3 // Welcome to the stuff behind the scenes
4 // Below, you will find the list of buffs
6 // Note: Buffs also need spawnfuncs, which are set below
8 entity Buff_Type_first;
10 .entity enemy; // internal next pointer
15 .int items; // buff ID
16 .string netname; // buff name
17 .string message; // human readable name
18 .vector colormod; // buff color
19 .string model2; // buff sprite
20 .int skin; // buff skin
23 // hacky function to return the cvar value only to server - TODO: do this properly!
24 float sv_cvar(string cvarname)
27 return cvar(cvarname);
33 #define REGISTER_BUFF(hname,sname,NAME,bskin,bcolor) \
35 entity Buff_Type##sname; \
36 void RegisterBuffs_##sname() \
38 BUFF_##NAME = BUFF_LAST * 2; \
39 BUFF_LAST = BUFF_##NAME; \
40 BUFF_ALL |= BUFF_##NAME; \
41 Buff_Type##sname = spawn(); \
42 Buff_Type##sname.items = BUFF_##NAME; \
43 Buff_Type##sname.netname = #sname; \
44 Buff_Type##sname.message = hname; \
45 Buff_Type##sname.skin = bskin; \
46 Buff_Type##sname.colormod = bcolor; \
47 Buff_Type##sname.buff_time = sv_cvar(strcat("g_buffs_", #sname, "_time")); \
48 Buff_Type##sname.model2 = strzone(strcat("buff-", #sname)); \
49 if(!Buff_Type_first) \
50 Buff_Type_first = Buff_Type##sname; \
52 Buff_Type_last.enemy = Buff_Type##sname; \
53 Buff_Type_last = Buff_Type##sname; \
55 ACCUMULATE_FUNCTION(RegisterBuffs, RegisterBuffs_##sname)
57 REGISTER_BUFF(_("Ammo"),ammo,AMMO,3,'0.2 1 0.2');
58 REGISTER_BUFF(_("Resistance"),resistance,RESISTANCE,0,'0.3 0.2 1');
59 REGISTER_BUFF(_("Speed"),speed,SPEED,9,'1 1 0.2');
60 REGISTER_BUFF(_("Medic"),medic,MEDIC,1,'1 0.3 1');
61 REGISTER_BUFF(_("Bash"),bash,BASH,5,'1 0.4 0');
62 REGISTER_BUFF(_("Vampire"),vampire,VAMPIRE,2,'1 0.15 0');
63 REGISTER_BUFF(_("Disability"),disability,DISABILITY,7,'0.66 0.66 0.73');
64 REGISTER_BUFF(_("Vengeance"),vengeance,VENGEANCE,15,'0.55 0.5 1');
65 REGISTER_BUFF(_("Jump"),jump,JUMP,10,'0.7 0.2 1');
66 REGISTER_BUFF(_("Flight"),flight,FLIGHT,11,'1 0.2 0.5');
67 REGISTER_BUFF(_("Invisible"),invisible,INVISIBLE,12,'0.9 0.9 0.9');
68 REGISTER_BUFF(_("Inferno"),inferno,INFERNO,16,'2 0 0');
69 REGISTER_BUFF(_("Swapper"),swapper,SWAPPER,17,'0.59 0 0.95');
70 REGISTER_BUFF(_("Magnet"),magnet,MAGNET,18,'0.45 0.45 0.45');
75 void buff_Init(entity ent);
76 void buff_Init_Compat(entity ent, int replacement);
78 #define BUFF_SPAWNFUNC(e,b,t) void spawnfunc_item_buff_##e() { self.buffs = b; self.team = t; buff_Init(self); }
79 #define BUFF_SPAWNFUNC_Q3TA_COMPAT(o,r) void spawnfunc_item_##o() { buff_Init_Compat(self,r); }
80 #define BUFF_SPAWNFUNCS(e,b) \
81 BUFF_SPAWNFUNC(e, b, 0) \
82 BUFF_SPAWNFUNC(e##_team1, b, NUM_TEAM_1) \
83 BUFF_SPAWNFUNC(e##_team2, b, NUM_TEAM_2) \
84 BUFF_SPAWNFUNC(e##_team3, b, NUM_TEAM_3) \
85 BUFF_SPAWNFUNC(e##_team4, b, NUM_TEAM_4)
87 BUFF_SPAWNFUNCS(resistance, BUFF_RESISTANCE)
88 BUFF_SPAWNFUNCS(ammo, BUFF_AMMO)
89 BUFF_SPAWNFUNCS(speed, BUFF_SPEED)
90 BUFF_SPAWNFUNCS(medic, BUFF_MEDIC)
91 BUFF_SPAWNFUNCS(bash, BUFF_BASH)
92 BUFF_SPAWNFUNCS(vampire, BUFF_VAMPIRE)
93 BUFF_SPAWNFUNCS(disability, BUFF_DISABILITY)
94 BUFF_SPAWNFUNCS(vengeance, BUFF_VENGEANCE)
95 BUFF_SPAWNFUNCS(jump, BUFF_JUMP)
96 BUFF_SPAWNFUNCS(flight, BUFF_FLIGHT)
97 BUFF_SPAWNFUNCS(invisible, BUFF_INVISIBLE)
98 BUFF_SPAWNFUNCS(inferno, BUFF_INFERNO)
99 BUFF_SPAWNFUNCS(swapper, BUFF_SWAPPER)
100 BUFF_SPAWNFUNCS(magnet, BUFF_MAGNET)
101 BUFF_SPAWNFUNCS(random, 0)
103 BUFF_SPAWNFUNC_Q3TA_COMPAT(doubler, BUFF_MEDIC)
104 BUFF_SPAWNFUNC_Q3TA_COMPAT(resistance, BUFF_RESISTANCE)
105 BUFF_SPAWNFUNC_Q3TA_COMPAT(scout, BUFF_SPEED)
106 BUFF_SPAWNFUNC_Q3TA_COMPAT(ammoregen, BUFF_AMMO)
109 BUFF_SPAWNFUNC_Q3TA_COMPAT(haste, BUFF_SPEED)
110 BUFF_SPAWNFUNC_Q3TA_COMPAT(invis, BUFF_INVISIBLE)
111 BUFF_SPAWNFUNC_Q3TA_COMPAT(medic, BUFF_MEDIC)
113 #undef BUFF_SPAWNFUNC
114 #undef BUFF_SPAWNFUNC_Q3TA_COMPAT
115 #undef BUFF_SPAWNFUNCS
118 vector Buff_Color(int buff_id);
119 string Buff_PrettyName(int buff_id);
120 string Buff_Name(int buff_id);
121 int Buff_Type_FromName(string buff_name);
122 int Buff_Type_FromSprite(string buff_sprite);
123 int Buff_Skin(int buff_id);
124 string Buff_Sprite(int buff_id);
125 float Buff_Timer(int buff_id);