]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mutators/mutator/buffs/sv_buffs.qc
Resolve conflicts 1: Merge commit 'c58baab5' into bones_was_here/q3compat
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / buffs / sv_buffs.qc
index e52ab17592646bb470146eb3bf1be7a04f11b63a..2c32b57e421688f56311ae2de16f08325c63c810 100644 (file)
@@ -71,12 +71,13 @@ void buff_Effect(entity player, string eff)
 // 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);
@@ -86,7 +87,7 @@ void buff_Waypoint_Spawn(entity e)
 {
        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_forced, e, buff_waypoint, true, RADARICON_Buff);
        wp.wp_extra = buff.m_id;
        WaypointSprite_UpdateTeamRadar(e.buff_waypoint, RADARICON_Buff, e.glowmod);
@@ -165,6 +166,7 @@ void buff_Touch(entity this, entity toucher)
        if((this.team_forced && toucher.team != this.team_forced)
        || (STAT(FROZEN, toucher))
        || (toucher.vehicle)
+       || (!this.buffdef) // TODO: error out or maybe reset type if this occurs?
        || (time < PS(toucher).buff_shield)
        )
        {
@@ -172,17 +174,19 @@ void buff_Touch(entity this, entity toucher)
                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
@@ -191,23 +195,27 @@ void buff_Touch(entity this, entity toucher)
        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;
@@ -221,15 +229,35 @@ float buff_Available(entity buff)
 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)
@@ -237,9 +265,9 @@ 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;
@@ -256,7 +284,7 @@ void buff_Think(entity this)
                                WaypointSprite_UpdateBuildFinished(this.buff_waypoint, time + this.buff_activetime - frametime);
                }
 
-               this.oldbuffs = STAT(BUFFS, this);
+               this.oldbuffs = this.buffdef;
        }
 
        if(!game_stopped)
@@ -268,7 +296,8 @@ void buff_Think(entity this)
        }
 
        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;
@@ -329,7 +358,7 @@ void buff_Reset(entity this)
 bool buff_Customize(entity this, entity client)
 {
        entity player = WaypointSprite_getviewentity(client);
-       if(!this.buff_active || (this.team_forced && player.team != this.team_forced))
+       if((!this.buff_active || !this.buffdef) || (this.team_forced && player.team != this.team_forced))
        {
                this.alpha = 0.3;
                if(this.effects & EF_FULLBRIGHT) { this.effects &= ~(EF_FULLBRIGHT); }
@@ -355,9 +384,9 @@ void buff_Init(entity this)
 {
        if(!cvar("g_buffs")) { delete(this); return; }
 
-       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";
@@ -369,6 +398,8 @@ void buff_Init(entity this)
        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;
@@ -386,15 +417,15 @@ void buff_Init(entity this)
        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);
 }
@@ -409,7 +440,7 @@ void buff_Init_Compat(entity ent, entity replacement)
                        ent.team_forced = NUM_TEAM_2;
        }
 
-       STAT(BUFFS, ent) = replacement.m_itemid;
+       ent.buffdef = replacement;
 
        buff_Init(ent);
 }
@@ -448,28 +479,28 @@ MUTATOR_HOOKFUNCTION(buffs, Damage_Calculate)
 
        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))
@@ -483,11 +514,11 @@ MUTATOR_HOOKFUNCTION(buffs, Damage_Calculate)
                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)
@@ -496,11 +527,11 @@ MUTATOR_HOOKFUNCTION(buffs, Damage_Calculate)
                        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;
@@ -508,13 +539,13 @@ MUTATOR_HOOKFUNCTION(buffs, Damage_Calculate)
                        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,
@@ -535,7 +566,7 @@ 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))
+       if(!StatusEffects_active(BUFF_VAMPIRE, frag_attacker))
                return;
        float health_take = bound(0, M_ARGV(4, float), GetResource(frag_target, RES_HEALTH));
 
@@ -554,7 +585,7 @@ MUTATOR_HOOKFUNCTION(buffs, PlayerSpawn)
        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;
@@ -565,7 +596,7 @@ MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics_UpdateStats)
        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)
@@ -577,7 +608,7 @@ MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics)
        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;
 }
 
@@ -596,13 +627,12 @@ MUTATOR_HOOKFUNCTION(buffs, PlayerDies)
 {
        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);
        }
@@ -614,15 +644,15 @@ MUTATOR_HOOKFUNCTION(buffs, PlayerUseKey, CBC_ORDER_FIRST)
 
        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;
@@ -634,7 +664,7 @@ MUTATOR_HOOKFUNCTION(buffs, ForbidThrowCurrentWeapon)
        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;
@@ -702,7 +732,7 @@ MUTATOR_HOOKFUNCTION(buffs, ForbidThrowCurrentWeapon)
                        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;
                }
        }
@@ -730,7 +760,7 @@ MUTATOR_HOOKFUNCTION(buffs, CustomizeWaypoint)
 
        // 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;
 }
@@ -763,7 +793,7 @@ MUTATOR_HOOKFUNCTION(buffs, WeaponRateFactor)
 {
        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)
@@ -774,7 +804,7 @@ MUTATOR_HOOKFUNCTION(buffs, WeaponSpeedFactor)
 {
        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)
@@ -787,9 +817,9 @@ MUTATOR_HOOKFUNCTION(buffs, PlayerPreThink)
 {
        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;
@@ -812,38 +842,34 @@ MUTATOR_HOOKFUNCTION(buffs, PlayerPreThink)
        // 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;
@@ -856,7 +882,7 @@ MUTATOR_HOOKFUNCTION(buffs, PlayerPreThink)
                });
        }
 
-       if(STAT(BUFFS, player) & BUFF_AMMO.m_itemid)
+       if(StatusEffects_active(BUFF_AMMO, player))
        {
                for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
                {
@@ -866,25 +892,27 @@ MUTATOR_HOOKFUNCTION(buffs, PlayerPreThink)
                }
        }
 
-       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)
                                {
@@ -904,7 +932,7 @@ MUTATOR_HOOKFUNCTION(buffs, PlayerPreThink)
                        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)
                                {
@@ -917,19 +945,23 @@ MUTATOR_HOOKFUNCTION(buffs, PlayerPreThink)
 
                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)
@@ -942,15 +974,15 @@ MUTATOR_HOOKFUNCTION(buffs, PlayerPreThink)
                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;
                }
@@ -975,27 +1007,18 @@ MUTATOR_HOOKFUNCTION(buffs, PlayerPreThink)
 #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
 }