3 #include <common/mapobjects/target/music.qh>
4 #include <common/gamemodes/_mod.qh>
5 #include <server/items/items.qh>
7 void buffs_DelayedInit(entity this);
9 AUTOCVAR(g_buffs, int, -1, "Enable buffs, -1: enabled but no auto location or replacing powerups, 1: enabled and can replace them");
11 REGISTER_MUTATOR(buffs, autocvar_g_buffs)
15 if(autocvar_g_buffs > 0)
16 InitializeEntity(NULL, buffs_DelayedInit, INITPRIO_FINDTARGET);
20 bool buffs_BuffModel_Customize(entity this, entity client)
22 entity player = WaypointSprite_getviewentity(client);
23 entity myowner = this.owner;
25 if(myowner.alpha <= 0.5 && DIFF_TEAM(player, myowner) && myowner.alpha != 0)
28 if(MUTATOR_CALLHOOK(BuffModel_Customize, this, player))
33 // somewhat hide the model, but keep the glow
39 this.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
45 void buffs_BuffModel_Spawn(entity player)
47 player.buff_model = new(buff_model);
48 setmodel(player.buff_model, MDL_BUFF);
49 setsize(player.buff_model, '0 0 -40', '0 0 40');
50 setattachment(player.buff_model, player, "");
51 setorigin(player.buff_model, '0 0 1' * (player.buff_model.maxs.z * 1));
52 player.buff_model.owner = player;
53 player.buff_model.scale = 0.7;
54 player.buff_model.pflags = PFLAGS_FULLDYNAMIC;
55 player.buff_model.light_lev = 200;
56 setcefc(player.buff_model, buffs_BuffModel_Customize);
59 void buffs_BuffModel_Remove(entity player)
62 delete(player.buff_model);
63 player.buff_model = NULL;
66 vector buff_GlowColor(entity buff)
68 //if(buff.team) { return Team_ColorRGB(buff.team); }
72 void buff_Effect(entity player, string eff)
74 if(!autocvar_g_buffs_effects) { return; }
76 if(time >= player.buff_effect_delay)
78 Send_Effect_(eff, player.origin + ((player.mins + player.maxs) * 0.5), '0 0 0', 1);
79 player.buff_effect_delay = time + 0.05; // prevent spam
84 bool buff_Waypoint_visible_for_player(entity this, entity player, entity view)
86 if(!this.owner.buff_active && !this.owner.buff_activetime)
89 if (STAT(BUFFS, view))
91 return CS(view).cvar_cl_buffs_autoreplace == false || STAT(BUFFS, view) != STAT(BUFFS, this.owner);
94 return WaypointSprite_visible_for_player(this, player, view);
97 void buff_Waypoint_Spawn(entity e)
99 if(autocvar_g_buffs_waypoint_distance <= 0) return;
101 entity buff = buff_FirstFromFlags(STAT(BUFFS, e));
102 entity wp = WaypointSprite_Spawn(WP_Buff, 0, autocvar_g_buffs_waypoint_distance, e, '0 0 1' * e.maxs.z, NULL, e.team, e, buff_waypoint, true, RADARICON_Buff);
103 wp.wp_extra = buff.m_id;
104 WaypointSprite_UpdateTeamRadar(e.buff_waypoint, RADARICON_Buff, e.glowmod);
105 e.buff_waypoint.waypointsprite_visible_for_player = buff_Waypoint_visible_for_player;
108 void buff_SetCooldown(entity this, float cd)
112 if(!this.buff_waypoint)
113 buff_Waypoint_Spawn(this);
115 if(this.buff_waypoint)
116 WaypointSprite_UpdateBuildFinished(this.buff_waypoint, time + cd);
118 this.buff_activetime = cd;
119 this.buff_active = !cd;
122 void buff_Respawn(entity this)
124 if(game_stopped) return;
126 vector oldbufforigin = this.origin;
127 this.velocity = '0 0 200';
129 if(!MoveToRandomMapLocation(this, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY,
130 ((autocvar_g_buffs_random_location_attempts > 0) ? autocvar_g_buffs_random_location_attempts : 10), 1024, 256))
132 entity spot = SelectSpawnPoint(this, true);
133 setorigin(this, spot.origin);
134 this.velocity = ((randomvec() * 100) + '0 0 200');
135 this.angles = spot.angles;
138 tracebox(this.origin, this.mins * 1.5, this.maxs * 1.5, this.origin, MOVE_NOMONSTERS, this);
140 setorigin(this, trace_endpos); // attempt to unstick
142 set_movetype(this, MOVETYPE_TOSS);
144 makevectors(this.angles);
145 this.angles = '0 0 0';
146 if(autocvar_g_buffs_random_lifetime > 0)
147 this.lifetime = time + autocvar_g_buffs_random_lifetime;
149 Send_Effect(EFFECT_ELECTRO_COMBO, oldbufforigin + ((this.mins + this.maxs) * 0.5), '0 0 0', 1);
150 Send_Effect(EFFECT_ELECTRO_COMBO, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
152 WaypointSprite_Ping(this.buff_waypoint);
154 sound(this, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
157 void buff_Touch(entity this, entity toucher)
159 if(game_stopped) return;
161 if(ITEM_TOUCH_NEEDKILL())
167 if(!this.buff_active)
170 if(MUTATOR_CALLHOOK(BuffTouch, this, toucher))
172 toucher = M_ARGV(1, entity);
174 if(!IS_PLAYER(toucher))
175 return; // incase mutator changed toucher
177 if((this.team && DIFF_TEAM(toucher, this))
178 || (STAT(FROZEN, toucher))
180 || (time < PS(toucher).buff_shield)
187 if (STAT(BUFFS, toucher))
189 if (CS(toucher).cvar_cl_buffs_autoreplace && STAT(BUFFS, toucher) != STAT(BUFFS, this))
191 // TODO: lost-gained notification for this case
192 int buffid = buff_FirstFromFlags(STAT(BUFFS, toucher)).m_id;
193 Send_Notification(NOTIF_ONE, toucher, MSG_INFO, INFO_ITEM_BUFF_LOST, toucher.netname, buffid);
194 if(!IS_INDEPENDENT_PLAYER(toucher))
195 Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_INFO, INFO_ITEM_BUFF_LOST, toucher.netname, buffid);
197 STAT(BUFFS, toucher) = 0;
198 //sound(toucher, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
200 else { return; } // do nothing
203 this.owner = toucher;
204 this.buff_active = false;
206 entity thebuff = buff_FirstFromFlags(STAT(BUFFS, this));
207 Send_Notification(NOTIF_ONE, toucher, MSG_MULTI, ITEM_BUFF_GOT, thebuff.m_id);
208 if(!IS_INDEPENDENT_PLAYER(toucher))
209 Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_INFO, INFO_ITEM_BUFF, toucher.netname, thebuff.m_id);
211 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
212 sound(toucher, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTN_NORM);
213 STAT(BUFFS, toucher) |= (STAT(BUFFS, this));
214 STAT(LAST_PICKUP, toucher) = time;
215 float bufftime = ((this.count) ? this.count : thebuff.m_time(thebuff));
217 STAT(BUFF_TIME, toucher) = min(time + bufftime, max(STAT(BUFF_TIME, toucher), time) + bufftime);
220 float buff_Available(entity buff)
222 if (buff == BUFF_Null)
224 if (buff == BUFF_AMMO && ((start_items & IT_UNLIMITED_AMMO) || cvar("g_melee_only")))
226 if (buff == BUFF_VAMPIRE && cvar("g_vampire"))
228 return cvar(strcat("g_buffs_", buff.netname));
233 void buff_NewType(entity ent)
235 RandomSelection_Init();
236 FOREACH(Buffs, buff_Available(it),
238 // if it's already been chosen, give it a lower priority
239 float myseencount = (it.buff_seencount > 0) ? it.buff_seencount : 1; // no division by zero please!
240 RandomSelection_AddEnt(it, max(0.2, 1 / myseencount), 1);
242 entity newbuff = RandomSelection_chosen_ent;
243 newbuff.buff_seencount += 1; // lower chances of seeing this buff again soon
244 STAT(BUFFS, ent) = newbuff.m_itemid;
247 void buff_Think(entity this)
249 if(this.buff_waypoint && autocvar_g_buffs_waypoint_distance <= 0)
250 WaypointSprite_Kill(this.buff_waypoint);
252 if(STAT(BUFFS, this) != this.oldbuffs)
254 entity buff = buff_FirstFromFlags(STAT(BUFFS, this));
255 this.color = buff.m_color;
256 this.glowmod = buff_GlowColor(buff);
257 this.skin = buff.m_skin;
259 setmodel(this, MDL_BUFF);
260 setsize(this, BUFF_MIN, BUFF_MAX);
262 if(this.buff_waypoint)
264 //WaypointSprite_Disown(this.buff_waypoint, 1);
265 WaypointSprite_Kill(this.buff_waypoint);
266 buff_Waypoint_Spawn(this);
267 if(this.buff_activetime)
268 WaypointSprite_UpdateBuildFinished(this.buff_waypoint, time + this.buff_activetime - frametime);
271 this.oldbuffs = STAT(BUFFS, this);
275 if((round_handler_IsActive() && round_handler_IsRoundStarted()) || time >= game_starttime)
276 if(!this.buff_activetime_updated)
278 buff_SetCooldown(this, this.buff_activetime);
279 this.buff_activetime_updated = true;
282 if(!this.buff_active && !this.buff_activetime)
283 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))
285 buff_SetCooldown(this, autocvar_g_buffs_cooldown_respawn + frametime);
287 if(autocvar_g_buffs_randomize && (!teamplay || autocvar_g_buffs_randomize_teamplay))
290 if(autocvar_g_buffs_random_location || (this.spawnflags & 64))
294 if(this.buff_activetime)
296 if((round_handler_IsActive() && round_handler_IsRoundStarted()) || time >= game_starttime)
298 this.buff_activetime = max(0, this.buff_activetime - frametime);
300 if(!this.buff_activetime)
302 this.buff_active = true;
303 sound(this, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTN_NORM);
304 Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
310 if(this.team && !this.buff_waypoint)
311 buff_Waypoint_Spawn(this);
313 if(this.lifetime && time >= this.lifetime)
317 this.nextthink = time;
318 //this.angles_y = time * 110.1;
321 void buff_Waypoint_Reset(entity this)
323 WaypointSprite_Kill(this.buff_waypoint);
325 if(this.buff_activetime) { buff_Waypoint_Spawn(this); }
328 void buff_Reset(entity this)
330 if(autocvar_g_buffs_randomize && (!teamplay || autocvar_g_buffs_randomize_teamplay))
333 buff_SetCooldown(this, autocvar_g_buffs_cooldown_activate);
334 buff_Waypoint_Reset(this);
335 this.buff_activetime_updated = false;
337 if(autocvar_g_buffs_random_location || (this.spawnflags & 64))
341 bool buff_Customize(entity this, entity client)
343 entity player = WaypointSprite_getviewentity(client);
344 if(!this.buff_active || (this.team && DIFF_TEAM(player, this)))
347 if(this.effects & EF_FULLBRIGHT) { this.effects &= ~(EF_FULLBRIGHT); }
353 if(!(this.effects & EF_FULLBRIGHT)) { this.effects |= EF_FULLBRIGHT; }
354 this.light_lev = 220 + 36 * sin(time);
355 this.pflags = PFLAGS_FULLDYNAMIC;
360 void buff_Delete(entity this)
362 WaypointSprite_Kill(this.buff_waypoint);
366 void buff_Init(entity this)
368 if(!cvar("g_buffs")) { delete(this); return; }
370 if(!teamplay && this.team) { this.team = 0; }
372 entity buff = buff_FirstFromFlags(STAT(BUFFS, this));
374 if(!STAT(BUFFS, this) || !buff_Available(buff))
377 this.classname = "item_buff";
378 this.solid = SOLID_TRIGGER;
379 this.flags = FL_ITEM;
380 this.bot_pickup = true;
381 this.bot_pickupevalfunc = generic_pickupevalfunc;
382 this.bot_pickupbasevalue = 1000;
383 IL_PUSH(g_items, this);
384 setthink(this, buff_Think);
385 settouch(this, buff_Touch);
386 this.reset = buff_Reset;
387 this.nextthink = time + 0.1;
389 set_movetype(this, MOVETYPE_TOSS);
391 this.skin = buff.m_skin;
392 this.effects = EF_FULLBRIGHT | EF_STARDUST | EF_NOSHADOW;
393 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
394 setcefc(this, buff_Customize);
395 //this.gravity = 100;
396 this.color = buff.m_color;
397 this.glowmod = buff_GlowColor(this);
398 buff_SetCooldown(this, autocvar_g_buffs_cooldown_activate + max(0, game_starttime - time));
399 this.buff_active = !this.buff_activetime;
400 this.pflags = PFLAGS_FULLDYNAMIC;
401 this.dtor = buff_Delete;
403 if(this.spawnflags & 1)
407 set_movetype(this, MOVETYPE_NONE); // reset by random location
409 setmodel(this, MDL_BUFF);
410 setsize(this, BUFF_MIN, BUFF_MAX);
412 if(cvar("g_buffs_random_location") || (this.spawnflags & 64))
416 void buff_Init_Compat(entity ent, entity replacement)
418 if (ent.spawnflags & 2)
419 ent.team = NUM_TEAM_1;
420 else if (ent.spawnflags & 4)
421 ent.team = NUM_TEAM_2;
423 STAT(BUFFS, ent) = replacement.m_itemid;
428 void buff_SpawnReplacement(entity ent, entity old)
430 setorigin(ent, old.origin);
431 ent.angles = old.angles;
432 ent.noalign = Item_ShouldKeepPosition(old);
437 void buff_Vengeance_DelayedDamage(entity this)
440 Damage(this.enemy, this.owner, this.owner, this.dmg, DEATH_BUFF.m_id, DMG_NOWEP, this.enemy.origin, '0 0 0');
446 // note: only really useful in teamplay
447 void buff_Medic_Heal(entity this)
449 FOREACH_CLIENT(IS_PLAYER(it) && it != this && vdist(it.origin - this.origin, <=, autocvar_g_buffs_medic_heal_range),
451 if (DIFF_TEAM(it, this))
455 float hp = GetResource(it, RES_HEALTH);
456 if(hp >= autocvar_g_balance_health_regenstable)
460 Send_Effect(EFFECT_HEALING, it.origin, '0 0 0', 1);
461 SetResource(it, RES_HEALTH, bound(0, hp + autocvar_g_buffs_medic_heal_amount, autocvar_g_balance_health_regenstable));
465 float buff_Inferno_CalculateTime(float damg, float offset_x, float offset_y, float intersect_x, float intersect_y, float base)
467 return offset_y + (intersect_y - offset_y) * logn(((damg - offset_x) * ((base - 1) / intersect_x)) + 1, base);
471 MUTATOR_HOOKFUNCTION(buffs, Damage_Calculate)
473 entity frag_attacker = M_ARGV(1, entity);
474 entity frag_target = M_ARGV(2, entity);
475 float frag_deathtype = M_ARGV(3, float);
476 float frag_damage = M_ARGV(4, float);
477 vector frag_force = M_ARGV(6, vector);
479 if(frag_deathtype == DEATH_BUFF.m_id) { return; }
481 if(STAT(BUFFS, frag_target) & BUFF_RESISTANCE.m_itemid)
483 float reduced = frag_damage * autocvar_g_buffs_resistance_blockpercent;
484 frag_damage = bound(0, frag_damage - reduced, frag_damage);
487 if(STAT(BUFFS, frag_target) & BUFF_SPEED.m_itemid)
488 if(frag_target != frag_attacker)
489 frag_damage *= autocvar_g_buffs_speed_damage_take;
491 if(STAT(BUFFS, frag_target) & BUFF_MEDIC.m_itemid)
492 if((GetResource(frag_target, RES_HEALTH) - frag_damage) <= 0)
493 if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
495 if(random() <= autocvar_g_buffs_medic_survive_chance)
496 frag_damage = max(5, GetResource(frag_target, RES_HEALTH) - autocvar_g_buffs_medic_survive_health);
498 if(STAT(BUFFS, frag_target) & BUFF_JUMP.m_itemid)
499 if(frag_deathtype == DEATH_FALL.m_id)
502 if(STAT(BUFFS, frag_target) & BUFF_VENGEANCE.m_itemid)
504 if(frag_attacker != frag_target)
505 if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
507 entity dmgent = new(dmgent);
509 dmgent.dmg = frag_damage * autocvar_g_buffs_vengeance_damage_multiplier;
510 dmgent.enemy = frag_attacker;
511 dmgent.owner = frag_target;
512 setthink(dmgent, buff_Vengeance_DelayedDamage);
513 dmgent.nextthink = time + 0.1;
516 if(STAT(BUFFS, frag_target) & BUFF_BASH.m_itemid)
517 if(frag_attacker != frag_target)
518 frag_force = '0 0 0';
520 if(STAT(BUFFS, frag_attacker) & BUFF_BASH.m_itemid)
523 if(frag_attacker == frag_target)
524 frag_force *= autocvar_g_buffs_bash_force_self;
526 frag_force *= autocvar_g_buffs_bash_force;
529 if(STAT(BUFFS, frag_attacker) & BUFF_DISABILITY.m_itemid)
530 if(frag_target != frag_attacker)
531 frag_target.buff_disability_time = time + autocvar_g_buffs_disability_slowtime;
533 if(STAT(BUFFS, frag_target) & BUFF_INFERNO.m_itemid)
535 if(frag_deathtype == DEATH_FIRE.m_id)
537 if(frag_deathtype == DEATH_LAVA.m_id)
538 frag_damage *= 0.5; // TODO: cvarize?
541 if(STAT(BUFFS, frag_attacker) & BUFF_LUCK.m_itemid)
542 if(frag_attacker != frag_target)
543 if(autocvar_g_buffs_luck_damagemultiplier > 0)
544 if(random() <= autocvar_g_buffs_luck_chance)
545 frag_damage *= autocvar_g_buffs_luck_damagemultiplier;
547 if(STAT(BUFFS, frag_attacker) & BUFF_INFERNO.m_itemid)
548 if(frag_target != frag_attacker) {
549 float btime = buff_Inferno_CalculateTime(
552 autocvar_g_buffs_inferno_burntime_min_time,
553 autocvar_g_buffs_inferno_burntime_target_damage,
554 autocvar_g_buffs_inferno_burntime_target_time,
555 autocvar_g_buffs_inferno_burntime_factor
557 Fire_AddDamage(frag_target, frag_attacker, (frag_damage * autocvar_g_buffs_inferno_damagemultiplier), btime, DEATH_BUFF.m_id);
560 // this... is ridiculous (TODO: fix!)
561 if(STAT(BUFFS, frag_attacker) & BUFF_VAMPIRE.m_itemid)
562 if(!frag_target.vehicle)
563 if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
564 if(!IS_DEAD(frag_target))
565 if(IS_PLAYER(frag_target) || IS_MONSTER(frag_target))
566 if(frag_attacker != frag_target)
567 if(!STAT(FROZEN, frag_target))
568 if(frag_target.takedamage)
569 if(DIFF_TEAM(frag_attacker, frag_target))
571 float amount = bound(0, frag_damage * autocvar_g_buffs_vampire_damage_steal,
572 GetResource(frag_target, RES_HEALTH));
573 GiveResourceWithLimit(frag_attacker, RES_HEALTH, amount, g_pickup_healthsmall_max);
574 if (GetResource(frag_target, RES_ARMOR))
576 amount = bound(0, frag_damage * autocvar_g_buffs_vampire_damage_steal,
577 GetResource(frag_target, RES_ARMOR));
578 GiveResourceWithLimit(frag_attacker, RES_ARMOR, amount, g_pickup_armorsmall_max);
582 M_ARGV(4, float) = frag_damage;
583 M_ARGV(6, vector) = frag_force;
586 MUTATOR_HOOKFUNCTION(buffs, PlayerSpawn)
588 entity player = M_ARGV(0, entity);
590 buffs_BuffModel_Remove(player);
592 // reset timers here to prevent them continuing after re-spawn
593 player.buff_disability_time = 0;
594 player.buff_disability_effect_time = 0;
597 MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics_UpdateStats)
599 entity player = M_ARGV(0, entity);
600 // these automatically reset, no need to worry
602 if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
603 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_buffs_speed_speed;
605 if(time < player.buff_disability_time)
606 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_buffs_disability_speed;
609 MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics)
611 entity player = M_ARGV(0, entity);
612 // these automatically reset, no need to worry
614 if(STAT(BUFFS, player) & BUFF_JUMP.m_itemid)
615 STAT(MOVEVARS_JUMPVELOCITY, player) = autocvar_g_buffs_jump_height;
618 MUTATOR_HOOKFUNCTION(buffs, MonsterMove)
620 entity mon = M_ARGV(0, entity);
622 if(time < mon.buff_disability_time)
624 M_ARGV(1, float) *= autocvar_g_buffs_disability_speed; // run speed
625 M_ARGV(2, float) *= autocvar_g_buffs_disability_speed; // walk speed
629 MUTATOR_HOOKFUNCTION(buffs, PlayerDies)
631 entity frag_target = M_ARGV(2, entity);
633 if(STAT(BUFFS, frag_target))
635 int buffid = buff_FirstFromFlags(STAT(BUFFS, frag_target)).m_id;
636 if(!IS_INDEPENDENT_PLAYER(frag_target))
637 Send_Notification(NOTIF_ALL_EXCEPT, frag_target, MSG_INFO, INFO_ITEM_BUFF_LOST, frag_target.netname, buffid);
638 STAT(BUFFS, frag_target) = 0;
639 STAT(BUFF_TIME, frag_target) = 0;
641 buffs_BuffModel_Remove(frag_target);
645 MUTATOR_HOOKFUNCTION(buffs, PlayerUseKey, CBC_ORDER_FIRST)
647 if(MUTATOR_RETURNVALUE || game_stopped || !autocvar_g_buffs_drop) return;
649 entity player = M_ARGV(0, entity);
651 if(STAT(BUFFS, player))
653 int buffid = buff_FirstFromFlags(STAT(BUFFS, player)).m_id;
654 Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid);
655 if(!IS_INDEPENDENT_PLAYER(player))
656 Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
658 STAT(BUFFS, player) = 0;
659 STAT(BUFF_TIME, player) = 0;
660 PS(player).buff_shield = time + max(0, autocvar_g_buffs_pickup_delay);
661 sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
666 MUTATOR_HOOKFUNCTION(buffs, ForbidThrowCurrentWeapon)
668 if(MUTATOR_RETURNVALUE || game_stopped) return;
669 entity player = M_ARGV(0, entity);
671 if(STAT(BUFFS, player) & BUFF_SWAPPER.m_itemid)
673 float best_distance = autocvar_g_buffs_swapper_range;
674 entity closest = NULL;
675 FOREACH_CLIENT(IS_PLAYER(it), {
676 if(!IS_DEAD(it) && !STAT(FROZEN, it) && !it.vehicle)
677 if(DIFF_TEAM(it, player))
679 float test = vlen2(player.origin - it.origin);
680 if(test <= best_distance * best_distance)
682 best_distance = sqrt(test);
690 vector my_org, my_vel, my_ang, their_org, their_vel, their_ang;
692 my_org = player.origin;
693 my_vel = player.velocity;
694 my_ang = player.angles;
695 their_org = closest.origin;
696 their_vel = closest.velocity;
697 their_ang = closest.angles;
699 Drop_Special_Items(closest);
701 MUTATOR_CALLHOOK(PortalTeleport, player); // initiate flag dropper
703 setorigin(player, their_org);
704 setorigin(closest, my_org);
706 closest.velocity = my_vel;
707 closest.angles = my_ang;
708 if (IS_BOT_CLIENT(closest))
710 closest.v_angle = closest.angles;
711 bot_aim_reset(closest);
713 closest.fixangle = true;
714 closest.oldorigin = my_org;
715 closest.oldvelocity = my_vel;
716 player.velocity = their_vel;
717 player.angles = their_ang;
718 if (IS_BOT_CLIENT(player))
720 player.v_angle = player.angles;
721 bot_aim_reset(player);
723 player.fixangle = true;
724 player.oldorigin = their_org;
725 player.oldvelocity = their_vel;
727 // set pusher so player gets the kill if they fall into void
728 closest.pusher = player;
729 closest.pushltime = time + autocvar_g_maxpushtime;
730 closest.istypefrag = PHYS_INPUT_BUTTON_CHAT(closest);
732 Send_Effect(EFFECT_ELECTRO_COMBO, their_org, '0 0 0', 1);
733 Send_Effect(EFFECT_ELECTRO_COMBO, my_org, '0 0 0', 1);
735 sound(player, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
736 sound(closest, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
738 // TODO: add a counter to handle how many times one can teleport, and a delay to prevent spam
739 STAT(BUFFS, player) = 0;
745 bool buffs_RemovePlayer(entity player)
747 buffs_BuffModel_Remove(player);
749 // also reset timers here to prevent them continuing after spectating
750 player.buff_disability_time = 0;
751 player.buff_disability_effect_time = 0;
755 MUTATOR_HOOKFUNCTION(buffs, MakePlayerObserver) { entity player = M_ARGV(0, entity); return buffs_RemovePlayer(player); }
756 MUTATOR_HOOKFUNCTION(buffs, ClientDisconnect) { entity player = M_ARGV(0, entity); return buffs_RemovePlayer(player); }
758 MUTATOR_HOOKFUNCTION(buffs, CustomizeWaypoint)
760 entity wp = M_ARGV(0, entity);
761 entity player = M_ARGV(1, entity);
763 entity e = WaypointSprite_getviewentity(player);
765 // if you have the invisibility powerup, sprites ALWAYS are restricted to your team
766 // but only apply this to real players, not to spectators
767 if((wp.owner.flags & FL_CLIENT) && (STAT(BUFFS, wp.owner) & BUFF_INVISIBLE.m_itemid) && (e == player))
768 if(DIFF_TEAM(wp.owner, e))
772 MUTATOR_HOOKFUNCTION(buffs, FilterItem)
774 if(autocvar_g_buffs < 0)
775 return false; // no auto replacing of entities in this mode
777 entity item = M_ARGV(0, entity);
779 if(autocvar_g_buffs_replace_powerups)
781 switch(item.classname)
783 case "item_strength":
787 buff_SpawnReplacement(e, item);
796 MUTATOR_HOOKFUNCTION(buffs, WeaponRateFactor)
798 entity player = M_ARGV(1, entity);
800 if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
801 M_ARGV(0, float) *= autocvar_g_buffs_speed_rate;
803 if(time < player.buff_disability_time)
804 M_ARGV(0, float) *= autocvar_g_buffs_disability_rate;
807 MUTATOR_HOOKFUNCTION(buffs, WeaponSpeedFactor)
809 entity player = M_ARGV(1, entity);
811 if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
812 M_ARGV(0, float) *= autocvar_g_buffs_speed_weaponspeed;
814 if(time < player.buff_disability_time)
815 M_ARGV(0, float) *= autocvar_g_buffs_disability_weaponspeed;
818 .bool buff_flight_crouchheld;
820 MUTATOR_HOOKFUNCTION(buffs, PlayerPreThink)
822 entity player = M_ARGV(0, entity);
824 if(game_stopped || IS_DEAD(player) || frametime || !IS_PLAYER(player)) return;
826 if(STAT(BUFFS, player) & BUFF_FLIGHT.m_itemid)
828 if(!PHYS_INPUT_BUTTON_CROUCH(player))
829 player.buff_flight_crouchheld = false;
830 else if(!player.buff_flight_crouchheld)
832 player.buff_flight_crouchheld = true;
833 player.gravity *= -1;
837 if(time < player.buff_disability_time)
838 if(time >= player.buff_disability_effect_time)
840 Send_Effect(EFFECT_SMOKING, player.origin + ((player.mins + player.maxs) * 0.5), '0 0 0', 1);
841 player.buff_disability_effect_time = time + 0.5;
844 // handle buff lost status
845 // 1: notify everyone else
846 // 2: notify carrier as well
849 if(STAT(BUFF_TIME, player) && STAT(BUFFS, player))
850 if(time >= STAT(BUFF_TIME, player))
852 STAT(BUFF_TIME, player) = 0;
856 if(STAT(FROZEN, player)) { buff_lost = 1; }
860 if(STAT(BUFFS, player))
862 int buffid = buff_FirstFromFlags(STAT(BUFFS, player)).m_id;
865 Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid); // TODO: special timeout message?
866 sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
868 else if(!IS_INDEPENDENT_PLAYER(player))
869 Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
870 STAT(BUFFS, player) = 0;
871 PS(player).buff_shield = time + max(0, autocvar_g_buffs_pickup_delay); // always put in a delay, even if small
875 if(STAT(BUFFS, player) & BUFF_MAGNET.m_itemid)
878 IL_EACH(g_items, it.itemdef,
881 pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_buff;
883 pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_item;
885 if(boxesoverlap(player.absmin - pickup_size, player.absmax + pickup_size, it.absmin, it.absmax))
888 gettouch(it)(it, player);
893 if(STAT(BUFFS, player) & BUFF_AMMO.m_itemid)
895 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
897 .entity weaponentity = weaponentities[slot];
898 if(player.(weaponentity).clip_size)
899 player.(weaponentity).clip_load = player.(weaponentity).(weapon_load[player.(weaponentity).m_switchweapon.m_id]) = player.(weaponentity).clip_size;
903 if((STAT(BUFFS, player) & BUFF_INVISIBLE.m_itemid) && (player.oldbuffs & BUFF_INVISIBLE.m_itemid))
904 player.alpha = ((autocvar_g_buffs_invisible_alpha) ? autocvar_g_buffs_invisible_alpha : -1); // powerups reset alpha, so we must enforce this (TODO)
906 if(STAT(BUFFS, player) & BUFF_MEDIC.m_itemid)
907 if(time >= player.buff_medic_healtime)
909 buff_Medic_Heal(player);
910 player.buff_medic_healtime = time + autocvar_g_buffs_medic_heal_delay;
913 #define BUFF_ONADD(b) if ( (STAT(BUFFS, player) & (b).m_itemid) && !(player.oldbuffs & (b).m_itemid))
914 #define BUFF_ONREM(b) if (!(STAT(BUFFS, player) & (b).m_itemid) && (player.oldbuffs & (b).m_itemid))
916 if(STAT(BUFFS, player) != player.oldbuffs)
918 entity buff = buff_FirstFromFlags(STAT(BUFFS, player));
919 float bufftime = buff != BUFF_Null ? buff.m_time(buff) : 0;
920 if(STAT(BUFF_TIME, player) <= time) // if the player still has a buff countdown, don't reset it!
921 STAT(BUFF_TIME, player) = (bufftime) ? time + bufftime : 0;
923 BUFF_ONADD(BUFF_AMMO)
925 player.buff_ammo_prev_infitems = (player.items & IT_UNLIMITED_AMMO);
926 player.items |= IT_UNLIMITED_AMMO;
928 if(STAT(BUFFS, player) & BUFF_AMMO.m_itemid)
930 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
932 .entity weaponentity = weaponentities[slot];
933 if(player.(weaponentity).clip_load)
934 player.(weaponentity).buff_ammo_prev_clipload = player.(weaponentity).clip_load;
935 if(player.(weaponentity).clip_size)
936 player.(weaponentity).clip_load = player.(weaponentity).(weapon_load[player.(weaponentity).m_switchweapon.m_id]) = player.(weaponentity).clip_size;
941 BUFF_ONREM(BUFF_AMMO)
943 if(player.buff_ammo_prev_infitems)
944 player.items |= IT_UNLIMITED_AMMO;
946 player.items &= ~IT_UNLIMITED_AMMO;
948 if(STAT(BUFFS, player) & BUFF_AMMO.m_itemid)
950 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
952 .entity weaponentity = weaponentities[slot];
953 if(player.(weaponentity).buff_ammo_prev_clipload)
954 player.(weaponentity).clip_load = player.(weaponentity).buff_ammo_prev_clipload;
959 BUFF_ONADD(BUFF_INVISIBLE)
961 if(time < STAT(STRENGTH_FINISHED, player) && MUTATOR_IS_ENABLED(mutator_instagib))
962 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
964 player.buff_invisible_prev_alpha = player.alpha;
965 player.alpha = autocvar_g_buffs_invisible_alpha;
968 BUFF_ONREM(BUFF_INVISIBLE)
970 if(time < STAT(STRENGTH_FINISHED, player) && MUTATOR_IS_ENABLED(mutator_instagib))
971 player.alpha = autocvar_g_instagib_invis_alpha;
973 player.alpha = player.buff_invisible_prev_alpha;
976 BUFF_ONADD(BUFF_FLIGHT)
978 player.buff_flight_oldgravity = player.gravity;
983 BUFF_ONREM(BUFF_FLIGHT)
984 player.gravity = ((player.trigger_gravity_check) ? player.trigger_gravity_check.enemy.gravity : player.buff_flight_oldgravity);
986 player.oldbuffs = STAT(BUFFS, player);
987 if(STAT(BUFFS, player))
989 if(!player.buff_model)
990 buffs_BuffModel_Spawn(player);
992 player.buff_model.color = buff.m_color;
993 player.buff_model.glowmod = buff_GlowColor(player.buff_model);
994 player.buff_model.skin = buff.m_skin;
996 player.effects |= EF_NOSHADOW;
1000 buffs_BuffModel_Remove(player);
1002 player.effects &= ~(EF_NOSHADOW);
1006 if(player.buff_model)
1008 player.buff_model.effects = player.effects;
1009 player.buff_model.effects |= EF_LOWPRECISION;
1010 player.buff_model.effects = player.buff_model.effects & EFMASK_CHEAP; // eat performance
1012 player.buff_model.alpha = player.alpha;
1019 MUTATOR_HOOKFUNCTION(buffs, SpectateCopy)
1021 entity spectatee = M_ARGV(0, entity);
1022 entity client = M_ARGV(1, entity);
1024 STAT(BUFFS, client) = STAT(BUFFS, spectatee);
1025 STAT(BUFF_TIME, client) = STAT(BUFF_TIME, spectatee);
1028 MUTATOR_HOOKFUNCTION(buffs, PlayerRegen)
1030 entity player = M_ARGV(0, entity);
1032 if(STAT(BUFFS, player) & BUFF_MEDIC.m_itemid)
1034 M_ARGV(2, float) = autocvar_g_buffs_medic_rot; // rot_mod
1035 M_ARGV(4, float) = M_ARGV(1, float) = autocvar_g_buffs_medic_max; // limit_mod = max_mod
1036 M_ARGV(2, float) = autocvar_g_buffs_medic_regen; // regen_mod
1039 if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
1040 M_ARGV(2, float) = autocvar_g_buffs_speed_regen; // regen_mod
1043 REPLICATE(cvar_cl_buffs_autoreplace, bool, "cl_buffs_autoreplace");
1045 MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsString)
1047 if(autocvar_g_buffs > 0) // only report as a mutator if they're enabled
1048 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":Buffs");
1051 MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsPrettyString)
1053 if(autocvar_g_buffs > 0)
1054 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Buffs");
1057 void buffs_DelayedInit(entity this)
1059 if(autocvar_g_buffs_spawn_count > 0)
1060 if(find(NULL, classname, "item_buff") == NULL)
1063 for(i = 0; i < autocvar_g_buffs_spawn_count; ++i)
1066 e.spawnflags |= 64; // always randomize
1067 e.velocity = randomvec() * 250; // this gets reset anyway if random location works