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