1 string Buff_UndeprecateName(string buffname)
5 case "ammoregen": return "ammo";
6 case "guard": return "resistance";
7 case "revival": case "regen": return "medic";
8 case "jumper": return "jump";
9 default: return buffname;
14 ATTRIB(AmmoBuff, m_name, string, _("Ammo"));
15 ATTRIB(AmmoBuff, netname, string, "ammo");
16 ATTRIB(AmmoBuff, m_icon, string, "buff_ammo");
17 ATTRIB(AmmoBuff, m_skin, int, 3);
18 ATTRIB(AmmoBuff, m_color, vector, '0.76 1 0.1');
20 REGISTER_BUFF(AMMO, NEW(AmmoBuff));
21 BUFF_SPAWNFUNCS(ammo, BUFF_AMMO)
22 BUFF_SPAWNFUNC_Q3TA_COMPAT(ammoregen, BUFF_AMMO)
24 CLASS(ResistanceBuff, Buff)
25 ATTRIB(ResistanceBuff, m_name, string, _("Resistance"));
26 ATTRIB(ResistanceBuff, netname, string, "resistance");
27 ATTRIB(ResistanceBuff, m_icon, string, "buff_resistance");
28 ATTRIB(ResistanceBuff, m_skin, int, 0);
29 ATTRIB(ResistanceBuff, m_color, vector, '0.36 1 0.07');
30 ENDCLASS(ResistanceBuff)
31 REGISTER_BUFF(RESISTANCE, NEW(ResistanceBuff));
32 BUFF_SPAWNFUNCS(resistance, BUFF_RESISTANCE)
33 BUFF_SPAWNFUNC_Q3TA_COMPAT(guard, BUFF_RESISTANCE)
35 CLASS(MedicBuff, Buff)
36 ATTRIB(MedicBuff, m_name, string, _("Medic"));
37 ATTRIB(MedicBuff, netname, string, "medic");
38 ATTRIB(MedicBuff, m_icon, string, "buff_medic");
39 ATTRIB(MedicBuff, m_skin, int, 1);
40 ATTRIB(MedicBuff, m_color, vector, '1 0.12 0');
42 REGISTER_BUFF(MEDIC, NEW(MedicBuff));
43 BUFF_SPAWNFUNCS(medic, BUFF_MEDIC)
44 BUFF_SPAWNFUNC_Q3TA_COMPAT(regen, BUFF_MEDIC)
45 BUFF_SPAWNFUNC_Q3TA_COMPAT(revival, BUFF_MEDIC)
48 ATTRIB(BashBuff, m_name, string, _("Bash"));
49 ATTRIB(BashBuff, netname, string, "bash");
50 ATTRIB(BashBuff, m_icon, string, "buff_bash");
51 ATTRIB(BashBuff, m_skin, int, 5);
52 ATTRIB(BashBuff, m_color, vector, '1 0.39 0');
54 REGISTER_BUFF(BASH, NEW(BashBuff));
55 BUFF_SPAWNFUNCS(bash, BUFF_BASH)
56 BUFF_SPAWNFUNC_Q3TA_COMPAT(doubler, BUFF_BASH)
58 CLASS(VampireBuff, Buff)
59 ATTRIB(VampireBuff, m_name, string, _("Vampire"));
60 ATTRIB(VampireBuff, netname, string, "vampire");
61 ATTRIB(VampireBuff, m_icon, string, "buff_vampire");
62 ATTRIB(VampireBuff, m_skin, int, 2);
63 ATTRIB(VampireBuff, m_color, vector, '1 0 0.24');
65 REGISTER_BUFF(VAMPIRE, NEW(VampireBuff));
66 BUFF_SPAWNFUNCS(vampire, BUFF_VAMPIRE)
68 CLASS(DisabilityBuff, Buff)
69 ATTRIB(DisabilityBuff, m_name, string, _("Disability"));
70 ATTRIB(DisabilityBuff, netname, string, "disability");
71 ATTRIB(DisabilityBuff, m_icon, string, "buff_disability");
72 ATTRIB(DisabilityBuff, m_skin, int, 7);
73 ATTRIB(DisabilityBuff, m_color, vector, '0.94 0.3 1');
74 ENDCLASS(DisabilityBuff)
75 REGISTER_BUFF(DISABILITY, NEW(DisabilityBuff));
76 BUFF_SPAWNFUNCS(disability, BUFF_DISABILITY)
77 // status effect applied to targets by the disability buff
78 CLASS(Disabled, StatusEffects)
79 ATTRIB(Disabled, netname, string, "disabled");
80 ATTRIB(Disabled, m_name, string, _("Disabled"));
81 ATTRIB(Disabled, m_icon, string, "buff_disability");
82 ATTRIB(Disabled, m_color, vector, '0.94 0.3 1');
83 ATTRIB(Disabled, m_hidden, bool, true);
84 ATTRIB(Disabled, m_lifetime, float, 10);
85 ATTRIB(Disabled, disabled_effect_time, float, 0); // TODO: handle this effect client side like EF_FLAME!
87 REGISTER_STATUSEFFECT(Disabled, NEW(Disabled));
89 CLASS(VengeanceBuff, Buff)
90 ATTRIB(VengeanceBuff, m_name, string, _("Vengeance"));
91 ATTRIB(VengeanceBuff, netname, string, "vengeance");
92 ATTRIB(VengeanceBuff, m_icon, string, "buff_vengeance");
93 ATTRIB(VengeanceBuff, m_skin, int, 15);
94 ATTRIB(VengeanceBuff, m_color, vector, '1 0.23 0.61');
95 ENDCLASS(VengeanceBuff)
96 REGISTER_BUFF(VENGEANCE, NEW(VengeanceBuff));
97 BUFF_SPAWNFUNCS(vengeance, BUFF_VENGEANCE)
100 ATTRIB(JumpBuff, m_name, string, _("Jump"));
101 ATTRIB(JumpBuff, netname, string, "jump");
102 ATTRIB(JumpBuff, m_icon, string, "buff_jump");
103 ATTRIB(JumpBuff, m_skin, int, 10);
104 ATTRIB(JumpBuff, m_color, vector, '0.24 0.78 1');
106 REGISTER_BUFF(JUMP, NEW(JumpBuff));
107 BUFF_SPAWNFUNCS(jump, BUFF_JUMP)
108 BUFF_SPAWNFUNC_Q3TA_COMPAT(jumper, BUFF_JUMP)
110 CLASS(InfernoBuff, Buff)
111 ATTRIB(InfernoBuff, m_name, string, _("Inferno"));
112 ATTRIB(InfernoBuff, netname, string, "inferno");
113 ATTRIB(InfernoBuff, m_icon, string, "buff_inferno");
114 ATTRIB(InfernoBuff, m_skin, int, 16);
115 ATTRIB(InfernoBuff, m_color, vector, '1 0.62 0');
116 ENDCLASS(InfernoBuff)
117 REGISTER_BUFF(INFERNO, NEW(InfernoBuff));
118 BUFF_SPAWNFUNCS(inferno, BUFF_INFERNO)
120 CLASS(SwapperBuff, Buff)
121 ATTRIB(SwapperBuff, m_name, string, _("Swapper"));
122 ATTRIB(SwapperBuff, netname, string, "swapper");
123 ATTRIB(SwapperBuff, m_icon, string, "buff_swapper");
124 ATTRIB(SwapperBuff, m_skin, int, 17);
125 ATTRIB(SwapperBuff, m_color, vector, '0.63 0.36 1');
126 ENDCLASS(SwapperBuff)
127 REGISTER_BUFF(SWAPPER, NEW(SwapperBuff));
128 BUFF_SPAWNFUNCS(swapper, BUFF_SWAPPER)
130 CLASS(MagnetBuff, Buff)
131 ATTRIB(MagnetBuff, m_name, string, _("Magnet"));
132 ATTRIB(MagnetBuff, netname, string, "magnet");
133 ATTRIB(MagnetBuff, m_icon, string, "buff_magnet");
134 ATTRIB(MagnetBuff, m_skin, int, 18);
135 ATTRIB(MagnetBuff, m_color, vector, '1 0.95 0.18');
137 REGISTER_BUFF(MAGNET, NEW(MagnetBuff));
138 BUFF_SPAWNFUNCS(magnet, BUFF_MAGNET)
140 CLASS(LuckBuff, Buff)
141 ATTRIB(LuckBuff, m_name, string, _("Luck"));
142 ATTRIB(LuckBuff, netname, string, "luck");
143 ATTRIB(LuckBuff, m_icon, string, "buff_luck");
144 ATTRIB(LuckBuff, m_skin, int, 19);
145 ATTRIB(LuckBuff, m_color, vector, '1 0.23 0.44');
147 REGISTER_BUFF(LUCK, NEW(LuckBuff));
148 BUFF_SPAWNFUNCS(luck, BUFF_LUCK)
150 CLASS(FlightBuff, Buff)
151 ATTRIB(FlightBuff, m_name, string, _("Flight"));
152 ATTRIB(FlightBuff, netname, string, "flight");
153 ATTRIB(FlightBuff, m_icon, string, "buff_flight");
154 ATTRIB(FlightBuff, m_skin, int, 11);
155 ATTRIB(FlightBuff, m_color, vector, '0.23 0.44 1');
157 REGISTER_BUFF(FLIGHT, NEW(FlightBuff));
158 BUFF_SPAWNFUNCS(flight, BUFF_FLIGHT)
159 BUFF_SPAWNFUNC_Q3TA_COMPAT(flight, BUFF_FLIGHT)