// buff item
bool buff_Waypoint_visible_for_player(entity this, entity player, entity view)
{
- if(!this.owner.buff_active && !this.owner.buff_activetime)
+ if(!this.owner.buff_active && !this.owner.buff_activetime || !this.owner.buffdef)
return false;
- if (STAT(BUFFS, view))
+ entity heldbuff = buff_FirstFromFlags(view); // TODO: cache this information so it isn't performing a loop every frame
+ if (heldbuff)
{
- return CS_CVAR(view).cvar_cl_buffs_autoreplace == false || STAT(BUFFS, view) != STAT(BUFFS, this.owner);
+ return CS_CVAR(view).cvar_cl_buffs_autoreplace == false || heldbuff != this.owner.buffdef;
}
return WaypointSprite_visible_for_player(this, player, view);
{
if(autocvar_g_buffs_waypoint_distance <= 0) return;
- entity buff = buff_FirstFromFlags(STAT(BUFFS, e));
+ entity buff = e.buffdef;
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);
if((this.team && DIFF_TEAM(toucher, this))
|| (STAT(FROZEN, toucher))
|| (toucher.vehicle)
+ || (!this.buffdef) // TODO: error out or maybe reset type if this occurs?
|| (time < PS(toucher).buff_shield)
)
{
return;
}
- if (STAT(BUFFS, toucher))
+ entity heldbuff = buff_FirstFromFlags(toucher);
+ entity thebuff = this.buffdef;
+
+ if (heldbuff)
{
- if (CS_CVAR(toucher).cvar_cl_buffs_autoreplace && STAT(BUFFS, toucher) != STAT(BUFFS, this))
+ if (CS_CVAR(toucher).cvar_cl_buffs_autoreplace && heldbuff != thebuff)
{
// TODO: lost-gained notification for this case
- int buffid = buff_FirstFromFlags(STAT(BUFFS, toucher)).m_id;
+ int buffid = heldbuff.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);
- 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;
- 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);
- STAT(BUFFS, toucher) |= (STAT(BUFFS, this));
- STAT(LAST_PICKUP, toucher) = time;
- float bufftime = ((this.count) ? this.count : thebuff.m_time(thebuff));
+ float oldtime = StatusEffects_gettime(thebuff, toucher);
+ float bufftime = ((this.buffs_finished) ? this.buffs_finished : thebuff.m_time(thebuff));
+
+ buff_RemoveAll(toucher, STATUSEFFECT_REMOVE_NORMAL); // remove previous buffs so that a new one may be added
if(bufftime)
- STAT(BUFF_TIME, toucher) = min(time + bufftime, max(STAT(BUFF_TIME, toucher), time) + bufftime);
+ StatusEffects_apply(thebuff, toucher, min(time + bufftime, max(oldtime, time) + bufftime), 0);
+ else
+ StatusEffects_apply(thebuff, toucher, time + 999, 0); // HACK: zero timer means "infinite"!
+
+ STAT(LAST_PICKUP, toucher) = time;
}
float buff_Available(entity buff)
{
- if (buff == BUFF_Null)
+ if (!buff)
return false;
if (buff == BUFF_AMMO && ((start_items & IT_UNLIMITED_AMMO) || cvar("g_melee_only")))
return false;
void buff_NewType(entity ent)
{
RandomSelection_Init();
- FOREACH(Buffs, buff_Available(it),
+ FOREACH(StatusEffect, it.instanceOfBuff && buff_Available(it),
{
// if it's already been chosen, give it a lower priority
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;
+ if(!newbuff)
+ return;
newbuff.buff_seencount += 1; // lower chances of seeing this buff again soon
- STAT(BUFFS, ent) = newbuff.m_itemid;
+ ent.buffdef = newbuff;
+}
+
+void buff_RemoveAll(entity actor, int removal_type)
+{
+ if(!actor.statuseffects)
+ return;
+ FOREACH(StatusEffect, it.instanceOfBuff,
+ {
+ it.m_remove(it, actor, removal_type);
+ });
+}
+
+entity buff_FirstFromFlags(entity actor)
+{
+ if(!actor.statuseffects)
+ return NULL;
+ FOREACH(StatusEffect, it.instanceOfBuff && it.m_active(it, actor), { return it; });
+ return NULL;
}
void buff_Think(entity this)
if(this.buff_waypoint && autocvar_g_buffs_waypoint_distance <= 0)
WaypointSprite_Kill(this.buff_waypoint);
- if(STAT(BUFFS, this) != this.oldbuffs)
+ if(this.buffdef != this.oldbuffs)
{
- entity buff = buff_FirstFromFlags(STAT(BUFFS, this));
+ entity buff = this.buffdef;
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 = STAT(BUFFS, this);
+ this.oldbuffs = this.buffdef;
}
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 || !(STAT(BUFFS, this.owner) & STAT(BUFFS, this)) || 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
+ || this.pickup_anyway > 0 || (this.pickup_anyway >= 0 && autocvar_g_buffs_pickup_anyway) || this.buffdef != buff_FirstFromFlags(this.owner))
{
buff_SetCooldown(this, autocvar_g_buffs_cooldown_respawn + frametime);
this.owner = NULL;
bool buff_Customize(entity this, entity client)
{
entity player = WaypointSprite_getviewentity(client);
- if(!this.buff_active || (this.team && DIFF_TEAM(player, this)))
+ if((!this.buff_active || !this.buffdef) || (this.team && DIFF_TEAM(player, this)))
{
this.alpha = 0.3;
if(this.effects & EF_FULLBRIGHT) { this.effects &= ~(EF_FULLBRIGHT); }
if(!teamplay && this.team) { this.team = 0; }
- entity buff = buff_FirstFromFlags(STAT(BUFFS, this));
+ entity buff = this.buffdef;
- if(!STAT(BUFFS, this) || !buff_Available(buff))
+ if(!buff || !buff_Available(buff))
buff_NewType(this);
this.classname = "item_buff";
IL_PUSH(g_items, this);
setthink(this, buff_Think);
settouch(this, buff_Touch);
+ setmodel(this, MDL_BUFF);
+ setsize(this, BUFF_MIN, BUFF_MAX);
this.reset = buff_Reset;
this.nextthink = time + 0.1;
this.gravity = 1;
this.pflags = PFLAGS_FULLDYNAMIC;
this.dtor = buff_Delete;
+ if(!this.buffs_finished)
+ this.buffs_finished = this.count; // legacy support
+
if(this.spawnflags & 1)
this.noalign = true;
if(this.noalign)
set_movetype(this, MOVETYPE_NONE); // reset by random location
- setmodel(this, MDL_BUFF);
- setsize(this, BUFF_MIN, BUFF_MAX);
-
if(cvar("g_buffs_random_location") || (this.spawnflags & 64))
buff_Respawn(this);
}
else if (ent.spawnflags & 4)
ent.team = NUM_TEAM_2;
- STAT(BUFFS, ent) = replacement.m_itemid;
+ ent.buffdef = replacement;
buff_Init(ent);
}
if(frag_deathtype == DEATH_BUFF.m_id) { return; }
- if(STAT(BUFFS, frag_target) & BUFF_RESISTANCE.m_itemid)
+ if(StatusEffects_active(BUFF_RESISTANCE, frag_target))
{
float reduced = frag_damage * autocvar_g_buffs_resistance_blockpercent;
frag_damage = bound(0, frag_damage - reduced, frag_damage);
}
- if(STAT(BUFFS, frag_target) & BUFF_SPEED.m_itemid)
+ if(StatusEffects_active(BUFF_SPEED, frag_target))
if(frag_target != frag_attacker)
frag_damage *= autocvar_g_buffs_speed_damage_take;
- if(STAT(BUFFS, frag_target) & BUFF_MEDIC.m_itemid)
+ if(StatusEffects_active(BUFF_MEDIC, frag_target))
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, GetResource(frag_target, RES_HEALTH) - autocvar_g_buffs_medic_survive_health);
- if(STAT(BUFFS, frag_target) & BUFF_JUMP.m_itemid)
+ if(StatusEffects_active(BUFF_JUMP, frag_target))
if(frag_deathtype == DEATH_FALL.m_id)
frag_damage = 0;
- if(STAT(BUFFS, frag_target) & BUFF_VENGEANCE.m_itemid)
+ if(StatusEffects_active(BUFF_VENGEANCE, frag_target))
if(frag_attacker)
if(frag_attacker != frag_target)
if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
dmgent.nextthink = time + 0.1;
}
- if(STAT(BUFFS, frag_target) & BUFF_BASH.m_itemid)
+ if(StatusEffects_active(BUFF_BASH, frag_target))
if(frag_attacker != frag_target)
frag_force = '0 0 0';
- if(STAT(BUFFS, frag_attacker) & BUFF_BASH.m_itemid)
+ if(StatusEffects_active(BUFF_BASH, frag_attacker))
if(frag_force)
{
if(frag_attacker == frag_target)
frag_force *= autocvar_g_buffs_bash_force;
}
- if(STAT(BUFFS, frag_attacker) & BUFF_DISABILITY.m_itemid)
+ if(StatusEffects_active(BUFF_DISABILITY, frag_attacker))
if(frag_target != frag_attacker)
frag_target.buff_disability_time = time + autocvar_g_buffs_disability_slowtime;
- if(STAT(BUFFS, frag_target) & BUFF_INFERNO.m_itemid)
+ if(StatusEffects_active(BUFF_INFERNO, frag_target))
{
if(frag_deathtype == DEATH_FIRE.m_id)
frag_damage = 0;
frag_damage *= 0.5; // TODO: cvarize?
}
- if(STAT(BUFFS, frag_attacker) & BUFF_LUCK.m_itemid)
+ if(StatusEffects_active(BUFF_LUCK, frag_attacker))
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(STAT(BUFFS, frag_attacker) & BUFF_INFERNO.m_itemid)
+ if(StatusEffects_active(BUFF_INFERNO, frag_attacker))
if(frag_target != frag_attacker) {
float btime = buff_Inferno_CalculateTime(
frag_damage,
{
entity frag_attacker = M_ARGV(1, entity);
entity frag_target = M_ARGV(2, entity);
- if(!(STAT(BUFFS, frag_attacker) & BUFF_VAMPIRE.m_itemid))
+ if(!StatusEffects_active(BUFF_VAMPIRE, frag_attacker))
return;
float health_take = bound(0, M_ARGV(4, float), GetResource(frag_target, RES_HEALTH));
entity player = M_ARGV(0, entity);
buffs_BuffModel_Remove(player);
- player.oldbuffs = 0;
+ player.oldbuffs = NULL;
// 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(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
+ if(StatusEffects_active(BUFF_SPEED, player))
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(STAT(BUFFS, player) & BUFF_JUMP.m_itemid)
+ if(StatusEffects_active(BUFF_JUMP, player))
STAT(MOVEVARS_JUMPVELOCITY, player) = autocvar_g_buffs_jump_height;
}
{
entity frag_target = M_ARGV(2, entity);
- if(STAT(BUFFS, frag_target))
+ entity heldbuff = buff_FirstFromFlags(frag_target);
+ if(heldbuff)
{
- int buffid = buff_FirstFromFlags(STAT(BUFFS, frag_target)).m_id;
+ int buffid = heldbuff.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;
buffs_BuffModel_Remove(frag_target);
}
entity player = M_ARGV(0, entity);
- if(STAT(BUFFS, player))
+ entity heldbuff = buff_FirstFromFlags(player);
+ if(heldbuff)
{
- int buffid = buff_FirstFromFlags(STAT(BUFFS, player)).m_id;
+ int buffid = heldbuff.m_id;
Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid);
if(!IS_INDEPENDENT_PLAYER(player))
Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
- STAT(BUFFS, player) = 0;
- STAT(BUFF_TIME, player) = 0;
+ buff_RemoveAll(player, STATUSEFFECT_REMOVE_NORMAL);
PS(player).buff_shield = time + max(0, autocvar_g_buffs_pickup_delay);
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(STAT(BUFFS, player) & BUFF_SWAPPER.m_itemid)
+ if(StatusEffects_active(BUFF_SWAPPER, player))
{
float best_distance = autocvar_g_buffs_swapper_range;
entity closest = NULL;
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
- STAT(BUFFS, player) = 0;
+ buff_RemoveAll(player, STATUSEFFECT_REMOVE_NORMAL);
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) && (STAT(BUFFS, wp.owner) & BUFF_INVISIBLE.m_itemid) && (e == player))
+ if((wp.owner.flags & FL_CLIENT) && (e == player) && StatusEffects_active(BUFF_INVISIBLE, wp.owner))
if(DIFF_TEAM(wp.owner, e))
return true;
}
{
entity player = M_ARGV(1, entity);
- if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
+ if(StatusEffects_active(BUFF_SPEED, player))
M_ARGV(0, float) *= autocvar_g_buffs_speed_rate;
if(time < player.buff_disability_time)
{
entity player = M_ARGV(1, entity);
- if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
+ if(StatusEffects_active(BUFF_SPEED, player))
M_ARGV(0, float) *= autocvar_g_buffs_speed_weaponspeed;
if(time < player.buff_disability_time)
{
entity player = M_ARGV(0, entity);
- if(game_stopped || IS_DEAD(player) || frametime || !IS_PLAYER(player)) return;
+ if(game_stopped || IS_DEAD(player) || !IS_PLAYER(player)) return;
- if(STAT(BUFFS, player) & BUFF_FLIGHT.m_itemid)
+ if(StatusEffects_active(BUFF_FLIGHT, player))
{
if(!PHYS_INPUT_BUTTON_CROUCH(player))
player.buff_flight_crouchheld = false;
// 2: notify carrier as well
int buff_lost = 0;
- if(STAT(BUFF_TIME, player) && STAT(BUFFS, player))
- if(time >= STAT(BUFF_TIME, player))
- {
- STAT(BUFF_TIME, player) = 0;
+ entity heldbuff = buff_FirstFromFlags(player);
+ float bufftime = StatusEffects_gettime(heldbuff, player);
+ if(heldbuff && bufftime && time >= bufftime)
buff_lost = 2;
- }
if(STAT(FROZEN, player)) { buff_lost = 1; }
- if(buff_lost)
+ if(buff_lost && heldbuff)
{
- if(STAT(BUFFS, player))
+ int buffid = heldbuff.m_id;
+ if(buff_lost == 2)
{
- 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 if(!IS_INDEPENDENT_PLAYER(player))
- Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
- STAT(BUFFS, player) = 0;
- PS(player).buff_shield = time + max(0, autocvar_g_buffs_pickup_delay); // always put in a delay, even if small
+ 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 if(!IS_INDEPENDENT_PLAYER(player))
+ Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
+ buff_RemoveAll(player, STATUSEFFECT_REMOVE_TIMEOUT); // TODO: remove only the currently active buff?
+ heldbuff = NULL;
+ PS(player).buff_shield = time + max(0, autocvar_g_buffs_pickup_delay); // always put in a delay, even if small
}
- if(STAT(BUFFS, player) & BUFF_MAGNET.m_itemid)
+ if(StatusEffects_active(BUFF_MAGNET, player))
{
vector pickup_size;
IL_EACH(g_items, it.itemdef,
{
- if(STAT(BUFFS, it))
+ if(it.buffdef)
pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_buff;
else
pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_item;
});
}
- if(STAT(BUFFS, player) & BUFF_AMMO.m_itemid)
+ if(StatusEffects_active(BUFF_AMMO, player))
{
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
}
}
- if((STAT(BUFFS, player) & BUFF_INVISIBLE.m_itemid) && (player.oldbuffs & BUFF_INVISIBLE.m_itemid))
+ if(!player.vehicle && StatusEffects_active(BUFF_INVISIBLE, player) && player.oldbuffs == BUFF_INVISIBLE)
player.alpha = ((autocvar_g_buffs_invisible_alpha) ? autocvar_g_buffs_invisible_alpha : -1); // powerups reset alpha, so we must enforce this (TODO)
-#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))
+#define BUFF_ONADD(b) if ( (heldbuff == (b)) && (player.oldbuffs != (b)))
+#define BUFF_ONREM(b) if ( (heldbuff != (b)) && (player.oldbuffs == (b)))
- if(STAT(BUFFS, player) != player.oldbuffs)
+ if(heldbuff != player.oldbuffs)
{
- entity buff = buff_FirstFromFlags(STAT(BUFFS, player));
- float bufftime = buff != BUFF_Null ? buff.m_time(buff) : 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;
+ bufftime = heldbuff ? heldbuff.m_time(heldbuff) : 0;
+ if(StatusEffects_gettime(heldbuff, player) <= time) // if the player still has a buff countdown, don't reset it!
+ {
+ player.statuseffects.statuseffect_time[heldbuff.m_id] = (bufftime) ? time + bufftime : 0;
+ StatusEffects_update(player);
+ }
BUFF_ONADD(BUFF_AMMO)
{
player.buff_ammo_prev_infitems = (player.items & IT_UNLIMITED_AMMO);
player.items |= IT_UNLIMITED_AMMO;
- if(STAT(BUFFS, player) & BUFF_AMMO.m_itemid)
+ if(StatusEffects_active(BUFF_AMMO, player))
{
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
else
player.items &= ~IT_UNLIMITED_AMMO;
- if(STAT(BUFFS, player) & BUFF_AMMO.m_itemid)
+ if(StatusEffects_active(BUFF_AMMO, player))
{
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
BUFF_ONADD(BUFF_INVISIBLE)
{
- if(time < STAT(STRENGTH_FINISHED, player) && MUTATOR_IS_ENABLED(mutator_instagib))
+ if(StatusEffects_active(STATUSEFFECT_Strength, 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;
- player.alpha = autocvar_g_buffs_invisible_alpha;
+ if(!player.vehicle)
+ player.alpha = autocvar_g_buffs_invisible_alpha;
}
BUFF_ONREM(BUFF_INVISIBLE)
{
- 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;
+ if(!player.vehicle)
+ {
+ if(StatusEffects_active(STATUSEFFECT_Strength, player) && MUTATOR_IS_ENABLED(mutator_instagib))
+ player.alpha = autocvar_g_instagib_invis_alpha;
+ else
+ player.alpha = player.buff_invisible_prev_alpha;
+ }
}
BUFF_ONADD(BUFF_FLIGHT)
BUFF_ONREM(BUFF_FLIGHT)
player.gravity = ((player.trigger_gravity_check) ? player.trigger_gravity_check.enemy.gravity : player.buff_flight_oldgravity);
- player.oldbuffs = STAT(BUFFS, player);
- if(STAT(BUFFS, player))
+ player.oldbuffs = heldbuff;
+ if(heldbuff)
{
if(!player.buff_model)
buffs_BuffModel_Spawn(player);
- player.buff_model.color = buff.m_color;
- player.buff_model.glowmod = buff_GlowColor(player.buff_model);
- player.buff_model.skin = buff.m_skin;
+ player.buff_model.color = heldbuff.m_color;
+ player.buff_model.glowmod = buff_GlowColor(heldbuff);
+ player.buff_model.skin = heldbuff.m_skin;
player.effects |= EF_NOSHADOW;
}
#undef BUFF_ONREM
}
-MUTATOR_HOOKFUNCTION(buffs, SpectateCopy)
-{
- entity spectatee = M_ARGV(0, entity);
- entity client = M_ARGV(1, entity);
-
- 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(STAT(BUFFS, player) & BUFF_MEDIC.m_itemid)
+ if(StatusEffects_active(BUFF_MEDIC, player))
{
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(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
+ if(StatusEffects_active(BUFF_SPEED, player))
M_ARGV(2, float) = autocvar_g_buffs_speed_regen; // regen_mod
}