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(autocvar_g_powerups_dropondeath == 1)
92 WaypointSprite_UpdateHealth(this.waypointsprite_attached, GetResource(this, RES_HEALTH));
94 this.nextthink = time + 1;
97 void powerups_DropItem(entity this, StatusEffects effect)
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 = (autocvar_g_powerups_dropondeath == 2 ? 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 = (autocvar_g_powerups_dropondeath == 2 ? autocvar_g_powerups_dropondeath_ttl : 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 + '0 0 32', randomvec() * 175 + '0 0 175', time_to_live);
127 if(autocvar_g_powerups_dropondeath != 2)
128 Item_SetExpiring(e, true);
130 // Use health as time left to live
131 SetResourceExplicit(e, RES_HEALTH, time_to_live);
133 // Create waypoint displaying time left of the powerup
134 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, e, '0 0 1' * e.maxs.z, NULL, 0, e, waypointsprite_attached, true, RADARICON_Item);
135 wp.wp_extra = item.m_id;
136 WaypointSprite_UpdateMaxHealth(e.waypointsprite_attached, maxtime);
137 WaypointSprite_UpdateHealth(e.waypointsprite_attached, timeleft);
139 // Start dropping its time to live
140 setthink(e, powerups_DropItem_Think);
141 e.nextthink = time + 1;
144 MUTATOR_HOOKFUNCTION(powerups, ItemTouched)
146 entity e = M_ARGV(0, entity);
147 if(e.waypointsprite_attached)
148 WaypointSprite_Kill(e.waypointsprite_attached);
151 MUTATOR_HOOKFUNCTION(powerups, PlayerDies)
153 if(!autocvar_g_powerups_dropondeath)
156 entity frag_target = M_ARGV(2, entity);
158 FOREACH(StatusEffect, it.instanceOfPowerups,
160 if(StatusEffects_active(it, frag_target))
161 powerups_DropItem(frag_target, it);
165 MUTATOR_HOOKFUNCTION(powerups, PlayerPhysics_UpdateStats)
167 entity player = M_ARGV(0, entity);
168 // these automatically reset, no need to worry
170 if(StatusEffects_active(STATUSEFFECT_Speed, player))
171 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_balance_powerup_speed_highspeed;
174 MUTATOR_HOOKFUNCTION(powerups, WeaponRateFactor)
176 entity player = M_ARGV(1, entity);
178 if(StatusEffects_active(STATUSEFFECT_Speed, player))
179 M_ARGV(0, float) *= autocvar_g_balance_powerup_speed_attackrate;
182 MUTATOR_HOOKFUNCTION(powerups, BuildMutatorsPrettyString)
184 if(autocvar_g_powerups == 0)
185 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", No powerups");
186 if(autocvar_g_powerups > 0)
187 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Powerups");
190 MUTATOR_HOOKFUNCTION(powerups, BotShouldAttack)
192 entity targ = M_ARGV(1, entity);
194 if(StatusEffects_active(STATUSEFFECT_Invisibility, targ))
198 MUTATOR_HOOKFUNCTION(powerups, BuildMutatorsString)
200 if(autocvar_g_powerups == 0)
201 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":no_powerups");
202 if(autocvar_g_powerups > 0)
203 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":powerups");