#include "sv_buffs.qh"
#include <common/mapobjects/target/music.qh>
+#include <common/mutators/mutator/instagib/_mod.qh>
#include <common/gamemodes/_mod.qh>
-
-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");
-
-REGISTER_MUTATOR(buffs, autocvar_g_buffs)
-{
- MUTATOR_ONADD
- {
- if(autocvar_g_buffs > 0)
- InitializeEntity(NULL, buffs_DelayedInit, INITPRIO_FINDTARGET);
- }
-}
+#include <server/items/items.qh>
bool buffs_BuffModel_Customize(entity this, entity client)
{
- entity player, myowner;
- bool same_team;
-
- player = WaypointSprite_getviewentity(client);
- myowner = this.owner;
- same_team = (SAME_TEAM(player, myowner) || SAME_TEAM(player, myowner));
+ entity player = WaypointSprite_getviewentity(client);
+ entity myowner = this.owner;
- if(myowner.alpha <= 0.5 && !same_team && myowner.alpha != 0)
+ if(myowner.alpha <= 0.5 && DIFF_TEAM(player, myowner) && myowner.alpha != 0)
return false;
if(MUTATOR_CALLHOOK(BuffModel_Customize, this, player))
return false;
- if(player == myowner || (IS_SPEC(client) && client.enemy == myowner))
+ if(player == myowner)
{
// somewhat hide the model, but keep the glow
this.effects = 0;
void buffs_BuffModel_Spawn(entity player)
{
- player.buff_model = spawn();
+ player.buff_model = new(buff_model);
setmodel(player.buff_model, MDL_BUFF);
setsize(player.buff_model, '0 0 -40', '0 0 40');
setattachment(player.buff_model, player, "");
setcefc(player.buff_model, buffs_BuffModel_Customize);
}
+void buffs_BuffModel_Remove(entity player)
+{
+ if(player.buff_model)
+ delete(player.buff_model);
+ player.buff_model = NULL;
+}
+
vector buff_GlowColor(entity buff)
{
//if(buff.team) { return Team_ColorRGB(buff.team); }
void buff_Waypoint_Spawn(entity e)
{
+ if(autocvar_g_buffs_waypoint_distance <= 0) return;
+
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;
if(!this.buff_waypoint)
buff_Waypoint_Spawn(this);
- WaypointSprite_UpdateBuildFinished(this.buff_waypoint, time + cd);
+ if(this.buff_waypoint)
+ WaypointSprite_UpdateBuildFinished(this.buff_waypoint, time + cd);
+
this.buff_activetime = cd;
this.buff_active = !cd;
}
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)
{
entity buff = buff_FirstFromFlags(STAT(BUFFS, this));
if(this.team && !this.buff_waypoint)
buff_Waypoint_Spawn(this);
- if(this.lifetime)
- if(time >= this.lifetime)
+ if(this.lifetime && time >= this.lifetime)
buff_Respawn(this);
}
return;
}
-// note: only really useful in teamplay
-void buff_Medic_Heal(entity this)
-{
- FOREACH_CLIENT(IS_PLAYER(it) && it != this && vdist(it.origin - this.origin, <=, autocvar_g_buffs_medic_heal_range),
- {
- if (DIFF_TEAM(it, this))
- {
- continue;
- }
- float hp = GetResource(it, RES_HEALTH);
- if(hp >= 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));
- });
-}
-
float buff_Inferno_CalculateTime(float damg, float offset_x, float offset_y, float intersect_x, float intersect_y, float base)
{
return offset_y + (intersect_y - offset_y) * logn(((damg - offset_x) * ((base - 1) / intersect_x)) + 1, base);
if(frag_attacker != frag_target)
if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
{
- entity dmgent = spawn();
+ entity dmgent = new(dmgent);
dmgent.dmg = frag_damage * autocvar_g_buffs_vengeance_damage_multiplier;
dmgent.enemy = frag_attacker;
Fire_AddDamage(frag_target, frag_attacker, (frag_damage * autocvar_g_buffs_inferno_damagemultiplier), btime, DEATH_BUFF.m_id);
}
- // this... is ridiculous (TODO: fix!)
- 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(IS_PLAYER(frag_target) || IS_MONSTER(frag_target))
- if(frag_attacker != frag_target)
- if(!STAT(FROZEN, frag_target))
- if(frag_target.takedamage)
- if(DIFF_TEAM(frag_attacker, frag_target))
- {
- 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;
M_ARGV(6, vector) = frag_force;
}
+MUTATOR_HOOKFUNCTION(buffs, PlayerDamage_SplitHealthArmor)
+{
+ entity frag_attacker = M_ARGV(1, entity);
+ entity frag_target = M_ARGV(2, entity);
+ if(!(STAT(BUFFS, frag_attacker) & BUFF_VAMPIRE.m_itemid))
+ return;
+ float health_take = bound(0, M_ARGV(4, float), GetResource(frag_target, RES_HEALTH));
+
+ if(time >= frag_target.spawnshieldtime &&
+ frag_target != frag_attacker &&
+ IS_PLAYER(frag_attacker) &&
+ !IS_DEAD(frag_target) && !STAT(FROZEN, frag_target))
+ {
+ GiveResource(frag_attacker, RES_HEALTH,
+ autocvar_g_buffs_vampire_damage_steal * health_take);
+ }
+}
+
MUTATOR_HOOKFUNCTION(buffs, PlayerSpawn)
{
entity player = M_ARGV(0, entity);
+ buffs_BuffModel_Remove(player);
player.oldbuffs = 0;
// reset timers here to prevent them continuing after re-spawn
player.buff_disability_time = 0;
STAT(BUFFS, frag_target) = 0;
STAT(BUFF_TIME, frag_target) = 0;
- if(frag_target.buff_model)
- {
- delete(frag_target.buff_model);
- frag_target.buff_model = NULL;
- }
+ buffs_BuffModel_Remove(frag_target);
}
}
bool buffs_RemovePlayer(entity player)
{
- if(player.buff_model)
- {
- delete(player.buff_model);
- player.buff_model = NULL;
- }
+ buffs_BuffModel_Remove(player);
// also reset timers here to prevent them continuing after spectating
player.buff_disability_time = 0;
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(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 ( (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))
}
else
{
- if(player.buff_model)
- delete(player.buff_model);
- player.buff_model = NULL;
+ buffs_BuffModel_Remove(player);
player.effects &= ~(EF_NOSHADOW);
}