3 #include <common/mapobjects/target/music.qh>
4 #include <common/mutators/mutator/instagib/_mod.qh>
5 #include <common/gamemodes/_mod.qh>
6 #include <server/items/items.qh>
8 bool buffs_BuffModel_Customize(entity this, entity client)
10 entity player = WaypointSprite_getviewentity(client);
11 entity myowner = this.owner;
13 if(myowner.alpha <= 0.5 && DIFF_TEAM(player, myowner) && myowner.alpha != 0)
16 if(MUTATOR_CALLHOOK(BuffModel_Customize, this, player))
21 // somewhat hide the model, but keep the glow
27 this.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
33 void buffs_BuffModel_Spawn(entity player)
35 player.buff_model = new(buff_model);
36 setmodel(player.buff_model, MDL_BUFF);
37 setsize(player.buff_model, '0 0 -40', '0 0 40');
38 setattachment(player.buff_model, player, "");
39 setorigin(player.buff_model, '0 0 1' * (player.buff_model.maxs.z * 1));
40 player.buff_model.owner = player;
41 player.buff_model.scale = 0.7;
42 player.buff_model.pflags = PFLAGS_FULLDYNAMIC;
43 player.buff_model.light_lev = 200;
44 setcefc(player.buff_model, buffs_BuffModel_Customize);
47 void buffs_BuffModel_Remove(entity player)
50 delete(player.buff_model);
51 player.buff_model = NULL;
54 vector buff_GlowColor(entity buff)
56 //if(buff.team_forced) { return Team_ColorRGB(buff.team_forced); }
60 void buff_Effect(entity player, string eff)
62 if(!autocvar_g_buffs_effects) { return; }
64 if(time >= player.buff_effect_delay)
66 Send_Effect_(eff, player.origin + ((player.mins + player.maxs) * 0.5), '0 0 0', 1);
67 player.buff_effect_delay = time + 0.05; // prevent spam
72 bool buff_Waypoint_visible_for_player(entity this, entity player, entity view)
74 if(!this.owner.buff_active && !this.owner.buff_activetime)
77 if (STAT(BUFFS, view))
79 return CS_CVAR(view).cvar_cl_buffs_autoreplace == false || STAT(BUFFS, view) != STAT(BUFFS, this.owner);
82 return WaypointSprite_visible_for_player(this, player, view);
85 void buff_Waypoint_Spawn(entity e)
87 if(autocvar_g_buffs_waypoint_distance <= 0) return;
89 entity buff = buff_FirstFromFlags(STAT(BUFFS, e));
90 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);
91 wp.wp_extra = buff.m_id;
92 WaypointSprite_UpdateTeamRadar(e.buff_waypoint, RADARICON_Buff, e.glowmod);
93 e.buff_waypoint.waypointsprite_visible_for_player = buff_Waypoint_visible_for_player;
96 void buff_SetCooldown(entity this, float cd)
100 if(!this.buff_waypoint)
101 buff_Waypoint_Spawn(this);
103 if(this.buff_waypoint)
104 WaypointSprite_UpdateBuildFinished(this.buff_waypoint, time + cd);
106 this.buff_activetime = cd;
107 this.buff_active = !cd;
110 void buff_Respawn(entity this)
112 if(game_stopped) return;
114 vector oldbufforigin = this.origin;
115 this.velocity = '0 0 200';
117 if(!MoveToRandomMapLocation(this, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY,
118 ((autocvar_g_buffs_random_location_attempts > 0) ? autocvar_g_buffs_random_location_attempts : 10), 1024, 256))
120 entity spot = SelectSpawnPoint(this, true);
121 setorigin(this, spot.origin);
122 this.velocity = ((randomvec() * 100) + '0 0 200');
123 this.angles = spot.angles;
126 tracebox(this.origin, this.mins * 1.5, this.maxs * 1.5, this.origin, MOVE_NOMONSTERS, this);
128 setorigin(this, trace_endpos); // attempt to unstick
130 set_movetype(this, MOVETYPE_TOSS);
132 makevectors(this.angles);
133 this.angles = '0 0 0';
134 if(autocvar_g_buffs_random_lifetime > 0)
135 this.lifetime = time + autocvar_g_buffs_random_lifetime;
137 Send_Effect(EFFECT_ELECTRO_COMBO, oldbufforigin + ((this.mins + this.maxs) * 0.5), '0 0 0', 1);
138 Send_Effect(EFFECT_ELECTRO_COMBO, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
140 WaypointSprite_Ping(this.buff_waypoint);
142 sound(this, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
145 void buff_Touch(entity this, entity toucher)
147 if(game_stopped) return;
149 if(ITEM_TOUCH_NEEDKILL())
155 if(!this.buff_active)
158 if(MUTATOR_CALLHOOK(BuffTouch, this, toucher))
160 toucher = M_ARGV(1, entity);
162 if(!IS_PLAYER(toucher))
163 return; // incase mutator changed toucher
165 if((this.team_forced && toucher.team != this.team_forced)
166 || (STAT(FROZEN, toucher))
168 || (time < PS(toucher).buff_shield)
175 if (STAT(BUFFS, toucher))
177 if (CS_CVAR(toucher).cvar_cl_buffs_autoreplace && STAT(BUFFS, toucher) != STAT(BUFFS, this))
179 // TODO: lost-gained notification for this case
180 int buffid = buff_FirstFromFlags(STAT(BUFFS, toucher)).m_id;
181 Send_Notification(NOTIF_ONE, toucher, MSG_INFO, INFO_ITEM_BUFF_LOST, toucher.netname, buffid);
182 if(!IS_INDEPENDENT_PLAYER(toucher))
183 Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_INFO, INFO_ITEM_BUFF_LOST, toucher.netname, buffid);
185 STAT(BUFFS, toucher) = 0;
186 //sound(toucher, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
188 else { return; } // do nothing
191 this.owner = toucher;
192 this.buff_active = false;
194 entity thebuff = buff_FirstFromFlags(STAT(BUFFS, this));
195 Send_Notification(NOTIF_ONE, toucher, MSG_MULTI, ITEM_BUFF_GOT, thebuff.m_id);
196 if(!IS_INDEPENDENT_PLAYER(toucher))
197 Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_INFO, INFO_ITEM_BUFF, toucher.netname, thebuff.m_id);
199 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
200 sound(toucher, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTN_NORM);
201 STAT(BUFFS, toucher) |= (STAT(BUFFS, this));
202 STAT(LAST_PICKUP, toucher) = time;
203 float bufftime = ((this.count) ? this.count : thebuff.m_time(thebuff));
205 STAT(BUFF_TIME, toucher) = min(time + bufftime, max(STAT(BUFF_TIME, toucher), time) + bufftime);
208 float buff_Available(entity buff)
210 if (buff == BUFF_Null)
212 if (buff == BUFF_AMMO && ((start_items & IT_UNLIMITED_AMMO) || cvar("g_melee_only")))
214 if (buff == BUFF_VAMPIRE && cvar("g_vampire"))
216 return cvar(strcat("g_buffs_", buff.netname));
221 void buff_NewType(entity ent)
223 RandomSelection_Init();
224 FOREACH(Buffs, buff_Available(it),
226 // if it's already been chosen, give it a lower priority
227 float myseencount = (it.buff_seencount > 0) ? it.buff_seencount : 1; // no division by zero please!
228 RandomSelection_AddEnt(it, max(0.2, 1 / myseencount), 1);
230 entity newbuff = RandomSelection_chosen_ent;
231 newbuff.buff_seencount += 1; // lower chances of seeing this buff again soon
232 STAT(BUFFS, ent) = newbuff.m_itemid;
235 void buff_Think(entity this)
237 if(this.buff_waypoint && autocvar_g_buffs_waypoint_distance <= 0)
238 WaypointSprite_Kill(this.buff_waypoint);
240 if(STAT(BUFFS, this) != this.oldbuffs)
242 entity buff = buff_FirstFromFlags(STAT(BUFFS, this));
243 this.color = buff.m_color;
244 this.glowmod = buff_GlowColor(buff);
245 this.skin = buff.m_skin;
247 setmodel(this, MDL_BUFF);
248 setsize(this, BUFF_MIN, BUFF_MAX);
250 if(this.buff_waypoint)
252 //WaypointSprite_Disown(this.buff_waypoint, 1);
253 WaypointSprite_Kill(this.buff_waypoint);
254 buff_Waypoint_Spawn(this);
255 if(this.buff_activetime)
256 WaypointSprite_UpdateBuildFinished(this.buff_waypoint, time + this.buff_activetime - frametime);
259 this.oldbuffs = STAT(BUFFS, this);
263 if((round_handler_IsActive() && round_handler_IsRoundStarted()) || time >= game_starttime)
264 if(!this.buff_activetime_updated)
266 buff_SetCooldown(this, this.buff_activetime);
267 this.buff_activetime_updated = true;
270 if(!this.buff_active && !this.buff_activetime)
271 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))
273 buff_SetCooldown(this, autocvar_g_buffs_cooldown_respawn + frametime);
275 if(autocvar_g_buffs_randomize && (!teamplay || autocvar_g_buffs_randomize_teamplay))
278 if(autocvar_g_buffs_random_location || (this.spawnflags & 64))
282 if(this.buff_activetime)
284 if((round_handler_IsActive() && round_handler_IsRoundStarted()) || time >= game_starttime)
286 this.buff_activetime = max(0, this.buff_activetime - frametime);
288 if(!this.buff_activetime)
290 this.buff_active = true;
291 sound(this, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTN_NORM);
292 Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
298 if(this.team_forced && !this.buff_waypoint)
299 buff_Waypoint_Spawn(this);
301 if(this.lifetime && time >= this.lifetime)
305 this.nextthink = time;
306 //this.angles_y = time * 110.1;
309 void buff_Waypoint_Reset(entity this)
311 WaypointSprite_Kill(this.buff_waypoint);
313 if(this.buff_activetime) { buff_Waypoint_Spawn(this); }
316 void buff_Reset(entity this)
318 if(autocvar_g_buffs_randomize && (!teamplay || autocvar_g_buffs_randomize_teamplay))
321 buff_SetCooldown(this, autocvar_g_buffs_cooldown_activate);
322 buff_Waypoint_Reset(this);
323 this.buff_activetime_updated = false;
325 if(autocvar_g_buffs_random_location || (this.spawnflags & 64))
329 bool buff_Customize(entity this, entity client)
331 entity player = WaypointSprite_getviewentity(client);
332 if(!this.buff_active || (this.team_forced && player.team != this.team_forced))
335 if(this.effects & EF_FULLBRIGHT) { this.effects &= ~(EF_FULLBRIGHT); }
341 if(!(this.effects & EF_FULLBRIGHT)) { this.effects |= EF_FULLBRIGHT; }
342 this.light_lev = 220 + 36 * sin(time);
343 this.pflags = PFLAGS_FULLDYNAMIC;
348 void buff_Delete(entity this)
350 WaypointSprite_Kill(this.buff_waypoint);
354 void buff_Init(entity this)
356 if(!cvar("g_buffs")) { delete(this); return; }
358 entity buff = buff_FirstFromFlags(STAT(BUFFS, this));
360 if(!STAT(BUFFS, this) || !buff_Available(buff))
363 this.classname = "item_buff";
364 this.solid = SOLID_TRIGGER;
365 this.flags = FL_ITEM;
366 this.bot_pickup = true;
367 this.bot_pickupevalfunc = generic_pickupevalfunc;
368 this.bot_pickupbasevalue = 1000;
369 IL_PUSH(g_items, this);
370 setthink(this, buff_Think);
371 settouch(this, buff_Touch);
372 this.reset = buff_Reset;
373 this.nextthink = time + 0.1;
375 set_movetype(this, MOVETYPE_TOSS);
377 this.skin = buff.m_skin;
378 this.effects = EF_FULLBRIGHT | EF_STARDUST | EF_NOSHADOW;
379 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
380 setcefc(this, buff_Customize);
381 //this.gravity = 100;
382 this.color = buff.m_color;
383 this.glowmod = buff_GlowColor(this);
384 buff_SetCooldown(this, autocvar_g_buffs_cooldown_activate + max(0, game_starttime - time));
385 this.buff_active = !this.buff_activetime;
386 this.pflags = PFLAGS_FULLDYNAMIC;
387 this.dtor = buff_Delete;
389 if(this.spawnflags & 1)
393 set_movetype(this, MOVETYPE_NONE); // reset by random location
395 setmodel(this, MDL_BUFF);
396 setsize(this, BUFF_MIN, BUFF_MAX);
398 if(cvar("g_buffs_random_location") || (this.spawnflags & 64))
402 void buff_Init_Compat(entity ent, entity replacement)
406 if (ent.spawnflags & 2)
407 ent.team_forced = NUM_TEAM_1;
408 else if (ent.spawnflags & 4)
409 ent.team_forced = NUM_TEAM_2;
412 STAT(BUFFS, ent) = replacement.m_itemid;
417 void buff_SpawnReplacement(entity ent, entity old)
419 setorigin(ent, old.origin);
420 ent.angles = old.angles;
421 ent.noalign = Item_ShouldKeepPosition(old);
426 void buff_Vengeance_DelayedDamage(entity this)
429 Damage(this.enemy, this.owner, this.owner, this.dmg, DEATH_BUFF.m_id, DMG_NOWEP, this.enemy.origin, '0 0 0');
435 float buff_Inferno_CalculateTime(float damg, float offset_x, float offset_y, float intersect_x, float intersect_y, float base)
437 return offset_y + (intersect_y - offset_y) * logn(((damg - offset_x) * ((base - 1) / intersect_x)) + 1, base);
441 MUTATOR_HOOKFUNCTION(buffs, Damage_Calculate)
443 entity frag_attacker = M_ARGV(1, entity);
444 entity frag_target = M_ARGV(2, entity);
445 float frag_deathtype = M_ARGV(3, float);
446 float frag_damage = M_ARGV(4, float);
447 vector frag_force = M_ARGV(6, vector);
449 if(frag_deathtype == DEATH_BUFF.m_id) { return; }
451 if(STAT(BUFFS, frag_target) & BUFF_RESISTANCE.m_itemid)
453 float reduced = frag_damage * autocvar_g_buffs_resistance_blockpercent;
454 frag_damage = bound(0, frag_damage - reduced, frag_damage);
457 if(STAT(BUFFS, frag_target) & BUFF_SPEED.m_itemid)
458 if(frag_target != frag_attacker)
459 frag_damage *= autocvar_g_buffs_speed_damage_take;
461 if(STAT(BUFFS, frag_target) & BUFF_MEDIC.m_itemid)
462 if((GetResource(frag_target, RES_HEALTH) - frag_damage) <= 0)
463 if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
465 if(random() <= autocvar_g_buffs_medic_survive_chance)
466 frag_damage = max(5, GetResource(frag_target, RES_HEALTH) - autocvar_g_buffs_medic_survive_health);
468 if(STAT(BUFFS, frag_target) & BUFF_JUMP.m_itemid)
469 if(frag_deathtype == DEATH_FALL.m_id)
472 if(STAT(BUFFS, frag_target) & BUFF_VENGEANCE.m_itemid)
474 if(frag_attacker != frag_target)
475 if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
477 entity dmgent = new_pure(dmgent);
479 dmgent.dmg = frag_damage * autocvar_g_buffs_vengeance_damage_multiplier;
480 dmgent.enemy = frag_attacker;
481 dmgent.owner = frag_target;
482 setthink(dmgent, buff_Vengeance_DelayedDamage);
483 dmgent.nextthink = time + 0.1;
486 if(STAT(BUFFS, frag_target) & BUFF_BASH.m_itemid)
487 if(frag_attacker != frag_target)
488 frag_force = '0 0 0';
490 if(STAT(BUFFS, frag_attacker) & BUFF_BASH.m_itemid)
493 if(frag_attacker == frag_target)
494 frag_force *= autocvar_g_buffs_bash_force_self;
496 frag_force *= autocvar_g_buffs_bash_force;
499 if(STAT(BUFFS, frag_attacker) & BUFF_DISABILITY.m_itemid)
500 if(frag_target != frag_attacker)
501 frag_target.buff_disability_time = time + autocvar_g_buffs_disability_slowtime;
503 if(STAT(BUFFS, frag_target) & BUFF_INFERNO.m_itemid)
505 if(frag_deathtype == DEATH_FIRE.m_id)
507 if(frag_deathtype == DEATH_LAVA.m_id)
508 frag_damage *= 0.5; // TODO: cvarize?
511 if(STAT(BUFFS, frag_attacker) & BUFF_LUCK.m_itemid)
512 if(frag_attacker != frag_target)
513 if(autocvar_g_buffs_luck_damagemultiplier > 0)
514 if(random() <= autocvar_g_buffs_luck_chance)
515 frag_damage *= autocvar_g_buffs_luck_damagemultiplier;
517 if(STAT(BUFFS, frag_attacker) & BUFF_INFERNO.m_itemid)
518 if(frag_target != frag_attacker) {
519 float btime = buff_Inferno_CalculateTime(
522 autocvar_g_buffs_inferno_burntime_min_time,
523 autocvar_g_buffs_inferno_burntime_target_damage,
524 autocvar_g_buffs_inferno_burntime_target_time,
525 autocvar_g_buffs_inferno_burntime_factor
527 Fire_AddDamage(frag_target, frag_attacker, (frag_damage * autocvar_g_buffs_inferno_damagemultiplier), btime, DEATH_BUFF.m_id);
530 M_ARGV(4, float) = frag_damage;
531 M_ARGV(6, vector) = frag_force;
534 MUTATOR_HOOKFUNCTION(buffs, PlayerDamage_SplitHealthArmor)
536 entity frag_attacker = M_ARGV(1, entity);
537 entity frag_target = M_ARGV(2, entity);
538 if(!(STAT(BUFFS, frag_attacker) & BUFF_VAMPIRE.m_itemid))
540 float health_take = bound(0, M_ARGV(4, float), GetResource(frag_target, RES_HEALTH));
542 if(time >= frag_target.spawnshieldtime &&
543 frag_target != frag_attacker &&
544 IS_PLAYER(frag_attacker) &&
545 !IS_DEAD(frag_target) && !STAT(FROZEN, frag_target))
547 GiveResource(frag_attacker, RES_HEALTH,
548 autocvar_g_buffs_vampire_damage_steal * health_take);
552 MUTATOR_HOOKFUNCTION(buffs, PlayerSpawn)
554 entity player = M_ARGV(0, entity);
556 buffs_BuffModel_Remove(player);
558 // reset timers here to prevent them continuing after re-spawn
559 player.buff_disability_time = 0;
560 player.buff_disability_effect_time = 0;
563 MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics_UpdateStats)
565 entity player = M_ARGV(0, entity);
566 // these automatically reset, no need to worry
568 if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
569 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_buffs_speed_speed;
571 if(time < player.buff_disability_time)
572 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_buffs_disability_speed;
575 MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics)
577 entity player = M_ARGV(0, entity);
578 // these automatically reset, no need to worry
580 if(STAT(BUFFS, player) & BUFF_JUMP.m_itemid)
581 STAT(MOVEVARS_JUMPVELOCITY, player) = autocvar_g_buffs_jump_height;
584 MUTATOR_HOOKFUNCTION(buffs, MonsterMove)
586 entity mon = M_ARGV(0, entity);
588 if(time < mon.buff_disability_time)
590 M_ARGV(1, float) *= autocvar_g_buffs_disability_speed; // run speed
591 M_ARGV(2, float) *= autocvar_g_buffs_disability_speed; // walk speed
595 MUTATOR_HOOKFUNCTION(buffs, PlayerDies)
597 entity frag_target = M_ARGV(2, entity);
599 if(STAT(BUFFS, frag_target))
601 int buffid = buff_FirstFromFlags(STAT(BUFFS, frag_target)).m_id;
602 if(!IS_INDEPENDENT_PLAYER(frag_target))
603 Send_Notification(NOTIF_ALL_EXCEPT, frag_target, MSG_INFO, INFO_ITEM_BUFF_LOST, frag_target.netname, buffid);
604 STAT(BUFFS, frag_target) = 0;
605 STAT(BUFF_TIME, frag_target) = 0;
607 buffs_BuffModel_Remove(frag_target);
611 MUTATOR_HOOKFUNCTION(buffs, PlayerUseKey, CBC_ORDER_FIRST)
613 if(MUTATOR_RETURNVALUE || game_stopped || !autocvar_g_buffs_drop) return;
615 entity player = M_ARGV(0, entity);
617 if(STAT(BUFFS, player))
619 int buffid = buff_FirstFromFlags(STAT(BUFFS, player)).m_id;
620 Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid);
621 if(!IS_INDEPENDENT_PLAYER(player))
622 Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
624 STAT(BUFFS, player) = 0;
625 STAT(BUFF_TIME, player) = 0;
626 PS(player).buff_shield = time + max(0, autocvar_g_buffs_pickup_delay);
627 sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
632 MUTATOR_HOOKFUNCTION(buffs, ForbidThrowCurrentWeapon)
634 if(MUTATOR_RETURNVALUE || game_stopped) return;
635 entity player = M_ARGV(0, entity);
637 if(STAT(BUFFS, player) & BUFF_SWAPPER.m_itemid)
639 float best_distance = autocvar_g_buffs_swapper_range;
640 entity closest = NULL;
641 FOREACH_CLIENT(IS_PLAYER(it), {
642 if(!IS_DEAD(it) && !STAT(FROZEN, it) && !it.vehicle)
643 if(DIFF_TEAM(it, player))
645 float test = vlen2(player.origin - it.origin);
646 if(test <= best_distance * best_distance)
648 best_distance = sqrt(test);
656 vector my_org, my_vel, my_ang, their_org, their_vel, their_ang;
658 my_org = player.origin;
659 my_vel = player.velocity;
660 my_ang = player.angles;
661 their_org = closest.origin;
662 their_vel = closest.velocity;
663 their_ang = closest.angles;
665 Drop_Special_Items(closest);
667 MUTATOR_CALLHOOK(PortalTeleport, player); // initiate flag dropper
669 setorigin(player, their_org);
670 setorigin(closest, my_org);
672 closest.velocity = my_vel;
673 closest.angles = my_ang;
674 if (IS_BOT_CLIENT(closest))
676 closest.v_angle = closest.angles;
677 bot_aim_reset(closest);
679 closest.fixangle = true;
680 closest.oldorigin = my_org;
681 closest.oldvelocity = my_vel;
682 player.velocity = their_vel;
683 player.angles = their_ang;
684 if (IS_BOT_CLIENT(player))
686 player.v_angle = player.angles;
687 bot_aim_reset(player);
689 player.fixangle = true;
690 player.oldorigin = their_org;
691 player.oldvelocity = their_vel;
693 // set pusher so player gets the kill if they fall into void
694 closest.pusher = player;
695 closest.pushltime = time + autocvar_g_maxpushtime;
696 closest.istypefrag = PHYS_INPUT_BUTTON_CHAT(closest);
698 Send_Effect(EFFECT_ELECTRO_COMBO, their_org, '0 0 0', 1);
699 Send_Effect(EFFECT_ELECTRO_COMBO, my_org, '0 0 0', 1);
701 sound(player, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
702 sound(closest, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
704 // TODO: add a counter to handle how many times one can teleport, and a delay to prevent spam
705 STAT(BUFFS, player) = 0;
711 bool buffs_RemovePlayer(entity player)
713 buffs_BuffModel_Remove(player);
715 // also reset timers here to prevent them continuing after spectating
716 player.buff_disability_time = 0;
717 player.buff_disability_effect_time = 0;
721 MUTATOR_HOOKFUNCTION(buffs, MakePlayerObserver) { entity player = M_ARGV(0, entity); return buffs_RemovePlayer(player); }
722 MUTATOR_HOOKFUNCTION(buffs, ClientDisconnect) { entity player = M_ARGV(0, entity); return buffs_RemovePlayer(player); }
724 MUTATOR_HOOKFUNCTION(buffs, CustomizeWaypoint)
726 entity wp = M_ARGV(0, entity);
727 entity player = M_ARGV(1, entity);
729 entity e = WaypointSprite_getviewentity(player);
731 // if you have the invisibility powerup, sprites ALWAYS are restricted to your team
732 // but only apply this to real players, not to spectators
733 if((wp.owner.flags & FL_CLIENT) && (STAT(BUFFS, wp.owner) & BUFF_INVISIBLE.m_itemid) && (e == player))
734 if(DIFF_TEAM(wp.owner, e))
738 MUTATOR_HOOKFUNCTION(buffs, FilterItem)
740 if(autocvar_g_buffs < 0)
741 return false; // no auto replacing of entities in this mode
743 entity item = M_ARGV(0, entity);
745 if(autocvar_g_buffs_replace_powerups)
747 switch(item.classname)
749 case "item_strength":
753 buff_SpawnReplacement(e, item);
762 MUTATOR_HOOKFUNCTION(buffs, WeaponRateFactor)
764 entity player = M_ARGV(1, entity);
766 if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
767 M_ARGV(0, float) *= autocvar_g_buffs_speed_rate;
769 if(time < player.buff_disability_time)
770 M_ARGV(0, float) *= autocvar_g_buffs_disability_rate;
773 MUTATOR_HOOKFUNCTION(buffs, WeaponSpeedFactor)
775 entity player = M_ARGV(1, entity);
777 if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
778 M_ARGV(0, float) *= autocvar_g_buffs_speed_weaponspeed;
780 if(time < player.buff_disability_time)
781 M_ARGV(0, float) *= autocvar_g_buffs_disability_weaponspeed;
784 .bool buff_flight_crouchheld;
786 MUTATOR_HOOKFUNCTION(buffs, PlayerPreThink)
788 entity player = M_ARGV(0, entity);
790 if(game_stopped || IS_DEAD(player) || frametime || !IS_PLAYER(player)) return;
792 if(STAT(BUFFS, player) & BUFF_FLIGHT.m_itemid)
794 if(!PHYS_INPUT_BUTTON_CROUCH(player))
795 player.buff_flight_crouchheld = false;
796 else if(!player.buff_flight_crouchheld)
798 player.buff_flight_crouchheld = true;
799 player.gravity *= -1;
803 if(time < player.buff_disability_time)
804 if(time >= player.buff_disability_effect_time)
806 Send_Effect(EFFECT_SMOKING, player.origin + ((player.mins + player.maxs) * 0.5), '0 0 0', 1);
807 player.buff_disability_effect_time = time + 0.5;
810 // handle buff lost status
811 // 1: notify everyone else
812 // 2: notify carrier as well
815 if(STAT(BUFF_TIME, player) && STAT(BUFFS, player))
816 if(time >= STAT(BUFF_TIME, player))
818 STAT(BUFF_TIME, player) = 0;
822 if(STAT(FROZEN, player)) { buff_lost = 1; }
826 if(STAT(BUFFS, player))
828 int buffid = buff_FirstFromFlags(STAT(BUFFS, player)).m_id;
831 Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid); // TODO: special timeout message?
832 sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
834 else if(!IS_INDEPENDENT_PLAYER(player))
835 Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
836 STAT(BUFFS, player) = 0;
837 PS(player).buff_shield = time + max(0, autocvar_g_buffs_pickup_delay); // always put in a delay, even if small
841 if(STAT(BUFFS, player) & BUFF_MAGNET.m_itemid)
844 IL_EACH(g_items, it.itemdef,
847 pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_buff;
849 pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_item;
851 if(boxesoverlap(player.absmin - pickup_size, player.absmax + pickup_size, it.absmin, it.absmax))
854 gettouch(it)(it, player);
859 if(STAT(BUFFS, player) & BUFF_AMMO.m_itemid)
861 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
863 .entity weaponentity = weaponentities[slot];
864 if(player.(weaponentity).clip_size)
865 player.(weaponentity).clip_load = player.(weaponentity).(weapon_load[player.(weaponentity).m_switchweapon.m_id]) = player.(weaponentity).clip_size;
869 if((STAT(BUFFS, player) & BUFF_INVISIBLE.m_itemid) && (player.oldbuffs & BUFF_INVISIBLE.m_itemid))
870 player.alpha = ((autocvar_g_buffs_invisible_alpha) ? autocvar_g_buffs_invisible_alpha : -1); // powerups reset alpha, so we must enforce this (TODO)
872 #define BUFF_ONADD(b) if ( (STAT(BUFFS, player) & (b).m_itemid) && !(player.oldbuffs & (b).m_itemid))
873 #define BUFF_ONREM(b) if (!(STAT(BUFFS, player) & (b).m_itemid) && (player.oldbuffs & (b).m_itemid))
875 if(STAT(BUFFS, player) != player.oldbuffs)
877 entity buff = buff_FirstFromFlags(STAT(BUFFS, player));
878 float bufftime = buff != BUFF_Null ? buff.m_time(buff) : 0;
879 if(STAT(BUFF_TIME, player) <= time) // if the player still has a buff countdown, don't reset it!
880 STAT(BUFF_TIME, player) = (bufftime) ? time + bufftime : 0;
882 BUFF_ONADD(BUFF_AMMO)
884 player.buff_ammo_prev_infitems = (player.items & IT_UNLIMITED_AMMO);
885 player.items |= IT_UNLIMITED_AMMO;
887 if(STAT(BUFFS, player) & BUFF_AMMO.m_itemid)
889 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
891 .entity weaponentity = weaponentities[slot];
892 if(player.(weaponentity).clip_load)
893 player.(weaponentity).buff_ammo_prev_clipload = player.(weaponentity).clip_load;
894 if(player.(weaponentity).clip_size)
895 player.(weaponentity).clip_load = player.(weaponentity).(weapon_load[player.(weaponentity).m_switchweapon.m_id]) = player.(weaponentity).clip_size;
900 BUFF_ONREM(BUFF_AMMO)
902 if(player.buff_ammo_prev_infitems)
903 player.items |= IT_UNLIMITED_AMMO;
905 player.items &= ~IT_UNLIMITED_AMMO;
907 if(STAT(BUFFS, player) & BUFF_AMMO.m_itemid)
909 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
911 .entity weaponentity = weaponentities[slot];
912 if(player.(weaponentity).buff_ammo_prev_clipload)
913 player.(weaponentity).clip_load = player.(weaponentity).buff_ammo_prev_clipload;
918 BUFF_ONADD(BUFF_INVISIBLE)
920 if(time < STAT(STRENGTH_FINISHED, player) && MUTATOR_IS_ENABLED(mutator_instagib))
921 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
923 player.buff_invisible_prev_alpha = player.alpha;
924 player.alpha = autocvar_g_buffs_invisible_alpha;
927 BUFF_ONREM(BUFF_INVISIBLE)
929 if(time < STAT(STRENGTH_FINISHED, player) && MUTATOR_IS_ENABLED(mutator_instagib))
930 player.alpha = autocvar_g_instagib_invis_alpha;
932 player.alpha = player.buff_invisible_prev_alpha;
935 BUFF_ONADD(BUFF_FLIGHT)
937 player.buff_flight_oldgravity = player.gravity;
942 BUFF_ONREM(BUFF_FLIGHT)
943 player.gravity = ((player.trigger_gravity_check) ? player.trigger_gravity_check.enemy.gravity : player.buff_flight_oldgravity);
945 player.oldbuffs = STAT(BUFFS, player);
946 if(STAT(BUFFS, player))
948 if(!player.buff_model)
949 buffs_BuffModel_Spawn(player);
951 player.buff_model.color = buff.m_color;
952 player.buff_model.glowmod = buff_GlowColor(player.buff_model);
953 player.buff_model.skin = buff.m_skin;
955 player.effects |= EF_NOSHADOW;
959 buffs_BuffModel_Remove(player);
961 player.effects &= ~(EF_NOSHADOW);
965 if(player.buff_model)
967 player.buff_model.effects = player.effects;
968 player.buff_model.effects |= EF_LOWPRECISION;
969 player.buff_model.effects = player.buff_model.effects & EFMASK_CHEAP; // eat performance
971 player.buff_model.alpha = player.alpha;
978 MUTATOR_HOOKFUNCTION(buffs, SpectateCopy)
980 entity spectatee = M_ARGV(0, entity);
981 entity client = M_ARGV(1, entity);
983 STAT(BUFFS, client) = STAT(BUFFS, spectatee);
984 STAT(BUFF_TIME, client) = STAT(BUFF_TIME, spectatee);
987 MUTATOR_HOOKFUNCTION(buffs, PlayerRegen)
989 entity player = M_ARGV(0, entity);
991 if(STAT(BUFFS, player) & BUFF_MEDIC.m_itemid)
993 M_ARGV(2, float) = autocvar_g_buffs_medic_rot; // rot_mod
994 M_ARGV(4, float) = M_ARGV(1, float) = autocvar_g_buffs_medic_max; // limit_mod = max_mod
995 M_ARGV(2, float) = autocvar_g_buffs_medic_regen; // regen_mod
998 if(STAT(BUFFS, player) & BUFF_SPEED.m_itemid)
999 M_ARGV(2, float) = autocvar_g_buffs_speed_regen; // regen_mod
1002 REPLICATE(cvar_cl_buffs_autoreplace, bool, "cl_buffs_autoreplace");
1004 MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsString)
1006 if(autocvar_g_buffs > 0) // only report as a mutator if they're enabled
1007 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":Buffs");
1010 MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsPrettyString)
1012 if(autocvar_g_buffs > 0)
1013 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Buffs");
1016 void buffs_DelayedInit(entity this)
1018 if(autocvar_g_buffs_spawn_count > 0)
1019 if(find(NULL, classname, "item_buff") == NULL)
1022 for(i = 0; i < autocvar_g_buffs_spawn_count; ++i)
1025 e.spawnflags |= 64; // always randomize
1026 e.velocity = randomvec() * 250; // this gets reset anyway if random location works
1032 void buffs_Initialize()
1034 // if buffs are above 0, allow random spawning
1035 if(autocvar_g_buffs > 0 && autocvar_g_buffs_spawn_count > 0)
1036 InitializeEntity(NULL, buffs_DelayedInit, INITPRIO_FINDTARGET);