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Merge branch 'master' into Juhu/strafehud
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / buffs / sv_buffs.qc
1 #include "sv_buffs.qh"
2
3 #include <common/mapobjects/target/music.qh>
4 #include <common/gamemodes/_mod.qh>
5 #include <server/items/items.qh>
6 #include <server/main.qh>
7
8 void buffs_DelayedInit(entity this);
9
10 AUTOCVAR(g_buffs, int, -1, "Enable buffs, -1: enabled but no auto location or replacing powerups, 1: enabled and can replace them");
11
12 REGISTER_MUTATOR(buffs, autocvar_g_buffs)
13 {
14         MUTATOR_ONADD
15         {
16                 if(autocvar_g_buffs > 0)
17                         InitializeEntity(NULL, buffs_DelayedInit, INITPRIO_FINDTARGET);
18         }
19 }
20
21 bool buffs_BuffModel_Customize(entity this, entity client)
22 {
23         entity player = WaypointSprite_getviewentity(client);
24         entity myowner = this.owner;
25
26         if(myowner.alpha <= 0.5 && DIFF_TEAM(player, myowner) && myowner.alpha != 0)
27                 return false;
28
29         if(MUTATOR_CALLHOOK(BuffModel_Customize, this, player))
30                 return false;
31
32         if(player == myowner)
33         {
34                 // somewhat hide the model, but keep the glow
35                 this.effects = 0;
36                 this.alpha = -1;
37         }
38         else
39         {
40                 this.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
41                 this.alpha = 1;
42         }
43         return true;
44 }
45
46 void buffs_BuffModel_Spawn(entity player)
47 {
48         player.buff_model = spawn();
49         setmodel(player.buff_model, MDL_BUFF);
50         setsize(player.buff_model, '0 0 -40', '0 0 40');
51         setattachment(player.buff_model, player, "");
52         setorigin(player.buff_model, '0 0 1' * (player.buff_model.maxs.z * 1));
53         player.buff_model.owner = player;
54         player.buff_model.scale = 0.7;
55         player.buff_model.pflags = PFLAGS_FULLDYNAMIC;
56         player.buff_model.light_lev = 200;
57         setcefc(player.buff_model, buffs_BuffModel_Customize);
58 }
59
60 vector buff_GlowColor(entity buff)
61 {
62         //if(buff.team) { return Team_ColorRGB(buff.team); }
63         return buff.m_color;
64 }
65
66 void buff_Effect(entity player, string eff)
67 {
68         if(!autocvar_g_buffs_effects) { return; }
69
70         if(time >= player.buff_effect_delay)
71         {
72                 Send_Effect_(eff, player.origin + ((player.mins + player.maxs) * 0.5), '0 0 0', 1);
73                 player.buff_effect_delay = time + 0.05; // prevent spam
74         }
75 }
76
77 // buff item
78 bool buff_Waypoint_visible_for_player(entity this, entity player, entity view)
79 {
80         if(!this.owner.buff_active && !this.owner.buff_activetime)
81                 return false;
82
83         if (STAT(BUFFS, view))
84         {
85                 return CS(view).cvar_cl_buffs_autoreplace == false || STAT(BUFFS, view) != STAT(BUFFS, this.owner);
86         }
87
88         return WaypointSprite_visible_for_player(this, player, view);
89 }
90
91 void buff_Waypoint_Spawn(entity e)
92 {
93         if(autocvar_g_buffs_waypoint_distance <= 0) return;
94
95         entity buff = buff_FirstFromFlags(STAT(BUFFS, e));
96         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);
97         wp.wp_extra = buff.m_id;
98         WaypointSprite_UpdateTeamRadar(e.buff_waypoint, RADARICON_Buff, e.glowmod);
99         e.buff_waypoint.waypointsprite_visible_for_player = buff_Waypoint_visible_for_player;
100 }
101
102 void buff_SetCooldown(entity this, float cd)
103 {
104         cd = max(0, cd);
105
106         if(!this.buff_waypoint)
107                 buff_Waypoint_Spawn(this);
108
109         if(this.buff_waypoint)
110                 WaypointSprite_UpdateBuildFinished(this.buff_waypoint, time + cd);
111
112         this.buff_activetime = cd;
113         this.buff_active = !cd;
114 }
115
116 void buff_Respawn(entity this)
117 {
118         if(game_stopped) return;
119
120         vector oldbufforigin = this.origin;
121         this.velocity = '0 0 200';
122
123         if(!MoveToRandomMapLocation(this, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY,
124                 ((autocvar_g_buffs_random_location_attempts > 0) ? autocvar_g_buffs_random_location_attempts : 10), 1024, 256))
125         {
126                 entity spot = SelectSpawnPoint(this, true);
127                 setorigin(this, spot.origin);
128                 this.velocity = ((randomvec() * 100) + '0 0 200');
129                 this.angles = spot.angles;
130         }
131
132         tracebox(this.origin, this.mins * 1.5, this.maxs * 1.5, this.origin, MOVE_NOMONSTERS, this);
133
134         setorigin(this, trace_endpos); // attempt to unstick
135
136         set_movetype(this, MOVETYPE_TOSS);
137
138         makevectors(this.angles);
139         this.angles = '0 0 0';
140         if(autocvar_g_buffs_random_lifetime > 0)
141                 this.lifetime = time + autocvar_g_buffs_random_lifetime;
142
143         Send_Effect(EFFECT_ELECTRO_COMBO, oldbufforigin + ((this.mins + this.maxs) * 0.5), '0 0 0', 1);
144         Send_Effect(EFFECT_ELECTRO_COMBO, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
145
146         WaypointSprite_Ping(this.buff_waypoint);
147
148         sound(this, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
149 }
150
151 void buff_Touch(entity this, entity toucher)
152 {
153         if(game_stopped) return;
154
155         if(ITEM_TOUCH_NEEDKILL())
156         {
157                 buff_Respawn(this);
158                 return;
159         }
160
161         if(!this.buff_active)
162                 return;
163
164         if(MUTATOR_CALLHOOK(BuffTouch, this, toucher))
165                 return;
166         toucher = M_ARGV(1, entity);
167
168         if(!IS_PLAYER(toucher))
169                 return; // incase mutator changed toucher
170
171         if((this.team && DIFF_TEAM(toucher, this))
172         || (STAT(FROZEN, toucher))
173         || (toucher.vehicle)
174         || (time < PS(toucher).buff_shield)
175         )
176         {
177                 // can't touch this
178                 return;
179         }
180
181         if (STAT(BUFFS, toucher))
182         {
183                 if (CS(toucher).cvar_cl_buffs_autoreplace && STAT(BUFFS, toucher) != STAT(BUFFS, this))
184                 {
185                         // TODO: lost-gained notification for this case
186                         int buffid = buff_FirstFromFlags(STAT(BUFFS, toucher)).m_id;
187                         Send_Notification(NOTIF_ONE, toucher, MSG_INFO, INFO_ITEM_BUFF_LOST, toucher.netname, buffid);
188                         if(!IS_INDEPENDENT_PLAYER(toucher))
189                                 Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_INFO, INFO_ITEM_BUFF_LOST, toucher.netname, buffid);
190
191                         STAT(BUFFS, toucher) = 0;
192                         //sound(toucher, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
193                 }
194                 else { return; } // do nothing
195         }
196
197         this.owner = toucher;
198         this.buff_active = false;
199         this.lifetime = 0;
200         entity thebuff = buff_FirstFromFlags(STAT(BUFFS, this));
201         Send_Notification(NOTIF_ONE, toucher, MSG_MULTI, ITEM_BUFF_GOT, thebuff.m_id);
202         if(!IS_INDEPENDENT_PLAYER(toucher))
203                 Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_INFO, INFO_ITEM_BUFF, toucher.netname, thebuff.m_id);
204
205         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
206         sound(toucher, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTN_NORM);
207         STAT(BUFFS, toucher) |= (STAT(BUFFS, this));
208         STAT(LAST_PICKUP, toucher) = time;
209         float bufftime = ((this.count) ? this.count : thebuff.m_time(thebuff));
210         if(bufftime)
211                 STAT(BUFF_TIME, toucher) = min(time + bufftime, max(STAT(BUFF_TIME, toucher), time) + bufftime);
212 }
213
214 float buff_Available(entity buff)
215 {
216         if (buff == BUFF_Null)
217                 return false;
218         if (buff == BUFF_AMMO && ((start_items & IT_UNLIMITED_AMMO) || cvar("g_melee_only")))
219                 return false;
220         if (buff == BUFF_VAMPIRE && cvar("g_vampire"))
221                 return false;
222         return cvar(strcat("g_buffs_", buff.netname));
223 }
224
225 .int buff_seencount;
226
227 void buff_NewType(entity ent)
228 {
229         RandomSelection_Init();
230         FOREACH(Buffs, buff_Available(it),
231         {
232                 // if it's already been chosen, give it a lower priority
233                 float myseencount = (it.buff_seencount > 0) ? it.buff_seencount : 1; // no division by zero please!
234                 RandomSelection_AddEnt(it, max(0.2, 1 / myseencount), 1);
235         });
236         entity newbuff = RandomSelection_chosen_ent;
237         newbuff.buff_seencount += 1; // lower chances of seeing this buff again soon
238         STAT(BUFFS, ent) = newbuff.m_itemid;
239 }
240
241 void buff_Think(entity this)
242 {
243         if(this.buff_waypoint && autocvar_g_buffs_waypoint_distance <= 0)
244                 WaypointSprite_Kill(this.buff_waypoint);
245
246         if(STAT(BUFFS, this) != this.oldbuffs)
247         {
248                 entity buff = buff_FirstFromFlags(STAT(BUFFS, this));
249                 this.color = buff.m_color;
250                 this.glowmod = buff_GlowColor(buff);
251                 this.skin = buff.m_skin;
252
253                 setmodel(this, MDL_BUFF);
254                 setsize(this, BUFF_MIN, BUFF_MAX);
255
256                 if(this.buff_waypoint)
257                 {
258                         //WaypointSprite_Disown(this.buff_waypoint, 1);
259                         WaypointSprite_Kill(this.buff_waypoint);
260                         buff_Waypoint_Spawn(this);
261                         if(this.buff_activetime)
262                                 WaypointSprite_UpdateBuildFinished(this.buff_waypoint, time + this.buff_activetime - frametime);
263                 }
264
265                 this.oldbuffs = STAT(BUFFS, this);
266         }
267
268         if(!game_stopped)
269         if((round_handler_IsActive() && round_handler_IsRoundStarted()) || time >= game_starttime)
270         if(!this.buff_activetime_updated)
271         {
272                 buff_SetCooldown(this, this.buff_activetime);
273                 this.buff_activetime_updated = true;
274         }
275
276         if(!this.buff_active && !this.buff_activetime)
277         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))
278         {
279                 buff_SetCooldown(this, autocvar_g_buffs_cooldown_respawn + frametime);
280                 this.owner = NULL;
281                 if(autocvar_g_buffs_randomize && (!teamplay || autocvar_g_buffs_randomize_teamplay))
282                         buff_NewType(this);
283
284                 if(autocvar_g_buffs_random_location || (this.spawnflags & 64))
285                         buff_Respawn(this);
286         }
287
288         if(this.buff_activetime)
289         if(!game_stopped)
290         if((round_handler_IsActive() && round_handler_IsRoundStarted()) || time >= game_starttime)
291         {
292                 this.buff_activetime = max(0, this.buff_activetime - frametime);
293
294                 if(!this.buff_activetime)
295                 {
296                         this.buff_active = true;
297                         sound(this, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTN_NORM);
298                         Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
299                 }
300         }
301
302         if(this.buff_active)
303         {
304                 if(this.team && !this.buff_waypoint)
305                         buff_Waypoint_Spawn(this);
306
307                 if(this.lifetime && time >= this.lifetime)
308                         buff_Respawn(this);
309         }
310
311         this.nextthink = time;
312         //this.angles_y = time * 110.1;
313 }
314
315 void buff_Waypoint_Reset(entity this)
316 {
317         WaypointSprite_Kill(this.buff_waypoint);
318
319         if(this.buff_activetime) { buff_Waypoint_Spawn(this); }
320 }
321
322 void buff_Reset(entity this)
323 {
324         if(autocvar_g_buffs_randomize && (!teamplay || autocvar_g_buffs_randomize_teamplay))
325                 buff_NewType(this);
326         this.owner = NULL;
327         buff_SetCooldown(this, autocvar_g_buffs_cooldown_activate);
328         buff_Waypoint_Reset(this);
329         this.buff_activetime_updated = false;
330
331         if(autocvar_g_buffs_random_location || (this.spawnflags & 64))
332                 buff_Respawn(this);
333 }
334
335 bool buff_Customize(entity this, entity client)
336 {
337         entity player = WaypointSprite_getviewentity(client);
338         if(!this.buff_active || (this.team && DIFF_TEAM(player, this)))
339         {
340                 this.alpha = 0.3;
341                 if(this.effects & EF_FULLBRIGHT) { this.effects &= ~(EF_FULLBRIGHT); }
342                 this.pflags = 0;
343         }
344         else
345         {
346                 this.alpha = 1;
347                 if(!(this.effects & EF_FULLBRIGHT)) { this.effects |= EF_FULLBRIGHT; }
348                 this.light_lev = 220 + 36 * sin(time);
349                 this.pflags = PFLAGS_FULLDYNAMIC;
350         }
351         return true;
352 }
353
354 void buff_Delete(entity this)
355 {
356         WaypointSprite_Kill(this.buff_waypoint);
357         delete_fn(this);
358 }
359
360 void buff_Init(entity this)
361 {
362         if(!cvar("g_buffs")) { delete(this); return; }
363
364         if(!teamplay && this.team) { this.team = 0; }
365
366         entity buff = buff_FirstFromFlags(STAT(BUFFS, this));
367
368         if(!STAT(BUFFS, this) || !buff_Available(buff))
369                 buff_NewType(this);
370
371         this.classname = "item_buff";
372         this.solid = SOLID_TRIGGER;
373         this.flags = FL_ITEM;
374         this.bot_pickup = true;
375         this.bot_pickupevalfunc = generic_pickupevalfunc;
376         this.bot_pickupbasevalue = 1000;
377         IL_PUSH(g_items, this);
378         setthink(this, buff_Think);
379         settouch(this, buff_Touch);
380         this.reset = buff_Reset;
381         this.nextthink = time + 0.1;
382         this.gravity = 1;
383         set_movetype(this, MOVETYPE_TOSS);
384         this.scale = 1;
385         this.skin = buff.m_skin;
386         this.effects = EF_FULLBRIGHT | EF_STARDUST | EF_NOSHADOW;
387         this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
388         setcefc(this, buff_Customize);
389         //this.gravity = 100;
390         this.color = buff.m_color;
391         this.glowmod = buff_GlowColor(this);
392         buff_SetCooldown(this, autocvar_g_buffs_cooldown_activate + max(0, game_starttime - time));
393         this.buff_active = !this.buff_activetime;
394         this.pflags = PFLAGS_FULLDYNAMIC;
395         this.dtor = buff_Delete;
396
397         if(this.spawnflags & 1)
398                 this.noalign = true;
399
400         if(this.noalign)
401                 set_movetype(this, MOVETYPE_NONE); // reset by random location
402
403         setmodel(this, MDL_BUFF);
404         setsize(this, BUFF_MIN, BUFF_MAX);
405
406         if(cvar("g_buffs_random_location") || (this.spawnflags & 64))
407                 buff_Respawn(this);
408 }
409
410 void buff_Init_Compat(entity ent, entity replacement)
411 {
412         if (ent.spawnflags & 2)
413                 ent.team = NUM_TEAM_1;
414         else if (ent.spawnflags & 4)
415                 ent.team = NUM_TEAM_2;
416
417         STAT(BUFFS, ent) = replacement.m_itemid;
418
419         buff_Init(ent);
420 }
421
422 void buff_SpawnReplacement(entity ent, entity old)
423 {
424         setorigin(ent, old.origin);
425         ent.angles = old.angles;
426         ent.noalign = Item_ShouldKeepPosition(old);
427
428         buff_Init(ent);
429 }
430
431 void buff_Vengeance_DelayedDamage(entity this)
432 {
433         if(this.enemy)
434                 Damage(this.enemy, this.owner, this.owner, this.dmg, DEATH_BUFF.m_id, DMG_NOWEP, this.enemy.origin, '0 0 0');
435
436         delete(this);
437         return;
438 }
439
440 // note: only really useful in teamplay
441 void buff_Medic_Heal(entity this)
442 {
443         FOREACH_CLIENT(IS_PLAYER(it) && it != this && vdist(it.origin - this.origin, <=, autocvar_g_buffs_medic_heal_range),
444         {
445                 if (DIFF_TEAM(it, this))
446                 {
447                         continue;
448                 }
449                 float hp = GetResource(it, RES_HEALTH);
450                 if(hp >= autocvar_g_balance_health_regenstable)
451                 {
452                         continue;
453                 }
454                 Send_Effect(EFFECT_HEALING, it.origin, '0 0 0', 1);
455                 SetResource(it, RES_HEALTH, bound(0, hp + autocvar_g_buffs_medic_heal_amount, autocvar_g_balance_health_regenstable));
456         });
457 }
458
459 float buff_Inferno_CalculateTime(float damg, float offset_x, float offset_y, float intersect_x, float intersect_y, float base)
460 {
461         return offset_y + (intersect_y - offset_y) * logn(((damg - offset_x) * ((base - 1) / intersect_x)) + 1, base);
462 }
463
464 // mutator hooks
465 MUTATOR_HOOKFUNCTION(buffs, Damage_Calculate)
466 {
467         entity frag_attacker = M_ARGV(1, entity);
468         entity frag_target = M_ARGV(2, entity);
469         float frag_deathtype = M_ARGV(3, float);
470         float frag_damage = M_ARGV(4, float);
471         vector frag_force = M_ARGV(6, vector);
472
473         if(frag_deathtype == DEATH_BUFF.m_id) { return; }
474
475         if(STAT(BUFFS, frag_target) & BUFF_RESISTANCE.m_itemid)
476         {
477                 float reduced = frag_damage * autocvar_g_buffs_resistance_blockpercent;
478                 frag_damage = bound(0, frag_damage - reduced, frag_damage);
479         }
480
481         if(STAT(BUFFS, frag_target) & BUFF_SPEED.m_itemid)
482         if(frag_target != frag_attacker)
483                 frag_damage *= autocvar_g_buffs_speed_damage_take;
484
485         if(STAT(BUFFS, frag_target) & BUFF_MEDIC.m_itemid)
486         if((GetResource(frag_target, RES_HEALTH) - frag_damage) <= 0)
487         if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
488         if(frag_attacker)
489         if(random() <= autocvar_g_buffs_medic_survive_chance)
490                 frag_damage = max(5, GetResource(frag_target, RES_HEALTH) - autocvar_g_buffs_medic_survive_health);
491
492         if(STAT(BUFFS, frag_target) & BUFF_JUMP.m_itemid)
493         if(frag_deathtype == DEATH_FALL.m_id)
494                 frag_damage = 0;
495
496         if(STAT(BUFFS, frag_target) & BUFF_VENGEANCE.m_itemid)
497         if(frag_attacker)
498         if(frag_attacker != frag_target)
499         if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
500         {
501                 entity dmgent = spawn();
502
503                 dmgent.dmg = frag_damage * autocvar_g_buffs_vengeance_damage_multiplier;
504                 dmgent.enemy = frag_attacker;
505                 dmgent.owner = frag_target;
506                 setthink(dmgent, buff_Vengeance_DelayedDamage);
507                 dmgent.nextthink = time + 0.1;
508         }
509
510         if(STAT(BUFFS, frag_target) & BUFF_BASH.m_itemid)
511         if(frag_attacker != frag_target)
512                 frag_force = '0 0 0';
513
514         if(STAT(BUFFS, frag_attacker) & BUFF_BASH.m_itemid)
515         if(frag_force)
516         {
517                 if(frag_attacker == frag_target)
518                         frag_force *= autocvar_g_buffs_bash_force_self;
519                 else
520                         frag_force *= autocvar_g_buffs_bash_force;
521         }
522
523         if(STAT(BUFFS, frag_attacker) & BUFF_DISABILITY.m_itemid)
524         if(frag_target != frag_attacker)
525                 frag_target.buff_disability_time = time + autocvar_g_buffs_disability_slowtime;
526
527         if(STAT(BUFFS, frag_target) & BUFF_INFERNO.m_itemid)
528         {
529                 if(frag_deathtype == DEATH_FIRE.m_id)
530                         frag_damage = 0;
531                 if(frag_deathtype == DEATH_LAVA.m_id)
532                         frag_damage *= 0.5; // TODO: cvarize?
533         }
534
535         if(STAT(BUFFS, frag_attacker) & BUFF_LUCK.m_itemid)
536         if(frag_attacker != frag_target)
537         if(autocvar_g_buffs_luck_damagemultiplier > 0)
538         if(random() <= autocvar_g_buffs_luck_chance)
539                 frag_damage *= autocvar_g_buffs_luck_damagemultiplier;
540
541         if(STAT(BUFFS, frag_attacker) & BUFF_INFERNO.m_itemid)
542         if(frag_target != frag_attacker) {
543                 float btime = buff_Inferno_CalculateTime(
544                         frag_damage,
545                         0,
546                         autocvar_g_buffs_inferno_burntime_min_time,
547                         autocvar_g_buffs_inferno_burntime_target_damage,
548                         autocvar_g_buffs_inferno_burntime_target_time,
549                         autocvar_g_buffs_inferno_burntime_factor
550                 );
551                 Fire_AddDamage(frag_target, frag_attacker, (frag_damage * autocvar_g_buffs_inferno_damagemultiplier), btime, DEATH_BUFF.m_id);
552         }
553
554         // this... is ridiculous (TODO: fix!)
555         if(STAT(BUFFS, frag_attacker) & BUFF_VAMPIRE.m_itemid)
556         if(!frag_target.vehicle)
557         if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
558         if(!IS_DEAD(frag_target))
559         if(IS_PLAYER(frag_target) || IS_MONSTER(frag_target))
560         if(frag_attacker != frag_target)
561         if(!STAT(FROZEN, frag_target))
562         if(frag_target.takedamage)
563         if(DIFF_TEAM(frag_attacker, frag_target))
564         {
565                 float amount = bound(0, frag_damage * autocvar_g_buffs_vampire_damage_steal,
566                         GetResource(frag_target, RES_HEALTH));
567                 GiveResourceWithLimit(frag_attacker, RES_HEALTH, amount, g_pickup_healthsmall_max);
568                 if (GetResource(frag_target, RES_ARMOR))
569                 {
570                         amount = bound(0, frag_damage * autocvar_g_buffs_vampire_damage_steal,
571                                 GetResource(frag_target, RES_ARMOR));
572                         GiveResourceWithLimit(frag_attacker, RES_ARMOR, amount, g_pickup_armorsmall_max);
573                 }
574         }
575
576         M_ARGV(4, float) = frag_damage;
577         M_ARGV(6, vector) = frag_force;
578 }
579
580 MUTATOR_HOOKFUNCTION(buffs, PlayerSpawn)
581 {
582         entity player = M_ARGV(0, entity);
583
584         player.oldbuffs = 0;
585         // reset timers here to prevent them continuing after re-spawn
586         player.buff_disability_time = 0;
587         player.buff_disability_effect_time = 0;
588 }
589
590 MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics_UpdateStats)
591 {
592         entity player = M_ARGV(0, entity);
593         // these automatically reset, no need to worry
594
595         if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
596                 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_buffs_speed_speed;
597
598         if(time < player.buff_disability_time)
599                 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_buffs_disability_speed;
600 }
601
602 MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics)
603 {
604         entity player = M_ARGV(0, entity);
605         // these automatically reset, no need to worry
606
607         if(STAT(BUFFS, player) & BUFF_JUMP.m_itemid)
608                 STAT(MOVEVARS_JUMPVELOCITY, player) = autocvar_g_buffs_jump_height;
609 }
610
611 MUTATOR_HOOKFUNCTION(buffs, MonsterMove)
612 {
613         entity mon = M_ARGV(0, entity);
614
615         if(time < mon.buff_disability_time)
616         {
617                 M_ARGV(1, float) *= autocvar_g_buffs_disability_speed; // run speed
618                 M_ARGV(2, float) *= autocvar_g_buffs_disability_speed; // walk speed
619         }
620 }
621
622 MUTATOR_HOOKFUNCTION(buffs, PlayerDies)
623 {
624         entity frag_target = M_ARGV(2, entity);
625
626         if(STAT(BUFFS, frag_target))
627         {
628                 int buffid = buff_FirstFromFlags(STAT(BUFFS, frag_target)).m_id;
629                 if(!IS_INDEPENDENT_PLAYER(frag_target))
630                         Send_Notification(NOTIF_ALL_EXCEPT, frag_target, MSG_INFO, INFO_ITEM_BUFF_LOST, frag_target.netname, buffid);
631                 STAT(BUFFS, frag_target) = 0;
632                 STAT(BUFF_TIME, frag_target) = 0;
633
634                 if(frag_target.buff_model)
635                 {
636                         delete(frag_target.buff_model);
637                         frag_target.buff_model = NULL;
638                 }
639         }
640 }
641
642 MUTATOR_HOOKFUNCTION(buffs, PlayerUseKey, CBC_ORDER_FIRST)
643 {
644         if(MUTATOR_RETURNVALUE || game_stopped || !autocvar_g_buffs_drop) return;
645
646         entity player = M_ARGV(0, entity);
647
648         if(STAT(BUFFS, player))
649         {
650                 int buffid = buff_FirstFromFlags(STAT(BUFFS, player)).m_id;
651                 Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid);
652                 if(!IS_INDEPENDENT_PLAYER(player))
653                         Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
654
655                 STAT(BUFFS, player) = 0;
656                 STAT(BUFF_TIME, player) = 0;
657                 PS(player).buff_shield = time + max(0, autocvar_g_buffs_pickup_delay);
658                 sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
659                 return true;
660         }
661 }
662
663 MUTATOR_HOOKFUNCTION(buffs, ForbidThrowCurrentWeapon)
664 {
665         if(MUTATOR_RETURNVALUE || game_stopped) return;
666         entity player = M_ARGV(0, entity);
667
668         if(STAT(BUFFS, player) & BUFF_SWAPPER.m_itemid)
669         {
670                 float best_distance = autocvar_g_buffs_swapper_range;
671                 entity closest = NULL;
672                 FOREACH_CLIENT(IS_PLAYER(it), {
673                         if(!IS_DEAD(it) && !STAT(FROZEN, it) && !it.vehicle)
674                         if(DIFF_TEAM(it, player))
675                         {
676                                 float test = vlen2(player.origin - it.origin);
677                                 if(test <= best_distance * best_distance)
678                                 {
679                                         best_distance = sqrt(test);
680                                         closest = it;
681                                 }
682                         }
683                 });
684
685                 if(closest)
686                 {
687                         vector my_org, my_vel, my_ang, their_org, their_vel, their_ang;
688
689                         my_org = player.origin;
690                         my_vel = player.velocity;
691                         my_ang = player.angles;
692                         their_org = closest.origin;
693                         their_vel = closest.velocity;
694                         their_ang = closest.angles;
695
696                         Drop_Special_Items(closest);
697
698                         MUTATOR_CALLHOOK(PortalTeleport, player); // initiate flag dropper
699
700                         setorigin(player, their_org);
701                         setorigin(closest, my_org);
702
703                         closest.velocity = my_vel;
704                         closest.angles = my_ang;
705                         if (IS_BOT_CLIENT(closest))
706                         {
707                                 closest.v_angle = closest.angles;
708                                 bot_aim_reset(closest);
709                         }
710                         closest.fixangle = true;
711                         closest.oldorigin = my_org;
712                         closest.oldvelocity = my_vel;
713                         player.velocity = their_vel;
714                         player.angles = their_ang;
715                         if (IS_BOT_CLIENT(player))
716                         {
717                                 player.v_angle = player.angles;
718                                 bot_aim_reset(player);
719                         }
720                         player.fixangle = true;
721                         player.oldorigin = their_org;
722                         player.oldvelocity = their_vel;
723
724                         // set pusher so player gets the kill if they fall into void
725                         closest.pusher = player;
726                         closest.pushltime = time + autocvar_g_maxpushtime;
727                         closest.istypefrag = PHYS_INPUT_BUTTON_CHAT(closest);
728
729                         Send_Effect(EFFECT_ELECTRO_COMBO, their_org, '0 0 0', 1);
730                         Send_Effect(EFFECT_ELECTRO_COMBO, my_org, '0 0 0', 1);
731
732                         sound(player, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
733                         sound(closest, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
734
735                         // TODO: add a counter to handle how many times one can teleport, and a delay to prevent spam
736                         STAT(BUFFS, player) = 0;
737                         return true;
738                 }
739         }
740 }
741
742 bool buffs_RemovePlayer(entity player)
743 {
744         if(player.buff_model)
745         {
746                 delete(player.buff_model);
747                 player.buff_model = NULL;
748         }
749
750         // also reset timers here to prevent them continuing after spectating
751         player.buff_disability_time = 0;
752         player.buff_disability_effect_time = 0;
753
754         return false;
755 }
756 MUTATOR_HOOKFUNCTION(buffs, MakePlayerObserver) { entity player = M_ARGV(0, entity); return buffs_RemovePlayer(player); }
757 MUTATOR_HOOKFUNCTION(buffs, ClientDisconnect) { entity player = M_ARGV(0, entity); return buffs_RemovePlayer(player); }
758
759 MUTATOR_HOOKFUNCTION(buffs, CustomizeWaypoint)
760 {
761         entity wp = M_ARGV(0, entity);
762         entity player = M_ARGV(1, entity);
763
764         entity e = WaypointSprite_getviewentity(player);
765
766         // if you have the invisibility powerup, sprites ALWAYS are restricted to your team
767         // but only apply this to real players, not to spectators
768         if((wp.owner.flags & FL_CLIENT) && (STAT(BUFFS, wp.owner) & BUFF_INVISIBLE.m_itemid) && (e == player))
769         if(DIFF_TEAM(wp.owner, e))
770                 return true;
771 }
772
773 MUTATOR_HOOKFUNCTION(buffs, FilterItem)
774 {
775         if(autocvar_g_buffs < 0)
776                 return false; // no auto replacing of entities in this mode
777
778         entity item = M_ARGV(0, entity);
779
780         if(autocvar_g_buffs_replace_powerups)
781         {
782                 switch(item.classname)
783                 {
784                         case "item_strength":
785                         case "item_shield":
786                         {
787                                 entity e = spawn();
788                                 buff_SpawnReplacement(e, item);
789                                 return true;
790                         }
791                 }
792         }
793
794         return false;
795 }
796
797 MUTATOR_HOOKFUNCTION(buffs, WeaponRateFactor)
798 {
799         entity player = M_ARGV(1, entity);
800
801         if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
802                 M_ARGV(0, float) *= autocvar_g_buffs_speed_rate;
803
804         if(time < player.buff_disability_time)
805                 M_ARGV(0, float) *= autocvar_g_buffs_disability_rate;
806 }
807
808 MUTATOR_HOOKFUNCTION(buffs, WeaponSpeedFactor)
809 {
810         entity player = M_ARGV(1, entity);
811
812         if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
813                 M_ARGV(0, float) *= autocvar_g_buffs_speed_weaponspeed;
814
815         if(time < player.buff_disability_time)
816                 M_ARGV(0, float) *= autocvar_g_buffs_disability_weaponspeed;
817 }
818
819 .bool buff_flight_crouchheld;
820
821 MUTATOR_HOOKFUNCTION(buffs, PlayerPreThink)
822 {
823         entity player = M_ARGV(0, entity);
824
825         if(game_stopped || IS_DEAD(player) || frametime || !IS_PLAYER(player)) return;
826
827         if(STAT(BUFFS, player) & BUFF_FLIGHT.m_itemid)
828         {
829                 if(!PHYS_INPUT_BUTTON_CROUCH(player))
830                         player.buff_flight_crouchheld = false;
831                 else if(!player.buff_flight_crouchheld)
832                 {
833                         player.buff_flight_crouchheld = true;
834                         player.gravity *= -1;
835                 }
836         }
837
838         if(time < player.buff_disability_time)
839         if(time >= player.buff_disability_effect_time)
840         {
841                 Send_Effect(EFFECT_SMOKING, player.origin + ((player.mins + player.maxs) * 0.5), '0 0 0', 1);
842                 player.buff_disability_effect_time = time + 0.5;
843         }
844
845         // handle buff lost status
846         // 1: notify everyone else
847         // 2: notify carrier as well
848         int buff_lost = 0;
849
850         if(STAT(BUFF_TIME, player) && STAT(BUFFS, player))
851         if(time >= STAT(BUFF_TIME, player))
852         {
853                 STAT(BUFF_TIME, player) = 0;
854                 buff_lost = 2;
855         }
856
857         if(STAT(FROZEN, player)) { buff_lost = 1; }
858
859         if(buff_lost)
860         {
861                 if(STAT(BUFFS, player))
862                 {
863                         int buffid = buff_FirstFromFlags(STAT(BUFFS, player)).m_id;
864                         if(buff_lost == 2)
865                         {
866                                 Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid); // TODO: special timeout message?
867                                 sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
868                         }
869                         else if(!IS_INDEPENDENT_PLAYER(player))
870                                 Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
871                         STAT(BUFFS, player) = 0;
872                         PS(player).buff_shield = time + max(0, autocvar_g_buffs_pickup_delay); // always put in a delay, even if small
873                 }
874         }
875
876         if(STAT(BUFFS, player) & BUFF_MAGNET.m_itemid)
877         {
878                 vector pickup_size;
879                 IL_EACH(g_items, it.itemdef,
880                 {
881                         if(STAT(BUFFS, it))
882                                 pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_buff;
883                         else
884                                 pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_item;
885
886                         if(boxesoverlap(player.absmin - pickup_size, player.absmax + pickup_size, it.absmin, it.absmax))
887                         {
888                                 if(gettouch(it))
889                                         gettouch(it)(it, player);
890                         }
891                 });
892         }
893
894         if(STAT(BUFFS, player) & BUFF_AMMO.m_itemid)
895         {
896                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
897                 {
898                         .entity weaponentity = weaponentities[slot];
899                         if(player.(weaponentity).clip_size)
900                                 player.(weaponentity).clip_load = player.(weaponentity).(weapon_load[player.(weaponentity).m_switchweapon.m_id]) = player.(weaponentity).clip_size;
901                 }
902         }
903
904         if((STAT(BUFFS, player) & BUFF_INVISIBLE.m_itemid) && (player.oldbuffs & BUFF_INVISIBLE.m_itemid))
905                 player.alpha = ((autocvar_g_buffs_invisible_alpha) ? autocvar_g_buffs_invisible_alpha : -1); // powerups reset alpha, so we must enforce this (TODO)
906
907         if(STAT(BUFFS, player) & BUFF_MEDIC.m_itemid)
908         if(time >= player.buff_medic_healtime)
909         {
910                 buff_Medic_Heal(player);
911                 player.buff_medic_healtime = time + autocvar_g_buffs_medic_heal_delay;
912         }
913
914 #define BUFF_ONADD(b) if ( (STAT(BUFFS, player) & (b).m_itemid) && !(player.oldbuffs & (b).m_itemid))
915 #define BUFF_ONREM(b) if (!(STAT(BUFFS, player) & (b).m_itemid) &&  (player.oldbuffs & (b).m_itemid))
916
917         if(STAT(BUFFS, player) != player.oldbuffs)
918         {
919                 entity buff = buff_FirstFromFlags(STAT(BUFFS, player));
920                 float bufftime = buff != BUFF_Null ? buff.m_time(buff) : 0;
921                 if(STAT(BUFF_TIME, player) <= time) // if the player still has a buff countdown, don't reset it!
922                         STAT(BUFF_TIME, player) = (bufftime) ? time + bufftime : 0;
923
924                 BUFF_ONADD(BUFF_AMMO)
925                 {
926                         player.buff_ammo_prev_infitems = (player.items & IT_UNLIMITED_AMMO);
927                         player.items |= IT_UNLIMITED_AMMO;
928
929                         if(STAT(BUFFS, player) & BUFF_AMMO.m_itemid)
930                         {
931                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
932                                 {
933                                         .entity weaponentity = weaponentities[slot];
934                                         if(player.(weaponentity).clip_load)
935                                                 player.(weaponentity).buff_ammo_prev_clipload = player.(weaponentity).clip_load;
936                                         if(player.(weaponentity).clip_size)
937                                                 player.(weaponentity).clip_load = player.(weaponentity).(weapon_load[player.(weaponentity).m_switchweapon.m_id]) = player.(weaponentity).clip_size;
938                                 }
939                         }
940                 }
941
942                 BUFF_ONREM(BUFF_AMMO)
943                 {
944                         if(player.buff_ammo_prev_infitems)
945                                 player.items |= IT_UNLIMITED_AMMO;
946                         else
947                                 player.items &= ~IT_UNLIMITED_AMMO;
948
949                         if(STAT(BUFFS, player) & BUFF_AMMO.m_itemid)
950                         {
951                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
952                                 {
953                                         .entity weaponentity = weaponentities[slot];
954                                         if(player.(weaponentity).buff_ammo_prev_clipload)
955                                                 player.(weaponentity).clip_load = player.(weaponentity).buff_ammo_prev_clipload;
956                                 }
957                         }
958                 }
959
960                 BUFF_ONADD(BUFF_INVISIBLE)
961                 {
962                         if(time < STAT(STRENGTH_FINISHED, player) && MUTATOR_IS_ENABLED(mutator_instagib))
963                                 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
964                         else
965                                 player.buff_invisible_prev_alpha = player.alpha;
966                         player.alpha = autocvar_g_buffs_invisible_alpha;
967                 }
968
969                 BUFF_ONREM(BUFF_INVISIBLE)
970                 {
971                         if(time < STAT(STRENGTH_FINISHED, player) && MUTATOR_IS_ENABLED(mutator_instagib))
972                                 player.alpha = autocvar_g_instagib_invis_alpha;
973                         else
974                                 player.alpha = player.buff_invisible_prev_alpha;
975                 }
976
977                 BUFF_ONADD(BUFF_FLIGHT)
978                 {
979                         player.buff_flight_oldgravity = player.gravity;
980                         if(!player.gravity)
981                                 player.gravity = 1;
982                 }
983
984                 BUFF_ONREM(BUFF_FLIGHT)
985                         player.gravity = ((player.trigger_gravity_check) ? player.trigger_gravity_check.enemy.gravity : player.buff_flight_oldgravity);
986
987                 player.oldbuffs = STAT(BUFFS, player);
988                 if(STAT(BUFFS, player))
989                 {
990                         if(!player.buff_model)
991                                 buffs_BuffModel_Spawn(player);
992
993                         player.buff_model.color = buff.m_color;
994                         player.buff_model.glowmod = buff_GlowColor(player.buff_model);
995                         player.buff_model.skin = buff.m_skin;
996
997                         player.effects |= EF_NOSHADOW;
998                 }
999                 else
1000                 {
1001                         if(player.buff_model)
1002                                 delete(player.buff_model);
1003                         player.buff_model = NULL;
1004
1005                         player.effects &= ~(EF_NOSHADOW);
1006                 }
1007         }
1008
1009         if(player.buff_model)
1010         {
1011                 player.buff_model.effects = player.effects;
1012                 player.buff_model.effects |= EF_LOWPRECISION;
1013                 player.buff_model.effects = player.buff_model.effects & EFMASK_CHEAP; // eat performance
1014
1015                 player.buff_model.alpha = player.alpha;
1016         }
1017
1018 #undef BUFF_ONADD
1019 #undef BUFF_ONREM
1020 }
1021
1022 MUTATOR_HOOKFUNCTION(buffs, SpectateCopy)
1023 {
1024         entity spectatee = M_ARGV(0, entity);
1025         entity client = M_ARGV(1, entity);
1026
1027         STAT(BUFFS, client) = STAT(BUFFS, spectatee);
1028         STAT(BUFF_TIME, client) = STAT(BUFF_TIME, spectatee);
1029 }
1030
1031 MUTATOR_HOOKFUNCTION(buffs, PlayerRegen)
1032 {
1033         entity player = M_ARGV(0, entity);
1034
1035         if(STAT(BUFFS, player) & BUFF_MEDIC.m_itemid)
1036         {
1037                 M_ARGV(2, float) = autocvar_g_buffs_medic_rot; // rot_mod
1038                 M_ARGV(4, float) = M_ARGV(1, float) = autocvar_g_buffs_medic_max; // limit_mod = max_mod
1039                 M_ARGV(2, float) = autocvar_g_buffs_medic_regen; // regen_mod
1040         }
1041
1042         if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
1043                 M_ARGV(2, float) = autocvar_g_buffs_speed_regen; // regen_mod
1044 }
1045
1046 REPLICATE(cvar_cl_buffs_autoreplace, bool, "cl_buffs_autoreplace");
1047
1048 MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsString)
1049 {
1050         if(autocvar_g_buffs > 0) // only report as a mutator if they're enabled
1051                 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":Buffs");
1052 }
1053
1054 MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsPrettyString)
1055 {
1056         if(autocvar_g_buffs > 0)
1057                 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Buffs");
1058 }
1059
1060 void buffs_DelayedInit(entity this)
1061 {
1062         if(autocvar_g_buffs_spawn_count > 0)
1063         if(find(NULL, classname, "item_buff") == NULL)
1064         {
1065                 float i;
1066                 for(i = 0; i < autocvar_g_buffs_spawn_count; ++i)
1067                 {
1068                         entity e = spawn();
1069                         e.spawnflags |= 64; // always randomize
1070                         e.velocity = randomvec() * 250; // this gets reset anyway if random location works
1071                         buff_Init(e);
1072                 }
1073         }
1074 }