]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mutators/mutator/buffs/sv_buffs.qc
Resolve conflicts 2: Merge branch 'master' into bones_was_here/q3compat
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / buffs / sv_buffs.qc
index 2c32b57e421688f56311ae2de16f08325c63c810..49f70a8fc9ac2742430112355448b53581ccc0f6 100644 (file)
@@ -1,7 +1,7 @@
 #include "sv_buffs.qh"
 
 #include <common/mapobjects/target/music.qh>
-#include <common/mutators/mutator/instagib/_mod.qh>
+#include <common/mutators/mutator/powerups/_mod.qh>
 #include <common/gamemodes/_mod.qh>
 #include <server/items/items.qh>
 
@@ -9,6 +9,10 @@ bool buffs_BuffModel_Customize(entity this, entity client)
 {
        entity player = WaypointSprite_getviewentity(client);
        entity myowner = this.owner;
+       entity heldbuff = buff_FirstFromFlags(myowner);
+
+       if(!heldbuff)
+               return false;
 
        if(myowner.alpha <= 0.5 && DIFF_TEAM(player, myowner) && myowner.alpha != 0)
                return false;
@@ -25,11 +29,49 @@ bool buffs_BuffModel_Customize(entity this, entity client)
        else
        {
                this.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
-               this.alpha = 1;
+               this.alpha = myowner.alpha;
        }
        return true;
 }
 
+void buffs_BuffModel_Think(entity this)
+{
+       this.nextthink = time;
+       entity player = this.owner;
+       if(player.alpha < 0 || player.buff_model != this)
+       {
+               if(player) // remnant from ChatBubbleThink, same question... WHY?!
+                       player.buff_model = NULL;
+               delete(this);
+               return;
+       }
+
+       entity heldbuff = buff_FirstFromFlags(player);
+
+       if(!heldbuff)
+       {
+               this.effects = EF_NODRAW;
+               return;
+       }
+
+       this.color = heldbuff.m_color;
+       this.glowmod = heldbuff.m_color;
+       this.skin = heldbuff.m_skin;
+
+       this.effects = player.effects;
+       this.effects |= EF_LOWPRECISION;
+       this.effects = this.effects & EFMASK_CHEAP; // eat performance
+
+       this.alpha = player.alpha;
+}
+
+void buffs_BuffModel_Remove(entity player)
+{
+       if(player.buff_model)
+               delete(player.buff_model);
+       player.buff_model = NULL;
+}
+
 void buffs_BuffModel_Spawn(entity player)
 {
        player.buff_model = new(buff_model);
@@ -38,23 +80,22 @@ void buffs_BuffModel_Spawn(entity player)
        setattachment(player.buff_model, player, "");
        setorigin(player.buff_model, '0 0 1' * (player.buff_model.maxs.z * 1));
        player.buff_model.owner = player;
+       player.buff_model.exteriormodeltoclient = player;
        player.buff_model.scale = 0.7;
        player.buff_model.pflags = PFLAGS_FULLDYNAMIC;
        player.buff_model.light_lev = 200;
+       setthink(player.buff_model, buffs_BuffModel_Think);
+       player.buff_model.nextthink = time;
        setcefc(player.buff_model, buffs_BuffModel_Customize);
 }
 
-void buffs_BuffModel_Remove(entity player)
+void buffs_BuffModel_Update(entity this)
 {
-       if(player.buff_model)
-               delete(player.buff_model);
-       player.buff_model = NULL;
-}
-
-vector buff_GlowColor(entity buff)
-{
-       //if(buff.team_forced) { return Team_ColorRGB(buff.team_forced); }
-       return buff.m_color;
+       if (this.alpha < 0)
+               return;
+       // spawn a buff model entity if needed
+       if (!this.buff_model)
+               buffs_BuffModel_Spawn(this);
 }
 
 void buff_Effect(entity player, string eff)
@@ -167,7 +208,7 @@ void buff_Touch(entity this, entity toucher)
        || (STAT(FROZEN, toucher))
        || (toucher.vehicle)
        || (!this.buffdef) // TODO: error out or maybe reset type if this occurs?
-       || (time < PS(toucher).buff_shield)
+       || (time < toucher.buff_shield)
        )
        {
                // can't touch this
@@ -269,7 +310,7 @@ void buff_Think(entity this)
        {
                entity buff = this.buffdef;
                this.color = buff.m_color;
-               this.glowmod = buff_GlowColor(buff);
+               this.glowmod = buff.m_color;
                this.skin = buff.m_skin;
 
                setmodel(this, MDL_BUFF);
@@ -411,7 +452,7 @@ void buff_Init(entity this)
        setcefc(this, buff_Customize);
        //this.gravity = 100;
        this.color = buff.m_color;
-       this.glowmod = buff_GlowColor(this);
+       this.glowmod = buff.m_color;
        buff_SetCooldown(this, autocvar_g_buffs_cooldown_activate + max(0, game_starttime - time));
        this.buff_active = !this.buff_activetime;
        this.pflags = PFLAGS_FULLDYNAMIC;
@@ -468,6 +509,149 @@ float buff_Inferno_CalculateTime(float damg, float offset_x, float offset_y, flo
        return offset_y + (intersect_y - offset_y) * logn(((damg - offset_x) * ((base - 1) / intersect_x)) + 1, base);
 }
 
+METHOD(Buff, m_apply, void(StatusEffects this, entity actor, float eff_time, float eff_flags))
+{
+    if(IS_PLAYER(actor))
+       actor.effects |= EF_NOSHADOW; // does not play well with buff icon
+    SUPER(Buff).m_apply(this, actor, eff_time, eff_flags);
+}
+METHOD(Buff, m_remove, void(StatusEffects this, entity actor, int removal_type))
+{
+       bool wasactive = (actor.statuseffects && (actor.statuseffects.statuseffect_flags[this.m_id] & STATUSEFFECT_FLAG_ACTIVE));
+       if(wasactive)
+       {
+               int buffid = this.m_id;
+               if(removal_type == STATUSEFFECT_REMOVE_TIMEOUT)
+               {
+                       Send_Notification(NOTIF_ONE, actor, MSG_MULTI, ITEM_BUFF_DROP, buffid); // TODO: special timeout message?
+                       sound(actor, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
+               }
+               else if(removal_type == STATUSEFFECT_REMOVE_NORMAL && !IS_INDEPENDENT_PLAYER(actor))
+                       Send_Notification(NOTIF_ALL_EXCEPT, actor, MSG_INFO, INFO_ITEM_BUFF_LOST, actor.netname, buffid);
+               actor.buff_shield = time + max(0, autocvar_g_buffs_pickup_delay); // always put in a delay, even if small
+       }
+       if(IS_PLAYER(actor))
+               actor.effects &= ~EF_NOSHADOW;
+       SUPER(Buff).m_remove(this, actor, removal_type);
+}
+
+METHOD(Disabled, m_tick, void(StatusEffects this, entity actor))
+{
+       if(time >= actor.disabled_effect_time)
+       {
+               Send_Effect(EFFECT_SMOKING, actor.origin + ((actor.mins + actor.maxs) * 0.5), '0 0 0', 1);
+               actor.disabled_effect_time = time + 0.5;
+       }
+       SUPER(Disabled).m_tick(this, actor);
+}
+METHOD(Disabled, m_remove, void(StatusEffects this, entity actor, int removal_type))
+{
+       actor.disabled_effect_time = 0;
+       SUPER(Disabled).m_remove(this, actor, removal_type);
+}
+
+METHOD(AmmoBuff, m_apply, void(StatusEffects this, entity actor, float eff_time, float eff_flags))
+{
+    bool wasactive = (actor.statuseffects && (actor.statuseffects.statuseffect_flags[this.m_id] & STATUSEFFECT_FLAG_ACTIVE));
+    if(!wasactive)
+    {
+        actor.buff_ammo_prev_infitems = (actor.items & IT_UNLIMITED_AMMO);
+        actor.items |= IT_UNLIMITED_AMMO;
+        for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+               {
+                       .entity weaponentity = weaponentities[slot];
+                       if(!actor.(weaponentity))
+                               continue;
+                       if(actor.(weaponentity).clip_load)
+                               actor.(weaponentity).buff_ammo_prev_clipload = actor.(weaponentity).clip_load;
+                       if(actor.(weaponentity).clip_size)
+                               actor.(weaponentity).clip_load = actor.(weaponentity).(weapon_load[actor.(weaponentity).m_switchweapon.m_id]) = actor.(weaponentity).clip_size;
+               }
+    }
+    SUPER(AmmoBuff).m_apply(this, actor, eff_time, eff_flags);
+}
+METHOD(AmmoBuff, m_remove, void(StatusEffects this, entity actor, int removal_type))
+{
+       bool wasactive = (actor.statuseffects && (actor.statuseffects.statuseffect_flags[this.m_id] & STATUSEFFECT_FLAG_ACTIVE));
+       if(wasactive)
+       {
+               actor.items = BITSET(actor.items, IT_UNLIMITED_AMMO, actor.buff_ammo_prev_infitems);
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+               {
+                       .entity weaponentity = weaponentities[slot];
+                       if(!actor.(weaponentity))
+                               continue;
+                       if(actor.(weaponentity).buff_ammo_prev_clipload)
+                       {
+                               actor.(weaponentity).clip_load = actor.(weaponentity).buff_ammo_prev_clipload;
+                               actor.(weaponentity).buff_ammo_prev_clipload = 0;
+                       }
+               }
+       }
+       actor.buff_ammo_prev_infitems = 0;
+       SUPER(AmmoBuff).m_remove(this, actor, removal_type);
+}
+METHOD(AmmoBuff, m_tick, void(StatusEffects this, entity actor))
+{
+       if(IS_PLAYER(actor))
+       {
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+               {
+                       .entity weaponentity = weaponentities[slot];
+                       if(actor.(weaponentity).clip_size)
+                               actor.(weaponentity).clip_load = actor.(weaponentity).(weapon_load[actor.(weaponentity).m_switchweapon.m_id]) = actor.(weaponentity).clip_size;
+               }
+       }
+
+       SUPER(AmmoBuff).m_tick(this, actor);
+}
+
+
+METHOD(FlightBuff, m_apply, void(StatusEffects this, entity actor, float eff_time, float eff_flags))
+{
+    bool wasactive = (actor.statuseffects && (actor.statuseffects.statuseffect_flags[this.m_id] & STATUSEFFECT_FLAG_ACTIVE));
+    if(!wasactive)
+    {
+        actor.buff_flight_oldgravity = actor.gravity;
+               if(!actor.gravity)
+                       actor.gravity = 1;
+    }
+    SUPER(FlightBuff).m_apply(this, actor, eff_time, eff_flags);
+}
+METHOD(FlightBuff, m_remove, void(StatusEffects this, entity actor, int removal_type))
+{
+       bool wasactive = (actor.statuseffects && (actor.statuseffects.statuseffect_flags[this.m_id] & STATUSEFFECT_FLAG_ACTIVE));
+       if(wasactive)
+       {
+               actor.gravity = ((actor.trigger_gravity_check) ? actor.trigger_gravity_check.enemy.gravity : actor.buff_flight_oldgravity);
+       }
+       actor.buff_flight_oldgravity = 0;
+       SUPER(FlightBuff).m_remove(this, actor, removal_type);
+}
+
+METHOD(MagnetBuff, m_tick, void(StatusEffects this, entity actor))
+{
+       if(IS_PLAYER(actor))
+       {
+               vector pickup_size;
+               IL_EACH(g_items, it.itemdef,
+               {
+                       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;
+
+                       if(boxesoverlap(actor.absmin - pickup_size, actor.absmax + pickup_size, it.absmin, it.absmax))
+                       {
+                               if(gettouch(it))
+                                       gettouch(it)(it, actor);
+                       }
+               });
+       }
+
+       SUPER(MagnetBuff).m_tick(this, actor);
+}
+
 // mutator hooks
 MUTATOR_HOOKFUNCTION(buffs, Damage_Calculate)
 {
@@ -485,10 +669,6 @@ MUTATOR_HOOKFUNCTION(buffs, Damage_Calculate)
                frag_damage = bound(0, frag_damage - reduced, frag_damage);
        }
 
-       if(StatusEffects_active(BUFF_SPEED, frag_target))
-       if(frag_target != frag_attacker)
-               frag_damage *= autocvar_g_buffs_speed_damage_take;
-
        if(StatusEffects_active(BUFF_MEDIC, frag_target))
        if((GetResource(frag_target, RES_HEALTH) - frag_damage) <= 0)
        if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
@@ -529,7 +709,7 @@ MUTATOR_HOOKFUNCTION(buffs, Damage_Calculate)
 
        if(StatusEffects_active(BUFF_DISABILITY, frag_attacker))
        if(frag_target != frag_attacker)
-               frag_target.buff_disability_time = time + autocvar_g_buffs_disability_slowtime;
+               StatusEffects_apply(STATUSEFFECT_Disabled, frag_target, time + autocvar_g_buffs_disability_slowtime, 0);
 
        if(StatusEffects_active(BUFF_INFERNO, frag_target))
        {
@@ -564,42 +744,26 @@ MUTATOR_HOOKFUNCTION(buffs, Damage_Calculate)
 
 MUTATOR_HOOKFUNCTION(buffs, PlayerDamage_SplitHealthArmor)
 {
+       // NOTE: vampire PlayerDamage_SplitHealthArmor code is similar
        entity frag_attacker = M_ARGV(1, entity);
        entity frag_target = M_ARGV(2, entity);
        if(!StatusEffects_active(BUFF_VAMPIRE, frag_attacker))
                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))
+       if (!StatusEffects_active(STATUSEFFECT_SpawnShield, frag_target) && 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);
+               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 = NULL;
-       // reset timers here to prevent them continuing after re-spawn
-       player.buff_disability_time = 0;
-       player.buff_disability_effect_time = 0;
-}
-
 MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics_UpdateStats)
 {
        entity player = M_ARGV(0, entity);
        // these automatically reset, no need to worry
 
-       if(StatusEffects_active(BUFF_SPEED, player))
-               STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_buffs_speed_speed;
-
-       if(time < player.buff_disability_time)
+       if(StatusEffects_active(STATUSEFFECT_Disabled, player))
                STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_buffs_disability_speed;
 }
 
@@ -616,28 +780,13 @@ MUTATOR_HOOKFUNCTION(buffs, MonsterMove)
 {
        entity mon = M_ARGV(0, entity);
 
-       if(time < mon.buff_disability_time)
+       if(StatusEffects_active(STATUSEFFECT_Disabled, mon))
        {
                M_ARGV(1, float) *= autocvar_g_buffs_disability_speed; // run speed
                M_ARGV(2, float) *= autocvar_g_buffs_disability_speed; // walk speed
        }
 }
 
-MUTATOR_HOOKFUNCTION(buffs, PlayerDies)
-{
-       entity frag_target = M_ARGV(2, entity);
-
-       entity heldbuff = buff_FirstFromFlags(frag_target);
-       if(heldbuff)
-       {
-               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);
-
-               buffs_BuffModel_Remove(frag_target);
-       }
-}
-
 MUTATOR_HOOKFUNCTION(buffs, PlayerUseKey, CBC_ORDER_FIRST)
 {
        if(MUTATOR_RETURNVALUE || game_stopped || !autocvar_g_buffs_drop) return;
@@ -653,7 +802,7 @@ MUTATOR_HOOKFUNCTION(buffs, PlayerUseKey, CBC_ORDER_FIRST)
                        Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
 
                buff_RemoveAll(player, STATUSEFFECT_REMOVE_NORMAL);
-               PS(player).buff_shield = time + max(0, autocvar_g_buffs_pickup_delay);
+               player.buff_shield = time + max(0, autocvar_g_buffs_pickup_delay);
                sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
                return true;
        }
@@ -742,29 +891,11 @@ bool buffs_RemovePlayer(entity player)
 {
        buffs_BuffModel_Remove(player);
 
-       // also reset timers here to prevent them continuing after spectating
-       player.buff_disability_time = 0;
-       player.buff_disability_effect_time = 0;
-
        return false;
 }
 MUTATOR_HOOKFUNCTION(buffs, MakePlayerObserver) { entity player = M_ARGV(0, entity); return buffs_RemovePlayer(player); }
 MUTATOR_HOOKFUNCTION(buffs, ClientDisconnect) { entity player = M_ARGV(0, entity); return buffs_RemovePlayer(player); }
 
-MUTATOR_HOOKFUNCTION(buffs, CustomizeWaypoint)
-{
-       entity wp = M_ARGV(0, entity);
-       entity player = M_ARGV(1, entity);
-
-       entity e = WaypointSprite_getviewentity(player);
-
-       // 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) && (e == player) && StatusEffects_active(BUFF_INVISIBLE, wp.owner))
-       if(DIFF_TEAM(wp.owner, e))
-               return true;
-}
-
 MUTATOR_HOOKFUNCTION(buffs, FilterItem)
 {
        if(autocvar_g_buffs < 0)
@@ -772,18 +903,11 @@ MUTATOR_HOOKFUNCTION(buffs, FilterItem)
 
        entity item = M_ARGV(0, entity);
 
-       if(autocvar_g_buffs_replace_powerups)
+       if(autocvar_g_buffs_replace_powerups && item.itemdef.instanceOfPowerup)
        {
-               switch(item.classname)
-               {
-                       case "item_strength":
-                       case "item_shield":
-                       {
-                               entity e = spawn();
-                               buff_SpawnReplacement(e, item);
-                               return true;
-                       }
-               }
+               entity e = spawn();
+               buff_SpawnReplacement(e, item);
+               return true;
        }
 
        return false;
@@ -793,10 +917,7 @@ MUTATOR_HOOKFUNCTION(buffs, WeaponRateFactor)
 {
        entity player = M_ARGV(1, entity);
 
-       if(StatusEffects_active(BUFF_SPEED, player))
-               M_ARGV(0, float) *= autocvar_g_buffs_speed_rate;
-
-       if(time < player.buff_disability_time)
+       if(StatusEffects_active(STATUSEFFECT_Disabled, player))
                M_ARGV(0, float) *= autocvar_g_buffs_disability_rate;
 }
 
@@ -804,14 +925,15 @@ MUTATOR_HOOKFUNCTION(buffs, WeaponSpeedFactor)
 {
        entity player = M_ARGV(1, entity);
 
-       if(StatusEffects_active(BUFF_SPEED, player))
-               M_ARGV(0, float) *= autocvar_g_buffs_speed_weaponspeed;
-
-       if(time < player.buff_disability_time)
+       if(StatusEffects_active(STATUSEFFECT_Disabled, player))
                M_ARGV(0, float) *= autocvar_g_buffs_disability_weaponspeed;
 }
 
-.bool buff_flight_crouchheld;
+MUTATOR_HOOKFUNCTION(buffs, Freeze)
+{
+       entity targ = M_ARGV(0, entity);
+       buff_RemoveAll(targ, STATUSEFFECT_REMOVE_NORMAL);
+}
 
 MUTATOR_HOOKFUNCTION(buffs, PlayerPreThink)
 {
@@ -819,6 +941,7 @@ MUTATOR_HOOKFUNCTION(buffs, PlayerPreThink)
 
        if(game_stopped || IS_DEAD(player) || !IS_PLAYER(player)) return;
 
+       // NOTE: this is kept here to ensure crouches are picked up each player movement frame
        if(StatusEffects_active(BUFF_FLIGHT, player))
        {
                if(!PHYS_INPUT_BUTTON_CROUCH(player))
@@ -830,181 +953,8 @@ MUTATOR_HOOKFUNCTION(buffs, PlayerPreThink)
                }
        }
 
-       if(time < player.buff_disability_time)
-       if(time >= player.buff_disability_effect_time)
-       {
-               Send_Effect(EFFECT_SMOKING, player.origin + ((player.mins + player.maxs) * 0.5), '0 0 0', 1);
-               player.buff_disability_effect_time = time + 0.5;
-       }
-
-       // handle buff lost status
-       // 1: notify everyone else
-       // 2: notify carrier as well
-       int buff_lost = 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 && heldbuff)
-       {
-               int buffid = heldbuff.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);
-               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(StatusEffects_active(BUFF_MAGNET, player))
-       {
-               vector pickup_size;
-               IL_EACH(g_items, it.itemdef,
-               {
-                       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;
-
-                       if(boxesoverlap(player.absmin - pickup_size, player.absmax + pickup_size, it.absmin, it.absmax))
-                       {
-                               if(gettouch(it))
-                                       gettouch(it)(it, player);
-                       }
-               });
-       }
-
-       if(StatusEffects_active(BUFF_AMMO, player))
-       {
-               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
-               {
-                       .entity weaponentity = weaponentities[slot];
-                       if(player.(weaponentity).clip_size)
-                               player.(weaponentity).clip_load = player.(weaponentity).(weapon_load[player.(weaponentity).m_switchweapon.m_id]) = player.(weaponentity).clip_size;
-               }
-       }
-
-       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 ( (heldbuff == (b)) && (player.oldbuffs != (b)))
-#define BUFF_ONREM(b) if ( (heldbuff != (b)) && (player.oldbuffs == (b)))
-
-       if(heldbuff != player.oldbuffs)
-       {
-               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(StatusEffects_active(BUFF_AMMO, player))
-                       {
-                               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
-                               {
-                                       .entity weaponentity = weaponentities[slot];
-                                       if(player.(weaponentity).clip_load)
-                                               player.(weaponentity).buff_ammo_prev_clipload = player.(weaponentity).clip_load;
-                                       if(player.(weaponentity).clip_size)
-                                               player.(weaponentity).clip_load = player.(weaponentity).(weapon_load[player.(weaponentity).m_switchweapon.m_id]) = player.(weaponentity).clip_size;
-                               }
-                       }
-               }
-
-               BUFF_ONREM(BUFF_AMMO)
-               {
-                       if(player.buff_ammo_prev_infitems)
-                               player.items |= IT_UNLIMITED_AMMO;
-                       else
-                               player.items &= ~IT_UNLIMITED_AMMO;
-
-                       if(StatusEffects_active(BUFF_AMMO, player))
-                       {
-                               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
-                               {
-                                       .entity weaponentity = weaponentities[slot];
-                                       if(player.(weaponentity).buff_ammo_prev_clipload)
-                                               player.(weaponentity).clip_load = player.(weaponentity).buff_ammo_prev_clipload;
-                               }
-                       }
-               }
-
-               BUFF_ONADD(BUFF_INVISIBLE)
-               {
-                       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;
-                       if(!player.vehicle)
-                               player.alpha = autocvar_g_buffs_invisible_alpha;
-               }
-
-               BUFF_ONREM(BUFF_INVISIBLE)
-               {
-                       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)
-               {
-                       player.buff_flight_oldgravity = player.gravity;
-                       if(!player.gravity)
-                               player.gravity = 1;
-               }
-
-               BUFF_ONREM(BUFF_FLIGHT)
-                       player.gravity = ((player.trigger_gravity_check) ? player.trigger_gravity_check.enemy.gravity : player.buff_flight_oldgravity);
-
-               player.oldbuffs = heldbuff;
-               if(heldbuff)
-               {
-                       if(!player.buff_model)
-                               buffs_BuffModel_Spawn(player);
-
-                       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;
-               }
-               else
-               {
-                       buffs_BuffModel_Remove(player);
-
-                       player.effects &= ~(EF_NOSHADOW);
-               }
-       }
-
-       if(player.buff_model)
-       {
-               player.buff_model.effects = player.effects;
-               player.buff_model.effects |= EF_LOWPRECISION;
-               player.buff_model.effects = player.buff_model.effects & EFMASK_CHEAP; // eat performance
-
-               player.buff_model.alpha = player.alpha;
-       }
-
-#undef BUFF_ONADD
-#undef BUFF_ONREM
+       if(IS_PLAYER(player))
+               buffs_BuffModel_Update(player);
 }
 
 MUTATOR_HOOKFUNCTION(buffs, PlayerRegen)
@@ -1017,9 +967,6 @@ MUTATOR_HOOKFUNCTION(buffs, PlayerRegen)
                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(StatusEffects_active(BUFF_SPEED, player))
-               M_ARGV(2, float) = autocvar_g_buffs_speed_regen; // regen_mod
 }
 
 REPLICATE(cvar_cl_buffs_autoreplace, bool, "cl_buffs_autoreplace");