1 #include "sv_powerups.qh"
3 MUTATOR_HOOKFUNCTION(powerups, W_PlayStrengthSound)
5 entity player = M_ARGV(0, entity);
7 if(StatusEffects_active(STATUSEFFECT_Strength, player)
8 && ((time > player.prevstrengthsound + autocvar_sv_strengthsound_antispam_time) // prevent insane sound spam
9 || (time > player.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)))
11 sound(player, CH_TRIGGER, SND_STRENGTH_FIRE, VOL_BASE, ATTEN_NORM);
12 player.prevstrengthsound = time;
14 player.prevstrengthsoundattempt = time;
17 MUTATOR_HOOKFUNCTION(powerups, LogDeath_AppendItemCodes)
19 entity player = M_ARGV(0, entity);
21 if(StatusEffects_active(STATUSEFFECT_Strength, player))
22 M_ARGV(1, string) = strcat(M_ARGV(1, string), "S");
24 if(StatusEffects_active(STATUSEFFECT_Shield, player))
25 M_ARGV(1, string) = strcat(M_ARGV(1, string), "I");
27 // TODO: item codes for other powerups?
30 MUTATOR_HOOKFUNCTION(powerups, Damage_Calculate)
32 entity attacker = M_ARGV(1, entity);
33 entity targ = M_ARGV(2, entity);
35 // apply strength multiplier
36 if(StatusEffects_active(STATUSEFFECT_Strength, attacker))
40 M_ARGV(4, float) = M_ARGV(4, float) * autocvar_g_balance_powerup_strength_selfdamage;
41 M_ARGV(6, vector) = M_ARGV(6, vector) * autocvar_g_balance_powerup_strength_selfforce;
45 M_ARGV(4, float) = M_ARGV(4, float) * autocvar_g_balance_powerup_strength_damage;
46 M_ARGV(6, vector) = M_ARGV(6, vector) * autocvar_g_balance_powerup_strength_force;
50 // apply shield multiplier
51 if(StatusEffects_active(STATUSEFFECT_Shield, targ))
53 M_ARGV(4, float) = M_ARGV(4, float) * autocvar_g_balance_powerup_invincible_takedamage;
56 M_ARGV(6, vector) = M_ARGV(6, vector) * autocvar_g_balance_powerup_invincible_takeforce;
61 MUTATOR_HOOKFUNCTION(powerups, CustomizeWaypoint)
63 entity wp = M_ARGV(0, entity);
64 entity player = M_ARGV(1, entity);
66 entity e = WaypointSprite_getviewentity(player);
68 // if you have the invisibility powerup, sprites ALWAYS are restricted to your team
69 // but only apply this to real players, not to spectators
70 if(IS_CLIENT(wp.owner) && (e == player) && DIFF_TEAM(wp.owner, e) && StatusEffects_active(STATUSEFFECT_Invisibility, wp.owner))
74 MUTATOR_HOOKFUNCTION(powerups, MonsterValidTarget)
76 entity targ = M_ARGV(1, entity);
77 return StatusEffects_active(STATUSEFFECT_Invisibility, targ);
80 void powerups_DropItem_Think(entity this)
82 TakeResource(this, RES_HEALTH, 1);
84 if(GetResource(this, RES_HEALTH) < 1) {
85 WaypointSprite_Kill(this.waypointsprite_attached);
90 // Only needed to update if the timer of the powerup is running
91 if(!GetResource(this, RES_ARMOR))
92 WaypointSprite_UpdateHealth(this.waypointsprite_attached, GetResource(this, RES_HEALTH));
94 this.nextthink = time + 1;
97 void powerups_DropItem(entity this, StatusEffects effect, bool freezeTimer)
99 entity item = Item_DefinitionFromInternalName(effect.netname);
100 float t = StatusEffects_gettime(effect, this);
101 float timeleft = t - time;
104 if(timeleft <= 1 || !item)
108 // If we want the timer to keep running, we enable expiring then use the exact time the powerup will finish at.
109 // If we want the timer to freeze, we disable expiring and we just use the time left of the powerup.
110 // See Item_SetExpiring() below.
111 float finished = (freezeTimer ? timeleft : t);
113 // If the timer is frozen, the item will stay on the floor for 20 secs (same as weapons),
114 // otherwise it'll disappear after the timer runs out.
115 float time_to_live = (freezeTimer ? autocvar_g_items_dropped_lifetime : timeleft);
117 // TODO: items cannot hold their "item field" yet, so we need to list all the powerups here!
120 case ITEM_Strength: e.strength_finished = finished; maxtime = autocvar_g_balance_powerup_strength_time; break;
121 case ITEM_Shield: e.invincible_finished = finished; maxtime = autocvar_g_balance_powerup_invincible_time; break;
122 case ITEM_Invisibility: e.invisibility_finished = finished; maxtime = autocvar_g_balance_powerup_invincible_time; break;
123 case ITEM_Speed: e.speed_finished = finished; maxtime = autocvar_g_balance_powerup_speed_time; break;
125 Item_InitializeLoot(e, item.m_canonical_spawnfunc, this.origin, W_CalculateProjectileVelocity(this, this.velocity, v_forward * 750, false), time_to_live);
126 e.item_spawnshieldtime = time + 0.5;
129 Item_SetExpiring(e, true);
131 // Use health as time left to live
132 SetResourceExplicit(e, RES_HEALTH, time_to_live);
134 // Use armor as timer freezer
136 SetResourceExplicit(e, RES_ARMOR, 1);
138 // Create waypoint displaying time left of the powerup
139 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, e, '0 0 1' * e.maxs.z, NULL, 0, e, waypointsprite_attached, true, RADARICON_Item);
140 wp.wp_extra = item.m_id;
141 WaypointSprite_UpdateMaxHealth(e.waypointsprite_attached, maxtime);
142 WaypointSprite_UpdateHealth(e.waypointsprite_attached, timeleft);
144 // Start dropping its time to live
145 setthink(e, powerups_DropItem_Think);
146 e.nextthink = time + 1;
149 MUTATOR_HOOKFUNCTION(powerups, ItemTouched)
151 entity e = M_ARGV(0, entity);
152 if(e.waypointsprite_attached)
153 WaypointSprite_Kill(e.waypointsprite_attached);
156 MUTATOR_HOOKFUNCTION(powerups, PlayerDies)
158 if(!autocvar_g_powerups_drop_ondeath)
161 entity frag_target = M_ARGV(2, entity);
163 FOREACH(StatusEffect, it.instanceOfPowerups,
165 if(StatusEffects_active(it, frag_target))
166 powerups_DropItem(frag_target, it, autocvar_g_powerups_drop_ondeath == 2);
170 MUTATOR_HOOKFUNCTION(powerups, PlayerUseKey)
172 if(!autocvar_g_powerups_drop)
175 entity player = M_ARGV(0, entity);
177 FOREACH(StatusEffect, it.instanceOfPowerups,
179 if(StatusEffects_active(it, player)) {
180 powerups_DropItem(player, it, autocvar_g_powerups_drop == 2);
181 StatusEffects_remove(it, player, STATUSEFFECT_REMOVE_NORMAL);
187 MUTATOR_HOOKFUNCTION(powerups, PlayerPhysics_UpdateStats)
189 entity player = M_ARGV(0, entity);
190 // these automatically reset, no need to worry
192 if(StatusEffects_active(STATUSEFFECT_Speed, player))
193 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_balance_powerup_speed_highspeed;
196 MUTATOR_HOOKFUNCTION(powerups, WeaponRateFactor)
198 entity player = M_ARGV(1, entity);
200 if(StatusEffects_active(STATUSEFFECT_Speed, player))
201 M_ARGV(0, float) *= autocvar_g_balance_powerup_speed_attackrate;
204 MUTATOR_HOOKFUNCTION(powerups, BuildMutatorsPrettyString)
206 if(autocvar_g_powerups == 0)
207 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", No powerups");
208 if(autocvar_g_powerups > 0)
209 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Powerups");
212 MUTATOR_HOOKFUNCTION(powerups, BotShouldAttack)
214 entity targ = M_ARGV(1, entity);
216 if(StatusEffects_active(STATUSEFFECT_Invisibility, targ))
220 MUTATOR_HOOKFUNCTION(powerups, BuildMutatorsString)
222 if(autocvar_g_powerups == 0)
223 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":no_powerups");
224 if(autocvar_g_powerups > 0)
225 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":powerups");