);
671 if(test <= best_distance * best_distance)
673 best_distance = sqrt(test);
681 vector my_org, my_vel, my_ang, their_org, their_vel, their_ang;
683 my_org = player.origin;
684 my_vel = player.velocity;
685 my_ang = player.angles;
686 their_org = closest.origin;
687 their_vel = closest.velocity;
688 their_ang = closest.angles;
690 Drop_Special_Items(closest);
692 MUTATOR_CALLHOOK(PortalTeleport, player); // initiate flag dropper
694 setorigin(player, their_org);
695 setorigin(closest, my_org);
697 closest.velocity = my_vel;
698 closest.angles = my_ang;
699 if (IS_BOT_CLIENT(closest))
701 closest.v_angle = closest.angles;
702 bot_aim_reset(closest);
704 closest.fixangle = true;
705 closest.oldorigin = my_org;
706 closest.oldvelocity = my_vel;
707 player.velocity = their_vel;
708 player.angles = their_ang;
709 if (IS_BOT_CLIENT(player))
711 player.v_angle = player.angles;
712 bot_aim_reset(player);
714 player.fixangle = true;
715 player.oldorigin = their_org;
716 player.oldvelocity = their_vel;
718 // set pusher so player gets the kill if they fall into void
719 closest.pusher = player;
720 closest.pushltime = time + autocvar_g_maxpushtime;
721 closest.istypefrag = PHYS_INPUT_BUTTON_CHAT(closest);
723 Send_Effect(EFFECT_ELECTRO_COMBO, their_org, '0 0 0', 1);
724 Send_Effect(EFFECT_ELECTRO_COMBO, my_org, '0 0 0', 1);
726 sound(player, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
727 sound(closest, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
729 // TODO: add a counter to handle how many times one can teleport, and a delay to prevent spam
730 STAT(BUFFS, player) = 0;
736 bool buffs_RemovePlayer(entity player)
738 if(player.buff_model)
740 delete(player.buff_model);
741 player.buff_model = NULL;
744 // also reset timers here to prevent them continuing after spectating
745 player.buff_disability_time = 0;
746 player.buff_disability_effect_time = 0;
750 MUTATOR_HOOKFUNCTION(buffs, MakePlayerObserver) { entity player = M_ARGV(0, entity); return buffs_RemovePlayer(player); }
751 MUTATOR_HOOKFUNCTION(buffs, ClientDisconnect) { entity player = M_ARGV(0, entity); return buffs_RemovePlayer(player); }
753 MUTATOR_HOOKFUNCTION(buffs, CustomizeWaypoint)
755 entity wp = M_ARGV(0, entity);
756 entity player = M_ARGV(1, entity);
758 entity e = WaypointSprite_getviewentity(player);
760 // if you have the invisibility powerup, sprites ALWAYS are restricted to your team
761 // but only apply this to real players, not to spectators
762 if((wp.owner.flags & FL_CLIENT) && (STAT(BUFFS, wp.owner) & BUFF_INVISIBLE.m_itemid) && (e == player))
763 if(DIFF_TEAM(wp.owner, e))
767 MUTATOR_HOOKFUNCTION(buffs, FilterItem)
769 if(autocvar_g_buffs < 0)
770 return false; // no auto replacing of entities in this mode
772 entity item = M_ARGV(0, entity);
774 if(autocvar_g_buffs_replace_powerups)
776 switch(item.classname)
778 case "item_strength":
782 buff_SpawnReplacement(e, item);
791 MUTATOR_HOOKFUNCTION(buffs, WeaponRateFactor)
793 entity player = M_ARGV(1, entity);
795 if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
796 M_ARGV(0, float) *= autocvar_g_buffs_speed_rate;
798 if(time < player.buff_disability_time)
799 M_ARGV(0, float) *= autocvar_g_buffs_disability_rate;
802 MUTATOR_HOOKFUNCTION(buffs, WeaponSpeedFactor)
804 entity player = M_ARGV(1, entity);
806 if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
807 M_ARGV(0, float) *= autocvar_g_buffs_speed_weaponspeed;
809 if(time < player.buff_disability_time)
810 M_ARGV(0, float) *= autocvar_g_buffs_disability_weaponspeed;
813 .bool buff_flight_crouchheld;
815 MUTATOR_HOOKFUNCTION(buffs, PlayerPreThink)
817 entity player = M_ARGV(0, entity);
819 if(game_stopped || IS_DEAD(player) || frametime || !IS_PLAYER(player)) return;
821 if(STAT(BUFFS, player) & BUFF_FLIGHT.m_itemid)
823 if(!PHYS_INPUT_BUTTON_CROUCH(player))
824 player.buff_flight_crouchheld = false;
825 else if(!player.buff_flight_crouchheld)
827 player.buff_flight_crouchheld = true;
828 player.gravity *= -1;
832 if(time < player.buff_disability_time)
833 if(time >= player.buff_disability_effect_time)
835 Send_Effect(EFFECT_SMOKING, player.origin + ((player.mins + player.maxs) * 0.5), '0 0 0', 1);
836 player.buff_disability_effect_time = time + 0.5;
839 // handle buff lost status
840 // 1: notify everyone else
841 // 2: notify carrier as well
844 if(STAT(BUFF_TIME, player) && STAT(BUFFS, player))
845 if(time >= STAT(BUFF_TIME, player))
847 STAT(BUFF_TIME, player) = 0;
851 if(STAT(FROZEN, player)) { buff_lost = 1; }
855 if(STAT(BUFFS, player))
857 int buffid = buff_FirstFromFlags(STAT(BUFFS, player)).m_id;
860 Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid); // TODO: special timeout message?
861 sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
863 else if(!IS_INDEPENDENT_PLAYER(player))
864 Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
865 STAT(BUFFS, player) = 0;
866 PS(player).buff_shield = time + max(0, autocvar_g_buffs_pickup_delay); // always put in a delay, even if small
870 if(STAT(BUFFS, player) & BUFF_MAGNET.m_itemid)
873 IL_EACH(g_items, it.itemdef,
876 pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_buff;
878 pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_item;
880 if(boxesoverlap(player.absmin - pickup_size, player.absmax + pickup_size, it.absmin, it.absmax))
883 gettouch(it)(it, player);
888 if(STAT(BUFFS, player) & BUFF_AMMO.m_itemid)
890 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
892 .entity weaponentity = weaponentities[slot];
893 if(player.(weaponentity).clip_size)
894 player.(weaponentity).clip_load = player.(weaponentity).(weapon_load[player.(weaponentity).m_switchweapon.m_id]) = player.(weaponentity).clip_size;
898 if((STAT(BUFFS, player) & BUFF_INVISIBLE.m_itemid) && (player.oldbuffs & BUFF_INVISIBLE.m_itemid))
899 player.alpha = ((autocvar_g_buffs_invisible_alpha) ? autocvar_g_buffs_invisible_alpha : -1); // powerups reset alpha, so we must enforce this (TODO)
901 if(STAT(BUFFS, player) & BUFF_MEDIC.m_itemid)
902 if(time >= player.buff_medic_healtime)
904 buff_Medic_Heal(player);
905 player.buff_medic_healtime = time + autocvar_g_buffs_medic_heal_delay;
908 #define BUFF_ONADD(b) if ( (STAT(BUFFS, player) & (b).m_itemid) && !(player.oldbuffs & (b).m_itemid))
909 #define BUFF_ONREM(b) if (!(STAT(BUFFS, player) & (b).m_itemid) && (player.oldbuffs & (b).m_itemid))
911 if(STAT(BUFFS, player) != player.oldbuffs)
913 entity buff = buff_FirstFromFlags(STAT(BUFFS, player));
914 float bufftime = buff != BUFF_Null ? buff.m_time(buff) : 0;
915 if(STAT(BUFF_TIME, player) <= time) // if the player still has a buff countdown, don't reset it!
916 STAT(BUFF_TIME, player) = (bufftime) ? time + bufftime : 0;
918 BUFF_ONADD(BUFF_AMMO)
920 player.buff_ammo_prev_infitems = (player.items & IT_UNLIMITED_AMMO);
921 player.items |= IT_UNLIMITED_AMMO;
923 if(STAT(BUFFS, player) & BUFF_AMMO.m_itemid)
925 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
927 .entity weaponentity = weaponentities[slot];
928 if(player.(weaponentity).clip_load)
929 player.(weaponentity).buff_ammo_prev_clipload = player.(weaponentity).clip_load;
930 if(player.(weaponentity).clip_size)
931 player.(weaponentity).clip_load = player.(weaponentity).(weapon_load[player.(weaponentity).m_switchweapon.m_id]) = player.(weaponentity).clip_size;
936 BUFF_ONREM(BUFF_AMMO)
938 if(player.buff_ammo_prev_infitems)
939 player.items |= IT_UNLIMITED_AMMO;
941 player.items &= ~IT_UNLIMITED_AMMO;
943 if(STAT(BUFFS, player) & BUFF_AMMO.m_itemid)
945 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
947 .entity weaponentity = weaponentities[slot];
948 if(player.(weaponentity).buff_ammo_prev_clipload)
949 player.(weaponentity).clip_load = player.(weaponentity).buff_ammo_prev_clipload;
954 BUFF_ONADD(BUFF_INVISIBLE)
956 if(time < player.strength_finished && MUTATOR_IS_ENABLED(mutator_instagib))
957 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
959 player.buff_invisible_prev_alpha = player.alpha;
960 player.alpha = autocvar_g_buffs_invisible_alpha;
963 BUFF_ONREM(BUFF_INVISIBLE)
965 if(time < player.strength_finished && MUTATOR_IS_ENABLED(mutator_instagib))
966 player.alpha = autocvar_g_instagib_invis_alpha;
968 player.alpha = player.buff_invisible_prev_alpha;
971 BUFF_ONADD(BUFF_FLIGHT)
973 player.buff_flight_oldgravity = player.gravity;
978 BUFF_ONREM(BUFF_FLIGHT)
979 player.gravity = ((player.trigger_gravity_check) ? player.trigger_gravity_check.enemy.gravity : player.buff_flight_oldgravity);
981 player.oldbuffs = STAT(BUFFS, player);
982 if(STAT(BUFFS, player))
984 if(!player.buff_model)
985 buffs_BuffModel_Spawn(player);
987 player.buff_model.color = buff.m_color;
988 player.buff_model.glowmod = buff_GlowColor(player.buff_model);
989 player.buff_model.skin = buff.m_skin;
991 player.effects |= EF_NOSHADOW;
995 if(player.buff_model)
996 delete(player.buff_model);
997 player.buff_model = NULL;
999 player.effects &= ~(EF_NOSHADOW);
1003 if(player.buff_model)
1005 player.buff_model.effects = player.effects;
1006 player.buff_model.effects |= EF_LOWPRECISION;
1007 player.buff_model.effects = player.buff_model.effects & EFMASK_CHEAP; // eat performance
1009 player.buff_model.alpha = player.alpha;
1016 MUTATOR_HOOKFUNCTION(buffs, SpectateCopy)
1018 entity spectatee = M_ARGV(0, entity);
1019 entity client = M_ARGV(1, entity);
1021 STAT(BUFFS, client) = STAT(BUFFS, spectatee);
1022 STAT(BUFF_TIME, client) = STAT(BUFF_TIME, spectatee);
1025 MUTATOR_HOOKFUNCTION(buffs, PlayerRegen)
1027 entity player = M_ARGV(0, entity);
1029 if(STAT(BUFFS, player) & BUFF_MEDIC.m_itemid)
1031 M_ARGV(2, float) = autocvar_g_buffs_medic_rot; // rot_mod
1032 M_ARGV(4, float) = M_ARGV(1, float) = autocvar_g_buffs_medic_max; // limit_mod = max_mod
1033 M_ARGV(2, float) = autocvar_g_buffs_medic_regen; // regen_mod
1036 if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
1037 M_ARGV(2, float) = autocvar_g_buffs_speed_regen; // regen_mod
1040 REPLICATE(cvar_cl_buffs_autoreplace, bool, "cl_buffs_autoreplace");
1042 MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsString)
1044 if(autocvar_g_buffs > 0) // only report as a mutator if they're enabled
1045 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":Buffs");
1048 MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsPrettyString)
1050 if(autocvar_g_buffs > 0)
1051 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Buffs");
1054 void buffs_DelayedInit(entity this)
1056 if(autocvar_g_buffs_spawn_count > 0)
1057 if(find(NULL, classname, "item_buff") == NULL)
1060 for(i = 0; i < autocvar_g_buffs_spawn_count; ++i)
1063 e.spawnflags |= 64; // always randomize
1064 e.velocity = randomvec() * 250; // this gets reset anyway if random location works