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(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.team && DIFF_TEAM(toucher, this))
161 || (STAT(FROZEN, toucher))
163 || (time < toucher.buff_shield)
164 || (!this.buff_active)
171 if(MUTATOR_CALLHOOK(BuffTouch, this, toucher))
173 toucher = M_ARGV(1, entity);
175 if(!IS_PLAYER(toucher))
176 return; // incase mutator changed toucher
180 if (toucher.cvar_cl_buffs_autoreplace && toucher.buffs != this.buffs)
182 int buffid = buff_FirstFromFlags(toucher.buffs).m_id;
183 //Send_Notification(NOTIF_ONE, toucher, MSG_MULTI, ITEM_BUFF_DROP, toucher.buffs);
184 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ITEM_BUFF_LOST, toucher.netname, buffid);
187 //sound(toucher, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
189 else { return; } // do nothing
192 this.owner = toucher;
193 this.buff_active = false;
195 int buffid = buff_FirstFromFlags(this.buffs).m_id;
196 Send_Notification(NOTIF_ONE, toucher, MSG_MULTI, ITEM_BUFF_GOT, buffid);
197 Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_INFO, INFO_ITEM_BUFF, toucher.netname, buffid);
199 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
200 sound(toucher, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTN_NORM);
201 toucher.buffs |= (this.buffs);
204 float buff_Available(entity buff)
206 if (buff == BUFF_Null)
208 if (buff == BUFF_AMMO && ((start_items & IT_UNLIMITED_WEAPON_AMMO) || (start_items & IT_UNLIMITED_AMMO) || (cvar("g_melee_only"))))
210 if (buff == BUFF_VAMPIRE && cvar("g_vampire"))
212 return cvar(strcat("g_buffs_", buff.m_name));
217 void buff_NewType(entity ent, float cb)
219 RandomSelection_Init();
220 FOREACH(Buffs, buff_Available(it), LAMBDA(
221 it.buff_seencount += 1;
222 // if it's already been chosen, give it a lower priority
223 RandomSelection_AddFloat(it.m_itemid, 1, max(0.2, 1 / it.buff_seencount));
225 ent.buffs = RandomSelection_chosen_float;
228 void buff_Think(entity this)
230 if(this.buffs != this.oldbuffs)
232 entity buff = buff_FirstFromFlags(this.buffs);
233 this.color = buff.m_color;
234 this.glowmod = buff_GlowColor(buff);
235 this.skin = buff.m_skin;
237 setmodel(this, MDL_BUFF);
238 setsize(this, BUFF_MIN, BUFF_MAX);
240 if(this.buff_waypoint)
242 //WaypointSprite_Disown(this.buff_waypoint, 1);
243 WaypointSprite_Kill(this.buff_waypoint);
244 buff_Waypoint_Spawn(this);
245 if(this.buff_activetime)
246 WaypointSprite_UpdateBuildFinished(this.buff_waypoint, time + this.buff_activetime - frametime);
249 this.oldbuffs = this.buffs;
253 if((round_handler_IsActive() && !round_handler_IsRoundStarted()) || time >= game_starttime)
254 if(!this.buff_activetime_updated)
256 buff_SetCooldown(this, this.buff_activetime);
257 this.buff_activetime_updated = true;
260 if(!this.buff_active && !this.buff_activetime)
261 if(!this.owner || STAT(FROZEN, this.owner) || IS_DEAD(this.owner) || !this.owner.iscreature || !(this.owner.buffs & this.buffs) || this.pickup_anyway > 0 || (this.pickup_anyway >= 0 && autocvar_g_buffs_pickup_anyway))
263 buff_SetCooldown(this, autocvar_g_buffs_cooldown_respawn + frametime);
265 if(autocvar_g_buffs_randomize)
266 buff_NewType(this, this.buffs);
268 if(autocvar_g_buffs_random_location || (this.spawnflags & 64))
272 if(this.buff_activetime)
274 if((round_handler_IsActive() && !round_handler_IsRoundStarted()) || time >= game_starttime)
276 this.buff_activetime = max(0, this.buff_activetime - frametime);
278 if(!this.buff_activetime)
280 this.buff_active = true;
281 sound(this, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTN_NORM);
282 Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
288 if(this.team && !this.buff_waypoint)
289 buff_Waypoint_Spawn(this);
292 if(time >= this.lifetime)
296 this.nextthink = time;
297 //this.angles_y = time * 110.1;
300 void buff_Waypoint_Reset(entity this)
302 WaypointSprite_Kill(this.buff_waypoint);
304 if(this.buff_activetime) { buff_Waypoint_Spawn(this); }
307 void buff_Reset(entity this)
309 if(autocvar_g_buffs_randomize)
310 buff_NewType(this, this.buffs);
312 buff_SetCooldown(this, autocvar_g_buffs_cooldown_activate);
313 buff_Waypoint_Reset(this);
314 this.buff_activetime_updated = false;
316 if(autocvar_g_buffs_random_location || (this.spawnflags & 64))
320 bool buff_Customize(entity this, entity client)
322 entity player = WaypointSprite_getviewentity(client);
323 if(!this.buff_active || (this.team && DIFF_TEAM(player, this)))
326 if(this.effects & EF_FULLBRIGHT) { this.effects &= ~(EF_FULLBRIGHT); }
332 if(!(this.effects & EF_FULLBRIGHT)) { this.effects |= EF_FULLBRIGHT; }
333 this.light_lev = 220 + 36 * sin(time);
334 this.pflags = PFLAGS_FULLDYNAMIC;
339 void buff_Init(entity this)
341 if(!cvar("g_buffs")) { delete(this); return; }
343 if(!teamplay && this.team) { this.team = 0; }
345 entity buff = buff_FirstFromFlags(this.buffs);
347 if(!this.buffs || !buff_Available(buff))
348 buff_NewType(this, 0);
350 this.classname = "item_buff";
351 this.solid = SOLID_TRIGGER;
352 this.flags = FL_ITEM;
353 this.bot_pickup = true;
354 this.bot_pickupevalfunc = generic_pickupevalfunc;
355 this.bot_pickupbasevalue = 1000;
356 IL_PUSH(g_items, this);
357 setthink(this, buff_Think);
358 settouch(this, buff_Touch);
359 this.reset = buff_Reset;
360 this.nextthink = time + 0.1;
362 set_movetype(this, MOVETYPE_TOSS);
364 this.skin = buff.m_skin;
365 this.effects = EF_FULLBRIGHT | EF_STARDUST | EF_NOSHADOW;
366 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
367 setcefc(this, buff_Customize);
368 //this.gravity = 100;
369 this.color = buff.m_color;
370 this.glowmod = buff_GlowColor(this);
371 buff_SetCooldown(this, autocvar_g_buffs_cooldown_activate + game_starttime);
372 this.buff_active = !this.buff_activetime;
373 this.pflags = PFLAGS_FULLDYNAMIC;
375 if(this.spawnflags & 1)
379 set_movetype(this, MOVETYPE_NONE); // reset by random location
381 setmodel(this, MDL_BUFF);
382 setsize(this, BUFF_MIN, BUFF_MAX);
384 if(cvar("g_buffs_random_location") || (this.spawnflags & 64))
388 void buff_Init_Compat(entity ent, entity replacement)
390 if (ent.spawnflags & 2)
391 ent.team = NUM_TEAM_1;
392 else if (ent.spawnflags & 4)
393 ent.team = NUM_TEAM_2;
395 ent.buffs = replacement.m_itemid;
400 void buff_SpawnReplacement(entity ent, entity old)
402 setorigin(ent, old.origin);
403 ent.angles = old.angles;
404 ent.noalign = (old.noalign || (old.spawnflags & 1));
409 void buff_Vengeance_DelayedDamage(entity this)
412 Damage(this.enemy, this.owner, this.owner, this.dmg, DEATH_BUFF.m_id, this.enemy.origin, '0 0 0');
418 // note: only really useful in teamplay
419 void buff_Medic_Heal(entity this)
421 FOREACH_CLIENT(IS_PLAYER(it) && it != this && vdist(it.origin - this.origin, <=, autocvar_g_buffs_medic_heal_range),
423 if(SAME_TEAM(it, this))
424 if(it.health < autocvar_g_balance_health_regenstable)
426 Send_Effect(EFFECT_HEALING, it.origin, '0 0 0', 1);
427 it.health = bound(0, it.health + autocvar_g_buffs_medic_heal_amount, autocvar_g_balance_health_regenstable);
432 float buff_Inferno_CalculateTime(float damg, float offset_x, float offset_y, float intersect_x, float intersect_y, float base)
434 return offset_y + (intersect_y - offset_y) * logn(((damg - offset_x) * ((base - 1) / intersect_x)) + 1, base);
438 MUTATOR_HOOKFUNCTION(buffs, PlayerDamage_SplitHealthArmor)
440 entity frag_target = M_ARGV(2, entity);
441 float frag_deathtype = M_ARGV(6, float);
442 float frag_damage = M_ARGV(7, float);
444 if(frag_deathtype == DEATH_BUFF.m_id) { return; }
446 if(frag_target.buffs & BUFF_RESISTANCE.m_itemid)
448 vector v = healtharmor_applydamage(50, autocvar_g_buffs_resistance_blockpercent, frag_deathtype, frag_damage);
449 M_ARGV(4, float) = v.x; // take
450 M_ARGV(5, float) = v.y; // save
454 MUTATOR_HOOKFUNCTION(buffs, Damage_Calculate)
456 entity frag_attacker = M_ARGV(1, entity);
457 entity frag_target = M_ARGV(2, entity);
458 float frag_deathtype = M_ARGV(3, float);
459 float frag_damage = M_ARGV(4, float);
460 vector frag_force = M_ARGV(6, vector);
462 if(frag_deathtype == DEATH_BUFF.m_id) { return; }
464 if(frag_target.buffs & BUFF_SPEED.m_itemid)
465 if(frag_target != frag_attacker)
466 frag_damage *= autocvar_g_buffs_speed_damage_take;
468 if(frag_target.buffs & BUFF_MEDIC.m_itemid)
469 if((frag_target.health - frag_damage) <= 0)
470 if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
472 if(random() <= autocvar_g_buffs_medic_survive_chance)
473 frag_damage = max(5, frag_target.health - autocvar_g_buffs_medic_survive_health);
475 if(frag_target.buffs & BUFF_JUMP.m_itemid)
476 if(frag_deathtype == DEATH_FALL.m_id)
479 if(frag_target.buffs & BUFF_VENGEANCE.m_itemid)
481 if(frag_attacker != frag_target)
482 if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
484 entity dmgent = spawn();
486 dmgent.dmg = frag_damage * autocvar_g_buffs_vengeance_damage_multiplier;
487 dmgent.enemy = frag_attacker;
488 dmgent.owner = frag_target;
489 setthink(dmgent, buff_Vengeance_DelayedDamage);
490 dmgent.nextthink = time + 0.1;
493 if(frag_target.buffs & BUFF_BASH.m_itemid)
494 if(frag_attacker != frag_target)
495 frag_force = '0 0 0';
497 if(frag_attacker.buffs & BUFF_BASH.m_itemid)
499 if(frag_attacker == frag_target)
500 frag_force *= autocvar_g_buffs_bash_force_self;
502 frag_force *= autocvar_g_buffs_bash_force;
504 if(frag_attacker.buffs & BUFF_DISABILITY.m_itemid)
505 if(frag_target != frag_attacker)
506 frag_target.buff_disability_time = time + autocvar_g_buffs_disability_slowtime;
508 if(frag_target.buffs & BUFF_INFERNO.m_itemid)
510 if(frag_deathtype == DEATH_FIRE.m_id)
512 if(frag_deathtype == DEATH_LAVA.m_id)
513 frag_damage *= 0.5; // TODO: cvarize?
516 if(frag_attacker.buffs & BUFF_LUCK.m_itemid)
517 if(frag_attacker != frag_target)
518 if(autocvar_g_buffs_luck_damagemultiplier > 0)
519 if(random() <= autocvar_g_buffs_luck_chance)
520 frag_damage *= autocvar_g_buffs_luck_damagemultiplier;
522 if(frag_attacker.buffs & BUFF_INFERNO.m_itemid)
523 if(frag_target != frag_attacker) {
524 float btime = buff_Inferno_CalculateTime(
527 autocvar_g_buffs_inferno_burntime_min_time,
528 autocvar_g_buffs_inferno_burntime_target_damage,
529 autocvar_g_buffs_inferno_burntime_target_time,
530 autocvar_g_buffs_inferno_burntime_factor
532 Fire_AddDamage(frag_target, frag_attacker, (frag_damage * autocvar_g_buffs_inferno_damagemultiplier), btime, DEATH_BUFF.m_id);
535 // this... is ridiculous (TODO: fix!)
536 if(frag_attacker.buffs & BUFF_VAMPIRE.m_itemid)
537 if(!frag_target.vehicle)
538 if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
539 if(!IS_DEAD(frag_target))
540 if(IS_PLAYER(frag_target) || IS_MONSTER(frag_target))
541 if(frag_attacker != frag_target)
542 if(!STAT(FROZEN, frag_target))
543 if(frag_target.takedamage)
544 if(DIFF_TEAM(frag_attacker, frag_target))
546 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);
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 // reset timers here to prevent them continuing after re-spawn
562 player.buff_disability_time = 0;
563 player.buff_disability_effect_time = 0;
566 .float stat_sv_maxspeed;
567 .float stat_sv_airspeedlimit_nonqw;
568 .float stat_sv_jumpvelocity;
570 MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics)
572 entity player = M_ARGV(0, entity);
574 if(player.buffs & BUFF_SPEED.m_itemid)
576 player.stat_sv_maxspeed *= autocvar_g_buffs_speed_speed;
577 player.stat_sv_airspeedlimit_nonqw *= autocvar_g_buffs_speed_speed;
580 if(time < player.buff_disability_time)
582 player.stat_sv_maxspeed *= autocvar_g_buffs_disability_speed;
583 player.stat_sv_airspeedlimit_nonqw *= autocvar_g_buffs_disability_speed;
586 if(player.buffs & BUFF_JUMP.m_itemid)
588 // automatically reset, no need to worry
589 player.stat_sv_jumpvelocity = autocvar_g_buffs_jump_height;
593 MUTATOR_HOOKFUNCTION(buffs, PlayerJump)
595 entity player = M_ARGV(0, entity);
597 if(player.buffs & BUFF_JUMP.m_itemid)
598 M_ARGV(1, float) = autocvar_g_buffs_jump_height;
601 MUTATOR_HOOKFUNCTION(buffs, MonsterMove)
603 entity mon = M_ARGV(0, entity);
605 if(time < mon.buff_disability_time)
607 M_ARGV(1, float) *= autocvar_g_buffs_disability_speed; // run speed
608 M_ARGV(2, float) *= autocvar_g_buffs_disability_speed; // walk speed
612 MUTATOR_HOOKFUNCTION(buffs, PlayerDies)
614 entity frag_target = M_ARGV(2, entity);
616 if(frag_target.buffs)
618 int buffid = buff_FirstFromFlags(frag_target.buffs).m_id;
619 Send_Notification(NOTIF_ALL_EXCEPT, frag_target, MSG_INFO, INFO_ITEM_BUFF_LOST, frag_target.netname, buffid);
620 frag_target.buffs = 0;
622 if(frag_target.buff_model)
624 delete(frag_target.buff_model);
625 frag_target.buff_model = NULL;
630 MUTATOR_HOOKFUNCTION(buffs, PlayerUseKey, CBC_ORDER_FIRST)
632 if(MUTATOR_RETURNVALUE || game_stopped) return;
634 entity player = M_ARGV(0, entity);
638 int buffid = buff_FirstFromFlags(player.buffs).m_id;
639 Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid);
640 Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
643 player.buff_shield = time + max(0, autocvar_g_buffs_pickup_delay);
644 //player.buff_time = 0; // already notified
645 sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
650 MUTATOR_HOOKFUNCTION(buffs, ForbidThrowCurrentWeapon)
652 if(MUTATOR_RETURNVALUE || game_stopped) return;
653 entity player = M_ARGV(0, entity);
655 if(player.buffs & BUFF_SWAPPER.m_itemid)
657 float best_distance = autocvar_g_buffs_swapper_range;
658 entity closest = NULL;
659 FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
660 if(!IS_DEAD(it) && !STAT(FROZEN, it) && !it.vehicle)
661 if(DIFF_TEAM(it, player))
663 float test = vlen2(player.origin - it.origin);
664 if(test <= best_distance * best_distance)
666 best_distance = sqrt(test);
674 vector my_org, my_vel, my_ang, their_org, their_vel, their_ang;
676 my_org = player.origin;
677 my_vel = player.velocity;
678 my_ang = player.angles;
679 their_org = closest.origin;
680 their_vel = closest.velocity;
681 their_ang = closest.angles;
683 Drop_Special_Items(closest);
685 MUTATOR_CALLHOOK(PortalTeleport, player); // initiate flag dropper
687 setorigin(player, their_org);
688 setorigin(closest, my_org);
690 closest.velocity = my_vel;
691 closest.angles = my_ang;
692 closest.fixangle = true;
693 closest.oldorigin = my_org;
694 closest.oldvelocity = my_vel;
695 player.velocity = their_vel;
696 player.angles = their_ang;
697 player.fixangle = true;
698 player.oldorigin = their_org;
699 player.oldvelocity = their_vel;
701 // set pusher so player gets the kill if they fall into void
702 closest.pusher = player;
703 closest.pushltime = time + autocvar_g_maxpushtime;
704 closest.istypefrag = PHYS_INPUT_BUTTON_CHAT(closest);
706 Send_Effect(EFFECT_ELECTRO_COMBO, their_org, '0 0 0', 1);
707 Send_Effect(EFFECT_ELECTRO_COMBO, my_org, '0 0 0', 1);
709 sound(player, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
710 sound(closest, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
712 // TODO: add a counter to handle how many times one can teleport, and a delay to prevent spam
719 bool buffs_RemovePlayer(entity player)
721 if(player.buff_model)
723 delete(player.buff_model);
724 player.buff_model = NULL;
727 // also reset timers here to prevent them continuing after spectating
728 player.buff_disability_time = 0;
729 player.buff_disability_effect_time = 0;
733 MUTATOR_HOOKFUNCTION(buffs, MakePlayerObserver) { entity player = M_ARGV(0, entity); return buffs_RemovePlayer(player); }
734 MUTATOR_HOOKFUNCTION(buffs, ClientDisconnect) { entity player = M_ARGV(0, entity); return buffs_RemovePlayer(player); }
736 MUTATOR_HOOKFUNCTION(buffs, CustomizeWaypoint)
738 entity wp = M_ARGV(0, entity);
739 entity player = M_ARGV(1, entity);
741 entity e = WaypointSprite_getviewentity(player);
743 // if you have the invisibility powerup, sprites ALWAYS are restricted to your team
744 // but only apply this to real players, not to spectators
745 if((wp.owner.flags & FL_CLIENT) && (wp.owner.buffs & BUFF_INVISIBLE.m_itemid) && (e == player))
746 if(DIFF_TEAM(wp.owner, e))
750 MUTATOR_HOOKFUNCTION(buffs, OnEntityPreSpawn, CBC_ORDER_LAST)
752 if(autocvar_g_buffs < 0)
753 return; // no auto replacing of entities in this mode
755 entity ent = M_ARGV(0, entity);
757 if(autocvar_g_buffs_replace_powerups)
758 switch(ent.classname)
760 case "item_strength":
761 case "item_invincible":
764 buff_SpawnReplacement(e, ent);
770 MUTATOR_HOOKFUNCTION(buffs, WeaponRateFactor)
772 entity player = M_ARGV(1, entity);
774 if(player.buffs & BUFF_SPEED.m_itemid)
775 M_ARGV(0, float) *= autocvar_g_buffs_speed_rate;
777 if(time < player.buff_disability_time)
778 M_ARGV(0, float) *= autocvar_g_buffs_disability_rate;
781 MUTATOR_HOOKFUNCTION(buffs, WeaponSpeedFactor)
783 entity player = M_ARGV(1, entity);
785 if(player.buffs & BUFF_SPEED.m_itemid)
786 M_ARGV(0, float) *= autocvar_g_buffs_speed_weaponspeed;
788 if(time < player.buff_disability_time)
789 M_ARGV(0, float) *= autocvar_g_buffs_disability_weaponspeed;
792 .bool buff_flight_crouchheld;
794 MUTATOR_HOOKFUNCTION(buffs, PlayerPreThink)
796 entity player = M_ARGV(0, entity);
798 if(game_stopped || IS_DEAD(player)) return;
800 if(player.buffs & BUFF_FLIGHT.m_itemid)
802 if(!PHYS_INPUT_BUTTON_CROUCH(player))
803 player.buff_flight_crouchheld = false;
804 else if(!player.buff_flight_crouchheld)
806 player.buff_flight_crouchheld = true;
807 player.gravity *= -1;
811 if(time < player.buff_disability_time)
812 if(time >= player.buff_disability_effect_time)
814 Send_Effect(EFFECT_SMOKING, player.origin + ((player.mins + player.maxs) * 0.5), '0 0 0', 1);
815 player.buff_disability_effect_time = time + 0.5;
818 // handle buff lost status
819 // 1: notify everyone else
820 // 2: notify carrier as well
823 if(player.buff_time && player.buffs)
824 if(time >= player.buff_time)
826 player.buff_time = 0;
830 if(STAT(FROZEN, player)) { buff_lost = 1; }
836 int buffid = buff_FirstFromFlags(player.buffs).m_id;
839 Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid); // TODO: special timeout message?
840 sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
843 Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
845 player.buff_shield = time + max(0, autocvar_g_buffs_pickup_delay); // always put in a delay, even if small
849 if(player.buffs & BUFF_MAGNET.m_itemid)
852 IL_EACH(g_items, it.itemdef,
855 pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_buff;
857 pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_item;
859 if(boxesoverlap(player.absmin - pickup_size, player.absmax + pickup_size, it.absmin, it.absmax))
862 gettouch(it)(it, player);
867 if(player.buffs & BUFF_AMMO.m_itemid)
869 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
871 .entity weaponentity = weaponentities[slot];
872 if(player.(weaponentity).clip_size)
873 player.(weaponentity).clip_load = player.(weaponentity).(weapon_load[player.(weaponentity).m_switchweapon.m_id]) = player.(weaponentity).clip_size;
877 if((player.buffs & BUFF_INVISIBLE.m_itemid) && (player.oldbuffs & BUFF_INVISIBLE.m_itemid))
878 player.alpha = ((autocvar_g_buffs_invisible_alpha) ? autocvar_g_buffs_invisible_alpha : -1); // powerups reset alpha, so we must enforce this (TODO)
880 if(player.buffs & BUFF_MEDIC.m_itemid)
881 if(time >= player.buff_medic_healtime)
883 buff_Medic_Heal(player);
884 player.buff_medic_healtime = time + autocvar_g_buffs_medic_heal_delay;
887 #define BUFF_ONADD(b) if ( (player.buffs & (b).m_itemid) && !(player.oldbuffs & (b).m_itemid))
888 #define BUFF_ONREM(b) if (!(player.buffs & (b).m_itemid) && (player.oldbuffs & (b).m_itemid))
890 if(player.buffs != player.oldbuffs)
892 entity buff = buff_FirstFromFlags(player.buffs);
893 float bufftime = buff != BUFF_Null ? buff.m_time(buff) : 0;
894 player.buff_time = (bufftime) ? time + bufftime : 0;
896 BUFF_ONADD(BUFF_AMMO)
898 player.buff_ammo_prev_infitems = (player.items & IT_UNLIMITED_WEAPON_AMMO);
899 player.items |= IT_UNLIMITED_WEAPON_AMMO;
901 if(player.buffs & BUFF_AMMO.m_itemid)
903 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
905 .entity weaponentity = weaponentities[slot];
906 if(player.(weaponentity).clip_load)
907 player.(weaponentity).buff_ammo_prev_clipload = player.(weaponentity).clip_load;
908 if(player.(weaponentity).clip_size)
909 player.(weaponentity).clip_load = player.(weaponentity).(weapon_load[player.(weaponentity).m_switchweapon.m_id]) = player.(weaponentity).clip_size;
914 BUFF_ONREM(BUFF_AMMO)
916 if(player.buff_ammo_prev_infitems)
917 player.items |= IT_UNLIMITED_WEAPON_AMMO;
919 player.items &= ~IT_UNLIMITED_WEAPON_AMMO;
921 if(player.buffs & BUFF_AMMO.m_itemid)
923 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
925 .entity weaponentity = weaponentities[slot];
926 if(player.(weaponentity).buff_ammo_prev_clipload)
927 player.(weaponentity).clip_load = player.(weaponentity).buff_ammo_prev_clipload;
932 BUFF_ONADD(BUFF_INVISIBLE)
934 if(time < player.strength_finished && g_instagib)
935 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
937 player.buff_invisible_prev_alpha = player.alpha;
938 player.alpha = autocvar_g_buffs_invisible_alpha;
941 BUFF_ONREM(BUFF_INVISIBLE)
943 if(time < player.strength_finished && g_instagib)
944 player.alpha = autocvar_g_instagib_invis_alpha;
946 player.alpha = player.buff_invisible_prev_alpha;
949 BUFF_ONADD(BUFF_FLIGHT)
951 player.buff_flight_oldgravity = player.gravity;
956 BUFF_ONREM(BUFF_FLIGHT)
957 player.gravity = ((player.trigger_gravity_check) ? player.trigger_gravity_check.enemy.gravity : player.buff_flight_oldgravity);
959 player.oldbuffs = player.buffs;
962 if(!player.buff_model)
963 buffs_BuffModel_Spawn(player);
965 player.buff_model.color = buff.m_color;
966 player.buff_model.glowmod = buff_GlowColor(player.buff_model);
967 player.buff_model.skin = buff.m_skin;
969 player.effects |= EF_NOSHADOW;
973 delete(player.buff_model);
974 player.buff_model = NULL;
976 player.effects &= ~(EF_NOSHADOW);
980 if(player.buff_model)
982 player.buff_model.effects = player.effects;
983 player.buff_model.effects |= EF_LOWPRECISION;
984 player.buff_model.effects = player.buff_model.effects & EFMASK_CHEAP; // eat performance
986 player.buff_model.alpha = player.alpha;
993 MUTATOR_HOOKFUNCTION(buffs, SpectateCopy)
995 entity spectatee = M_ARGV(0, entity);
996 entity client = M_ARGV(1, entity);
998 client.buffs = spectatee.buffs;
1001 MUTATOR_HOOKFUNCTION(buffs, VehicleEnter)
1003 entity player = M_ARGV(0, entity);
1004 entity veh = M_ARGV(1, entity);
1006 veh.buffs = player.buffs;
1008 veh.buff_time = max(0, player.buff_time - time);
1009 player.buff_time = 0;
1012 MUTATOR_HOOKFUNCTION(buffs, VehicleExit)
1014 entity player = M_ARGV(0, entity);
1015 entity veh = M_ARGV(1, entity);
1017 player.buffs = player.oldbuffs = veh.buffs;
1019 player.buff_time = time + veh.buff_time;
1023 MUTATOR_HOOKFUNCTION(buffs, PlayerRegen)
1025 entity player = M_ARGV(0, entity);
1027 if(player.buffs & BUFF_MEDIC.m_itemid)
1029 M_ARGV(2, float) = autocvar_g_buffs_medic_rot; // rot_mod
1030 M_ARGV(4, float) = M_ARGV(1, float) = autocvar_g_buffs_medic_max; // limit_mod = max_mod
1031 M_ARGV(2, float) = autocvar_g_buffs_medic_regen; // regen_mod
1034 if(player.buffs & BUFF_SPEED.m_itemid)
1035 M_ARGV(2, float) = autocvar_g_buffs_speed_regen; // regen_mod
1038 REPLICATE(cvar_cl_buffs_autoreplace, bool, "cl_buffs_autoreplace");
1040 MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsString)
1042 if(autocvar_g_buffs > 0) // only report as a mutator if they're enabled
1043 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":Buffs");
1046 MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsPrettyString)
1048 if(autocvar_g_buffs > 0)
1049 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Buffs");
1052 void buffs_DelayedInit(entity this)
1054 if(autocvar_g_buffs_spawn_count > 0)
1055 if(find(NULL, classname, "item_buff") == NULL)
1058 for(i = 0; i < autocvar_g_buffs_spawn_count; ++i)
1061 e.spawnflags |= 64; // always randomize
1062 e.velocity = randomvec() * 250; // this gets reset anyway if random location works