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Merge branch 'master' into Mario/status_effects_extended
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / vampire / sv_vampire.qc
1 #include "sv_vampire.qh"
2
3 string autocvar_g_vampire;
4 float autocvar_g_vampire_factor = 1.0;
5 bool autocvar_g_vampire_use_total_damage = false;
6
7 REGISTER_MUTATOR(vampire, expr_evaluate(autocvar_g_vampire) && !MUTATOR_IS_ENABLED(mutator_instagib));
8
9 MUTATOR_HOOKFUNCTION(vampire, PlayerDamage_SplitHealthArmor)
10 {
11         // NOTE: vampire buff PlayerDamage_SplitHealthArmor code is similar
12         entity frag_attacker = M_ARGV(1, entity);
13         entity frag_target = M_ARGV(2, entity);
14         float health_take = bound(0, M_ARGV(4, float), GetResource(frag_target, RES_HEALTH));
15         float armor_take = bound(0, M_ARGV(5, float), GetResource(frag_target, RES_ARMOR));
16         float damage_take = (autocvar_g_vampire_use_total_damage) ? health_take + armor_take : health_take;
17
18         if (!StatusEffects_active(STATUSEFFECT_SpawnShield, frag_target) && frag_target != frag_attacker
19                 && IS_PLAYER(frag_attacker) && !IS_DEAD(frag_target) && !STAT(FROZEN, frag_target))
20         {
21                 GiveResource(frag_attacker, RES_HEALTH, autocvar_g_vampire_factor * damage_take);
22         }
23 }
24
25 MUTATOR_HOOKFUNCTION(vampire, BuildMutatorsString)
26 {
27         M_ARGV(0, string) = strcat(M_ARGV(0, string), ":Vampire");
28 }
29
30 MUTATOR_HOOKFUNCTION(vampire, BuildMutatorsPrettyString)
31 {
32         M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Vampire");
33 }