#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>
{
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;
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);
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)
-{
- if(player.buff_model)
- delete(player.buff_model);
- player.buff_model = NULL;
-}
-
-vector buff_GlowColor(entity buff)
+void buffs_BuffModel_Update(entity this)
{
- //if(buff.team) { return Team_ColorRGB(buff.team); }
- 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)
if(autocvar_g_buffs_waypoint_distance <= 0) return;
entity buff = e.buffdef;
- 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);
+ 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);
wp.wp_extra = buff.m_id;
WaypointSprite_UpdateTeamRadar(e.buff_waypoint, RADARICON_Buff, e.glowmod);
e.buff_waypoint.waypointsprite_visible_for_player = buff_Waypoint_visible_for_player;
if(!IS_PLAYER(toucher))
return; // incase mutator changed toucher
- if((this.team && DIFF_TEAM(toucher, this))
+ if((this.team_forced && toucher.team != this.team_forced)
|| (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
{
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);
if(this.buff_active)
{
- if(this.team && !this.buff_waypoint)
+ if(this.team_forced && !this.buff_waypoint)
buff_Waypoint_Spawn(this);
if(this.lifetime && time >= this.lifetime)
bool buff_Customize(entity this, entity client)
{
entity player = WaypointSprite_getviewentity(client);
- if((!this.buff_active || !this.buffdef) || (this.team && DIFF_TEAM(player, this)))
+ if((!this.buff_active || !this.buffdef) || (this.team_forced && player.team != this.team_forced))
{
this.alpha = 0.3;
if(this.effects & EF_FULLBRIGHT) { this.effects &= ~(EF_FULLBRIGHT); }
{
if(!cvar("g_buffs")) { delete(this); return; }
- if(!teamplay && this.team) { this.team = 0; }
-
entity buff = this.buffdef;
if(!buff || !buff_Available(buff))
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;
void buff_Init_Compat(entity ent, entity replacement)
{
- if (ent.spawnflags & 2)
- ent.team = NUM_TEAM_1;
- else if (ent.spawnflags & 4)
- ent.team = NUM_TEAM_2;
+ if (teamplay)
+ {
+ if (ent.spawnflags & 2)
+ ent.team_forced = NUM_TEAM_1;
+ else if (ent.spawnflags & 4)
+ ent.team_forced = NUM_TEAM_2;
+ }
ent.buffdef = replacement;
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(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)
{
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))
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_Stunned, frag_target, time + autocvar_g_buffs_disability_slowtime, 0);
if(StatusEffects_active(BUFF_INFERNO, frag_target))
{
return;
float health_take = bound(0, M_ARGV(4, float), GetResource(frag_target, RES_HEALTH));
- if (time >= frag_target.spawnshieldtime && frag_target != frag_attacker
+ 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);
}
}
-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_Stunned, player))
STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_buffs_disability_speed;
}
{
entity mon = M_ARGV(0, entity);
- if(time < mon.buff_disability_time)
+ if(StatusEffects_active(STATUSEFFECT_Stunned, 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;
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;
}
{
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)
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;
{
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_Stunned, player))
M_ARGV(0, float) *= autocvar_g_buffs_disability_rate;
}
{
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_Stunned, 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)
{
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))
}
}
- 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)
if(StatusEffects_active(BUFF_MEDIC, player))
{
- M_ARGV(2, float) = autocvar_g_buffs_medic_rot; // rot_mod
+ M_ARGV(3, float) = autocvar_g_buffs_medic_rot; // rot_mod
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");
-
MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsString)
{
if(autocvar_g_buffs > 0) // only report as a mutator if they're enabled