3 #include <common/mapobjects/target/music.qh>
4 #include <common/gamemodes/_mod.qh>
5 #include <server/items/items.qh>
6 #include <server/main.qh>
8 void buffs_DelayedInit(entity this);
10 AUTOCVAR(g_buffs, int, -1, "Enable buffs, -1: enabled but no auto location or replacing powerups, 1: enabled and can replace them");
12 REGISTER_MUTATOR(buffs, autocvar_g_buffs)
16 if(autocvar_g_buffs > 0)
17 InitializeEntity(NULL, buffs_DelayedInit, INITPRIO_FINDTARGET);
21 bool buffs_BuffModel_Customize(entity this, entity client)
23 entity player = WaypointSprite_getviewentity(client);
24 entity myowner = this.owner;
26 if(myowner.alpha <= 0.5 && DIFF_TEAM(player, myowner) && myowner.alpha != 0)
29 if(MUTATOR_CALLHOOK(BuffModel_Customize, this, player))
34 // somewhat hide the model, but keep the glow
40 this.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
46 void buffs_BuffModel_Spawn(entity player)
48 player.buff_model = spawn();
49 setmodel(player.buff_model, MDL_BUFF);
50 setsize(player.buff_model, '0 0 -40', '0 0 40');
51 setattachment(player.buff_model, player, "");
52 setorigin(player.buff_model, '0 0 1' * (player.buff_model.maxs.z * 1));
53 player.buff_model.owner = player;
54 player.buff_model.scale = 0.7;
55 player.buff_model.pflags = PFLAGS_FULLDYNAMIC;
56 player.buff_model.light_lev = 200;
57 setcefc(player.buff_model, buffs_BuffModel_Customize);
60 vector buff_GlowColor(entity buff)
62 //if(buff.team_forced) { return Team_ColorRGB(buff.team_forced); }
66 void buff_Effect(entity player, string eff)
68 if(!autocvar_g_buffs_effects) { return; }
70 if(time >= player.buff_effect_delay)
72 Send_Effect_(eff, player.origin + ((player.mins + player.maxs) * 0.5), '0 0 0', 1);
73 player.buff_effect_delay = time + 0.05; // prevent spam
78 bool buff_Waypoint_visible_for_player(entity this, entity player, entity view)
80 if(!this.owner.buff_active && !this.owner.buff_activetime)
83 if (STAT(BUFFS, view))
85 return CS(view).cvar_cl_buffs_autoreplace == false || STAT(BUFFS, view) != STAT(BUFFS, this.owner);
88 return WaypointSprite_visible_for_player(this, player, view);
91 void buff_Waypoint_Spawn(entity e)
93 if(autocvar_g_buffs_waypoint_distance <= 0) return;
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_forced, 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 if(this.buff_waypoint)
110 WaypointSprite_UpdateBuildFinished(this.buff_waypoint, time + cd);
112 this.buff_activetime = cd;
113 this.buff_active = !cd;
116 void buff_Respawn(entity this)
118 if(game_stopped) return;
120 vector oldbufforigin = this.origin;
121 this.velocity = '0 0 200';
123 if(!MoveToRandomMapLocation(this, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY,
124 ((autocvar_g_buffs_random_location_attempts > 0) ? autocvar_g_buffs_random_location_attempts : 10), 1024, 256))
126 entity spot = SelectSpawnPoint(this, true);
127 setorigin(this, spot.origin);
128 this.velocity = ((randomvec() * 100) + '0 0 200');
129 this.angles = spot.angles;
132 tracebox(this.origin, this.mins * 1.5, this.maxs * 1.5, this.origin, MOVE_NOMONSTERS, this);
134 setorigin(this, trace_endpos); // attempt to unstick
136 set_movetype(this, MOVETYPE_TOSS);
138 makevectors(this.angles);
139 this.angles = '0 0 0';
140 if(autocvar_g_buffs_random_lifetime > 0)
141 this.lifetime = time + autocvar_g_buffs_random_lifetime;
143 Send_Effect(EFFECT_ELECTRO_COMBO, oldbufforigin + ((this.mins + this.maxs) * 0.5), '0 0 0', 1);
144 Send_Effect(EFFECT_ELECTRO_COMBO, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
146 WaypointSprite_Ping(this.buff_waypoint);
148 sound(this, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
151 void buff_Touch(entity this, entity toucher)
153 if(game_stopped) return;
155 if(ITEM_TOUCH_NEEDKILL())
161 if(!this.buff_active)
164 if(MUTATOR_CALLHOOK(BuffTouch, this, toucher))
166 toucher = M_ARGV(1, entity);
168 if(!IS_PLAYER(toucher))
169 return; // incase mutator changed toucher
171 if((this.team_forced && toucher.team != this.team_forced)
172 || (STAT(FROZEN, toucher))
174 || (time < PS(toucher).buff_shield)
181 if (STAT(BUFFS, toucher))
183 if (CS(toucher).cvar_cl_buffs_autoreplace && STAT(BUFFS, toucher) != STAT(BUFFS, this))
185 // TODO: lost-gained notification for this case
186 int buffid = buff_FirstFromFlags(STAT(BUFFS, toucher)).m_id;
187 Send_Notification(NOTIF_ONE, toucher, MSG_INFO, INFO_ITEM_BUFF_LOST, toucher.netname, buffid);
188 if(!IS_INDEPENDENT_PLAYER(toucher))
189 Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_INFO, INFO_ITEM_BUFF_LOST, toucher.netname, buffid);
191 STAT(BUFFS, toucher) = 0;
192 //sound(toucher, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
194 else { return; } // do nothing
197 this.owner = toucher;
198 this.buff_active = false;
200 entity thebuff = buff_FirstFromFlags(STAT(BUFFS, this));
201 Send_Notification(NOTIF_ONE, toucher, MSG_MULTI, ITEM_BUFF_GOT, thebuff.m_id);
202 if(!IS_INDEPENDENT_PLAYER(toucher))
203 Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_INFO, INFO_ITEM_BUFF, toucher.netname, thebuff.m_id);
205 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
206 sound(toucher, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTN_NORM);
207 STAT(BUFFS, toucher) |= (STAT(BUFFS, this));
208 STAT(LAST_PICKUP, toucher) = time;
209 float bufftime = ((this.count) ? this.count : thebuff.m_time(thebuff));
211 STAT(BUFF_TIME, toucher) = min(time + bufftime, max(STAT(BUFF_TIME, toucher), time) + bufftime);
214 float buff_Available(entity buff)
216 if (buff == BUFF_Null)
218 if (buff == BUFF_AMMO && ((start_items & IT_UNLIMITED_AMMO) || cvar("g_melee_only")))
220 if (buff == BUFF_VAMPIRE && cvar("g_vampire"))
222 return cvar(strcat("g_buffs_", buff.netname));
227 void buff_NewType(entity ent)
229 RandomSelection_Init();
230 FOREACH(Buffs, buff_Available(it),
232 // if it's already been chosen, give it a lower priority
233 float myseencount = (it.buff_seencount > 0) ? it.buff_seencount : 1; // no division by zero please!
234 RandomSelection_AddEnt(it, max(0.2, 1 / myseencount), 1);
236 entity newbuff = RandomSelection_chosen_ent;
237 newbuff.buff_seencount += 1; // lower chances of seeing this buff again soon
238 STAT(BUFFS, ent) = newbuff.m_itemid;
241 void buff_Think(entity this)
243 if(this.buff_waypoint && autocvar_g_buffs_waypoint_distance <= 0)
244 WaypointSprite_Kill(this.buff_waypoint);
246 if(STAT(BUFFS, this) != this.oldbuffs)
248 entity buff = buff_FirstFromFlags(STAT(BUFFS, this));
249 this.color = buff.m_color;
250 this.glowmod = buff_GlowColor(buff);
251 this.skin = buff.m_skin;
253 setmodel(this, MDL_BUFF);
254 setsize(this, BUFF_MIN, BUFF_MAX);
256 if(this.buff_waypoint)
258 //WaypointSprite_Disown(this.buff_waypoint, 1);
259 WaypointSprite_Kill(this.buff_waypoint);
260 buff_Waypoint_Spawn(this);
261 if(this.buff_activetime)
262 WaypointSprite_UpdateBuildFinished(this.buff_waypoint, time + this.buff_activetime - frametime);
265 this.oldbuffs = STAT(BUFFS, this);
269 if((round_handler_IsActive() && round_handler_IsRoundStarted()) || time >= game_starttime)
270 if(!this.buff_activetime_updated)
272 buff_SetCooldown(this, this.buff_activetime);
273 this.buff_activetime_updated = true;
276 if(!this.buff_active && !this.buff_activetime)
277 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))
279 buff_SetCooldown(this, autocvar_g_buffs_cooldown_respawn + frametime);
281 if(autocvar_g_buffs_randomize && (!teamplay || autocvar_g_buffs_randomize_teamplay))
284 if(autocvar_g_buffs_random_location || (this.spawnflags & 64))
288 if(this.buff_activetime)
290 if((round_handler_IsActive() && round_handler_IsRoundStarted()) || time >= game_starttime)
292 this.buff_activetime = max(0, this.buff_activetime - frametime);
294 if(!this.buff_activetime)
296 this.buff_active = true;
297 sound(this, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTN_NORM);
298 Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
304 if(this.team_forced && !this.buff_waypoint)
305 buff_Waypoint_Spawn(this);
307 if(this.lifetime && time >= this.lifetime)
311 this.nextthink = time;
312 //this.angles_y = time * 110.1;
315 void buff_Waypoint_Reset(entity this)
317 WaypointSprite_Kill(this.buff_waypoint);
319 if(this.buff_activetime) { buff_Waypoint_Spawn(this); }
322 void buff_Reset(entity this)
324 if(autocvar_g_buffs_randomize && (!teamplay || autocvar_g_buffs_randomize_teamplay))
327 buff_SetCooldown(this, autocvar_g_buffs_cooldown_activate);
328 buff_Waypoint_Reset(this);
329 this.buff_activetime_updated = false;
331 if(autocvar_g_buffs_random_location || (this.spawnflags & 64))
335 bool buff_Customize(entity this, entity client)
337 entity player = WaypointSprite_getviewentity(client);
338 if(!this.buff_active || (this.team_forced && player.team != this.team_forced))
341 if(this.effects & EF_FULLBRIGHT) { this.effects &= ~(EF_FULLBRIGHT); }
347 if(!(this.effects & EF_FULLBRIGHT)) { this.effects |= EF_FULLBRIGHT; }
348 this.light_lev = 220 + 36 * sin(time);
349 this.pflags = PFLAGS_FULLDYNAMIC;
354 void buff_Delete(entity this)
356 WaypointSprite_Kill(this.buff_waypoint);
360 void buff_Init(entity this)
362 if(!cvar("g_buffs")) { delete(this); return; }
364 entity buff = buff_FirstFromFlags(STAT(BUFFS, this));
366 if(!STAT(BUFFS, this) || !buff_Available(buff))
369 this.classname = "item_buff";
370 this.solid = SOLID_TRIGGER;
371 this.flags = FL_ITEM;
372 this.bot_pickup = true;
373 this.bot_pickupevalfunc = generic_pickupevalfunc;
374 this.bot_pickupbasevalue = 1000;
375 IL_PUSH(g_items, this);
376 setthink(this, buff_Think);
377 settouch(this, buff_Touch);
378 this.reset = buff_Reset;
379 this.nextthink = time + 0.1;
381 set_movetype(this, MOVETYPE_TOSS);
383 this.skin = buff.m_skin;
384 this.effects = EF_FULLBRIGHT | EF_STARDUST | EF_NOSHADOW;
385 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
386 setcefc(this, buff_Customize);
387 //this.gravity = 100;
388 this.color = buff.m_color;
389 this.glowmod = buff_GlowColor(this);
390 buff_SetCooldown(this, autocvar_g_buffs_cooldown_activate + max(0, game_starttime - time));
391 this.buff_active = !this.buff_activetime;
392 this.pflags = PFLAGS_FULLDYNAMIC;
393 this.dtor = buff_Delete;
395 if(this.spawnflags & 1)
399 set_movetype(this, MOVETYPE_NONE); // reset by random location
401 setmodel(this, MDL_BUFF);
402 setsize(this, BUFF_MIN, BUFF_MAX);
404 if(cvar("g_buffs_random_location") || (this.spawnflags & 64))
408 void buff_Init_Compat(entity ent, entity replacement)
412 if (ent.spawnflags & 2)
413 ent.team_forced = NUM_TEAM_1;
414 else if (ent.spawnflags & 4)
415 ent.team_forced = NUM_TEAM_2;
418 STAT(BUFFS, ent) = replacement.m_itemid;
423 void buff_SpawnReplacement(entity ent, entity old)
425 setorigin(ent, old.origin);
426 ent.angles = old.angles;
427 ent.noalign = Item_ShouldKeepPosition(old);
432 void buff_Vengeance_DelayedDamage(entity this)
435 Damage(this.enemy, this.owner, this.owner, this.dmg, DEATH_BUFF.m_id, DMG_NOWEP, this.enemy.origin, '0 0 0');
441 // note: only really useful in teamplay
442 void buff_Medic_Heal(entity this)
444 FOREACH_CLIENT(IS_PLAYER(it) && it != this && vdist(it.origin - this.origin, <=, autocvar_g_buffs_medic_heal_range),
446 if (DIFF_TEAM(it, this))
450 float hp = GetResource(it, RES_HEALTH);
451 if(hp >= autocvar_g_balance_health_regenstable)
455 Send_Effect(EFFECT_HEALING, it.origin, '0 0 0', 1);
456 SetResource(it, RES_HEALTH, bound(0, hp + autocvar_g_buffs_medic_heal_amount, autocvar_g_balance_health_regenstable));
460 float buff_Inferno_CalculateTime(float damg, float offset_x, float offset_y, float intersect_x, float intersect_y, float base)
462 return offset_y + (intersect_y - offset_y) * logn(((damg - offset_x) * ((base - 1) / intersect_x)) + 1, base);
466 MUTATOR_HOOKFUNCTION(buffs, Damage_Calculate)
468 entity frag_attacker = M_ARGV(1, entity);
469 entity frag_target = M_ARGV(2, entity);
470 float frag_deathtype = M_ARGV(3, float);
471 float frag_damage = M_ARGV(4, float);
472 vector frag_force = M_ARGV(6, vector);
474 if(frag_deathtype == DEATH_BUFF.m_id) { return; }
476 if(STAT(BUFFS, frag_target) & BUFF_RESISTANCE.m_itemid)
478 float reduced = frag_damage * autocvar_g_buffs_resistance_blockpercent;
479 frag_damage = bound(0, frag_damage - reduced, frag_damage);
482 if(STAT(BUFFS, frag_target) & BUFF_SPEED.m_itemid)
483 if(frag_target != frag_attacker)
484 frag_damage *= autocvar_g_buffs_speed_damage_take;
486 if(STAT(BUFFS, frag_target) & BUFF_MEDIC.m_itemid)
487 if((GetResource(frag_target, RES_HEALTH) - frag_damage) <= 0)
488 if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
490 if(random() <= autocvar_g_buffs_medic_survive_chance)
491 frag_damage = max(5, GetResource(frag_target, RES_HEALTH) - autocvar_g_buffs_medic_survive_health);
493 if(STAT(BUFFS, frag_target) & BUFF_JUMP.m_itemid)
494 if(frag_deathtype == DEATH_FALL.m_id)
497 if(STAT(BUFFS, frag_target) & BUFF_VENGEANCE.m_itemid)
499 if(frag_attacker != frag_target)
500 if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
502 entity dmgent = spawn();
504 dmgent.dmg = frag_damage * autocvar_g_buffs_vengeance_damage_multiplier;
505 dmgent.enemy = frag_attacker;
506 dmgent.owner = frag_target;
507 setthink(dmgent, buff_Vengeance_DelayedDamage);
508 dmgent.nextthink = time + 0.1;
511 if(STAT(BUFFS, frag_target) & BUFF_BASH.m_itemid)
512 if(frag_attacker != frag_target)
513 frag_force = '0 0 0';
515 if(STAT(BUFFS, frag_attacker) & BUFF_BASH.m_itemid)
518 if(frag_attacker == frag_target)
519 frag_force *= autocvar_g_buffs_bash_force_self;
521 frag_force *= autocvar_g_buffs_bash_force;
524 if(STAT(BUFFS, frag_attacker) & BUFF_DISABILITY.m_itemid)
525 if(frag_target != frag_attacker)
526 frag_target.buff_disability_time = time + autocvar_g_buffs_disability_slowtime;
528 if(STAT(BUFFS, frag_target) & BUFF_INFERNO.m_itemid)
530 if(frag_deathtype == DEATH_FIRE.m_id)
532 if(frag_deathtype == DEATH_LAVA.m_id)
533 frag_damage *= 0.5; // TODO: cvarize?
536 if(STAT(BUFFS, frag_attacker) & BUFF_LUCK.m_itemid)
537 if(frag_attacker != frag_target)
538 if(autocvar_g_buffs_luck_damagemultiplier > 0)
539 if(random() <= autocvar_g_buffs_luck_chance)
540 frag_damage *= autocvar_g_buffs_luck_damagemultiplier;
542 if(STAT(BUFFS, frag_attacker) & BUFF_INFERNO.m_itemid)
543 if(frag_target != frag_attacker) {
544 float btime = buff_Inferno_CalculateTime(
547 autocvar_g_buffs_inferno_burntime_min_time,
548 autocvar_g_buffs_inferno_burntime_target_damage,
549 autocvar_g_buffs_inferno_burntime_target_time,
550 autocvar_g_buffs_inferno_burntime_factor
552 Fire_AddDamage(frag_target, frag_attacker, (frag_damage * autocvar_g_buffs_inferno_damagemultiplier), btime, DEATH_BUFF.m_id);
555 // this... is ridiculous (TODO: fix!)
556 if(STAT(BUFFS, frag_attacker) & BUFF_VAMPIRE.m_itemid)
557 if(!frag_target.vehicle)
558 if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
559 if(!IS_DEAD(frag_target))
560 if(IS_PLAYER(frag_target) || IS_MONSTER(frag_target))
561 if(frag_attacker != frag_target)
562 if(!STAT(FROZEN, frag_target))
563 if(frag_target.takedamage)
564 if(DIFF_TEAM(frag_attacker, frag_target))
566 float amount = bound(0, frag_damage * autocvar_g_buffs_vampire_damage_steal,
567 GetResource(frag_target, RES_HEALTH));
568 GiveResourceWithLimit(frag_attacker, RES_HEALTH, amount, g_pickup_healthsmall_max);
569 if (GetResource(frag_target, RES_ARMOR))
571 amount = bound(0, frag_damage * autocvar_g_buffs_vampire_damage_steal,
572 GetResource(frag_target, RES_ARMOR));
573 GiveResourceWithLimit(frag_attacker, RES_ARMOR, amount, g_pickup_armorsmall_max);
577 M_ARGV(4, float) = frag_damage;
578 M_ARGV(6, vector) = frag_force;
581 MUTATOR_HOOKFUNCTION(buffs, PlayerSpawn)
583 entity player = M_ARGV(0, entity);
586 // reset timers here to prevent them continuing after re-spawn
587 player.buff_disability_time = 0;
588 player.buff_disability_effect_time = 0;
591 MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics_UpdateStats)
593 entity player = M_ARGV(0, entity);
594 // these automatically reset, no need to worry
596 if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
597 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_buffs_speed_speed;
599 if(time < player.buff_disability_time)
600 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_buffs_disability_speed;
603 MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics)
605 entity player = M_ARGV(0, entity);
606 // these automatically reset, no need to worry
608 if(STAT(BUFFS, player) & BUFF_JUMP.m_itemid)
609 STAT(MOVEVARS_JUMPVELOCITY, player) = autocvar_g_buffs_jump_height;
612 MUTATOR_HOOKFUNCTION(buffs, MonsterMove)
614 entity mon = M_ARGV(0, entity);
616 if(time < mon.buff_disability_time)
618 M_ARGV(1, float) *= autocvar_g_buffs_disability_speed; // run speed
619 M_ARGV(2, float) *= autocvar_g_buffs_disability_speed; // walk speed
623 MUTATOR_HOOKFUNCTION(buffs, PlayerDies)
625 entity frag_target = M_ARGV(2, entity);
627 if(STAT(BUFFS, frag_target))
629 int buffid = buff_FirstFromFlags(STAT(BUFFS, frag_target)).m_id;
630 if(!IS_INDEPENDENT_PLAYER(frag_target))
631 Send_Notification(NOTIF_ALL_EXCEPT, frag_target, MSG_INFO, INFO_ITEM_BUFF_LOST, frag_target.netname, buffid);
632 STAT(BUFFS, frag_target) = 0;
633 STAT(BUFF_TIME, frag_target) = 0;
635 if(frag_target.buff_model)
637 delete(frag_target.buff_model);
638 frag_target.buff_model = NULL;
643 MUTATOR_HOOKFUNCTION(buffs, PlayerUseKey, CBC_ORDER_FIRST)
645 if(MUTATOR_RETURNVALUE || game_stopped || !autocvar_g_buffs_drop) return;
647 entity player = M_ARGV(0, entity);
649 if(STAT(BUFFS, player))
651 int buffid = buff_FirstFromFlags(STAT(BUFFS, player)).m_id;
652 Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid);
653 if(!IS_INDEPENDENT_PLAYER(player))
654 Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
656 STAT(BUFFS, player) = 0;
657 STAT(BUFF_TIME, player) = 0;
658 PS(player).buff_shield = time + max(0, autocvar_g_buffs_pickup_delay);
659 sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
664 MUTATOR_HOOKFUNCTION(buffs, ForbidThrowCurrentWeapon)
666 if(MUTATOR_RETURNVALUE || game_stopped) return;
667 entity player = M_ARGV(0, entity);
669 if(STAT(BUFFS, player) & BUFF_SWAPPER.m_itemid)
671 float best_distance = autocvar_g_buffs_swapper_range;
672 entity closest = NULL;
673 FOREACH_CLIENT(IS_PLAYER(it), {
674 if(!IS_DEAD(it) && !STAT(FROZEN, it) && !it.vehicle)
675 if(DIFF_TEAM(it, player))
677 float test = vlen2(player.origin - it.origin);
678 if(test <= best_distance * best_distance)
680 best_distance = sqrt(test);
688 vector my_org, my_vel, my_ang, their_org, their_vel, their_ang;
690 my_org = player.origin;
691 my_vel = player.velocity;
692 my_ang = player.angles;
693 their_org = closest.origin;
694 their_vel = closest.velocity;
695 their_ang = closest.angles;
697 Drop_Special_Items(closest);
699 MUTATOR_CALLHOOK(PortalTeleport, player); // initiate flag dropper
701 setorigin(player, their_org);
702 setorigin(closest, my_org);
704 closest.velocity = my_vel;
705 closest.angles = my_ang;
706 if (IS_BOT_CLIENT(closest))
708 closest.v_angle = closest.angles;
709 bot_aim_reset(closest);
711 closest.fixangle = true;
712 closest.oldorigin = my_org;
713 closest.oldvelocity = my_vel;
714 player.velocity = their_vel;
715 player.angles = their_ang;
716 if (IS_BOT_CLIENT(player))
718 player.v_angle = player.angles;
719 bot_aim_reset(player);
721 player.fixangle = true;
722 player.oldorigin = their_org;
723 player.oldvelocity = their_vel;
725 // set pusher so player gets the kill if they fall into void
726 closest.pusher = player;
727 closest.pushltime = time + autocvar_g_maxpushtime;
728 closest.istypefrag = PHYS_INPUT_BUTTON_CHAT(closest);
730 Send_Effect(EFFECT_ELECTRO_COMBO, their_org, '0 0 0', 1);
731 Send_Effect(EFFECT_ELECTRO_COMBO, my_org, '0 0 0', 1);
733 sound(player, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
734 sound(closest, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
736 // TODO: add a counter to handle how many times one can teleport, and a delay to prevent spam
737 STAT(BUFFS, player) = 0;
743 bool buffs_RemovePlayer(entity player)
745 if(player.buff_model)
747 delete(player.buff_model);
748 player.buff_model = NULL;
751 // also reset timers here to prevent them continuing after spectating
752 player.buff_disability_time = 0;
753 player.buff_disability_effect_time = 0;
757 MUTATOR_HOOKFUNCTION(buffs, MakePlayerObserver) { entity player = M_ARGV(0, entity); return buffs_RemovePlayer(player); }
758 MUTATOR_HOOKFUNCTION(buffs, ClientDisconnect) { entity player = M_ARGV(0, entity); return buffs_RemovePlayer(player); }
760 MUTATOR_HOOKFUNCTION(buffs, CustomizeWaypoint)
762 entity wp = M_ARGV(0, entity);
763 entity player = M_ARGV(1, entity);
765 entity e = WaypointSprite_getviewentity(player);
767 // if you have the invisibility powerup, sprites ALWAYS are restricted to your team
768 // but only apply this to real players, not to spectators
769 if((wp.owner.flags & FL_CLIENT) && (STAT(BUFFS, wp.owner) & BUFF_INVISIBLE.m_itemid) && (e == player))
770 if(DIFF_TEAM(wp.owner, e))
774 MUTATOR_HOOKFUNCTION(buffs, FilterItem)
776 if(autocvar_g_buffs < 0)
777 return false; // no auto replacing of entities in this mode
779 entity item = M_ARGV(0, entity);
781 if(autocvar_g_buffs_replace_powerups)
783 switch(item.classname)
785 case "item_strength":
789 buff_SpawnReplacement(e, item);
798 MUTATOR_HOOKFUNCTION(buffs, WeaponRateFactor)
800 entity player = M_ARGV(1, entity);
802 if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
803 M_ARGV(0, float) *= autocvar_g_buffs_speed_rate;
805 if(time < player.buff_disability_time)
806 M_ARGV(0, float) *= autocvar_g_buffs_disability_rate;
809 MUTATOR_HOOKFUNCTION(buffs, WeaponSpeedFactor)
811 entity player = M_ARGV(1, entity);
813 if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
814 M_ARGV(0, float) *= autocvar_g_buffs_speed_weaponspeed;
816 if(time < player.buff_disability_time)
817 M_ARGV(0, float) *= autocvar_g_buffs_disability_weaponspeed;
820 .bool buff_flight_crouchheld;
822 MUTATOR_HOOKFUNCTION(buffs, PlayerPreThink)
824 entity player = M_ARGV(0, entity);
826 if(game_stopped || IS_DEAD(player) || frametime || !IS_PLAYER(player)) return;
828 if(STAT(BUFFS, player) & BUFF_FLIGHT.m_itemid)
830 if(!PHYS_INPUT_BUTTON_CROUCH(player))
831 player.buff_flight_crouchheld = false;
832 else if(!player.buff_flight_crouchheld)
834 player.buff_flight_crouchheld = true;
835 player.gravity *= -1;
839 if(time < player.buff_disability_time)
840 if(time >= player.buff_disability_effect_time)
842 Send_Effect(EFFECT_SMOKING, player.origin + ((player.mins + player.maxs) * 0.5), '0 0 0', 1);
843 player.buff_disability_effect_time = time + 0.5;
846 // handle buff lost status
847 // 1: notify everyone else
848 // 2: notify carrier as well
851 if(STAT(BUFF_TIME, player) && STAT(BUFFS, player))
852 if(time >= STAT(BUFF_TIME, player))
854 STAT(BUFF_TIME, player) = 0;
858 if(STAT(FROZEN, player)) { buff_lost = 1; }
862 if(STAT(BUFFS, player))
864 int buffid = buff_FirstFromFlags(STAT(BUFFS, player)).m_id;
867 Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid); // TODO: special timeout message?
868 sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
870 else if(!IS_INDEPENDENT_PLAYER(player))
871 Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
872 STAT(BUFFS, player) = 0;
873 PS(player).buff_shield = time + max(0, autocvar_g_buffs_pickup_delay); // always put in a delay, even if small
877 if(STAT(BUFFS, player) & BUFF_MAGNET.m_itemid)
880 IL_EACH(g_items, it.itemdef,
883 pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_buff;
885 pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_item;
887 if(boxesoverlap(player.absmin - pickup_size, player.absmax + pickup_size, it.absmin, it.absmax))
890 gettouch(it)(it, player);
895 if(STAT(BUFFS, player) & BUFF_AMMO.m_itemid)
897 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
899 .entity weaponentity = weaponentities[slot];
900 if(player.(weaponentity).clip_size)
901 player.(weaponentity).clip_load = player.(weaponentity).(weapon_load[player.(weaponentity).m_switchweapon.m_id]) = player.(weaponentity).clip_size;
905 if((STAT(BUFFS, player) & BUFF_INVISIBLE.m_itemid) && (player.oldbuffs & BUFF_INVISIBLE.m_itemid))
906 player.alpha = ((autocvar_g_buffs_invisible_alpha) ? autocvar_g_buffs_invisible_alpha : -1); // powerups reset alpha, so we must enforce this (TODO)
908 if(STAT(BUFFS, player) & BUFF_MEDIC.m_itemid)
909 if(teamplay && time >= player.buff_medic_healtime)
911 buff_Medic_Heal(player);
912 player.buff_medic_healtime = time + autocvar_g_buffs_medic_heal_delay;
915 #define BUFF_ONADD(b) if ( (STAT(BUFFS, player) & (b).m_itemid) && !(player.oldbuffs & (b).m_itemid))
916 #define BUFF_ONREM(b) if (!(STAT(BUFFS, player) & (b).m_itemid) && (player.oldbuffs & (b).m_itemid))
918 if(STAT(BUFFS, player) != player.oldbuffs)
920 entity buff = buff_FirstFromFlags(STAT(BUFFS, player));
921 float bufftime = buff != BUFF_Null ? buff.m_time(buff) : 0;
922 if(STAT(BUFF_TIME, player) <= time) // if the player still has a buff countdown, don't reset it!
923 STAT(BUFF_TIME, player) = (bufftime) ? time + bufftime : 0;
925 BUFF_ONADD(BUFF_AMMO)
927 player.buff_ammo_prev_infitems = (player.items & IT_UNLIMITED_AMMO);
928 player.items |= IT_UNLIMITED_AMMO;
930 if(STAT(BUFFS, player) & BUFF_AMMO.m_itemid)
932 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
934 .entity weaponentity = weaponentities[slot];
935 if(player.(weaponentity).clip_load)
936 player.(weaponentity).buff_ammo_prev_clipload = player.(weaponentity).clip_load;
937 if(player.(weaponentity).clip_size)
938 player.(weaponentity).clip_load = player.(weaponentity).(weapon_load[player.(weaponentity).m_switchweapon.m_id]) = player.(weaponentity).clip_size;
943 BUFF_ONREM(BUFF_AMMO)
945 if(player.buff_ammo_prev_infitems)
946 player.items |= IT_UNLIMITED_AMMO;
948 player.items &= ~IT_UNLIMITED_AMMO;
950 if(STAT(BUFFS, player) & BUFF_AMMO.m_itemid)
952 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
954 .entity weaponentity = weaponentities[slot];
955 if(player.(weaponentity).buff_ammo_prev_clipload)
956 player.(weaponentity).clip_load = player.(weaponentity).buff_ammo_prev_clipload;
961 BUFF_ONADD(BUFF_INVISIBLE)
963 if(time < STAT(STRENGTH_FINISHED, player) && MUTATOR_IS_ENABLED(mutator_instagib))
964 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
966 player.buff_invisible_prev_alpha = player.alpha;
967 player.alpha = autocvar_g_buffs_invisible_alpha;
970 BUFF_ONREM(BUFF_INVISIBLE)
972 if(time < STAT(STRENGTH_FINISHED, player) && MUTATOR_IS_ENABLED(mutator_instagib))
973 player.alpha = autocvar_g_instagib_invis_alpha;
975 player.alpha = player.buff_invisible_prev_alpha;
978 BUFF_ONADD(BUFF_FLIGHT)
980 player.buff_flight_oldgravity = player.gravity;
985 BUFF_ONREM(BUFF_FLIGHT)
986 player.gravity = ((player.trigger_gravity_check) ? player.trigger_gravity_check.enemy.gravity : player.buff_flight_oldgravity);
988 player.oldbuffs = STAT(BUFFS, player);
989 if(STAT(BUFFS, player))
991 if(!player.buff_model)
992 buffs_BuffModel_Spawn(player);
994 player.buff_model.color = buff.m_color;
995 player.buff_model.glowmod = buff_GlowColor(player.buff_model);
996 player.buff_model.skin = buff.m_skin;
998 player.effects |= EF_NOSHADOW;
1002 if(player.buff_model)
1003 delete(player.buff_model);
1004 player.buff_model = NULL;
1006 player.effects &= ~(EF_NOSHADOW);
1010 if(player.buff_model)
1012 player.buff_model.effects = player.effects;
1013 player.buff_model.effects |= EF_LOWPRECISION;
1014 player.buff_model.effects = player.buff_model.effects & EFMASK_CHEAP; // eat performance
1016 player.buff_model.alpha = player.alpha;
1023 MUTATOR_HOOKFUNCTION(buffs, SpectateCopy)
1025 entity spectatee = M_ARGV(0, entity);
1026 entity client = M_ARGV(1, entity);
1028 STAT(BUFFS, client) = STAT(BUFFS, spectatee);
1029 STAT(BUFF_TIME, client) = STAT(BUFF_TIME, spectatee);
1032 MUTATOR_HOOKFUNCTION(buffs, PlayerRegen)
1034 entity player = M_ARGV(0, entity);
1036 if(STAT(BUFFS, player) & BUFF_MEDIC.m_itemid)
1038 M_ARGV(2, float) = autocvar_g_buffs_medic_rot; // rot_mod
1039 M_ARGV(4, float) = M_ARGV(1, float) = autocvar_g_buffs_medic_max; // limit_mod = max_mod
1040 M_ARGV(2, float) = autocvar_g_buffs_medic_regen; // regen_mod
1043 if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
1044 M_ARGV(2, float) = autocvar_g_buffs_speed_regen; // regen_mod
1047 REPLICATE(cvar_cl_buffs_autoreplace, bool, "cl_buffs_autoreplace");
1049 MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsString)
1051 if(autocvar_g_buffs > 0) // only report as a mutator if they're enabled
1052 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":Buffs");
1055 MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsPrettyString)
1057 if(autocvar_g_buffs > 0)
1058 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Buffs");
1061 void buffs_DelayedInit(entity this)
1063 if(autocvar_g_buffs_spawn_count > 0)
1064 if(find(NULL, classname, "item_buff") == NULL)
1067 for(i = 0; i < autocvar_g_buffs_spawn_count; ++i)
1070 e.spawnflags |= 64; // always randomize
1071 e.velocity = randomvec() * 250; // this gets reset anyway if random location works