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 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(gameover) { 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(gameover) { return; }
154 if(ITEM_TOUCH_NEEDKILL())
160 if((this.team && DIFF_TEAM(toucher, this))
161 || (STAT(FROZEN, toucher))
163 || (!this.buff_active)
170 if(MUTATOR_CALLHOOK(BuffTouch, this, toucher))
172 toucher = M_ARGV(1, entity);
174 if(!IS_PLAYER(toucher))
175 return; // incase mutator changed toucher
179 if (toucher.cvar_cl_buffs_autoreplace && toucher.buffs != this.buffs)
181 int buffid = buff_FirstFromFlags(toucher.buffs).m_id;
182 //Send_Notification(NOTIF_ONE, toucher, MSG_MULTI, ITEM_BUFF_DROP, toucher.buffs);
183 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ITEM_BUFF_LOST, toucher.netname, buffid);
186 //sound(toucher, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
188 else { return; } // do nothing
191 this.owner = toucher;
192 this.buff_active = false;
194 int buffid = buff_FirstFromFlags(this.buffs).m_id;
195 Send_Notification(NOTIF_ONE, toucher, MSG_MULTI, ITEM_BUFF_GOT, buffid);
196 Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_INFO, INFO_ITEM_BUFF, toucher.netname, buffid);
198 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
199 sound(toucher, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTN_NORM);
200 toucher.buffs |= (this.buffs);
203 float buff_Available(entity buff)
205 if (buff == BUFF_Null)
207 if (buff == BUFF_AMMO && ((start_items & IT_UNLIMITED_WEAPON_AMMO) || (start_items & IT_UNLIMITED_AMMO) || (cvar("g_melee_only"))))
209 if (buff == BUFF_VAMPIRE && cvar("g_vampire"))
211 return cvar(strcat("g_buffs_", buff.m_name));
216 void buff_NewType(entity ent, float cb)
218 RandomSelection_Init();
219 FOREACH(Buffs, buff_Available(it), LAMBDA(
220 it.buff_seencount += 1;
221 // if it's already been chosen, give it a lower priority
222 RandomSelection_AddFloat(it.m_itemid, 1, max(0.2, 1 / it.buff_seencount));
224 ent.buffs = RandomSelection_chosen_float;
227 void buff_Think(entity this)
229 if(this.buffs != this.oldbuffs)
231 entity buff = buff_FirstFromFlags(this.buffs);
232 this.color = buff.m_color;
233 this.glowmod = buff_GlowColor(buff);
234 this.skin = buff.m_skin;
236 setmodel(this, MDL_BUFF);
237 setsize(this, BUFF_MIN, BUFF_MAX);
239 if(this.buff_waypoint)
241 //WaypointSprite_Disown(this.buff_waypoint, 1);
242 WaypointSprite_Kill(this.buff_waypoint);
243 buff_Waypoint_Spawn(this);
244 if(this.buff_activetime)
245 WaypointSprite_UpdateBuildFinished(this.buff_waypoint, time + this.buff_activetime - frametime);
248 this.oldbuffs = this.buffs;
252 if((round_handler_IsActive() && !round_handler_IsRoundStarted()) || time >= game_starttime)
253 if(!this.buff_activetime_updated)
255 buff_SetCooldown(this, this.buff_activetime);
256 this.buff_activetime_updated = true;
259 if(!this.buff_active && !this.buff_activetime)
260 if(!this.owner || STAT(FROZEN, this.owner) || IS_DEAD(this.owner) || !this.owner.iscreature || !(this.owner.buffs & this.buffs))
262 buff_SetCooldown(this, autocvar_g_buffs_cooldown_respawn + frametime);
264 if(autocvar_g_buffs_randomize)
265 buff_NewType(this, this.buffs);
267 if(autocvar_g_buffs_random_location || (this.spawnflags & 64))
271 if(this.buff_activetime)
273 if((round_handler_IsActive() && !round_handler_IsRoundStarted()) || time >= game_starttime)
275 this.buff_activetime = max(0, this.buff_activetime - frametime);
277 if(!this.buff_activetime)
279 this.buff_active = true;
280 sound(this, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTN_NORM);
281 Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
287 if(this.team && !this.buff_waypoint)
288 buff_Waypoint_Spawn(this);
291 if(time >= this.lifetime)
295 this.nextthink = time;
296 //this.angles_y = time * 110.1;
299 void buff_Waypoint_Reset(entity this)
301 WaypointSprite_Kill(this.buff_waypoint);
303 if(this.buff_activetime) { buff_Waypoint_Spawn(this); }
306 void buff_Reset(entity this)
308 if(autocvar_g_buffs_randomize)
309 buff_NewType(this, this.buffs);
311 buff_SetCooldown(this, autocvar_g_buffs_cooldown_activate);
312 buff_Waypoint_Reset(this);
313 this.buff_activetime_updated = false;
315 if(autocvar_g_buffs_random_location || (this.spawnflags & 64))
319 bool buff_Customize(entity this, entity client)
321 entity player = WaypointSprite_getviewentity(client);
322 if(!this.buff_active || (this.team && DIFF_TEAM(player, this)))
325 if(this.effects & EF_FULLBRIGHT) { this.effects &= ~(EF_FULLBRIGHT); }
331 if(!(this.effects & EF_FULLBRIGHT)) { this.effects |= EF_FULLBRIGHT; }
332 this.light_lev = 220 + 36 * sin(time);
333 this.pflags = PFLAGS_FULLDYNAMIC;
338 void buff_Init(entity this)
340 if(!cvar("g_buffs")) { delete(this); return; }
342 if(!teamplay && this.team) { this.team = 0; }
344 entity buff = buff_FirstFromFlags(this.buffs);
346 if(!this.buffs || buff_Available(buff))
347 buff_NewType(this, 0);
349 this.classname = "item_buff";
350 this.solid = SOLID_TRIGGER;
351 this.flags = FL_ITEM;
352 this.bot_pickup = true;
353 this.bot_pickupevalfunc = commodity_pickupevalfunc;
354 this.bot_pickupbasevalue = 1000;
355 IL_PUSH(g_items, this);
356 setthink(this, buff_Think);
357 settouch(this, buff_Touch);
358 this.reset = buff_Reset;
359 this.nextthink = time + 0.1;
361 set_movetype(this, MOVETYPE_TOSS);
363 this.skin = buff.m_skin;
364 this.effects = EF_FULLBRIGHT | EF_STARDUST | EF_NOSHADOW;
365 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
366 setcefc(this, buff_Customize);
367 //this.gravity = 100;
368 this.color = buff.m_color;
369 this.glowmod = buff_GlowColor(this);
370 buff_SetCooldown(this, autocvar_g_buffs_cooldown_activate + game_starttime);
371 this.buff_active = !this.buff_activetime;
372 this.pflags = PFLAGS_FULLDYNAMIC;
374 if(this.spawnflags & 1)
378 set_movetype(this, MOVETYPE_NONE); // reset by random location
380 setmodel(this, MDL_BUFF);
381 setsize(this, BUFF_MIN, BUFF_MAX);
383 if(cvar("g_buffs_random_location") || (this.spawnflags & 64))
387 void buff_Init_Compat(entity ent, entity replacement)
389 if (ent.spawnflags & 2)
390 ent.team = NUM_TEAM_1;
391 else if (ent.spawnflags & 4)
392 ent.team = NUM_TEAM_2;
394 ent.buffs = replacement.m_itemid;
399 void buff_SpawnReplacement(entity ent, entity old)
401 setorigin(ent, old.origin);
402 ent.angles = old.angles;
403 ent.noalign = (old.noalign || (old.spawnflags & 1));
408 void buff_Vengeance_DelayedDamage(entity this)
411 Damage(this.enemy, this.owner, this.owner, this.dmg, DEATH_BUFF.m_id, this.enemy.origin, '0 0 0');
417 // note: only really useful in teamplay
418 void buff_Medic_Heal(entity this)
420 FOREACH_CLIENT(IS_PLAYER(it) && it != this && vdist(it.origin - this.origin, <=, autocvar_g_buffs_medic_heal_range),
422 if(SAME_TEAM(it, this))
423 if(it.health < autocvar_g_balance_health_regenstable)
425 Send_Effect(EFFECT_HEALING, it.origin, '0 0 0', 1);
426 it.health = bound(0, it.health + autocvar_g_buffs_medic_heal_amount, autocvar_g_balance_health_regenstable);
431 float buff_Inferno_CalculateTime(float damg, float offset_x, float offset_y, float intersect_x, float intersect_y, float base)
433 return offset_y + (intersect_y - offset_y) * logn(((damg - offset_x) * ((base - 1) / intersect_x)) + 1, base);
437 MUTATOR_HOOKFUNCTION(buffs, PlayerDamage_SplitHealthArmor)
439 entity frag_target = M_ARGV(2, entity);
440 float frag_deathtype = M_ARGV(6, float);
441 float frag_damage = M_ARGV(7, float);
443 if(frag_deathtype == DEATH_BUFF.m_id) { return; }
445 if(frag_target.buffs & BUFF_RESISTANCE.m_itemid)
447 vector v = healtharmor_applydamage(50, autocvar_g_buffs_resistance_blockpercent, frag_deathtype, frag_damage);
448 M_ARGV(4, float) = v.x; // take
449 M_ARGV(5, float) = v.y; // save
453 MUTATOR_HOOKFUNCTION(buffs, Damage_Calculate)
455 entity frag_attacker = M_ARGV(1, entity);
456 entity frag_target = M_ARGV(2, entity);
457 float frag_deathtype = M_ARGV(3, float);
458 float frag_damage = M_ARGV(4, float);
459 vector frag_force = M_ARGV(6, vector);
461 if(frag_deathtype == DEATH_BUFF.m_id) { return; }
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((frag_target.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, frag_target.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 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);
546 if(frag_target.armorvalue)
547 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);
550 M_ARGV(4, float) = frag_damage;
551 M_ARGV(6, vector) = frag_force;
554 MUTATOR_HOOKFUNCTION(buffs, PlayerSpawn)
556 entity player = M_ARGV(0, entity);
559 player.buff_time = 0;
560 // reset timers here to prevent them continuing after re-spawn
561 player.buff_disability_time = 0;
562 player.buff_disability_effect_time = 0;
565 .float stat_sv_maxspeed;
566 .float stat_sv_airspeedlimit_nonqw;
567 .float stat_sv_jumpvelocity;
569 MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics)
571 entity player = M_ARGV(0, entity);
573 if(player.buffs & BUFF_SPEED.m_itemid)
575 player.stat_sv_maxspeed *= autocvar_g_buffs_speed_speed;
576 player.stat_sv_airspeedlimit_nonqw *= autocvar_g_buffs_speed_speed;
579 if(time < player.buff_disability_time)
581 player.stat_sv_maxspeed *= autocvar_g_buffs_disability_speed;
582 player.stat_sv_airspeedlimit_nonqw *= autocvar_g_buffs_disability_speed;
585 if(player.buffs & BUFF_JUMP.m_itemid)
587 // automatically reset, no need to worry
588 player.stat_sv_jumpvelocity = autocvar_g_buffs_jump_height;
592 MUTATOR_HOOKFUNCTION(buffs, PlayerJump)
594 entity player = M_ARGV(0, entity);
596 if(player.buffs & BUFF_JUMP.m_itemid)
597 M_ARGV(1, float) = autocvar_g_buffs_jump_height;
599 if(player.buffs & BUFF_FLIGHT.m_itemid)
600 if(!IS_JUMP_HELD(player) && PHYS_INPUT_BUTTON_CROUCH(player))
601 player.gravity *= -1;
604 MUTATOR_HOOKFUNCTION(buffs, MonsterMove)
606 entity mon = M_ARGV(0, entity);
608 if(time < mon.buff_disability_time)
610 M_ARGV(1, float) *= autocvar_g_buffs_disability_speed; // run speed
611 M_ARGV(2, float) *= autocvar_g_buffs_disability_speed; // walk speed
615 MUTATOR_HOOKFUNCTION(buffs, PlayerDies)
617 entity frag_target = M_ARGV(2, entity);
619 if(frag_target.buffs)
621 int buffid = buff_FirstFromFlags(frag_target.buffs).m_id;
622 Send_Notification(NOTIF_ALL_EXCEPT, frag_target, MSG_INFO, INFO_ITEM_BUFF_LOST, frag_target.netname, buffid);
623 frag_target.buffs = 0;
625 if(frag_target.buff_model)
627 delete(frag_target.buff_model);
628 frag_target.buff_model = NULL;
633 MUTATOR_HOOKFUNCTION(buffs, PlayerUseKey, CBC_ORDER_FIRST)
635 if(MUTATOR_RETURNVALUE || gameover) { return; }
637 entity player = M_ARGV(0, entity);
641 int buffid = buff_FirstFromFlags(player.buffs).m_id;
642 Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid);
643 Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
646 player.buff_time = 0; // already notified
647 sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
652 MUTATOR_HOOKFUNCTION(buffs, ForbidThrowCurrentWeapon)
654 if(MUTATOR_RETURNVALUE || gameover) { return; }
655 entity player = M_ARGV(0, entity);
657 if(player.buffs & BUFF_SWAPPER.m_itemid)
659 float best_distance = autocvar_g_buffs_swapper_range;
660 entity closest = NULL;
661 FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
662 if(!IS_DEAD(it) && !STAT(FROZEN, it) && !it.vehicle)
663 if(DIFF_TEAM(it, player))
665 float test = vlen2(player.origin - it.origin);
666 if(test <= best_distance * best_distance)
668 best_distance = sqrt(test);
676 vector my_org, my_vel, my_ang, their_org, their_vel, their_ang;
678 my_org = player.origin;
679 my_vel = player.velocity;
680 my_ang = player.angles;
681 their_org = closest.origin;
682 their_vel = closest.velocity;
683 their_ang = closest.angles;
685 Drop_Special_Items(closest);
687 MUTATOR_CALLHOOK(PortalTeleport, player); // initiate flag dropper
689 setorigin(player, their_org);
690 setorigin(closest, my_org);
692 closest.velocity = my_vel;
693 closest.angles = my_ang;
694 closest.fixangle = true;
695 closest.oldorigin = my_org;
696 closest.oldvelocity = my_vel;
697 player.velocity = their_vel;
698 player.angles = their_ang;
699 player.fixangle = true;
700 player.oldorigin = their_org;
701 player.oldvelocity = their_vel;
703 // set pusher so player gets the kill if they fall into void
704 closest.pusher = player;
705 closest.pushltime = time + autocvar_g_maxpushtime;
706 closest.istypefrag = PHYS_INPUT_BUTTON_CHAT(closest);
708 Send_Effect(EFFECT_ELECTRO_COMBO, their_org, '0 0 0', 1);
709 Send_Effect(EFFECT_ELECTRO_COMBO, my_org, '0 0 0', 1);
711 sound(player, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
712 sound(closest, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
714 // TODO: add a counter to handle how many times one can teleport, and a delay to prevent spam
721 bool buffs_RemovePlayer(entity player)
723 if(player.buff_model)
725 delete(player.buff_model);
726 player.buff_model = NULL;
729 // also reset timers here to prevent them continuing after spectating
730 player.buff_disability_time = 0;
731 player.buff_disability_effect_time = 0;
735 MUTATOR_HOOKFUNCTION(buffs, MakePlayerObserver) { entity player = M_ARGV(0, entity); return buffs_RemovePlayer(player); }
736 MUTATOR_HOOKFUNCTION(buffs, ClientDisconnect) { entity player = M_ARGV(0, entity); return buffs_RemovePlayer(player); }
738 MUTATOR_HOOKFUNCTION(buffs, CustomizeWaypoint)
740 entity wp = M_ARGV(0, entity);
741 entity player = M_ARGV(1, entity);
743 entity e = WaypointSprite_getviewentity(player);
745 // if you have the invisibility powerup, sprites ALWAYS are restricted to your team
746 // but only apply this to real players, not to spectators
747 if((wp.owner.flags & FL_CLIENT) && (wp.owner.buffs & BUFF_INVISIBLE.m_itemid) && (e == player))
748 if(DIFF_TEAM(wp.owner, e))
752 MUTATOR_HOOKFUNCTION(buffs, OnEntityPreSpawn, CBC_ORDER_LAST)
754 if(autocvar_g_buffs < 0)
755 return; // no auto replacing of entities in this mode
757 entity ent = M_ARGV(0, entity);
759 if(autocvar_g_buffs_replace_powerups)
760 switch(ent.classname)
762 case "item_strength":
763 case "item_invincible":
766 buff_SpawnReplacement(e, ent);
772 MUTATOR_HOOKFUNCTION(buffs, WeaponRateFactor)
774 entity player = M_ARGV(1, entity);
776 if(player.buffs & BUFF_SPEED.m_itemid)
777 M_ARGV(0, float) *= autocvar_g_buffs_speed_rate;
779 if(time < player.buff_disability_time)
780 M_ARGV(0, float) *= autocvar_g_buffs_disability_rate;
783 MUTATOR_HOOKFUNCTION(buffs, WeaponSpeedFactor)
785 entity player = M_ARGV(1, entity);
787 if(player.buffs & BUFF_SPEED.m_itemid)
788 M_ARGV(0, float) *= autocvar_g_buffs_speed_weaponspeed;
790 if(time < player.buff_disability_time)
791 M_ARGV(0, float) *= autocvar_g_buffs_disability_weaponspeed;
794 MUTATOR_HOOKFUNCTION(buffs, PlayerPreThink)
796 entity player = M_ARGV(0, entity);
798 if(gameover || IS_DEAD(player)) { return; }
800 if(time < player.buff_disability_time)
801 if(time >= player.buff_disability_effect_time)
803 Send_Effect(EFFECT_SMOKING, player.origin + ((player.mins + player.maxs) * 0.5), '0 0 0', 1);
804 player.buff_disability_effect_time = time + 0.5;
807 // handle buff lost status
808 // 1: notify everyone else
809 // 2: notify carrier as well
812 if(player.buff_time && player.buffs)
813 if(time >= player.buff_time)
815 player.buff_time = 0;
819 if(STAT(FROZEN, player)) { buff_lost = 1; }
825 int buffid = buff_FirstFromFlags(player.buffs).m_id;
828 Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid); // TODO: special timeout message?
829 sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
832 Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
837 if(player.buffs & BUFF_MAGNET.m_itemid)
840 IL_EACH(g_items, it.itemdef,
843 pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_buff;
845 pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_item;
847 if(boxesoverlap(player.absmin - pickup_size, player.absmax + pickup_size, it.absmin, it.absmax))
850 gettouch(it)(it, player);
855 if(player.buffs & BUFF_AMMO.m_itemid)
857 player.clip_load = player.(weapon_load[PS(player).m_switchweapon.m_id]) = player.clip_size;
859 if((player.buffs & BUFF_INVISIBLE.m_itemid) && (player.oldbuffs & BUFF_INVISIBLE.m_itemid))
860 if(player.alpha != autocvar_g_buffs_invisible_alpha)
861 player.alpha = autocvar_g_buffs_invisible_alpha; // powerups reset alpha, so we must enforce this (TODO)
863 if(player.buffs & BUFF_MEDIC.m_itemid)
864 if(time >= player.buff_medic_healtime)
866 buff_Medic_Heal(player);
867 player.buff_medic_healtime = time + autocvar_g_buffs_medic_heal_delay;
870 #define BUFF_ONADD(b) if ( (player.buffs & (b).m_itemid) && !(player.oldbuffs & (b).m_itemid))
871 #define BUFF_ONREM(b) if (!(player.buffs & (b).m_itemid) && (player.oldbuffs & (b).m_itemid))
873 if(player.buffs != player.oldbuffs)
875 entity buff = buff_FirstFromFlags(player.buffs);
876 float bufftime = buff != BUFF_Null ? buff.m_time(buff) : 0;
877 player.buff_time = (bufftime) ? time + bufftime : 0;
879 BUFF_ONADD(BUFF_AMMO)
881 player.buff_ammo_prev_infitems = (player.items & IT_UNLIMITED_WEAPON_AMMO);
882 player.items |= IT_UNLIMITED_WEAPON_AMMO;
885 player.buff_ammo_prev_clipload = player.clip_load;
886 player.clip_load = player.(weapon_load[PS(player).m_switchweapon.m_id]) = player.clip_size;
889 BUFF_ONREM(BUFF_AMMO)
891 if(player.buff_ammo_prev_infitems)
892 player.items |= IT_UNLIMITED_WEAPON_AMMO;
894 player.items &= ~IT_UNLIMITED_WEAPON_AMMO;
896 if(player.buff_ammo_prev_clipload)
897 player.clip_load = player.buff_ammo_prev_clipload;
900 BUFF_ONADD(BUFF_INVISIBLE)
902 if(time < player.strength_finished && g_instagib)
903 player.alpha = autocvar_g_instagib_invis_alpha;
905 player.alpha = player.buff_invisible_prev_alpha;
906 player.alpha = autocvar_g_buffs_invisible_alpha;
909 BUFF_ONREM(BUFF_INVISIBLE)
910 player.alpha = player.buff_invisible_prev_alpha;
912 BUFF_ONADD(BUFF_FLIGHT)
914 player.buff_flight_oldgravity = player.gravity;
919 BUFF_ONREM(BUFF_FLIGHT)
920 player.gravity = ((player.trigger_gravity_check) ? player.trigger_gravity_check.enemy.gravity : player.buff_flight_oldgravity);
922 player.oldbuffs = player.buffs;
925 if(!player.buff_model)
926 buffs_BuffModel_Spawn(player);
928 player.buff_model.color = buff.m_color;
929 player.buff_model.glowmod = buff_GlowColor(player.buff_model);
930 player.buff_model.skin = buff.m_skin;
932 player.effects |= EF_NOSHADOW;
936 delete(player.buff_model);
937 player.buff_model = NULL;
939 player.effects &= ~(EF_NOSHADOW);
943 if(player.buff_model)
945 player.buff_model.effects = player.effects;
946 player.buff_model.effects |= EF_LOWPRECISION;
947 player.buff_model.effects = player.buff_model.effects & EFMASK_CHEAP; // eat performance
949 player.buff_model.alpha = player.alpha;
956 MUTATOR_HOOKFUNCTION(buffs, SpectateCopy)
958 entity spectatee = M_ARGV(0, entity);
959 entity client = M_ARGV(1, entity);
961 client.buffs = spectatee.buffs;
964 MUTATOR_HOOKFUNCTION(buffs, VehicleEnter)
966 entity player = M_ARGV(0, entity);
967 entity veh = M_ARGV(1, entity);
969 veh.buffs = player.buffs;
971 veh.buff_time = max(0, player.buff_time - time);
972 player.buff_time = 0;
975 MUTATOR_HOOKFUNCTION(buffs, VehicleExit)
977 entity player = M_ARGV(0, entity);
978 entity veh = M_ARGV(1, entity);
980 player.buffs = player.oldbuffs = veh.buffs;
982 player.buff_time = time + veh.buff_time;
986 MUTATOR_HOOKFUNCTION(buffs, PlayerRegen)
988 entity player = M_ARGV(0, entity);
990 if(player.buffs & BUFF_MEDIC.m_itemid)
992 M_ARGV(2, float) = autocvar_g_buffs_medic_rot; // rot_mod
993 M_ARGV(4, float) = M_ARGV(1, float) = autocvar_g_buffs_medic_max; // limit_mod = max_mod
994 M_ARGV(2, float) = autocvar_g_buffs_medic_regen; // regen_mod
997 if(player.buffs & BUFF_SPEED.m_itemid)
998 M_ARGV(2, float) = autocvar_g_buffs_speed_regen; // regen_mod
1001 REPLICATE(cvar_cl_buffs_autoreplace, bool, "cl_buffs_autoreplace");
1003 MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsString)
1005 if(autocvar_g_buffs > 0) // only report as a mutator if they're enabled
1006 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":Buffs");
1009 MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsPrettyString)
1011 if(autocvar_g_buffs > 0)
1012 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Buffs");
1015 void buffs_DelayedInit(entity this)
1017 if(autocvar_g_buffs_spawn_count > 0)
1018 if(find(NULL, classname, "item_buff") == NULL)
1021 for(i = 0; i < autocvar_g_buffs_spawn_count; ++i)
1024 e.spawnflags |= 64; // always randomize
1025 e.velocity = randomvec() * 250; // this gets reset anyway if random location works