3 #include <common/mapobjects/target/music.qh>
4 #include <common/gamemodes/_mod.qh>
6 void buffs_DelayedInit(entity this);
8 AUTOCVAR(g_buffs, int, -1, "Enable buffs, -1: enabled but no auto location or replacing powerups, 1: enabled and can replace them");
10 REGISTER_MUTATOR(buffs, autocvar_g_buffs)
14 if(autocvar_g_buffs > 0)
15 InitializeEntity(NULL, buffs_DelayedInit, INITPRIO_FINDTARGET);
19 bool buffs_BuffModel_Customize(entity this, entity client)
21 entity player, myowner;
24 player = WaypointSprite_getviewentity(client);
26 same_team = (SAME_TEAM(player, myowner) || SAME_TEAM(player, myowner));
28 if(myowner.alpha <= 0.5 && !same_team && myowner.alpha != 0)
31 if(MUTATOR_CALLHOOK(BuffModel_Customize, this, player))
34 if(player == myowner || (IS_SPEC(client) && client.enemy == myowner))
36 // somewhat hide the model, but keep the glow
42 this.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
48 void buffs_BuffModel_Spawn(entity player)
50 player.buff_model = spawn();
51 setmodel(player.buff_model, MDL_BUFF);
52 setsize(player.buff_model, '0 0 -40', '0 0 40');
53 setattachment(player.buff_model, player, "");
54 setorigin(player.buff_model, '0 0 1' * (player.buff_model.maxs.z * 1));
55 player.buff_model.owner = player;
56 player.buff_model.scale = 0.7;
57 player.buff_model.pflags = PFLAGS_FULLDYNAMIC;
58 player.buff_model.light_lev = 200;
59 setcefc(player.buff_model, buffs_BuffModel_Customize);
62 vector buff_GlowColor(entity buff)
64 //if(buff.team) { return Team_ColorRGB(buff.team); }
68 void buff_Effect(entity player, string eff)
70 if(!autocvar_g_buffs_effects) { return; }
72 if(time >= player.buff_effect_delay)
74 Send_Effect_(eff, player.origin + ((player.mins + player.maxs) * 0.5), '0 0 0', 1);
75 player.buff_effect_delay = time + 0.05; // prevent spam
80 bool buff_Waypoint_visible_for_player(entity this, entity player, entity view)
82 if(!this.owner.buff_active && !this.owner.buff_activetime)
85 if (STAT(BUFFS, view))
87 return CS(view).cvar_cl_buffs_autoreplace == false || STAT(BUFFS, view) != STAT(BUFFS, this.owner);
90 return WaypointSprite_visible_for_player(this, player, view);
93 void buff_Waypoint_Spawn(entity e)
95 entity buff = buff_FirstFromFlags(STAT(BUFFS, e));
96 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);
97 wp.wp_extra = buff.m_id;
98 WaypointSprite_UpdateTeamRadar(e.buff_waypoint, RADARICON_Buff, e.glowmod);
99 e.buff_waypoint.waypointsprite_visible_for_player = buff_Waypoint_visible_for_player;
102 void buff_SetCooldown(entity this, float cd)
106 if(!this.buff_waypoint)
107 buff_Waypoint_Spawn(this);
109 WaypointSprite_UpdateBuildFinished(this.buff_waypoint, time + cd);
110 this.buff_activetime = cd;
111 this.buff_active = !cd;
114 void buff_Respawn(entity this)
116 if(game_stopped) return;
118 vector oldbufforigin = this.origin;
119 this.velocity = '0 0 200';
121 if(!MoveToRandomMapLocation(this, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY,
122 ((autocvar_g_buffs_random_location_attempts > 0) ? autocvar_g_buffs_random_location_attempts : 10), 1024, 256))
124 entity spot = SelectSpawnPoint(this, true);
125 setorigin(this, spot.origin);
126 this.velocity = ((randomvec() * 100) + '0 0 200');
127 this.angles = spot.angles;
130 tracebox(this.origin, this.mins * 1.5, this.maxs * 1.5, this.origin, MOVE_NOMONSTERS, this);
132 setorigin(this, trace_endpos); // attempt to unstick
134 set_movetype(this, MOVETYPE_TOSS);
136 makevectors(this.angles);
137 this.angles = '0 0 0';
138 if(autocvar_g_buffs_random_lifetime > 0)
139 this.lifetime = time + autocvar_g_buffs_random_lifetime;
141 Send_Effect(EFFECT_ELECTRO_COMBO, oldbufforigin + ((this.mins + this.maxs) * 0.5), '0 0 0', 1);
142 Send_Effect(EFFECT_ELECTRO_COMBO, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
144 WaypointSprite_Ping(this.buff_waypoint);
146 sound(this, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
149 void buff_Touch(entity this, entity toucher)
151 if(game_stopped) return;
153 if(ITEM_TOUCH_NEEDKILL())
159 if(!this.buff_active)
162 if(MUTATOR_CALLHOOK(BuffTouch, this, toucher))
164 toucher = M_ARGV(1, entity);
166 if(!IS_PLAYER(toucher))
167 return; // incase mutator changed toucher
169 if((this.team && DIFF_TEAM(toucher, this))
170 || (STAT(FROZEN, toucher))
172 || (time < PS(toucher).buff_shield)
179 if (STAT(BUFFS, toucher))
181 if (CS(toucher).cvar_cl_buffs_autoreplace && STAT(BUFFS, toucher) != STAT(BUFFS, this))
183 // TODO: lost-gained notification for this case
184 int buffid = buff_FirstFromFlags(STAT(BUFFS, toucher)).m_id;
185 Send_Notification(NOTIF_ONE, toucher, MSG_INFO, INFO_ITEM_BUFF_LOST, toucher.netname, buffid);
186 if(!IS_INDEPENDENT_PLAYER(toucher))
187 Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_INFO, INFO_ITEM_BUFF_LOST, toucher.netname, buffid);
189 STAT(BUFFS, toucher) = 0;
190 //sound(toucher, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
192 else { return; } // do nothing
195 this.owner = toucher;
196 this.buff_active = false;
198 entity thebuff = buff_FirstFromFlags(STAT(BUFFS, this));
199 Send_Notification(NOTIF_ONE, toucher, MSG_MULTI, ITEM_BUFF_GOT, thebuff.m_id);
200 if(!IS_INDEPENDENT_PLAYER(toucher))
201 Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_INFO, INFO_ITEM_BUFF, toucher.netname, thebuff.m_id);
203 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
204 sound(toucher, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTN_NORM);
205 STAT(BUFFS, toucher) |= (STAT(BUFFS, this));
206 STAT(LAST_PICKUP, toucher) = time;
207 float bufftime = ((this.count) ? this.count : thebuff.m_time(thebuff));
209 STAT(BUFF_TIME, toucher) = min(time + bufftime, max(STAT(BUFF_TIME, toucher), time) + bufftime);
212 float buff_Available(entity buff)
214 if (buff == BUFF_Null)
216 if (buff == BUFF_AMMO && ((start_items & IT_UNLIMITED_AMMO) || cvar("g_melee_only")))
218 if (buff == BUFF_VAMPIRE && cvar("g_vampire"))
220 return cvar(strcat("g_buffs_", buff.netname));
225 void buff_NewType(entity ent)
227 RandomSelection_Init();
228 FOREACH(Buffs, buff_Available(it),
230 // if it's already been chosen, give it a lower priority
231 float myseencount = (it.buff_seencount > 0) ? it.buff_seencount : 1; // no division by zero please!
232 RandomSelection_AddEnt(it, max(0.2, 1 / myseencount), 1);
234 entity newbuff = RandomSelection_chosen_ent;
235 newbuff.buff_seencount += 1; // lower chances of seeing this buff again soon
236 STAT(BUFFS, ent) = newbuff.m_itemid;
239 void buff_Think(entity this)
241 if(STAT(BUFFS, this) != this.oldbuffs)
243 entity buff = buff_FirstFromFlags(STAT(BUFFS, this));
244 this.color = buff.m_color;
245 this.glowmod = buff_GlowColor(buff);
246 this.skin = buff.m_skin;
248 setmodel(this, MDL_BUFF);
249 setsize(this, BUFF_MIN, BUFF_MAX);
251 if(this.buff_waypoint)
253 //WaypointSprite_Disown(this.buff_waypoint, 1);
254 WaypointSprite_Kill(this.buff_waypoint);
255 buff_Waypoint_Spawn(this);
256 if(this.buff_activetime)
257 WaypointSprite_UpdateBuildFinished(this.buff_waypoint, time + this.buff_activetime - frametime);
260 this.oldbuffs = STAT(BUFFS, this);
264 if((round_handler_IsActive() && !round_handler_IsRoundStarted()) || time >= game_starttime)
265 if(!this.buff_activetime_updated)
267 buff_SetCooldown(this, this.buff_activetime);
268 this.buff_activetime_updated = true;
271 if(!this.buff_active && !this.buff_activetime)
272 if(!this.owner || STAT(FROZEN, this.owner) || IS_DEAD(this.owner) || !this.owner.iscreature || this.owner.vehicle || !(STAT(BUFFS, this.owner) & STAT(BUFFS, this)) || this.pickup_anyway > 0 || (this.pickup_anyway >= 0 && autocvar_g_buffs_pickup_anyway))
274 buff_SetCooldown(this, autocvar_g_buffs_cooldown_respawn + frametime);
276 if(autocvar_g_buffs_randomize && (!teamplay || autocvar_g_buffs_randomize_teamplay))
279 if(autocvar_g_buffs_random_location || (this.spawnflags & 64))
283 if(this.buff_activetime)
285 if((round_handler_IsActive() && !round_handler_IsRoundStarted()) || time >= game_starttime)
287 this.buff_activetime = max(0, this.buff_activetime - frametime);
289 if(!this.buff_activetime)
291 this.buff_active = true;
292 sound(this, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTN_NORM);
293 Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
299 if(this.team && !this.buff_waypoint)
300 buff_Waypoint_Spawn(this);
303 if(time >= this.lifetime)
307 this.nextthink = time;
308 //this.angles_y = time * 110.1;
311 void buff_Waypoint_Reset(entity this)
313 WaypointSprite_Kill(this.buff_waypoint);
315 if(this.buff_activetime) { buff_Waypoint_Spawn(this); }
318 void buff_Reset(entity this)
320 if(autocvar_g_buffs_randomize && (!teamplay || autocvar_g_buffs_randomize_teamplay))
323 buff_SetCooldown(this, autocvar_g_buffs_cooldown_activate);
324 buff_Waypoint_Reset(this);
325 this.buff_activetime_updated = false;
327 if(autocvar_g_buffs_random_location || (this.spawnflags & 64))
331 bool buff_Customize(entity this, entity client)
333 entity player = WaypointSprite_getviewentity(client);
334 if(!this.buff_active || (this.team && DIFF_TEAM(player, this)))
337 if(this.effects & EF_FULLBRIGHT) { this.effects &= ~(EF_FULLBRIGHT); }
343 if(!(this.effects & EF_FULLBRIGHT)) { this.effects |= EF_FULLBRIGHT; }
344 this.light_lev = 220 + 36 * sin(time);
345 this.pflags = PFLAGS_FULLDYNAMIC;
350 void buff_Delete(entity this)
352 WaypointSprite_Kill(this.buff_waypoint);
356 void buff_Init(entity this)
358 if(!cvar("g_buffs")) { delete(this); return; }
360 if(!teamplay && this.team) { this.team = 0; }
362 entity buff = buff_FirstFromFlags(STAT(BUFFS, this));
364 if(!STAT(BUFFS, this) || !buff_Available(buff))
367 this.classname = "item_buff";
368 this.solid = SOLID_TRIGGER;
369 this.flags = FL_ITEM;
370 this.bot_pickup = true;
371 this.bot_pickupevalfunc = generic_pickupevalfunc;
372 this.bot_pickupbasevalue = 1000;
373 IL_PUSH(g_items, this);
374 setthink(this, buff_Think);
375 settouch(this, buff_Touch);
376 this.reset = buff_Reset;
377 this.nextthink = time + 0.1;
379 set_movetype(this, MOVETYPE_TOSS);
381 this.skin = buff.m_skin;
382 this.effects = EF_FULLBRIGHT | EF_STARDUST | EF_NOSHADOW;
383 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
384 setcefc(this, buff_Customize);
385 //this.gravity = 100;
386 this.color = buff.m_color;
387 this.glowmod = buff_GlowColor(this);
388 buff_SetCooldown(this, autocvar_g_buffs_cooldown_activate + max(0, game_starttime - time));
389 this.buff_active = !this.buff_activetime;
390 this.pflags = PFLAGS_FULLDYNAMIC;
391 this.dtor = buff_Delete;
393 if(this.spawnflags & 1)
397 set_movetype(this, MOVETYPE_NONE); // reset by random location
399 setmodel(this, MDL_BUFF);
400 setsize(this, BUFF_MIN, BUFF_MAX);
402 if(cvar("g_buffs_random_location") || (this.spawnflags & 64))
406 void buff_Init_Compat(entity ent, entity replacement)
408 if (ent.spawnflags & 2)
409 ent.team = NUM_TEAM_1;
410 else if (ent.spawnflags & 4)
411 ent.team = NUM_TEAM_2;
413 STAT(BUFFS, ent) = replacement.m_itemid;
418 void buff_SpawnReplacement(entity ent, entity old)
420 setorigin(ent, old.origin);
421 ent.angles = old.angles;
422 ent.noalign = Item_ShouldKeepPosition(old);
427 void buff_Vengeance_DelayedDamage(entity this)
430 Damage(this.enemy, this.owner, this.owner, this.dmg, DEATH_BUFF.m_id, DMG_NOWEP, this.enemy.origin, '0 0 0');
436 // note: only really useful in teamplay
437 void buff_Medic_Heal(entity this)
439 FOREACH_CLIENT(IS_PLAYER(it) && it != this && vdist(it.origin - this.origin, <=, autocvar_g_buffs_medic_heal_range),
441 if (DIFF_TEAM(it, this))
445 float hp = GetResource(it, RES_HEALTH);
446 if(hp >= autocvar_g_balance_health_regenstable)
450 Send_Effect(EFFECT_HEALING, it.origin, '0 0 0', 1);
451 SetResource(it, RES_HEALTH, bound(0, hp + autocvar_g_buffs_medic_heal_amount, autocvar_g_balance_health_regenstable));
455 float buff_Inferno_CalculateTime(float damg, float offset_x, float offset_y, float intersect_x, float intersect_y, float base)
457 return offset_y + (intersect_y - offset_y) * logn(((damg - offset_x) * ((base - 1) / intersect_x)) + 1, base);
461 MUTATOR_HOOKFUNCTION(buffs, Damage_Calculate)
463 entity frag_attacker = M_ARGV(1, entity);
464 entity frag_target = M_ARGV(2, entity);
465 float frag_deathtype = M_ARGV(3, float);
466 float frag_damage = M_ARGV(4, float);
467 vector frag_force = M_ARGV(6, vector);
469 if(frag_deathtype == DEATH_BUFF.m_id) { return; }
471 if(STAT(BUFFS, frag_target) & BUFF_RESISTANCE.m_itemid)
473 float reduced = frag_damage * autocvar_g_buffs_resistance_blockpercent;
474 frag_damage = bound(0, frag_damage - reduced, frag_damage);
477 if(STAT(BUFFS, frag_target) & BUFF_SPEED.m_itemid)
478 if(frag_target != frag_attacker)
479 frag_damage *= autocvar_g_buffs_speed_damage_take;
481 if(STAT(BUFFS, frag_target) & BUFF_MEDIC.m_itemid)
482 if((GetResource(frag_target, RES_HEALTH) - frag_damage) <= 0)
483 if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
485 if(random() <= autocvar_g_buffs_medic_survive_chance)
486 frag_damage = max(5, GetResource(frag_target, RES_HEALTH) - autocvar_g_buffs_medic_survive_health);
488 if(STAT(BUFFS, frag_target) & BUFF_JUMP.m_itemid)
489 if(frag_deathtype == DEATH_FALL.m_id)
492 if(STAT(BUFFS, frag_target) & BUFF_VENGEANCE.m_itemid)
494 if(frag_attacker != frag_target)
495 if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
497 entity dmgent = spawn();
499 dmgent.dmg = frag_damage * autocvar_g_buffs_vengeance_damage_multiplier;
500 dmgent.enemy = frag_attacker;
501 dmgent.owner = frag_target;
502 setthink(dmgent, buff_Vengeance_DelayedDamage);
503 dmgent.nextthink = time + 0.1;
506 if(STAT(BUFFS, frag_target) & BUFF_BASH.m_itemid)
507 if(frag_attacker != frag_target)
508 frag_force = '0 0 0';
510 if(STAT(BUFFS, frag_attacker) & BUFF_BASH.m_itemid)
513 if(frag_attacker == frag_target)
514 frag_force *= autocvar_g_buffs_bash_force_self;
516 frag_force *= autocvar_g_buffs_bash_force;
519 if(STAT(BUFFS, frag_attacker) & BUFF_DISABILITY.m_itemid)
520 if(frag_target != frag_attacker)
521 frag_target.buff_disability_time = time + autocvar_g_buffs_disability_slowtime;
523 if(STAT(BUFFS, frag_target) & BUFF_INFERNO.m_itemid)
525 if(frag_deathtype == DEATH_FIRE.m_id)
527 if(frag_deathtype == DEATH_LAVA.m_id)
528 frag_damage *= 0.5; // TODO: cvarize?
531 if(STAT(BUFFS, frag_attacker) & BUFF_LUCK.m_itemid)
532 if(frag_attacker != frag_target)
533 if(autocvar_g_buffs_luck_damagemultiplier > 0)
534 if(random() <= autocvar_g_buffs_luck_chance)
535 frag_damage *= autocvar_g_buffs_luck_damagemultiplier;
537 if(STAT(BUFFS, frag_attacker) & BUFF_INFERNO.m_itemid)
538 if(frag_target != frag_attacker) {
539 float btime = buff_Inferno_CalculateTime(
542 autocvar_g_buffs_inferno_burntime_min_time,
543 autocvar_g_buffs_inferno_burntime_target_damage,
544 autocvar_g_buffs_inferno_burntime_target_time,
545 autocvar_g_buffs_inferno_burntime_factor
547 Fire_AddDamage(frag_target, frag_attacker, (frag_damage * autocvar_g_buffs_inferno_damagemultiplier), btime, DEATH_BUFF.m_id);
550 // this... is ridiculous (TODO: fix!)
551 if(STAT(BUFFS, frag_attacker) & BUFF_VAMPIRE.m_itemid)
552 if(!frag_target.vehicle)
553 if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
554 if(!IS_DEAD(frag_target))
555 if(IS_PLAYER(frag_target) || IS_MONSTER(frag_target))
556 if(frag_attacker != frag_target)
557 if(!STAT(FROZEN, frag_target))
558 if(frag_target.takedamage)
559 if(DIFF_TEAM(frag_attacker, frag_target))
561 float amount = bound(0, frag_damage * autocvar_g_buffs_vampire_damage_steal,
562 GetResource(frag_target, RES_HEALTH));
563 GiveResourceWithLimit(frag_attacker, RES_HEALTH, amount, g_pickup_healthsmall_max);
564 if (GetResource(frag_target, RES_ARMOR))
566 amount = bound(0, frag_damage * autocvar_g_buffs_vampire_damage_steal,
567 GetResource(frag_target, RES_ARMOR));
568 GiveResourceWithLimit(frag_attacker, RES_ARMOR, amount, g_pickup_armorsmall_max);
572 M_ARGV(4, float) = frag_damage;
573 M_ARGV(6, vector) = frag_force;
576 MUTATOR_HOOKFUNCTION(buffs, PlayerSpawn)
578 entity player = M_ARGV(0, entity);
581 // reset timers here to prevent them continuing after re-spawn
582 player.buff_disability_time = 0;
583 player.buff_disability_effect_time = 0;
586 MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics_UpdateStats)
588 entity player = M_ARGV(0, entity);
589 // these automatically reset, no need to worry
591 if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
592 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_buffs_speed_speed;
594 if(time < player.buff_disability_time)
595 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_buffs_disability_speed;
598 MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics)
600 entity player = M_ARGV(0, entity);
601 // these automatically reset, no need to worry
603 if(STAT(BUFFS, player) & BUFF_JUMP.m_itemid)
604 STAT(MOVEVARS_JUMPVELOCITY, player) = autocvar_g_buffs_jump_height;
607 MUTATOR_HOOKFUNCTION(buffs, MonsterMove)
609 entity mon = M_ARGV(0, entity);
611 if(time < mon.buff_disability_time)
613 M_ARGV(1, float) *= autocvar_g_buffs_disability_speed; // run speed
614 M_ARGV(2, float) *= autocvar_g_buffs_disability_speed; // walk speed
618 MUTATOR_HOOKFUNCTION(buffs, PlayerDies)
620 entity frag_target = M_ARGV(2, entity);
622 if(STAT(BUFFS, frag_target))
624 int buffid = buff_FirstFromFlags(STAT(BUFFS, frag_target)).m_id;
625 if(!IS_INDEPENDENT_PLAYER(frag_target))
626 Send_Notification(NOTIF_ALL_EXCEPT, frag_target, MSG_INFO, INFO_ITEM_BUFF_LOST, frag_target.netname, buffid);
627 STAT(BUFFS, frag_target) = 0;
628 STAT(BUFF_TIME, frag_target) = 0;
630 if(frag_target.buff_model)
632 delete(frag_target.buff_model);
633 frag_target.buff_model = NULL;
638 MUTATOR_HOOKFUNCTION(buffs, PlayerUseKey, CBC_ORDER_FIRST)
640 if(MUTATOR_RETURNVALUE || game_stopped || !autocvar_g_buffs_drop) return;
642 entity player = M_ARGV(0, entity);
644 if(STAT(BUFFS, player))
646 int buffid = buff_FirstFromFlags(STAT(BUFFS, player)).m_id;
647 Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid);
648 if(!IS_INDEPENDENT_PLAYER(player))
649 Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
651 STAT(BUFFS, player) = 0;
652 STAT(BUFF_TIME, player) = 0;
653 PS(player).buff_shield = time + max(0, autocvar_g_buffs_pickup_delay);
654 sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
659 MUTATOR_HOOKFUNCTION(buffs, ForbidThrowCurrentWeapon)
661 if(MUTATOR_RETURNVALUE || game_stopped) return;
662 entity player = M_ARGV(0, entity);
664 if(STAT(BUFFS, player) & BUFF_SWAPPER.m_itemid)
666 float best_distance = autocvar_g_buffs_swapper_range;
667 entity closest = NULL;
668 FOREACH_CLIENT(IS_PLAYER(it), {
669 if(!IS_DEAD(it) && !STAT(FROZEN, it) && !it.vehicle)
670 if(DIFF_TEAM(it, player))
672 float test = vlen2(player.origin - it.origin);
673 if(test <= best_distance * best_distance)
675 best_distance = sqrt(test);
683 vector my_org, my_vel, my_ang, their_org, their_vel, their_ang;
685 my_org = player.origin;
686 my_vel = player.velocity;
687 my_ang = player.angles;
688 their_org = closest.origin;
689 their_vel = closest.velocity;
690 their_ang = closest.angles;
692 Drop_Special_Items(closest);
694 MUTATOR_CALLHOOK(PortalTeleport, player); // initiate flag dropper
696 setorigin(player, their_org);
697 setorigin(closest, my_org);
699 closest.velocity = my_vel;
700 closest.angles = my_ang;
701 if (IS_BOT_CLIENT(closest))
703 closest.v_angle = closest.angles;
704 bot_aim_reset(closest);
706 closest.fixangle = true;
707 closest.oldorigin = my_org;
708 closest.oldvelocity = my_vel;
709 player.velocity = their_vel;
710 player.angles = their_ang;
711 if (IS_BOT_CLIENT(player))
713 player.v_angle = player.angles;
714 bot_aim_reset(player);
716 player.fixangle = true;
717 player.oldorigin = their_org;
718 player.oldvelocity = their_vel;
720 // set pusher so player gets the kill if they fall into void
721 closest.pusher = player;
722 closest.pushltime = time + autocvar_g_maxpushtime;
723 closest.istypefrag = PHYS_INPUT_BUTTON_CHAT(closest);
725 Send_Effect(EFFECT_ELECTRO_COMBO, their_org, '0 0 0', 1);
726 Send_Effect(EFFECT_ELECTRO_COMBO, my_org, '0 0 0', 1);
728 sound(player, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
729 sound(closest, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
731 // TODO: add a counter to handle how many times one can teleport, and a delay to prevent spam
732 STAT(BUFFS, player) = 0;
738 bool buffs_RemovePlayer(entity player)
740 if(player.buff_model)
742 delete(player.buff_model);
743 player.buff_model = NULL;
746 // also reset timers here to prevent them continuing after spectating
747 player.buff_disability_time = 0;
748 player.buff_disability_effect_time = 0;
752 MUTATOR_HOOKFUNCTION(buffs, MakePlayerObserver) { entity player = M_ARGV(0, entity); return buffs_RemovePlayer(player); }
753 MUTATOR_HOOKFUNCTION(buffs, ClientDisconnect) { entity player = M_ARGV(0, entity); return buffs_RemovePlayer(player); }
755 MUTATOR_HOOKFUNCTION(buffs, CustomizeWaypoint)
757 entity wp = M_ARGV(0, entity);
758 entity player = M_ARGV(1, entity);
760 entity e = WaypointSprite_getviewentity(player);
762 // if you have the invisibility powerup, sprites ALWAYS are restricted to your team
763 // but only apply this to real players, not to spectators
764 if((wp.owner.flags & FL_CLIENT) && (STAT(BUFFS, wp.owner) & BUFF_INVISIBLE.m_itemid) && (e == player))
765 if(DIFF_TEAM(wp.owner, e))
769 MUTATOR_HOOKFUNCTION(buffs, FilterItem)
771 if(autocvar_g_buffs < 0)
772 return false; // no auto replacing of entities in this mode
774 entity item = M_ARGV(0, entity);
776 if(autocvar_g_buffs_replace_powerups)
778 switch(item.classname)
780 case "item_strength":
784 buff_SpawnReplacement(e, item);
793 MUTATOR_HOOKFUNCTION(buffs, WeaponRateFactor)
795 entity player = M_ARGV(1, entity);
797 if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
798 M_ARGV(0, float) *= autocvar_g_buffs_speed_rate;
800 if(time < player.buff_disability_time)
801 M_ARGV(0, float) *= autocvar_g_buffs_disability_rate;
804 MUTATOR_HOOKFUNCTION(buffs, WeaponSpeedFactor)
806 entity player = M_ARGV(1, entity);
808 if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
809 M_ARGV(0, float) *= autocvar_g_buffs_speed_weaponspeed;
811 if(time < player.buff_disability_time)
812 M_ARGV(0, float) *= autocvar_g_buffs_disability_weaponspeed;
815 .bool buff_flight_crouchheld;
817 MUTATOR_HOOKFUNCTION(buffs, PlayerPreThink)
819 entity player = M_ARGV(0, entity);
821 if(game_stopped || IS_DEAD(player) || frametime || !IS_PLAYER(player)) return;
823 if(STAT(BUFFS, player) & BUFF_FLIGHT.m_itemid)
825 if(!PHYS_INPUT_BUTTON_CROUCH(player))
826 player.buff_flight_crouchheld = false;
827 else if(!player.buff_flight_crouchheld)
829 player.buff_flight_crouchheld = true;
830 player.gravity *= -1;
834 if(time < player.buff_disability_time)
835 if(time >= player.buff_disability_effect_time)
837 Send_Effect(EFFECT_SMOKING, player.origin + ((player.mins + player.maxs) * 0.5), '0 0 0', 1);
838 player.buff_disability_effect_time = time + 0.5;
841 // handle buff lost status
842 // 1: notify everyone else
843 // 2: notify carrier as well
846 if(STAT(BUFF_TIME, player) && STAT(BUFFS, player))
847 if(time >= STAT(BUFF_TIME, player))
849 STAT(BUFF_TIME, player) = 0;
853 if(STAT(FROZEN, player)) { buff_lost = 1; }
857 if(STAT(BUFFS, player))
859 int buffid = buff_FirstFromFlags(STAT(BUFFS, player)).m_id;
862 Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid); // TODO: special timeout message?
863 sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
865 else if(!IS_INDEPENDENT_PLAYER(player))
866 Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
867 STAT(BUFFS, player) = 0;
868 PS(player).buff_shield = time + max(0, autocvar_g_buffs_pickup_delay); // always put in a delay, even if small
872 if(STAT(BUFFS, player) & BUFF_MAGNET.m_itemid)
875 IL_EACH(g_items, it.itemdef,
878 pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_buff;
880 pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_item;
882 if(boxesoverlap(player.absmin - pickup_size, player.absmax + pickup_size, it.absmin, it.absmax))
885 gettouch(it)(it, player);
890 if(STAT(BUFFS, player) & BUFF_AMMO.m_itemid)
892 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
894 .entity weaponentity = weaponentities[slot];
895 if(player.(weaponentity).clip_size)
896 player.(weaponentity).clip_load = player.(weaponentity).(weapon_load[player.(weaponentity).m_switchweapon.m_id]) = player.(weaponentity).clip_size;
900 if((STAT(BUFFS, player) & BUFF_INVISIBLE.m_itemid) && (player.oldbuffs & BUFF_INVISIBLE.m_itemid))
901 player.alpha = ((autocvar_g_buffs_invisible_alpha) ? autocvar_g_buffs_invisible_alpha : -1); // powerups reset alpha, so we must enforce this (TODO)
903 if(STAT(BUFFS, player) & BUFF_MEDIC.m_itemid)
904 if(time >= player.buff_medic_healtime)
906 buff_Medic_Heal(player);
907 player.buff_medic_healtime = time + autocvar_g_buffs_medic_heal_delay;
910 #define BUFF_ONADD(b) if ( (STAT(BUFFS, player) & (b).m_itemid) && !(player.oldbuffs & (b).m_itemid))
911 #define BUFF_ONREM(b) if (!(STAT(BUFFS, player) & (b).m_itemid) && (player.oldbuffs & (b).m_itemid))
913 if(STAT(BUFFS, player) != player.oldbuffs)
915 entity buff = buff_FirstFromFlags(STAT(BUFFS, player));
916 float bufftime = buff != BUFF_Null ? buff.m_time(buff) : 0;
917 if(STAT(BUFF_TIME, player) <= time) // if the player still has a buff countdown, don't reset it!
918 STAT(BUFF_TIME, player) = (bufftime) ? time + bufftime : 0;
920 BUFF_ONADD(BUFF_AMMO)
922 player.buff_ammo_prev_infitems = (player.items & IT_UNLIMITED_AMMO);
923 player.items |= IT_UNLIMITED_AMMO;
925 if(STAT(BUFFS, player) & BUFF_AMMO.m_itemid)
927 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
929 .entity weaponentity = weaponentities[slot];
930 if(player.(weaponentity).clip_load)
931 player.(weaponentity).buff_ammo_prev_clipload = player.(weaponentity).clip_load;
932 if(player.(weaponentity).clip_size)
933 player.(weaponentity).clip_load = player.(weaponentity).(weapon_load[player.(weaponentity).m_switchweapon.m_id]) = player.(weaponentity).clip_size;
938 BUFF_ONREM(BUFF_AMMO)
940 if(player.buff_ammo_prev_infitems)
941 player.items |= IT_UNLIMITED_AMMO;
943 player.items &= ~IT_UNLIMITED_AMMO;
945 if(STAT(BUFFS, player) & BUFF_AMMO.m_itemid)
947 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
949 .entity weaponentity = weaponentities[slot];
950 if(player.(weaponentity).buff_ammo_prev_clipload)
951 player.(weaponentity).clip_load = player.(weaponentity).buff_ammo_prev_clipload;
956 BUFF_ONADD(BUFF_INVISIBLE)
958 if(time < player.strength_finished && MUTATOR_IS_ENABLED(mutator_instagib))
959 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
961 player.buff_invisible_prev_alpha = player.alpha;
962 player.alpha = autocvar_g_buffs_invisible_alpha;
965 BUFF_ONREM(BUFF_INVISIBLE)
967 if(time < player.strength_finished && MUTATOR_IS_ENABLED(mutator_instagib))
968 player.alpha = autocvar_g_instagib_invis_alpha;
970 player.alpha = player.buff_invisible_prev_alpha;
973 BUFF_ONADD(BUFF_FLIGHT)
975 player.buff_flight_oldgravity = player.gravity;
980 BUFF_ONREM(BUFF_FLIGHT)
981 player.gravity = ((player.trigger_gravity_check) ? player.trigger_gravity_check.enemy.gravity : player.buff_flight_oldgravity);
983 player.oldbuffs = STAT(BUFFS, player);
984 if(STAT(BUFFS, player))
986 if(!player.buff_model)
987 buffs_BuffModel_Spawn(player);
989 player.buff_model.color = buff.m_color;
990 player.buff_model.glowmod = buff_GlowColor(player.buff_model);
991 player.buff_model.skin = buff.m_skin;
993 player.effects |= EF_NOSHADOW;
997 if(player.buff_model)
998 delete(player.buff_model);
999 player.buff_model = NULL;
1001 player.effects &= ~(EF_NOSHADOW);
1005 if(player.buff_model)
1007 player.buff_model.effects = player.effects;
1008 player.buff_model.effects |= EF_LOWPRECISION;
1009 player.buff_model.effects = player.buff_model.effects & EFMASK_CHEAP; // eat performance
1011 player.buff_model.alpha = player.alpha;
1018 MUTATOR_HOOKFUNCTION(buffs, SpectateCopy)
1020 entity spectatee = M_ARGV(0, entity);
1021 entity client = M_ARGV(1, entity);
1023 STAT(BUFFS, client) = STAT(BUFFS, spectatee);
1024 STAT(BUFF_TIME, client) = STAT(BUFF_TIME, spectatee);
1027 MUTATOR_HOOKFUNCTION(buffs, PlayerRegen)
1029 entity player = M_ARGV(0, entity);
1031 if(STAT(BUFFS, player) & BUFF_MEDIC.m_itemid)
1033 M_ARGV(2, float) = autocvar_g_buffs_medic_rot; // rot_mod
1034 M_ARGV(4, float) = M_ARGV(1, float) = autocvar_g_buffs_medic_max; // limit_mod = max_mod
1035 M_ARGV(2, float) = autocvar_g_buffs_medic_regen; // regen_mod
1038 if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
1039 M_ARGV(2, float) = autocvar_g_buffs_speed_regen; // regen_mod
1042 REPLICATE(cvar_cl_buffs_autoreplace, bool, "cl_buffs_autoreplace");
1044 MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsString)
1046 if(autocvar_g_buffs > 0) // only report as a mutator if they're enabled
1047 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":Buffs");
1050 MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsPrettyString)
1052 if(autocvar_g_buffs > 0)
1053 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Buffs");
1056 void buffs_DelayedInit(entity this)
1058 if(autocvar_g_buffs_spawn_count > 0)
1059 if(find(NULL, classname, "item_buff") == NULL)
1062 for(i = 0; i < autocvar_g_buffs_spawn_count; ++i)
1065 e.spawnflags |= 64; // always randomize
1066 e.velocity = randomvec() * 250; // this gets reset anyway if random location works