#pragma once #include #include "buffs.qh" void buffs_Initialize(); 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 { buffs_Initialize(); } } bool autocvar_g_buffs_effects; float autocvar_g_buffs_waypoint_distance; bool autocvar_g_buffs_pickup_anyway = false; float autocvar_g_buffs_pickup_delay = 0.7; bool autocvar_g_buffs_randomize; bool autocvar_g_buffs_randomize_teamplay = true; float autocvar_g_buffs_random_lifetime; bool autocvar_g_buffs_random_location; int autocvar_g_buffs_random_location_attempts; int autocvar_g_buffs_spawn_count; bool autocvar_g_buffs_replace_powerups; bool autocvar_g_buffs_drop = false; float autocvar_g_buffs_cooldown_activate; float autocvar_g_buffs_cooldown_respawn; float autocvar_g_buffs_resistance_blockpercent; float autocvar_g_buffs_medic_survive_chance; float autocvar_g_buffs_medic_survive_health; float autocvar_g_buffs_medic_rot; float autocvar_g_buffs_medic_max; float autocvar_g_buffs_medic_regen; float autocvar_g_buffs_vengeance_damage_multiplier; float autocvar_g_buffs_bash_force; float autocvar_g_buffs_bash_force_self; float autocvar_g_buffs_disability_slowtime; float autocvar_g_buffs_disability_speed; float autocvar_g_buffs_disability_rate; float autocvar_g_buffs_disability_weaponspeed; float autocvar_g_buffs_vampire_damage_steal; float autocvar_g_buffs_jump_height; float autocvar_g_buffs_inferno_burntime_factor; float autocvar_g_buffs_inferno_burntime_min_time; float autocvar_g_buffs_inferno_burntime_target_damage; float autocvar_g_buffs_inferno_burntime_target_time; float autocvar_g_buffs_inferno_damagemultiplier; float autocvar_g_buffs_swapper_range; float autocvar_g_buffs_magnet_range_item; float autocvar_g_buffs_magnet_range_buff = 200; float autocvar_g_buffs_luck_chance = 0.15; float autocvar_g_buffs_luck_damagemultiplier = 3; // ammo .float buff_ammo_prev_infitems; .int buff_ammo_prev_clipload; // flight .float buff_flight_oldgravity; .bool buff_flight_crouchheld; // common buff variables .float buff_effect_delay; // buff definitions .bool buff_active; .float buff_activetime; .bool buff_activetime_updated; .entity buff_waypoint; .entity oldbuffs; // for updating effects .float buff_shield; // delay for players to keep them from spamming buff pickups .entity buff_model; // controls effects (TODO: make csqc) float buff_Available(entity buff); void buff_RemoveAll(entity actor, int removal_type); entity buff_FirstFromFlags(entity actor);