1 #ifndef MUTATOR_BUFFS_H
2 #define MUTATOR_BUFFS_H
4 #include "../instagib/module.inc"
6 bool autocvar_g_buffs_effects;
7 float autocvar_g_buffs_waypoint_distance;
8 bool autocvar_g_buffs_randomize;
9 float autocvar_g_buffs_random_lifetime;
10 bool autocvar_g_buffs_random_location;
11 int autocvar_g_buffs_random_location_attempts;
12 int autocvar_g_buffs_spawn_count;
13 bool autocvar_g_buffs_replace_powerups;
14 float autocvar_g_buffs_cooldown_activate;
15 float autocvar_g_buffs_cooldown_respawn;
16 float autocvar_g_buffs_resistance_blockpercent;
17 float autocvar_g_buffs_medic_survive_chance;
18 float autocvar_g_buffs_medic_survive_health;
19 float autocvar_g_buffs_medic_rot;
20 float autocvar_g_buffs_medic_max;
21 float autocvar_g_buffs_medic_regen;
22 float autocvar_g_buffs_medic_heal_amount = 15;
23 float autocvar_g_buffs_medic_heal_delay = 1;
24 float autocvar_g_buffs_medic_heal_range = 400;
25 float autocvar_g_buffs_vengeance_damage_multiplier;
26 float autocvar_g_buffs_bash_force;
27 float autocvar_g_buffs_bash_force_self;
28 float autocvar_g_buffs_disability_slowtime;
29 float autocvar_g_buffs_disability_speed;
30 float autocvar_g_buffs_disability_rate;
31 float autocvar_g_buffs_disability_weaponspeed;
32 float autocvar_g_buffs_speed_speed;
33 float autocvar_g_buffs_speed_rate;
34 float autocvar_g_buffs_speed_weaponspeed;
35 float autocvar_g_buffs_speed_damage_take;
36 float autocvar_g_buffs_speed_regen;
37 float autocvar_g_buffs_vampire_damage_steal;
38 float autocvar_g_buffs_invisible_alpha;
39 float autocvar_g_buffs_jump_height;
40 float autocvar_g_buffs_inferno_burntime_factor;
41 float autocvar_g_buffs_inferno_burntime_min_time;
42 float autocvar_g_buffs_inferno_burntime_target_damage;
43 float autocvar_g_buffs_inferno_burntime_target_time;
44 float autocvar_g_buffs_inferno_damagemultiplier;
45 float autocvar_g_buffs_swapper_range;
46 float autocvar_g_buffs_magnet_range_item;
47 float autocvar_g_buffs_magnet_range_buff = 200;
48 float autocvar_g_buffs_luck_chance = 0.15;
49 float autocvar_g_buffs_luck_damagemultiplier = 3;
52 .float buff_ammo_prev_infitems;
53 .int buff_ammo_prev_clipload;
55 .float buff_invisible_prev_alpha;
57 .float buff_medic_healtime;
59 .float buff_disability_time;
60 .float buff_disability_effect_time;
61 // common buff variables
62 .float buff_effect_delay;
66 .float buff_activetime;
67 .float buff_activetime_updated;
68 .entity buff_waypoint;
69 .int oldbuffs; // for updating effects
70 .entity buff_model; // controls effects (TODO: make csqc)
72 const vector BUFF_MIN = ('-16 -16 -20');
73 const vector BUFF_MAX = ('16 16 20');
75 // client side options
76 .float cvar_cl_buffs_autoreplace;
81 #include <common/triggers/target/music.qh>
82 #include <common/gamemodes/all.qh>
84 .float buff_time = _STAT(BUFF_TIME);
85 void buffs_DelayedInit(entity this);
87 REGISTER_MUTATOR(buffs, cvar("g_buffs"))
91 InitializeEntity(NULL, buffs_DelayedInit, INITPRIO_FINDTARGET);
95 bool buffs_BuffModel_Customize(entity this)
97 entity player, myowner;
100 player = WaypointSprite_getviewentity(other);
101 myowner = this.owner;
102 same_team = (SAME_TEAM(player, myowner) || SAME_TEAM(player, myowner));
104 if(myowner.alpha <= 0.5 && !same_team && myowner.alpha != 0)
107 if(MUTATOR_CALLHOOK(BuffModel_Customize, this, player))
110 if(player == myowner || (IS_SPEC(other) && other.enemy == myowner))
112 // somewhat hide the model, but keep the glow
118 this.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
124 void buffs_BuffModel_Spawn(entity player)
126 player.buff_model = spawn();
127 setmodel(player.buff_model, MDL_BUFF);
128 setsize(player.buff_model, '0 0 -40', '0 0 40');
129 setattachment(player.buff_model, player, "");
130 setorigin(player.buff_model, '0 0 1' * (player.buff_model.maxs.z * 1));
131 player.buff_model.owner = player;
132 player.buff_model.scale = 0.7;
133 player.buff_model.pflags = PFLAGS_FULLDYNAMIC;
134 player.buff_model.light_lev = 200;
135 setcefc(player.buff_model, buffs_BuffModel_Customize);
138 vector buff_GlowColor(entity buff)
140 //if(buff.team) { return Team_ColorRGB(buff.team); }
144 void buff_Effect(entity player, string eff)
146 if(!autocvar_g_buffs_effects) { return; }
148 if(time >= player.buff_effect_delay)
150 Send_Effect_(eff, player.origin + ((player.mins + player.maxs) * 0.5), '0 0 0', 1);
151 player.buff_effect_delay = time + 0.05; // prevent spam
156 bool buff_Waypoint_visible_for_player(entity this, entity player, entity view)
158 if(!this.owner.buff_active && !this.owner.buff_activetime)
163 return view.cvar_cl_buffs_autoreplace == false || view.buffs != this.owner.buffs;
166 return WaypointSprite_visible_for_player(this, player, view);
169 void buff_Waypoint_Spawn(entity e)
171 entity buff = buff_FirstFromFlags(e.buffs);
172 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);
173 wp.wp_extra = buff.m_id;
174 WaypointSprite_UpdateTeamRadar(e.buff_waypoint, RADARICON_Buff, e.glowmod);
175 e.buff_waypoint.waypointsprite_visible_for_player = buff_Waypoint_visible_for_player;
178 void buff_SetCooldown(entity this, float cd)
182 if(!this.buff_waypoint)
183 buff_Waypoint_Spawn(this);
185 WaypointSprite_UpdateBuildFinished(this.buff_waypoint, time + cd);
186 this.buff_activetime = cd;
187 this.buff_active = !cd;
190 void buff_Respawn(entity this)
192 if(gameover) { return; }
194 vector oldbufforigin = this.origin;
195 this.velocity = '0 0 200';
197 if(!MoveToRandomMapLocation(this, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY,
198 ((autocvar_g_buffs_random_location_attempts > 0) ? autocvar_g_buffs_random_location_attempts : 10), 1024, 256))
200 entity spot = SelectSpawnPoint(this, true);
201 setorigin(this, spot.origin);
202 this.velocity = ((randomvec() * 100) + '0 0 200');
203 this.angles = spot.angles;
206 tracebox(this.origin, this.mins * 1.5, this.maxs * 1.5, this.origin, MOVE_NOMONSTERS, this);
208 setorigin(this, trace_endpos); // attempt to unstick
210 this.movetype = MOVETYPE_TOSS;
212 makevectors(this.angles);
213 this.angles = '0 0 0';
214 if(autocvar_g_buffs_random_lifetime > 0)
215 this.lifetime = time + autocvar_g_buffs_random_lifetime;
217 Send_Effect(EFFECT_ELECTRO_COMBO, oldbufforigin + ((this.mins + this.maxs) * 0.5), '0 0 0', 1);
218 Send_Effect(EFFECT_ELECTRO_COMBO, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
220 WaypointSprite_Ping(this.buff_waypoint);
222 sound(this, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
225 void buff_Touch(entity this)
227 if(gameover) { return; }
229 if(ITEM_TOUCH_NEEDKILL())
235 if((this.team && DIFF_TEAM(other, this))
236 || (STAT(FROZEN, other))
238 || (!this.buff_active)
245 if(MUTATOR_CALLHOOK(BuffTouch, this, other))
247 other = M_ARGV(1, entity);
249 if(!IS_PLAYER(other))
250 return; // incase mutator changed other
254 if (other.cvar_cl_buffs_autoreplace && other.buffs != this.buffs)
256 int buffid = buff_FirstFromFlags(other.buffs).m_id;
257 //Send_Notification(NOTIF_ONE, other, MSG_MULTI, ITEM_BUFF_DROP, other.buffs);
258 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ITEM_BUFF_LOST, other.netname, buffid);
261 //sound(other, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
263 else { return; } // do nothing
267 this.buff_active = false;
269 int buffid = buff_FirstFromFlags(this.buffs).m_id;
270 Send_Notification(NOTIF_ONE, other, MSG_MULTI, ITEM_BUFF_GOT, buffid);
271 Send_Notification(NOTIF_ALL_EXCEPT, other, MSG_INFO, INFO_ITEM_BUFF, other.netname, buffid);
273 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
274 sound(other, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTN_NORM);
275 other.buffs |= (this.buffs);
278 float buff_Available(entity buff)
280 if (buff == BUFF_Null)
282 if (buff == BUFF_AMMO && ((start_items & IT_UNLIMITED_WEAPON_AMMO) || (start_items & IT_UNLIMITED_AMMO) || (cvar("g_melee_only"))))
284 if (buff == BUFF_VAMPIRE && cvar("g_vampire"))
286 return cvar(strcat("g_buffs_", buff.m_name));
291 void buff_NewType(entity ent, float cb)
293 RandomSelection_Init();
294 FOREACH(Buffs, buff_Available(it), LAMBDA(
295 it.buff_seencount += 1;
296 // if it's already been chosen, give it a lower priority
297 RandomSelection_Add(NULL, it.m_itemid, string_null, 1, max(0.2, 1 / it.buff_seencount));
299 ent.buffs = RandomSelection_chosen_float;
302 void buff_Think(entity this)
304 if(this.buffs != this.oldbuffs)
306 entity buff = buff_FirstFromFlags(this.buffs);
307 this.color = buff.m_color;
308 this.glowmod = buff_GlowColor(buff);
309 this.skin = buff.m_skin;
311 setmodel(this, MDL_BUFF);
313 if(this.buff_waypoint)
315 //WaypointSprite_Disown(this.buff_waypoint, 1);
316 WaypointSprite_Kill(this.buff_waypoint);
317 buff_Waypoint_Spawn(this);
318 if(this.buff_activetime)
319 WaypointSprite_UpdateBuildFinished(this.buff_waypoint, time + this.buff_activetime - frametime);
322 this.oldbuffs = this.buffs;
326 if((round_handler_IsActive() && !round_handler_IsRoundStarted()) || time >= game_starttime)
327 if(!this.buff_activetime_updated)
329 buff_SetCooldown(this, this.buff_activetime);
330 this.buff_activetime_updated = true;
333 if(!this.buff_active && !this.buff_activetime)
334 if(!this.owner || STAT(FROZEN, this.owner) || IS_DEAD(this.owner) || !this.owner.iscreature || !(this.owner.buffs & this.buffs))
336 buff_SetCooldown(this, autocvar_g_buffs_cooldown_respawn + frametime);
338 if(autocvar_g_buffs_randomize)
339 buff_NewType(this, this.buffs);
341 if(autocvar_g_buffs_random_location || (this.spawnflags & 64))
345 if(this.buff_activetime)
347 if((round_handler_IsActive() && !round_handler_IsRoundStarted()) || time >= game_starttime)
349 this.buff_activetime = max(0, this.buff_activetime - frametime);
351 if(!this.buff_activetime)
353 this.buff_active = true;
354 sound(this, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTN_NORM);
355 Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
361 if(this.team && !this.buff_waypoint)
362 buff_Waypoint_Spawn(this);
365 if(time >= this.lifetime)
369 this.nextthink = time;
370 //this.angles_y = time * 110.1;
373 void buff_Waypoint_Reset(entity this)
375 WaypointSprite_Kill(this.buff_waypoint);
377 if(this.buff_activetime) { buff_Waypoint_Spawn(this); }
380 void buff_Reset(entity this)
382 if(autocvar_g_buffs_randomize)
383 buff_NewType(this, this.buffs);
385 buff_SetCooldown(this, autocvar_g_buffs_cooldown_activate);
386 buff_Waypoint_Reset(this);
387 this.buff_activetime_updated = false;
389 if(autocvar_g_buffs_random_location || (this.spawnflags & 64))
393 float buff_Customize(entity this)
395 entity player = WaypointSprite_getviewentity(other);
396 if(!this.buff_active || (this.team && DIFF_TEAM(player, this)))
399 if(this.effects & EF_FULLBRIGHT) { this.effects &= ~(EF_FULLBRIGHT); }
405 if(!(this.effects & EF_FULLBRIGHT)) { this.effects |= EF_FULLBRIGHT; }
406 this.light_lev = 220 + 36 * sin(time);
407 this.pflags = PFLAGS_FULLDYNAMIC;
412 void buff_Init(entity this)
414 if(!cvar("g_buffs")) { remove(this); return; }
416 if(!teamplay && this.team) { this.team = 0; }
418 entity buff = buff_FirstFromFlags(this.buffs);
420 if(!this.buffs || buff_Available(buff))
421 buff_NewType(this, 0);
423 this.classname = "item_buff";
424 this.solid = SOLID_TRIGGER;
425 this.flags = FL_ITEM;
426 setthink(this, buff_Think);
427 settouch(this, buff_Touch);
428 this.reset = buff_Reset;
429 this.nextthink = time + 0.1;
431 this.movetype = MOVETYPE_TOSS;
433 this.skin = buff.m_skin;
434 this.effects = EF_FULLBRIGHT | EF_STARDUST | EF_NOSHADOW;
435 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
436 setcefc(this, buff_Customize);
437 //this.gravity = 100;
438 this.color = buff.m_color;
439 this.glowmod = buff_GlowColor(this);
440 buff_SetCooldown(this, autocvar_g_buffs_cooldown_activate + game_starttime);
441 this.buff_active = !this.buff_activetime;
442 this.pflags = PFLAGS_FULLDYNAMIC;
444 if(this.spawnflags & 1)
448 this.movetype = MOVETYPE_NONE; // reset by random location
450 setmodel(this, MDL_BUFF);
451 setsize(this, BUFF_MIN, BUFF_MAX);
453 if(cvar("g_buffs_random_location") || (this.spawnflags & 64))
457 void buff_Init_Compat(entity ent, entity replacement)
459 if (ent.spawnflags & 2)
460 ent.team = NUM_TEAM_1;
461 else if (ent.spawnflags & 4)
462 ent.team = NUM_TEAM_2;
464 ent.buffs = replacement.m_itemid;
469 void buff_SpawnReplacement(entity ent, entity old)
471 setorigin(ent, old.origin);
472 ent.angles = old.angles;
473 ent.noalign = (old.noalign || (old.spawnflags & 1));
478 void buff_Vengeance_DelayedDamage(entity this)
481 Damage(this.enemy, this.owner, this.owner, this.dmg, DEATH_BUFF.m_id, this.enemy.origin, '0 0 0');
487 // note: only really useful in teamplay
488 void buff_Medic_Heal(entity this)
490 FOREACH_CLIENT(IS_PLAYER(it) && it != this && vdist(it.origin - this.origin, <=, autocvar_g_buffs_medic_heal_range),
492 if(SAME_TEAM(it, this))
493 if(it.health < autocvar_g_balance_health_regenstable)
495 Send_Effect(EFFECT_HEALING, it.origin, '0 0 0', 1);
496 it.health = bound(0, it.health + autocvar_g_buffs_medic_heal_amount, autocvar_g_balance_health_regenstable);
501 float buff_Inferno_CalculateTime(float x, float offset_x, float offset_y, float intersect_x, float intersect_y, float base)
503 return offset_y + (intersect_y - offset_y) * logn(((x - offset_x) * ((base - 1) / intersect_x)) + 1, base);
507 MUTATOR_HOOKFUNCTION(buffs, PlayerDamage_SplitHealthArmor)
509 entity frag_target = M_ARGV(2, entity);
510 float frag_deathtype = M_ARGV(6, float);
511 float frag_damage = M_ARGV(7, float);
513 if(frag_deathtype == DEATH_BUFF.m_id) { return; }
515 if(frag_target.buffs & BUFF_RESISTANCE.m_itemid)
517 vector v = healtharmor_applydamage(50, autocvar_g_buffs_resistance_blockpercent, frag_deathtype, frag_damage);
518 M_ARGV(4, float) = v.x; // take
519 M_ARGV(5, float) = v.y; // save
523 MUTATOR_HOOKFUNCTION(buffs, PlayerDamage_Calculate)
525 entity frag_attacker = M_ARGV(1, entity);
526 entity frag_target = M_ARGV(2, entity);
527 float frag_deathtype = M_ARGV(3, float);
528 float frag_damage = M_ARGV(4, float);
529 vector frag_force = M_ARGV(6, vector);
531 if(frag_deathtype == DEATH_BUFF.m_id) { return; }
533 if(frag_target.buffs & BUFF_SPEED.m_itemid)
534 if(frag_target != frag_attacker)
535 frag_damage *= autocvar_g_buffs_speed_damage_take;
537 if(frag_target.buffs & BUFF_MEDIC.m_itemid)
538 if((frag_target.health - frag_damage) <= 0)
539 if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
541 if(random() <= autocvar_g_buffs_medic_survive_chance)
542 frag_damage = max(5, frag_target.health - autocvar_g_buffs_medic_survive_health);
544 if(frag_target.buffs & BUFF_JUMP.m_itemid)
545 if(frag_deathtype == DEATH_FALL.m_id)
548 if(frag_target.buffs & BUFF_VENGEANCE.m_itemid)
550 if(frag_attacker != frag_target)
551 if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
553 entity dmgent = spawn();
555 dmgent.dmg = frag_damage * autocvar_g_buffs_vengeance_damage_multiplier;
556 dmgent.enemy = frag_attacker;
557 dmgent.owner = frag_target;
558 setthink(dmgent, buff_Vengeance_DelayedDamage);
559 dmgent.nextthink = time + 0.1;
562 if(frag_target.buffs & BUFF_BASH.m_itemid)
563 if(frag_attacker != frag_target)
564 frag_force = '0 0 0';
566 if(frag_attacker.buffs & BUFF_BASH.m_itemid)
568 if(frag_attacker == frag_target)
569 frag_force *= autocvar_g_buffs_bash_force_self;
571 frag_force *= autocvar_g_buffs_bash_force;
573 if(frag_attacker.buffs & BUFF_DISABILITY.m_itemid)
574 if(frag_target != frag_attacker)
575 frag_target.buff_disability_time = time + autocvar_g_buffs_disability_slowtime;
577 if(frag_target.buffs & BUFF_INFERNO.m_itemid)
579 if(frag_deathtype == DEATH_FIRE.m_id)
581 if(frag_deathtype == DEATH_LAVA.m_id)
582 frag_damage *= 0.5; // TODO: cvarize?
585 if(frag_attacker.buffs & BUFF_LUCK.m_itemid)
586 if(frag_attacker != frag_target)
587 if(autocvar_g_buffs_luck_damagemultiplier > 0)
588 if(random() <= autocvar_g_buffs_luck_chance)
589 frag_damage *= autocvar_g_buffs_luck_damagemultiplier;
591 if(frag_attacker.buffs & BUFF_INFERNO.m_itemid)
592 if(frag_target != frag_attacker) {
593 float btime = buff_Inferno_CalculateTime(
596 autocvar_g_buffs_inferno_burntime_min_time,
597 autocvar_g_buffs_inferno_burntime_target_damage,
598 autocvar_g_buffs_inferno_burntime_target_time,
599 autocvar_g_buffs_inferno_burntime_factor
601 Fire_AddDamage(frag_target, frag_attacker, (frag_damage * autocvar_g_buffs_inferno_damagemultiplier), btime, DEATH_BUFF.m_id);
604 // this... is ridiculous (TODO: fix!)
605 if(frag_attacker.buffs & BUFF_VAMPIRE.m_itemid)
606 if(!frag_target.vehicle)
607 if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
608 if(!IS_DEAD(frag_target))
609 if(IS_PLAYER(frag_target) || IS_MONSTER(frag_target))
610 if(frag_attacker != frag_target)
611 if(!STAT(FROZEN, frag_target))
612 if(frag_target.takedamage)
613 if(DIFF_TEAM(frag_attacker, frag_target))
615 frag_attacker.health = bound(0, frag_attacker.health + bound(0, frag_damage * autocvar_g_buffs_vampire_damage_steal, frag_target.health), g_pickup_healthsmall_max);
616 if(frag_target.armorvalue)
617 frag_attacker.armorvalue = bound(0, frag_attacker.armorvalue + bound(0, frag_damage * autocvar_g_buffs_vampire_damage_steal, frag_target.armorvalue), g_pickup_armorsmall_max);
620 M_ARGV(4, float) = frag_damage;
621 M_ARGV(6, vector) = frag_force;
624 MUTATOR_HOOKFUNCTION(buffs, PlayerSpawn)
626 entity player = M_ARGV(0, entity);
629 // reset timers here to prevent them continuing after re-spawn
630 player.buff_disability_time = 0;
631 player.buff_disability_effect_time = 0;
634 .float stat_sv_maxspeed;
635 .float stat_sv_airspeedlimit_nonqw;
636 .float stat_sv_jumpvelocity;
638 MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics)
640 entity player = M_ARGV(0, entity);
642 if(player.buffs & BUFF_SPEED.m_itemid)
644 player.stat_sv_maxspeed *= autocvar_g_buffs_speed_speed;
645 player.stat_sv_airspeedlimit_nonqw *= autocvar_g_buffs_speed_speed;
648 if(time < player.buff_disability_time)
650 player.stat_sv_maxspeed *= autocvar_g_buffs_disability_speed;
651 player.stat_sv_airspeedlimit_nonqw *= autocvar_g_buffs_disability_speed;
654 if(player.buffs & BUFF_JUMP.m_itemid)
656 // automatically reset, no need to worry
657 player.stat_sv_jumpvelocity = autocvar_g_buffs_jump_height;
661 MUTATOR_HOOKFUNCTION(buffs, PlayerJump)
663 entity player = M_ARGV(0, entity);
665 if(player.buffs & BUFF_JUMP.m_itemid)
666 M_ARGV(1, float) = autocvar_g_buffs_jump_height;
669 MUTATOR_HOOKFUNCTION(buffs, MonsterMove)
671 entity mon = M_ARGV(0, entity);
673 if(time < mon.buff_disability_time)
675 M_ARGV(1, float) *= autocvar_g_buffs_disability_speed; // run speed
676 M_ARGV(2, float) *= autocvar_g_buffs_disability_speed; // walk speed
680 MUTATOR_HOOKFUNCTION(buffs, PlayerDies)
682 entity frag_target = M_ARGV(2, entity);
684 if(frag_target.buffs)
686 int buffid = buff_FirstFromFlags(frag_target.buffs).m_id;
687 Send_Notification(NOTIF_ALL_EXCEPT, frag_target, MSG_INFO, INFO_ITEM_BUFF_LOST, frag_target.netname, buffid);
688 frag_target.buffs = 0;
690 if(frag_target.buff_model)
692 remove(frag_target.buff_model);
693 frag_target.buff_model = NULL;
698 MUTATOR_HOOKFUNCTION(buffs, PlayerUseKey, CBC_ORDER_FIRST)
700 if(MUTATOR_RETURNVALUE || gameover) { return; }
702 entity player = M_ARGV(0, entity);
706 int buffid = buff_FirstFromFlags(player.buffs).m_id;
707 Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid);
708 Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
711 sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
716 MUTATOR_HOOKFUNCTION(buffs, ForbidThrowCurrentWeapon)
718 if(MUTATOR_RETURNVALUE || gameover) { return; }
719 entity player = M_ARGV(0, entity);
721 if(player.buffs & BUFF_SWAPPER.m_itemid)
723 float best_distance = autocvar_g_buffs_swapper_range;
724 entity closest = NULL;
725 FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
726 if(!IS_DEAD(it) && !STAT(FROZEN, it) && !it.vehicle)
727 if(DIFF_TEAM(it, player))
729 float test = vlen2(player.origin - it.origin);
730 if(test <= best_distance * best_distance)
732 best_distance = sqrt(test);
740 vector my_org, my_vel, my_ang, their_org, their_vel, their_ang;
742 my_org = player.origin;
743 my_vel = player.velocity;
744 my_ang = player.angles;
745 their_org = closest.origin;
746 their_vel = closest.velocity;
747 their_ang = closest.angles;
749 Drop_Special_Items(closest);
751 MUTATOR_CALLHOOK(PortalTeleport, player); // initiate flag dropper
753 setorigin(player, their_org);
754 setorigin(closest, my_org);
756 closest.velocity = my_vel;
757 closest.angles = my_ang;
758 closest.fixangle = true;
759 closest.oldorigin = my_org;
760 closest.oldvelocity = my_vel;
761 player.velocity = their_vel;
762 player.angles = their_ang;
763 player.fixangle = true;
764 player.oldorigin = their_org;
765 player.oldvelocity = their_vel;
767 // set pusher so player gets the kill if they fall into void
768 closest.pusher = player;
769 closest.pushltime = time + autocvar_g_maxpushtime;
770 closest.istypefrag = PHYS_INPUT_BUTTON_CHAT(closest);
772 Send_Effect(EFFECT_ELECTRO_COMBO, their_org, '0 0 0', 1);
773 Send_Effect(EFFECT_ELECTRO_COMBO, my_org, '0 0 0', 1);
775 sound(player, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
776 sound(closest, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
778 // TODO: add a counter to handle how many times one can teleport, and a delay to prevent spam
785 bool buffs_RemovePlayer(entity player)
787 if(player.buff_model)
789 remove(player.buff_model);
790 player.buff_model = NULL;
793 // also reset timers here to prevent them continuing after spectating
794 player.buff_disability_time = 0;
795 player.buff_disability_effect_time = 0;
799 MUTATOR_HOOKFUNCTION(buffs, MakePlayerObserver) { entity player = M_ARGV(0, entity); return buffs_RemovePlayer(player); }
800 MUTATOR_HOOKFUNCTION(buffs, ClientDisconnect) { entity player = M_ARGV(0, entity); return buffs_RemovePlayer(player); }
802 MUTATOR_HOOKFUNCTION(buffs, CustomizeWaypoint)
804 entity wp = M_ARGV(0, entity);
805 entity player = M_ARGV(1, entity);
807 entity e = WaypointSprite_getviewentity(player);
809 // if you have the invisibility powerup, sprites ALWAYS are restricted to your team
810 // but only apply this to real players, not to spectators
811 if((wp.owner.flags & FL_CLIENT) && (wp.owner.buffs & BUFF_INVISIBLE.m_itemid) && (e == player))
812 if(DIFF_TEAM(wp.owner, e))
816 MUTATOR_HOOKFUNCTION(buffs, OnEntityPreSpawn, CBC_ORDER_LAST)
818 entity ent = M_ARGV(0, entity);
820 if(autocvar_g_buffs_replace_powerups)
821 switch(ent.classname)
823 case "item_strength":
824 case "item_invincible":
827 buff_SpawnReplacement(e, ent);
833 MUTATOR_HOOKFUNCTION(buffs, WeaponRateFactor)
835 entity player = M_ARGV(1, entity);
837 if(player.buffs & BUFF_SPEED.m_itemid)
838 M_ARGV(0, float) *= autocvar_g_buffs_speed_rate;
840 if(time < player.buff_disability_time)
841 M_ARGV(0, float) *= autocvar_g_buffs_disability_rate;
844 MUTATOR_HOOKFUNCTION(buffs, WeaponSpeedFactor)
846 entity player = M_ARGV(1, entity);
848 if(player.buffs & BUFF_SPEED.m_itemid)
849 M_ARGV(0, float) *= autocvar_g_buffs_speed_weaponspeed;
851 if(time < player.buff_disability_time)
852 M_ARGV(0, float) *= autocvar_g_buffs_disability_weaponspeed;
855 MUTATOR_HOOKFUNCTION(buffs, PlayerPreThink)
857 entity player = M_ARGV(0, entity);
859 if(gameover || IS_DEAD(player)) { return; }
861 if(time < player.buff_disability_time)
862 if(time >= player.buff_disability_effect_time)
864 Send_Effect(EFFECT_SMOKING, player.origin + ((player.mins + player.maxs) * 0.5), '0 0 0', 1);
865 player.buff_disability_effect_time = time + 0.5;
868 // handle buff lost status
869 // 1: notify everyone else
870 // 2: notify carrier as well
874 if(time >= player.buff_time)
877 if(STAT(FROZEN, player)) { buff_lost = 1; }
883 int buffid = buff_FirstFromFlags(player.buffs).m_id;
884 Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
887 Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid); // TODO: special timeout message?
888 sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
894 if(player.buffs & BUFF_MAGNET.m_itemid)
897 FOREACH_ENTITY_FLAGS(flags, FL_ITEM,
900 pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_buff;
902 pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_item;
904 if(boxesoverlap(player.absmin - pickup_size, player.absmax + pickup_size, it.absmin, it.absmax))
908 entity oldother = other;
917 if(player.buffs & BUFF_AMMO.m_itemid)
919 player.clip_load = player.(weapon_load[PS(player).m_switchweapon.m_id]) = player.clip_size;
921 if((player.buffs & BUFF_INVISIBLE.m_itemid) && (player.oldbuffs & BUFF_INVISIBLE.m_itemid))
922 if(player.alpha != autocvar_g_buffs_invisible_alpha)
923 player.alpha = autocvar_g_buffs_invisible_alpha; // powerups reset alpha, so we must enforce this (TODO)
925 if(player.buffs & BUFF_MEDIC.m_itemid)
926 if(time >= player.buff_medic_healtime)
928 buff_Medic_Heal(player);
929 player.buff_medic_healtime = time + autocvar_g_buffs_medic_heal_delay;
932 #define BUFF_ONADD(b) if ( (player.buffs & (b).m_itemid) && !(player.oldbuffs & (b).m_itemid))
933 #define BUFF_ONREM(b) if (!(player.buffs & (b).m_itemid) && (player.oldbuffs & (b).m_itemid))
935 if(player.buffs != player.oldbuffs)
937 entity buff = buff_FirstFromFlags(player.buffs);
938 float bufftime = buff != BUFF_Null ? buff.m_time(buff) : 0;
939 player.buff_time = (bufftime) ? time + bufftime : 0;
941 BUFF_ONADD(BUFF_AMMO)
943 player.buff_ammo_prev_infitems = (player.items & IT_UNLIMITED_WEAPON_AMMO);
944 player.items |= IT_UNLIMITED_WEAPON_AMMO;
947 player.buff_ammo_prev_clipload = player.clip_load;
948 player.clip_load = player.(weapon_load[PS(player).m_switchweapon.m_id]) = player.clip_size;
951 BUFF_ONREM(BUFF_AMMO)
953 if(player.buff_ammo_prev_infitems)
954 player.items |= IT_UNLIMITED_WEAPON_AMMO;
956 player.items &= ~IT_UNLIMITED_WEAPON_AMMO;
958 if(player.buff_ammo_prev_clipload)
959 player.clip_load = player.buff_ammo_prev_clipload;
962 BUFF_ONADD(BUFF_INVISIBLE)
964 if(time < player.strength_finished && g_instagib)
965 player.alpha = autocvar_g_instagib_invis_alpha;
967 player.alpha = player.buff_invisible_prev_alpha;
968 player.alpha = autocvar_g_buffs_invisible_alpha;
971 BUFF_ONREM(BUFF_INVISIBLE)
972 player.alpha = player.buff_invisible_prev_alpha;
974 player.oldbuffs = player.buffs;
977 if(!player.buff_model)
978 buffs_BuffModel_Spawn(player);
980 player.buff_model.color = buff.m_color;
981 player.buff_model.glowmod = buff_GlowColor(player.buff_model);
982 player.buff_model.skin = buff.m_skin;
984 player.effects |= EF_NOSHADOW;
988 remove(player.buff_model);
989 player.buff_model = NULL;
991 player.effects &= ~(EF_NOSHADOW);
995 if(player.buff_model)
997 player.buff_model.effects = player.effects;
998 player.buff_model.effects |= EF_LOWPRECISION;
999 player.buff_model.effects = player.buff_model.effects & EFMASK_CHEAP; // eat performance
1001 player.buff_model.alpha = player.alpha;
1008 MUTATOR_HOOKFUNCTION(buffs, SpectateCopy)
1010 entity spectatee = M_ARGV(0, entity);
1011 entity client = M_ARGV(1, entity);
1013 client.buffs = spectatee.buffs;
1016 MUTATOR_HOOKFUNCTION(buffs, VehicleEnter)
1018 entity player = M_ARGV(0, entity);
1019 entity veh = M_ARGV(1, entity);
1021 veh.buffs = player.buffs;
1023 veh.buff_time = max(0, player.buff_time - time);
1024 player.buff_time = 0;
1027 MUTATOR_HOOKFUNCTION(buffs, VehicleExit)
1029 entity player = M_ARGV(0, entity);
1030 entity veh = M_ARGV(1, entity);
1032 player.buffs = player.oldbuffs = veh.buffs;
1034 player.buff_time = time + veh.buff_time;
1038 MUTATOR_HOOKFUNCTION(buffs, PlayerRegen)
1040 entity player = M_ARGV(0, entity);
1042 if(player.buffs & BUFF_MEDIC.m_itemid)
1044 M_ARGV(2, float) = autocvar_g_buffs_medic_rot; // rot_mod
1045 M_ARGV(4, float) = M_ARGV(1, float) = autocvar_g_buffs_medic_max; // limit_mod = max_mod
1046 M_ARGV(2, float) = autocvar_g_buffs_medic_regen; // regen_mod
1049 if(player.buffs & BUFF_SPEED.m_itemid)
1050 M_ARGV(2, float) = autocvar_g_buffs_speed_regen; // regen_mod
1053 REPLICATE(cvar_cl_buffs_autoreplace, bool, "cl_buffs_autoreplace");
1055 MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsString)
1057 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":Buffs");
1060 MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsPrettyString)
1062 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Buffs");
1065 void buffs_DelayedInit(entity this)
1067 if(autocvar_g_buffs_spawn_count > 0)
1068 if(find(NULL, classname, "item_buff") == NULL)
1071 for(i = 0; i < autocvar_g_buffs_spawn_count; ++i)
1074 e.spawnflags |= 64; // always randomize
1075 e.velocity = randomvec() * 250; // this gets reset anyway if random location works