3 #include <common/triggers/target/music.qh>
4 #include <common/gamemodes/_mod.qh>
6 .float buff_time = _STAT(BUFF_TIME);
7 void buffs_DelayedInit(entity this);
9 AUTOCVAR(g_buffs, int, -1, "Enable buffs, -1: enabled but no auto location or replacing powerups, 1: enabled and can replace them");
11 REGISTER_MUTATOR(buffs, autocvar_g_buffs)
15 if(autocvar_g_buffs > 0)
16 InitializeEntity(NULL, buffs_DelayedInit, INITPRIO_FINDTARGET);
20 bool buffs_BuffModel_Customize(entity this, entity client)
22 entity player, myowner;
25 player = WaypointSprite_getviewentity(client);
27 same_team = (SAME_TEAM(player, myowner) || SAME_TEAM(player, myowner));
29 if(myowner.alpha <= 0.5 && !same_team && myowner.alpha != 0)
32 if(MUTATOR_CALLHOOK(BuffModel_Customize, this, player))
35 if(player == myowner || (IS_SPEC(client) && client.enemy == myowner))
37 // somewhat hide the model, but keep the glow
43 this.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
49 void buffs_BuffModel_Spawn(entity player)
51 player.buff_model = spawn();
52 setmodel(player.buff_model, MDL_BUFF);
53 setsize(player.buff_model, '0 0 -40', '0 0 40');
54 setattachment(player.buff_model, player, "");
55 setorigin(player.buff_model, '0 0 1' * (player.buff_model.maxs.z * 1));
56 player.buff_model.owner = player;
57 player.buff_model.scale = 0.7;
58 player.buff_model.pflags = PFLAGS_FULLDYNAMIC;
59 player.buff_model.light_lev = 200;
60 setcefc(player.buff_model, buffs_BuffModel_Customize);
63 vector buff_GlowColor(entity buff)
65 //if(buff.team) { return Team_ColorRGB(buff.team); }
69 void buff_Effect(entity player, string eff)
71 if(!autocvar_g_buffs_effects) { return; }
73 if(time >= player.buff_effect_delay)
75 Send_Effect_(eff, player.origin + ((player.mins + player.maxs) * 0.5), '0 0 0', 1);
76 player.buff_effect_delay = time + 0.05; // prevent spam
81 bool buff_Waypoint_visible_for_player(entity this, entity player, entity view)
83 if(!this.owner.buff_active && !this.owner.buff_activetime)
88 return CS(view).cvar_cl_buffs_autoreplace == false || view.buffs != this.owner.buffs;
91 return WaypointSprite_visible_for_player(this, player, view);
94 void buff_Waypoint_Spawn(entity e)
96 entity buff = buff_FirstFromFlags(e.buffs);
97 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);
98 wp.wp_extra = buff.m_id;
99 WaypointSprite_UpdateTeamRadar(e.buff_waypoint, RADARICON_Buff, e.glowmod);
100 e.buff_waypoint.waypointsprite_visible_for_player = buff_Waypoint_visible_for_player;
103 void buff_SetCooldown(entity this, float cd)
107 if(!this.buff_waypoint)
108 buff_Waypoint_Spawn(this);
110 WaypointSprite_UpdateBuildFinished(this.buff_waypoint, time + cd);
111 this.buff_activetime = cd;
112 this.buff_active = !cd;
115 void buff_Respawn(entity this)
117 if(game_stopped) return;
119 vector oldbufforigin = this.origin;
120 this.velocity = '0 0 200';
122 if(!MoveToRandomMapLocation(this, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY,
123 ((autocvar_g_buffs_random_location_attempts > 0) ? autocvar_g_buffs_random_location_attempts : 10), 1024, 256))
125 entity spot = SelectSpawnPoint(this, true);
126 setorigin(this, spot.origin);
127 this.velocity = ((randomvec() * 100) + '0 0 200');
128 this.angles = spot.angles;
131 tracebox(this.origin, this.mins * 1.5, this.maxs * 1.5, this.origin, MOVE_NOMONSTERS, this);
133 setorigin(this, trace_endpos); // attempt to unstick
135 set_movetype(this, MOVETYPE_TOSS);
137 makevectors(this.angles);
138 this.angles = '0 0 0';
139 if(autocvar_g_buffs_random_lifetime > 0)
140 this.lifetime = time + autocvar_g_buffs_random_lifetime;
142 Send_Effect(EFFECT_ELECTRO_COMBO, oldbufforigin + ((this.mins + this.maxs) * 0.5), '0 0 0', 1);
143 Send_Effect(EFFECT_ELECTRO_COMBO, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
145 WaypointSprite_Ping(this.buff_waypoint);
147 sound(this, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
150 void buff_Touch(entity this, entity toucher)
152 if(game_stopped) return;
154 if(ITEM_TOUCH_NEEDKILL())
160 if(!this.buff_active)
163 if(MUTATOR_CALLHOOK(BuffTouch, this, toucher))
165 toucher = M_ARGV(1, entity);
167 if(!IS_PLAYER(toucher))
168 return; // incase mutator changed toucher
170 if((this.team && DIFF_TEAM(toucher, this))
171 || (STAT(FROZEN, toucher))
173 || (time < PS(toucher).buff_shield)
182 if (CS(toucher).cvar_cl_buffs_autoreplace && toucher.buffs != this.buffs)
184 int buffid = buff_FirstFromFlags(toucher.buffs).m_id;
185 //Send_Notification(NOTIF_ONE, toucher, MSG_MULTI, ITEM_BUFF_DROP, toucher.buffs);
186 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ITEM_BUFF_LOST, toucher.netname, buffid);
189 //sound(toucher, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
191 else { return; } // do nothing
194 this.owner = toucher;
195 this.buff_active = false;
197 int buffid = buff_FirstFromFlags(this.buffs).m_id;
198 Send_Notification(NOTIF_ONE, toucher, MSG_MULTI, ITEM_BUFF_GOT, buffid);
199 Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_INFO, INFO_ITEM_BUFF, toucher.netname, buffid);
201 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
202 sound(toucher, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTN_NORM);
203 toucher.buffs |= (this.buffs);
206 float buff_Available(entity buff)
208 if (buff == BUFF_Null)
210 if (buff == BUFF_AMMO && ((start_items & IT_UNLIMITED_WEAPON_AMMO) || (start_items & IT_UNLIMITED_AMMO) || (cvar("g_melee_only"))))
212 if (buff == BUFF_VAMPIRE && cvar("g_vampire"))
214 return cvar(strcat("g_buffs_", buff.m_name));
219 void buff_NewType(entity ent)
221 RandomSelection_Init();
222 FOREACH(Buffs, buff_Available(it),
224 // if it's already been chosen, give it a lower priority
225 RandomSelection_AddEnt(it, max(0.2, 1 / it.buff_seencount), 1);
227 entity newbuff = RandomSelection_chosen_ent;
228 newbuff.buff_seencount += 1; // lower chances of seeing this buff again soon
229 ent.buffs = newbuff.m_itemid;
232 void buff_Think(entity this)
234 if(this.buffs != this.oldbuffs)
236 entity buff = buff_FirstFromFlags(this.buffs);
237 this.color = buff.m_color;
238 this.glowmod = buff_GlowColor(buff);
239 this.skin = buff.m_skin;
241 setmodel(this, MDL_BUFF);
242 setsize(this, BUFF_MIN, BUFF_MAX);
244 if(this.buff_waypoint)
246 //WaypointSprite_Disown(this.buff_waypoint, 1);
247 WaypointSprite_Kill(this.buff_waypoint);
248 buff_Waypoint_Spawn(this);
249 if(this.buff_activetime)
250 WaypointSprite_UpdateBuildFinished(this.buff_waypoint, time + this.buff_activetime - frametime);
253 this.oldbuffs = this.buffs;
257 if((round_handler_IsActive() && !round_handler_IsRoundStarted()) || time >= game_starttime)
258 if(!this.buff_activetime_updated)
260 buff_SetCooldown(this, this.buff_activetime);
261 this.buff_activetime_updated = true;
264 if(!this.buff_active && !this.buff_activetime)
265 if(!this.owner || STAT(FROZEN, this.owner) || IS_DEAD(this.owner) || !this.owner.iscreature || this.owner.vehicle || !(this.owner.buffs & this.buffs) || this.pickup_anyway > 0 || (this.pickup_anyway >= 0 && autocvar_g_buffs_pickup_anyway))
267 buff_SetCooldown(this, autocvar_g_buffs_cooldown_respawn + frametime);
269 if(autocvar_g_buffs_randomize)
272 if(autocvar_g_buffs_random_location || (this.spawnflags & 64))
276 if(this.buff_activetime)
278 if((round_handler_IsActive() && !round_handler_IsRoundStarted()) || time >= game_starttime)
280 this.buff_activetime = max(0, this.buff_activetime - frametime);
282 if(!this.buff_activetime)
284 this.buff_active = true;
285 sound(this, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTN_NORM);
286 Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
292 if(this.team && !this.buff_waypoint)
293 buff_Waypoint_Spawn(this);
296 if(time >= this.lifetime)
300 this.nextthink = time;
301 //this.angles_y = time * 110.1;
304 void buff_Waypoint_Reset(entity this)
306 WaypointSprite_Kill(this.buff_waypoint);
308 if(this.buff_activetime) { buff_Waypoint_Spawn(this); }
311 void buff_Reset(entity this)
313 if(autocvar_g_buffs_randomize)
316 buff_SetCooldown(this, autocvar_g_buffs_cooldown_activate);
317 buff_Waypoint_Reset(this);
318 this.buff_activetime_updated = false;
320 if(autocvar_g_buffs_random_location || (this.spawnflags & 64))
324 bool buff_Customize(entity this, entity client)
326 entity player = WaypointSprite_getviewentity(client);
327 if(!this.buff_active || (this.team && DIFF_TEAM(player, this)))
330 if(this.effects & EF_FULLBRIGHT) { this.effects &= ~(EF_FULLBRIGHT); }
336 if(!(this.effects & EF_FULLBRIGHT)) { this.effects |= EF_FULLBRIGHT; }
337 this.light_lev = 220 + 36 * sin(time);
338 this.pflags = PFLAGS_FULLDYNAMIC;
343 void buff_Init(entity this)
345 if(!cvar("g_buffs")) { delete(this); return; }
347 if(!teamplay && this.team) { this.team = 0; }
349 entity buff = buff_FirstFromFlags(this.buffs);
351 if(!this.buffs || !buff_Available(buff))
354 this.classname = "item_buff";
355 this.solid = SOLID_TRIGGER;
356 this.flags = FL_ITEM;
357 this.bot_pickup = true;
358 this.bot_pickupevalfunc = generic_pickupevalfunc;
359 this.bot_pickupbasevalue = 1000;
360 IL_PUSH(g_items, this);
361 setthink(this, buff_Think);
362 settouch(this, buff_Touch);
363 this.reset = buff_Reset;
364 this.nextthink = time + 0.1;
366 set_movetype(this, MOVETYPE_TOSS);
368 this.skin = buff.m_skin;
369 this.effects = EF_FULLBRIGHT | EF_STARDUST | EF_NOSHADOW;
370 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
371 setcefc(this, buff_Customize);
372 //this.gravity = 100;
373 this.color = buff.m_color;
374 this.glowmod = buff_GlowColor(this);
375 buff_SetCooldown(this, autocvar_g_buffs_cooldown_activate + max(0, game_starttime - time));
376 this.buff_active = !this.buff_activetime;
377 this.pflags = PFLAGS_FULLDYNAMIC;
379 if(this.spawnflags & 1)
383 set_movetype(this, MOVETYPE_NONE); // reset by random location
385 setmodel(this, MDL_BUFF);
386 setsize(this, BUFF_MIN, BUFF_MAX);
388 if(cvar("g_buffs_random_location") || (this.spawnflags & 64))
392 void buff_Init_Compat(entity ent, entity replacement)
394 if (ent.spawnflags & 2)
395 ent.team = NUM_TEAM_1;
396 else if (ent.spawnflags & 4)
397 ent.team = NUM_TEAM_2;
399 ent.buffs = replacement.m_itemid;
404 void buff_SpawnReplacement(entity ent, entity old)
406 setorigin(ent, old.origin);
407 ent.angles = old.angles;
408 ent.noalign = (old.noalign || (old.spawnflags & 1));
413 void buff_Vengeance_DelayedDamage(entity this)
416 Damage(this.enemy, this.owner, this.owner, this.dmg, DEATH_BUFF.m_id, this.enemy.origin, '0 0 0');
422 // note: only really useful in teamplay
423 void buff_Medic_Heal(entity this)
425 FOREACH_CLIENT(IS_PLAYER(it) && it != this && vdist(it.origin - this.origin, <=, autocvar_g_buffs_medic_heal_range),
427 if (!SAME_TEAM(it, this))
431 float hp = GetResourceAmount(it, RESOURCE_HEALTH);
432 if(hp >= autocvar_g_balance_health_regenstable)
436 Send_Effect(EFFECT_HEALING, it.origin, '0 0 0', 1);
437 SetResourceAmount(it, RESOURCE_HEALTH, bound(0, hp + autocvar_g_buffs_medic_heal_amount, autocvar_g_balance_health_regenstable));
441 float buff_Inferno_CalculateTime(float damg, float offset_x, float offset_y, float intersect_x, float intersect_y, float base)
443 return offset_y + (intersect_y - offset_y) * logn(((damg - offset_x) * ((base - 1) / intersect_x)) + 1, base);
447 MUTATOR_HOOKFUNCTION(buffs, Damage_Calculate)
449 entity frag_attacker = M_ARGV(1, entity);
450 entity frag_target = M_ARGV(2, entity);
451 float frag_deathtype = M_ARGV(3, float);
452 float frag_damage = M_ARGV(4, float);
453 vector frag_force = M_ARGV(6, vector);
455 if(frag_deathtype == DEATH_BUFF.m_id) { return; }
457 if(frag_target.buffs & BUFF_RESISTANCE.m_itemid)
459 float reduced = frag_damage * autocvar_g_buffs_resistance_blockpercent;
460 frag_damage = bound(0, frag_damage - reduced, frag_damage);
463 if(frag_target.buffs & BUFF_SPEED.m_itemid)
464 if(frag_target != frag_attacker)
465 frag_damage *= autocvar_g_buffs_speed_damage_take;
467 if(frag_target.buffs & BUFF_MEDIC.m_itemid)
468 if((GetResourceAmount(frag_target, RESOURCE_HEALTH) - frag_damage) <= 0)
469 if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
471 if(random() <= autocvar_g_buffs_medic_survive_chance)
472 frag_damage = max(5, GetResourceAmount(frag_target, RESOURCE_HEALTH) - autocvar_g_buffs_medic_survive_health);
474 if(frag_target.buffs & BUFF_JUMP.m_itemid)
475 if(frag_deathtype == DEATH_FALL.m_id)
478 if(frag_target.buffs & BUFF_VENGEANCE.m_itemid)
480 if(frag_attacker != frag_target)
481 if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
483 entity dmgent = spawn();
485 dmgent.dmg = frag_damage * autocvar_g_buffs_vengeance_damage_multiplier;
486 dmgent.enemy = frag_attacker;
487 dmgent.owner = frag_target;
488 setthink(dmgent, buff_Vengeance_DelayedDamage);
489 dmgent.nextthink = time + 0.1;
492 if(frag_target.buffs & BUFF_BASH.m_itemid)
493 if(frag_attacker != frag_target)
494 frag_force = '0 0 0';
496 if(frag_attacker.buffs & BUFF_BASH.m_itemid)
498 if(frag_attacker == frag_target)
499 frag_force *= autocvar_g_buffs_bash_force_self;
501 frag_force *= autocvar_g_buffs_bash_force;
503 if(frag_attacker.buffs & BUFF_DISABILITY.m_itemid)
504 if(frag_target != frag_attacker)
505 frag_target.buff_disability_time = time + autocvar_g_buffs_disability_slowtime;
507 if(frag_target.buffs & BUFF_INFERNO.m_itemid)
509 if(frag_deathtype == DEATH_FIRE.m_id)
511 if(frag_deathtype == DEATH_LAVA.m_id)
512 frag_damage *= 0.5; // TODO: cvarize?
515 if(frag_attacker.buffs & BUFF_LUCK.m_itemid)
516 if(frag_attacker != frag_target)
517 if(autocvar_g_buffs_luck_damagemultiplier > 0)
518 if(random() <= autocvar_g_buffs_luck_chance)
519 frag_damage *= autocvar_g_buffs_luck_damagemultiplier;
521 if(frag_attacker.buffs & BUFF_INFERNO.m_itemid)
522 if(frag_target != frag_attacker) {
523 float btime = buff_Inferno_CalculateTime(
526 autocvar_g_buffs_inferno_burntime_min_time,
527 autocvar_g_buffs_inferno_burntime_target_damage,
528 autocvar_g_buffs_inferno_burntime_target_time,
529 autocvar_g_buffs_inferno_burntime_factor
531 Fire_AddDamage(frag_target, frag_attacker, (frag_damage * autocvar_g_buffs_inferno_damagemultiplier), btime, DEATH_BUFF.m_id);
534 // this... is ridiculous (TODO: fix!)
535 if(frag_attacker.buffs & BUFF_VAMPIRE.m_itemid)
536 if(!frag_target.vehicle)
537 if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
538 if(!IS_DEAD(frag_target))
539 if(IS_PLAYER(frag_target) || IS_MONSTER(frag_target))
540 if(frag_attacker != frag_target)
541 if(!STAT(FROZEN, frag_target))
542 if(frag_target.takedamage)
543 if(DIFF_TEAM(frag_attacker, frag_target))
545 float hp = GetResourceAmount(frag_attacker, RESOURCE_HEALTH);
546 SetResourceAmount(frag_attacker, RESOURCE_HEALTH, bound(0, hp + bound(0, frag_damage * autocvar_g_buffs_vampire_damage_steal, GetResourceAmount(frag_target, RESOURCE_HEALTH)), g_pickup_healthsmall_max));
547 if(frag_target.armorvalue)
548 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);
551 M_ARGV(4, float) = frag_damage;
552 M_ARGV(6, vector) = frag_force;
555 MUTATOR_HOOKFUNCTION(buffs, PlayerSpawn)
557 entity player = M_ARGV(0, entity);
560 player.buff_time = 0;
561 PS(player).buff_shield = time + 0.5; // prevent picking up buffs immediately
562 // reset timers here to prevent them continuing after re-spawn
563 player.buff_disability_time = 0;
564 player.buff_disability_effect_time = 0;
567 MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics_UpdateStats)
569 entity player = M_ARGV(0, entity);
570 // these automatically reset, no need to worry
572 if(player.buffs & BUFF_SPEED.m_itemid)
573 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_buffs_speed_speed;
575 if(time < player.buff_disability_time)
576 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_buffs_disability_speed;
579 MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics)
581 entity player = M_ARGV(0, entity);
582 // these automatically reset, no need to worry
584 if(player.buffs & BUFF_JUMP.m_itemid)
585 STAT(MOVEVARS_JUMPVELOCITY, player) = autocvar_g_buffs_jump_height;
588 MUTATOR_HOOKFUNCTION(buffs, MonsterMove)
590 entity mon = M_ARGV(0, entity);
592 if(time < mon.buff_disability_time)
594 M_ARGV(1, float) *= autocvar_g_buffs_disability_speed; // run speed
595 M_ARGV(2, float) *= autocvar_g_buffs_disability_speed; // walk speed
599 MUTATOR_HOOKFUNCTION(buffs, PlayerDies)
601 entity frag_target = M_ARGV(2, entity);
603 if(frag_target.buffs)
605 int buffid = buff_FirstFromFlags(frag_target.buffs).m_id;
606 Send_Notification(NOTIF_ALL_EXCEPT, frag_target, MSG_INFO, INFO_ITEM_BUFF_LOST, frag_target.netname, buffid);
607 frag_target.buffs = 0;
609 if(frag_target.buff_model)
611 delete(frag_target.buff_model);
612 frag_target.buff_model = NULL;
617 MUTATOR_HOOKFUNCTION(buffs, PlayerUseKey, CBC_ORDER_FIRST)
619 if(MUTATOR_RETURNVALUE || game_stopped || !autocvar_g_buffs_drop) return;
621 entity player = M_ARGV(0, entity);
625 int buffid = buff_FirstFromFlags(player.buffs).m_id;
626 Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid);
627 Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
630 PS(player).buff_shield = time + max(0, autocvar_g_buffs_pickup_delay);
631 //player.buff_time = 0; // already notified
632 sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
637 MUTATOR_HOOKFUNCTION(buffs, ForbidThrowCurrentWeapon)
639 if(MUTATOR_RETURNVALUE || game_stopped) return;
640 entity player = M_ARGV(0, entity);
642 if(player.buffs & BUFF_SWAPPER.m_itemid)
644 float best_distance = autocvar_g_buffs_swapper_range;
645 entity closest = NULL;
646 FOREACH_CLIENT(IS_PLAYER(it), {
647 if(!IS_DEAD(it) && !STAT(FROZEN, it) && !it.vehicle)
648 if(DIFF_TEAM(it, player))
650 float test = vlen2(player.origin - it.origin);
651 if(test <= best_distance * best_distance)
653 best_distance = sqrt(test);
661 vector my_org, my_vel, my_ang, their_org, their_vel, their_ang;
663 my_org = player.origin;
664 my_vel = player.velocity;
665 my_ang = player.angles;
666 their_org = closest.origin;
667 their_vel = closest.velocity;
668 their_ang = closest.angles;
670 Drop_Special_Items(closest);
672 MUTATOR_CALLHOOK(PortalTeleport, player); // initiate flag dropper
674 setorigin(player, their_org);
675 setorigin(closest, my_org);
677 closest.velocity = my_vel;
678 closest.angles = my_ang;
679 closest.fixangle = true;
680 closest.oldorigin = my_org;
681 closest.oldvelocity = my_vel;
682 player.velocity = their_vel;
683 player.angles = their_ang;
684 player.fixangle = true;
685 player.oldorigin = their_org;
686 player.oldvelocity = their_vel;
688 // set pusher so player gets the kill if they fall into void
689 closest.pusher = player;
690 closest.pushltime = time + autocvar_g_maxpushtime;
691 closest.istypefrag = PHYS_INPUT_BUTTON_CHAT(closest);
693 Send_Effect(EFFECT_ELECTRO_COMBO, their_org, '0 0 0', 1);
694 Send_Effect(EFFECT_ELECTRO_COMBO, my_org, '0 0 0', 1);
696 sound(player, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
697 sound(closest, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
699 // TODO: add a counter to handle how many times one can teleport, and a delay to prevent spam
706 bool buffs_RemovePlayer(entity player)
708 if(player.buff_model)
710 delete(player.buff_model);
711 player.buff_model = NULL;
714 // also reset timers here to prevent them continuing after spectating
715 player.buff_disability_time = 0;
716 player.buff_disability_effect_time = 0;
720 MUTATOR_HOOKFUNCTION(buffs, MakePlayerObserver) { entity player = M_ARGV(0, entity); return buffs_RemovePlayer(player); }
721 MUTATOR_HOOKFUNCTION(buffs, ClientDisconnect) { entity player = M_ARGV(0, entity); return buffs_RemovePlayer(player); }
723 MUTATOR_HOOKFUNCTION(buffs, CustomizeWaypoint)
725 entity wp = M_ARGV(0, entity);
726 entity player = M_ARGV(1, entity);
728 entity e = WaypointSprite_getviewentity(player);
730 // if you have the invisibility powerup, sprites ALWAYS are restricted to your team
731 // but only apply this to real players, not to spectators
732 if((wp.owner.flags & FL_CLIENT) && (wp.owner.buffs & BUFF_INVISIBLE.m_itemid) && (e == player))
733 if(DIFF_TEAM(wp.owner, e))
737 MUTATOR_HOOKFUNCTION(buffs, OnEntityPreSpawn, CBC_ORDER_LAST)
739 if(autocvar_g_buffs < 0)
740 return; // no auto replacing of entities in this mode
742 entity ent = M_ARGV(0, entity);
744 if(autocvar_g_buffs_replace_powerups)
745 switch(ent.classname)
747 case "item_strength":
748 case "item_invincible":
751 buff_SpawnReplacement(e, ent);
757 MUTATOR_HOOKFUNCTION(buffs, WeaponRateFactor)
759 entity player = M_ARGV(1, entity);
761 if(player.buffs & BUFF_SPEED.m_itemid)
762 M_ARGV(0, float) *= autocvar_g_buffs_speed_rate;
764 if(time < player.buff_disability_time)
765 M_ARGV(0, float) *= autocvar_g_buffs_disability_rate;
768 MUTATOR_HOOKFUNCTION(buffs, WeaponSpeedFactor)
770 entity player = M_ARGV(1, entity);
772 if(player.buffs & BUFF_SPEED.m_itemid)
773 M_ARGV(0, float) *= autocvar_g_buffs_speed_weaponspeed;
775 if(time < player.buff_disability_time)
776 M_ARGV(0, float) *= autocvar_g_buffs_disability_weaponspeed;
779 .bool buff_flight_crouchheld;
781 MUTATOR_HOOKFUNCTION(buffs, PlayerPreThink)
783 entity player = M_ARGV(0, entity);
785 if(game_stopped || IS_DEAD(player) || frametime || !IS_PLAYER(player)) return;
787 if(player.buffs & BUFF_FLIGHT.m_itemid)
789 if(!PHYS_INPUT_BUTTON_CROUCH(player))
790 player.buff_flight_crouchheld = false;
791 else if(!player.buff_flight_crouchheld)
793 player.buff_flight_crouchheld = true;
794 player.gravity *= -1;
798 if(time < player.buff_disability_time)
799 if(time >= player.buff_disability_effect_time)
801 Send_Effect(EFFECT_SMOKING, player.origin + ((player.mins + player.maxs) * 0.5), '0 0 0', 1);
802 player.buff_disability_effect_time = time + 0.5;
805 // handle buff lost status
806 // 1: notify everyone else
807 // 2: notify carrier as well
810 if(player.buff_time && player.buffs)
811 if(time >= player.buff_time)
813 player.buff_time = 0;
817 if(STAT(FROZEN, player)) { buff_lost = 1; }
823 int buffid = buff_FirstFromFlags(player.buffs).m_id;
826 Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid); // TODO: special timeout message?
827 sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
830 Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
832 PS(player).buff_shield = time + max(0, autocvar_g_buffs_pickup_delay); // always put in a delay, even if small
836 if(player.buffs & BUFF_MAGNET.m_itemid)
839 IL_EACH(g_items, it.itemdef,
842 pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_buff;
844 pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_item;
846 if(boxesoverlap(player.absmin - pickup_size, player.absmax + pickup_size, it.absmin, it.absmax))
849 gettouch(it)(it, player);
854 if(player.buffs & BUFF_AMMO.m_itemid)
856 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
858 .entity weaponentity = weaponentities[slot];
859 if(player.(weaponentity).clip_size)
860 player.(weaponentity).clip_load = player.(weaponentity).(weapon_load[player.(weaponentity).m_switchweapon.m_id]) = player.(weaponentity).clip_size;
864 if((player.buffs & BUFF_INVISIBLE.m_itemid) && (player.oldbuffs & BUFF_INVISIBLE.m_itemid))
865 player.alpha = ((autocvar_g_buffs_invisible_alpha) ? autocvar_g_buffs_invisible_alpha : -1); // powerups reset alpha, so we must enforce this (TODO)
867 if(player.buffs & BUFF_MEDIC.m_itemid)
868 if(time >= player.buff_medic_healtime)
870 buff_Medic_Heal(player);
871 player.buff_medic_healtime = time + autocvar_g_buffs_medic_heal_delay;
874 #define BUFF_ONADD(b) if ( (player.buffs & (b).m_itemid) && !(player.oldbuffs & (b).m_itemid))
875 #define BUFF_ONREM(b) if (!(player.buffs & (b).m_itemid) && (player.oldbuffs & (b).m_itemid))
877 if(player.buffs != player.oldbuffs)
879 entity buff = buff_FirstFromFlags(player.buffs);
880 float bufftime = buff != BUFF_Null ? buff.m_time(buff) : 0;
881 player.buff_time = (bufftime) ? time + bufftime : 0;
883 BUFF_ONADD(BUFF_AMMO)
885 player.buff_ammo_prev_infitems = (player.items & IT_UNLIMITED_WEAPON_AMMO);
886 player.items |= IT_UNLIMITED_WEAPON_AMMO;
888 if(player.buffs & BUFF_AMMO.m_itemid)
890 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
892 .entity weaponentity = weaponentities[slot];
893 if(player.(weaponentity).clip_load)
894 player.(weaponentity).buff_ammo_prev_clipload = player.(weaponentity).clip_load;
895 if(player.(weaponentity).clip_size)
896 player.(weaponentity).clip_load = player.(weaponentity).(weapon_load[player.(weaponentity).m_switchweapon.m_id]) = player.(weaponentity).clip_size;
901 BUFF_ONREM(BUFF_AMMO)
903 if(player.buff_ammo_prev_infitems)
904 player.items |= IT_UNLIMITED_WEAPON_AMMO;
906 player.items &= ~IT_UNLIMITED_WEAPON_AMMO;
908 if(player.buffs & BUFF_AMMO.m_itemid)
910 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
912 .entity weaponentity = weaponentities[slot];
913 if(player.(weaponentity).buff_ammo_prev_clipload)
914 player.(weaponentity).clip_load = player.(weaponentity).buff_ammo_prev_clipload;
919 BUFF_ONADD(BUFF_INVISIBLE)
921 if(time < player.strength_finished && g_instagib)
922 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
924 player.buff_invisible_prev_alpha = player.alpha;
925 player.alpha = autocvar_g_buffs_invisible_alpha;
928 BUFF_ONREM(BUFF_INVISIBLE)
930 if(time < player.strength_finished && g_instagib)
931 player.alpha = autocvar_g_instagib_invis_alpha;
933 player.alpha = player.buff_invisible_prev_alpha;
936 BUFF_ONADD(BUFF_FLIGHT)
938 player.buff_flight_oldgravity = player.gravity;
943 BUFF_ONREM(BUFF_FLIGHT)
944 player.gravity = ((player.trigger_gravity_check) ? player.trigger_gravity_check.enemy.gravity : player.buff_flight_oldgravity);
946 player.oldbuffs = player.buffs;
949 if(!player.buff_model)
950 buffs_BuffModel_Spawn(player);
952 player.buff_model.color = buff.m_color;
953 player.buff_model.glowmod = buff_GlowColor(player.buff_model);
954 player.buff_model.skin = buff.m_skin;
956 player.effects |= EF_NOSHADOW;
960 if(player.buff_model)
961 delete(player.buff_model);
962 player.buff_model = NULL;
964 player.effects &= ~(EF_NOSHADOW);
968 if(player.buff_model)
970 player.buff_model.effects = player.effects;
971 player.buff_model.effects |= EF_LOWPRECISION;
972 player.buff_model.effects = player.buff_model.effects & EFMASK_CHEAP; // eat performance
974 player.buff_model.alpha = player.alpha;
981 MUTATOR_HOOKFUNCTION(buffs, SpectateCopy)
983 entity spectatee = M_ARGV(0, entity);
984 entity client = M_ARGV(1, entity);
986 client.buffs = spectatee.buffs;
987 client.buff_time = spectatee.buff_time;
990 MUTATOR_HOOKFUNCTION(buffs, PlayerRegen)
992 entity player = M_ARGV(0, entity);
994 if(player.buffs & BUFF_MEDIC.m_itemid)
996 M_ARGV(2, float) = autocvar_g_buffs_medic_rot; // rot_mod
997 M_ARGV(4, float) = M_ARGV(1, float) = autocvar_g_buffs_medic_max; // limit_mod = max_mod
998 M_ARGV(2, float) = autocvar_g_buffs_medic_regen; // regen_mod
1001 if(player.buffs & BUFF_SPEED.m_itemid)
1002 M_ARGV(2, float) = autocvar_g_buffs_speed_regen; // regen_mod
1005 REPLICATE(cvar_cl_buffs_autoreplace, bool, "cl_buffs_autoreplace");
1007 MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsString)
1009 if(autocvar_g_buffs > 0) // only report as a mutator if they're enabled
1010 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":Buffs");
1013 MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsPrettyString)
1015 if(autocvar_g_buffs > 0)
1016 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Buffs");
1019 void buffs_DelayedInit(entity this)
1021 if(autocvar_g_buffs_spawn_count > 0)
1022 if(find(NULL, classname, "item_buff") == NULL)
1025 for(i = 0; i < autocvar_g_buffs_spawn_count; ++i)
1028 e.spawnflags |= 64; // always randomize
1029 e.velocity = randomvec() * 250; // this gets reset anyway if random location works