#include "sv_buffs.qh"
-#include <common/triggers/target/music.qh>
+#include <common/mapobjects/target/music.qh>
#include <common/gamemodes/_mod.qh>
-.float buff_time = _STAT(BUFF_TIME);
void buffs_DelayedInit(entity this);
AUTOCVAR(g_buffs, int, -1, "Enable buffs, -1: enabled but no auto location or replacing powerups, 1: enabled and can replace them");
if(!this.owner.buff_active && !this.owner.buff_activetime)
return false;
- if (view.buffs)
+ if (STAT(BUFFS, view))
{
- return view.cvar_cl_buffs_autoreplace == false || view.buffs != this.owner.buffs;
+ return CS(view).cvar_cl_buffs_autoreplace == false || STAT(BUFFS, view) != STAT(BUFFS, this.owner);
}
return WaypointSprite_visible_for_player(this, player, view);
void buff_Waypoint_Spawn(entity e)
{
- entity buff = buff_FirstFromFlags(e.buffs);
+ entity buff = buff_FirstFromFlags(STAT(BUFFS, e));
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);
wp.wp_extra = buff.m_id;
WaypointSprite_UpdateTeamRadar(e.buff_waypoint, RADARICON_Buff, e.glowmod);
return;
}
- if (toucher.buffs)
+ if (STAT(BUFFS, toucher))
{
- if (toucher.cvar_cl_buffs_autoreplace && toucher.buffs != this.buffs)
+ if (CS(toucher).cvar_cl_buffs_autoreplace && STAT(BUFFS, toucher) != STAT(BUFFS, this))
{
- int buffid = buff_FirstFromFlags(toucher.buffs).m_id;
- //Send_Notification(NOTIF_ONE, toucher, MSG_MULTI, ITEM_BUFF_DROP, toucher.buffs);
- Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ITEM_BUFF_LOST, toucher.netname, buffid);
+ // TODO: lost-gained notification for this case
+ int buffid = buff_FirstFromFlags(STAT(BUFFS, toucher)).m_id;
+ Send_Notification(NOTIF_ONE, toucher, MSG_INFO, INFO_ITEM_BUFF_LOST, toucher.netname, buffid);
+ if(!IS_INDEPENDENT_PLAYER(toucher))
+ Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_INFO, INFO_ITEM_BUFF_LOST, toucher.netname, buffid);
- toucher.buffs = 0;
+ STAT(BUFFS, toucher) = 0;
//sound(toucher, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
}
else { return; } // do nothing
this.owner = toucher;
this.buff_active = false;
this.lifetime = 0;
- int buffid = buff_FirstFromFlags(this.buffs).m_id;
- Send_Notification(NOTIF_ONE, toucher, MSG_MULTI, ITEM_BUFF_GOT, buffid);
- Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_INFO, INFO_ITEM_BUFF, toucher.netname, buffid);
+ entity thebuff = buff_FirstFromFlags(STAT(BUFFS, this));
+ Send_Notification(NOTIF_ONE, toucher, MSG_MULTI, ITEM_BUFF_GOT, thebuff.m_id);
+ if(!IS_INDEPENDENT_PLAYER(toucher))
+ Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_INFO, INFO_ITEM_BUFF, toucher.netname, thebuff.m_id);
Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
sound(toucher, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTN_NORM);
- toucher.buffs |= (this.buffs);
+ STAT(BUFFS, toucher) |= (STAT(BUFFS, this));
+ STAT(LAST_PICKUP, toucher) = time;
+ float bufftime = ((this.count) ? this.count : thebuff.m_time(thebuff));
+ if(bufftime)
+ STAT(BUFF_TIME, toucher) = min(time + bufftime, max(STAT(BUFF_TIME, toucher), time) + bufftime);
}
float buff_Available(entity buff)
{
if (buff == BUFF_Null)
return false;
- if (buff == BUFF_AMMO && ((start_items & IT_UNLIMITED_WEAPON_AMMO) || (start_items & IT_UNLIMITED_AMMO) || (cvar("g_melee_only"))))
+ if (buff == BUFF_AMMO && ((start_items & IT_UNLIMITED_AMMO) || cvar("g_melee_only")))
return false;
if (buff == BUFF_VAMPIRE && cvar("g_vampire"))
return false;
- return cvar(strcat("g_buffs_", buff.m_name));
+ return cvar(strcat("g_buffs_", buff.netname));
}
.int buff_seencount;
FOREACH(Buffs, buff_Available(it),
{
// if it's already been chosen, give it a lower priority
- RandomSelection_AddEnt(it, max(0.2, 1 / it.buff_seencount), 1);
+ float myseencount = (it.buff_seencount > 0) ? it.buff_seencount : 1; // no division by zero please!
+ RandomSelection_AddEnt(it, max(0.2, 1 / myseencount), 1);
});
entity newbuff = RandomSelection_chosen_ent;
newbuff.buff_seencount += 1; // lower chances of seeing this buff again soon
- ent.buffs = newbuff.m_itemid;
+ STAT(BUFFS, ent) = newbuff.m_itemid;
}
void buff_Think(entity this)
{
- if(this.buffs != this.oldbuffs)
+ if(STAT(BUFFS, this) != this.oldbuffs)
{
- entity buff = buff_FirstFromFlags(this.buffs);
+ entity buff = buff_FirstFromFlags(STAT(BUFFS, this));
this.color = buff.m_color;
this.glowmod = buff_GlowColor(buff);
this.skin = buff.m_skin;
WaypointSprite_UpdateBuildFinished(this.buff_waypoint, time + this.buff_activetime - frametime);
}
- this.oldbuffs = this.buffs;
+ this.oldbuffs = STAT(BUFFS, this);
}
if(!game_stopped)
}
if(!this.buff_active && !this.buff_activetime)
- 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))
+ 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))
{
buff_SetCooldown(this, autocvar_g_buffs_cooldown_respawn + frametime);
this.owner = NULL;
- if(autocvar_g_buffs_randomize)
+ if(autocvar_g_buffs_randomize && (!teamplay || autocvar_g_buffs_randomize_teamplay))
buff_NewType(this);
if(autocvar_g_buffs_random_location || (this.spawnflags & 64))
void buff_Reset(entity this)
{
- if(autocvar_g_buffs_randomize)
+ if(autocvar_g_buffs_randomize && (!teamplay || autocvar_g_buffs_randomize_teamplay))
buff_NewType(this);
this.owner = NULL;
buff_SetCooldown(this, autocvar_g_buffs_cooldown_activate);
return true;
}
+void buff_Delete(entity this)
+{
+ WaypointSprite_Kill(this.buff_waypoint);
+ delete_fn(this);
+}
+
void buff_Init(entity this)
{
if(!cvar("g_buffs")) { delete(this); return; }
if(!teamplay && this.team) { this.team = 0; }
- entity buff = buff_FirstFromFlags(this.buffs);
+ entity buff = buff_FirstFromFlags(STAT(BUFFS, this));
- if(!this.buffs || !buff_Available(buff))
+ if(!STAT(BUFFS, this) || !buff_Available(buff))
buff_NewType(this);
this.classname = "item_buff";
buff_SetCooldown(this, autocvar_g_buffs_cooldown_activate + max(0, game_starttime - time));
this.buff_active = !this.buff_activetime;
this.pflags = PFLAGS_FULLDYNAMIC;
+ this.dtor = buff_Delete;
if(this.spawnflags & 1)
this.noalign = true;
else if (ent.spawnflags & 4)
ent.team = NUM_TEAM_2;
- ent.buffs = replacement.m_itemid;
+ STAT(BUFFS, ent) = replacement.m_itemid;
buff_Init(ent);
}
{
setorigin(ent, old.origin);
ent.angles = old.angles;
- ent.noalign = (old.noalign || (old.spawnflags & 1));
+ ent.noalign = Item_ShouldKeepPosition(old);
buff_Init(ent);
}
void buff_Vengeance_DelayedDamage(entity this)
{
if(this.enemy)
- Damage(this.enemy, this.owner, this.owner, this.dmg, DEATH_BUFF.m_id, this.enemy.origin, '0 0 0');
+ Damage(this.enemy, this.owner, this.owner, this.dmg, DEATH_BUFF.m_id, DMG_NOWEP, this.enemy.origin, '0 0 0');
delete(this);
return;
{
FOREACH_CLIENT(IS_PLAYER(it) && it != this && vdist(it.origin - this.origin, <=, autocvar_g_buffs_medic_heal_range),
{
- if(SAME_TEAM(it, this))
- if(it.health < autocvar_g_balance_health_regenstable)
+ if (DIFF_TEAM(it, this))
+ {
+ continue;
+ }
+ float hp = GetResource(it, RES_HEALTH);
+ if(hp >= autocvar_g_balance_health_regenstable)
{
- Send_Effect(EFFECT_HEALING, it.origin, '0 0 0', 1);
- it.health = bound(0, it.health + autocvar_g_buffs_medic_heal_amount, autocvar_g_balance_health_regenstable);
+ continue;
}
+ Send_Effect(EFFECT_HEALING, it.origin, '0 0 0', 1);
+ SetResource(it, RES_HEALTH, bound(0, hp + autocvar_g_buffs_medic_heal_amount, autocvar_g_balance_health_regenstable));
});
}
if(frag_deathtype == DEATH_BUFF.m_id) { return; }
- if(frag_target.buffs & BUFF_RESISTANCE.m_itemid)
+ if(STAT(BUFFS, frag_target) & BUFF_RESISTANCE.m_itemid)
{
float reduced = frag_damage * autocvar_g_buffs_resistance_blockpercent;
frag_damage = bound(0, frag_damage - reduced, frag_damage);
}
- if(frag_target.buffs & BUFF_SPEED.m_itemid)
+ if(STAT(BUFFS, frag_target) & BUFF_SPEED.m_itemid)
if(frag_target != frag_attacker)
frag_damage *= autocvar_g_buffs_speed_damage_take;
- if(frag_target.buffs & BUFF_MEDIC.m_itemid)
- if((frag_target.health - frag_damage) <= 0)
+ if(STAT(BUFFS, frag_target) & BUFF_MEDIC.m_itemid)
+ if((GetResource(frag_target, RES_HEALTH) - frag_damage) <= 0)
if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
if(frag_attacker)
if(random() <= autocvar_g_buffs_medic_survive_chance)
- frag_damage = max(5, frag_target.health - autocvar_g_buffs_medic_survive_health);
+ frag_damage = max(5, GetResource(frag_target, RES_HEALTH) - autocvar_g_buffs_medic_survive_health);
- if(frag_target.buffs & BUFF_JUMP.m_itemid)
+ if(STAT(BUFFS, frag_target) & BUFF_JUMP.m_itemid)
if(frag_deathtype == DEATH_FALL.m_id)
frag_damage = 0;
- if(frag_target.buffs & BUFF_VENGEANCE.m_itemid)
+ if(STAT(BUFFS, frag_target) & BUFF_VENGEANCE.m_itemid)
if(frag_attacker)
if(frag_attacker != frag_target)
if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
dmgent.nextthink = time + 0.1;
}
- if(frag_target.buffs & BUFF_BASH.m_itemid)
+ if(STAT(BUFFS, frag_target) & BUFF_BASH.m_itemid)
if(frag_attacker != frag_target)
frag_force = '0 0 0';
- if(frag_attacker.buffs & BUFF_BASH.m_itemid)
+ if(STAT(BUFFS, frag_attacker) & BUFF_BASH.m_itemid)
if(frag_force)
- if(frag_attacker == frag_target)
- frag_force *= autocvar_g_buffs_bash_force_self;
- else
- frag_force *= autocvar_g_buffs_bash_force;
+ {
+ if(frag_attacker == frag_target)
+ frag_force *= autocvar_g_buffs_bash_force_self;
+ else
+ frag_force *= autocvar_g_buffs_bash_force;
+ }
- if(frag_attacker.buffs & BUFF_DISABILITY.m_itemid)
+ if(STAT(BUFFS, frag_attacker) & BUFF_DISABILITY.m_itemid)
if(frag_target != frag_attacker)
frag_target.buff_disability_time = time + autocvar_g_buffs_disability_slowtime;
- if(frag_target.buffs & BUFF_INFERNO.m_itemid)
+ if(STAT(BUFFS, frag_target) & BUFF_INFERNO.m_itemid)
{
if(frag_deathtype == DEATH_FIRE.m_id)
frag_damage = 0;
frag_damage *= 0.5; // TODO: cvarize?
}
- if(frag_attacker.buffs & BUFF_LUCK.m_itemid)
+ if(STAT(BUFFS, frag_attacker) & BUFF_LUCK.m_itemid)
if(frag_attacker != frag_target)
if(autocvar_g_buffs_luck_damagemultiplier > 0)
if(random() <= autocvar_g_buffs_luck_chance)
frag_damage *= autocvar_g_buffs_luck_damagemultiplier;
- if(frag_attacker.buffs & BUFF_INFERNO.m_itemid)
+ if(STAT(BUFFS, frag_attacker) & BUFF_INFERNO.m_itemid)
if(frag_target != frag_attacker) {
float btime = buff_Inferno_CalculateTime(
frag_damage,
}
// this... is ridiculous (TODO: fix!)
- if(frag_attacker.buffs & BUFF_VAMPIRE.m_itemid)
+ if(STAT(BUFFS, frag_attacker) & BUFF_VAMPIRE.m_itemid)
if(!frag_target.vehicle)
if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
if(!IS_DEAD(frag_target))
if(frag_target.takedamage)
if(DIFF_TEAM(frag_attacker, frag_target))
{
- 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);
- if(frag_target.armorvalue)
- 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);
+ float amount = bound(0, frag_damage * autocvar_g_buffs_vampire_damage_steal,
+ GetResource(frag_target, RES_HEALTH));
+ GiveResourceWithLimit(frag_attacker, RES_HEALTH, amount, g_pickup_healthsmall_max);
+ if (GetResource(frag_target, RES_ARMOR))
+ {
+ amount = bound(0, frag_damage * autocvar_g_buffs_vampire_damage_steal,
+ GetResource(frag_target, RES_ARMOR));
+ GiveResourceWithLimit(frag_attacker, RES_ARMOR, amount, g_pickup_armorsmall_max);
+ }
}
M_ARGV(4, float) = frag_damage;
{
entity player = M_ARGV(0, entity);
- player.buffs = 0;
- player.buff_time = 0;
- PS(player).buff_shield = time + 0.5; // prevent picking up buffs immediately
+ player.oldbuffs = 0;
// reset timers here to prevent them continuing after re-spawn
player.buff_disability_time = 0;
player.buff_disability_effect_time = 0;
entity player = M_ARGV(0, entity);
// these automatically reset, no need to worry
- if(player.buffs & BUFF_SPEED.m_itemid)
+ if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_buffs_speed_speed;
if(time < player.buff_disability_time)
entity player = M_ARGV(0, entity);
// these automatically reset, no need to worry
- if(player.buffs & BUFF_JUMP.m_itemid)
+ if(STAT(BUFFS, player) & BUFF_JUMP.m_itemid)
STAT(MOVEVARS_JUMPVELOCITY, player) = autocvar_g_buffs_jump_height;
}
{
entity frag_target = M_ARGV(2, entity);
- if(frag_target.buffs)
+ if(STAT(BUFFS, frag_target))
{
- int buffid = buff_FirstFromFlags(frag_target.buffs).m_id;
- Send_Notification(NOTIF_ALL_EXCEPT, frag_target, MSG_INFO, INFO_ITEM_BUFF_LOST, frag_target.netname, buffid);
- frag_target.buffs = 0;
+ int buffid = buff_FirstFromFlags(STAT(BUFFS, frag_target)).m_id;
+ if(!IS_INDEPENDENT_PLAYER(frag_target))
+ Send_Notification(NOTIF_ALL_EXCEPT, frag_target, MSG_INFO, INFO_ITEM_BUFF_LOST, frag_target.netname, buffid);
+ STAT(BUFFS, frag_target) = 0;
+ STAT(BUFF_TIME, frag_target) = 0;
if(frag_target.buff_model)
{
entity player = M_ARGV(0, entity);
- if(player.buffs)
+ if(STAT(BUFFS, player))
{
- int buffid = buff_FirstFromFlags(player.buffs).m_id;
+ int buffid = buff_FirstFromFlags(STAT(BUFFS, player)).m_id;
Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid);
- Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
+ if(!IS_INDEPENDENT_PLAYER(player))
+ Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
- player.buffs = 0;
+ STAT(BUFFS, player) = 0;
+ STAT(BUFF_TIME, player) = 0;
PS(player).buff_shield = time + max(0, autocvar_g_buffs_pickup_delay);
- //player.buff_time = 0; // already notified
sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
return true;
}
if(MUTATOR_RETURNVALUE || game_stopped) return;
entity player = M_ARGV(0, entity);
- if(player.buffs & BUFF_SWAPPER.m_itemid)
+ if(STAT(BUFFS, player) & BUFF_SWAPPER.m_itemid)
{
float best_distance = autocvar_g_buffs_swapper_range;
entity closest = NULL;
closest.velocity = my_vel;
closest.angles = my_ang;
+ if (IS_BOT_CLIENT(closest))
+ {
+ closest.v_angle = closest.angles;
+ bot_aim_reset(closest);
+ }
closest.fixangle = true;
closest.oldorigin = my_org;
closest.oldvelocity = my_vel;
player.velocity = their_vel;
player.angles = their_ang;
+ if (IS_BOT_CLIENT(player))
+ {
+ player.v_angle = player.angles;
+ bot_aim_reset(player);
+ }
player.fixangle = true;
player.oldorigin = their_org;
player.oldvelocity = their_vel;
sound(closest, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
// TODO: add a counter to handle how many times one can teleport, and a delay to prevent spam
- player.buffs = 0;
+ STAT(BUFFS, player) = 0;
return true;
}
}
// if you have the invisibility powerup, sprites ALWAYS are restricted to your team
// but only apply this to real players, not to spectators
- if((wp.owner.flags & FL_CLIENT) && (wp.owner.buffs & BUFF_INVISIBLE.m_itemid) && (e == player))
+ if((wp.owner.flags & FL_CLIENT) && (STAT(BUFFS, wp.owner) & BUFF_INVISIBLE.m_itemid) && (e == player))
if(DIFF_TEAM(wp.owner, e))
return true;
}
-MUTATOR_HOOKFUNCTION(buffs, OnEntityPreSpawn, CBC_ORDER_LAST)
+MUTATOR_HOOKFUNCTION(buffs, FilterItem)
{
if(autocvar_g_buffs < 0)
- return; // no auto replacing of entities in this mode
+ return false; // no auto replacing of entities in this mode
- entity ent = M_ARGV(0, entity);
+ entity item = M_ARGV(0, entity);
if(autocvar_g_buffs_replace_powerups)
- switch(ent.classname)
{
- case "item_strength":
- case "item_invincible":
+ switch(item.classname)
{
- entity e = spawn();
- buff_SpawnReplacement(e, ent);
- return true;
+ case "item_strength":
+ case "item_shield":
+ {
+ entity e = spawn();
+ buff_SpawnReplacement(e, item);
+ return true;
+ }
}
}
+
+ return false;
}
MUTATOR_HOOKFUNCTION(buffs, WeaponRateFactor)
{
entity player = M_ARGV(1, entity);
- if(player.buffs & BUFF_SPEED.m_itemid)
+ if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
M_ARGV(0, float) *= autocvar_g_buffs_speed_rate;
if(time < player.buff_disability_time)
{
entity player = M_ARGV(1, entity);
- if(player.buffs & BUFF_SPEED.m_itemid)
+ if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
M_ARGV(0, float) *= autocvar_g_buffs_speed_weaponspeed;
if(time < player.buff_disability_time)
if(game_stopped || IS_DEAD(player) || frametime || !IS_PLAYER(player)) return;
- if(player.buffs & BUFF_FLIGHT.m_itemid)
+ if(STAT(BUFFS, player) & BUFF_FLIGHT.m_itemid)
{
if(!PHYS_INPUT_BUTTON_CROUCH(player))
player.buff_flight_crouchheld = false;
// 2: notify carrier as well
int buff_lost = 0;
- if(player.buff_time && player.buffs)
- if(time >= player.buff_time)
+ if(STAT(BUFF_TIME, player) && STAT(BUFFS, player))
+ if(time >= STAT(BUFF_TIME, player))
{
- player.buff_time = 0;
+ STAT(BUFF_TIME, player) = 0;
buff_lost = 2;
}
if(buff_lost)
{
- if(player.buffs)
+ if(STAT(BUFFS, player))
{
- int buffid = buff_FirstFromFlags(player.buffs).m_id;
+ int buffid = buff_FirstFromFlags(STAT(BUFFS, player)).m_id;
if(buff_lost == 2)
{
Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid); // TODO: special timeout message?
sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
}
- else
+ else if(!IS_INDEPENDENT_PLAYER(player))
Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
- player.buffs = 0;
+ STAT(BUFFS, player) = 0;
PS(player).buff_shield = time + max(0, autocvar_g_buffs_pickup_delay); // always put in a delay, even if small
}
}
- if(player.buffs & BUFF_MAGNET.m_itemid)
+ if(STAT(BUFFS, player) & BUFF_MAGNET.m_itemid)
{
vector pickup_size;
IL_EACH(g_items, it.itemdef,
{
- if(it.buffs)
+ if(STAT(BUFFS, it))
pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_buff;
else
pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_item;
});
}
- if(player.buffs & BUFF_AMMO.m_itemid)
+ if(STAT(BUFFS, player) & BUFF_AMMO.m_itemid)
{
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
}
}
- if((player.buffs & BUFF_INVISIBLE.m_itemid) && (player.oldbuffs & BUFF_INVISIBLE.m_itemid))
+ if((STAT(BUFFS, player) & BUFF_INVISIBLE.m_itemid) && (player.oldbuffs & BUFF_INVISIBLE.m_itemid))
player.alpha = ((autocvar_g_buffs_invisible_alpha) ? autocvar_g_buffs_invisible_alpha : -1); // powerups reset alpha, so we must enforce this (TODO)
- if(player.buffs & BUFF_MEDIC.m_itemid)
+ if(STAT(BUFFS, player) & BUFF_MEDIC.m_itemid)
if(time >= player.buff_medic_healtime)
{
buff_Medic_Heal(player);
player.buff_medic_healtime = time + autocvar_g_buffs_medic_heal_delay;
}
-#define BUFF_ONADD(b) if ( (player.buffs & (b).m_itemid) && !(player.oldbuffs & (b).m_itemid))
-#define BUFF_ONREM(b) if (!(player.buffs & (b).m_itemid) && (player.oldbuffs & (b).m_itemid))
+#define BUFF_ONADD(b) if ( (STAT(BUFFS, player) & (b).m_itemid) && !(player.oldbuffs & (b).m_itemid))
+#define BUFF_ONREM(b) if (!(STAT(BUFFS, player) & (b).m_itemid) && (player.oldbuffs & (b).m_itemid))
- if(player.buffs != player.oldbuffs)
+ if(STAT(BUFFS, player) != player.oldbuffs)
{
- entity buff = buff_FirstFromFlags(player.buffs);
+ entity buff = buff_FirstFromFlags(STAT(BUFFS, player));
float bufftime = buff != BUFF_Null ? buff.m_time(buff) : 0;
- player.buff_time = (bufftime) ? time + bufftime : 0;
+ if(STAT(BUFF_TIME, player) <= time) // if the player still has a buff countdown, don't reset it!
+ STAT(BUFF_TIME, player) = (bufftime) ? time + bufftime : 0;
BUFF_ONADD(BUFF_AMMO)
{
- player.buff_ammo_prev_infitems = (player.items & IT_UNLIMITED_WEAPON_AMMO);
- player.items |= IT_UNLIMITED_WEAPON_AMMO;
+ player.buff_ammo_prev_infitems = (player.items & IT_UNLIMITED_AMMO);
+ player.items |= IT_UNLIMITED_AMMO;
- if(player.buffs & BUFF_AMMO.m_itemid)
+ if(STAT(BUFFS, player) & BUFF_AMMO.m_itemid)
{
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
BUFF_ONREM(BUFF_AMMO)
{
if(player.buff_ammo_prev_infitems)
- player.items |= IT_UNLIMITED_WEAPON_AMMO;
+ player.items |= IT_UNLIMITED_AMMO;
else
- player.items &= ~IT_UNLIMITED_WEAPON_AMMO;
+ player.items &= ~IT_UNLIMITED_AMMO;
- if(player.buffs & BUFF_AMMO.m_itemid)
+ if(STAT(BUFFS, player) & BUFF_AMMO.m_itemid)
{
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
BUFF_ONADD(BUFF_INVISIBLE)
{
- if(time < player.strength_finished && g_instagib)
+ if(time < STAT(STRENGTH_FINISHED, player) && MUTATOR_IS_ENABLED(mutator_instagib))
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
else
player.buff_invisible_prev_alpha = player.alpha;
BUFF_ONREM(BUFF_INVISIBLE)
{
- if(time < player.strength_finished && g_instagib)
+ if(time < STAT(STRENGTH_FINISHED, player) && MUTATOR_IS_ENABLED(mutator_instagib))
player.alpha = autocvar_g_instagib_invis_alpha;
else
player.alpha = player.buff_invisible_prev_alpha;
BUFF_ONREM(BUFF_FLIGHT)
player.gravity = ((player.trigger_gravity_check) ? player.trigger_gravity_check.enemy.gravity : player.buff_flight_oldgravity);
- player.oldbuffs = player.buffs;
- if(player.buffs)
+ player.oldbuffs = STAT(BUFFS, player);
+ if(STAT(BUFFS, player))
{
if(!player.buff_model)
buffs_BuffModel_Spawn(player);
entity spectatee = M_ARGV(0, entity);
entity client = M_ARGV(1, entity);
- client.buffs = spectatee.buffs;
- client.buff_time = spectatee.buff_time;
+ STAT(BUFFS, client) = STAT(BUFFS, spectatee);
+ STAT(BUFF_TIME, client) = STAT(BUFF_TIME, spectatee);
}
MUTATOR_HOOKFUNCTION(buffs, PlayerRegen)
{
entity player = M_ARGV(0, entity);
- if(player.buffs & BUFF_MEDIC.m_itemid)
+ if(STAT(BUFFS, player) & BUFF_MEDIC.m_itemid)
{
M_ARGV(2, float) = autocvar_g_buffs_medic_rot; // rot_mod
M_ARGV(4, float) = M_ARGV(1, float) = autocvar_g_buffs_medic_max; // limit_mod = max_mod
M_ARGV(2, float) = autocvar_g_buffs_medic_regen; // regen_mod
}
- if(player.buffs & BUFF_SPEED.m_itemid)
+ if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
M_ARGV(2, float) = autocvar_g_buffs_speed_regen; // regen_mod
}