#include "sv_buffs.qh" #include #include #include #include bool buffs_BuffModel_Customize(entity this, entity client) { entity player = WaypointSprite_getviewentity(client); entity myowner = this.owner; entity heldbuff = buff_FirstFromFlags(myowner); if(!heldbuff) return false; if(myowner.alpha <= 0.5 && DIFF_TEAM(player, myowner) && myowner.alpha != 0) return false; if(MUTATOR_CALLHOOK(BuffModel_Customize, this, player)) return false; if(player == myowner) { // somewhat hide the model, but keep the glow this.effects = 0; this.alpha = -1; } else { this.effects = EF_FULLBRIGHT | EF_LOWPRECISION; this.alpha = myowner.alpha; } return true; } void buffs_BuffModel_Think(entity this) { this.nextthink = time; entity player = this.owner; if(player.alpha < 0 || player.buff_model != this) { if(player) // remnant from ChatBubbleThink, same question... WHY?! player.buff_model = NULL; delete(this); return; } entity heldbuff = buff_FirstFromFlags(player); if(!heldbuff) { this.effects = EF_NODRAW; return; } this.color = heldbuff.m_color; this.glowmod = heldbuff.m_color; this.skin = heldbuff.m_skin; this.effects = player.effects; this.effects |= EF_LOWPRECISION; this.effects = this.effects & EFMASK_CHEAP; // eat performance this.alpha = player.alpha; } void buffs_BuffModel_Remove(entity player) { if(player.buff_model) delete(player.buff_model); player.buff_model = NULL; } void buffs_BuffModel_Spawn(entity player) { player.buff_model = new(buff_model); setmodel(player.buff_model, MDL_BUFF); setsize(player.buff_model, '0 0 -40', '0 0 40'); setattachment(player.buff_model, player, ""); setorigin(player.buff_model, '0 0 1' * (player.buff_model.maxs.z * 1)); player.buff_model.owner = player; player.buff_model.exteriormodeltoclient = player; player.buff_model.scale = 0.7; player.buff_model.pflags = PFLAGS_FULLDYNAMIC; player.buff_model.light_lev = 200; setthink(player.buff_model, buffs_BuffModel_Think); player.buff_model.nextthink = time; setcefc(player.buff_model, buffs_BuffModel_Customize); } void buffs_BuffModel_Update(entity this) { if (this.alpha < 0) return; // spawn a buff model entity if needed if (!this.buff_model) buffs_BuffModel_Spawn(this); } void buff_Effect(entity player, string eff) { if(!autocvar_g_buffs_effects) { return; } if(time >= player.buff_effect_delay) { Send_Effect_(eff, player.origin + ((player.mins + player.maxs) * 0.5), '0 0 0', 1); player.buff_effect_delay = time + 0.05; // prevent spam } } // buff item bool buff_Waypoint_visible_for_player(entity this, entity player, entity view) { if(!this.owner.buff_active && !this.owner.buff_activetime || !this.owner.buffdef) return false; entity heldbuff = buff_FirstFromFlags(view); // TODO: cache this information so it isn't performing a loop every frame if (heldbuff) { return CS_CVAR(view).cvar_cl_buffs_autoreplace == false || heldbuff != this.owner.buffdef; } return WaypointSprite_visible_for_player(this, player, view); } void buff_Waypoint_Spawn(entity e) { if(autocvar_g_buffs_waypoint_distance <= 0) return; entity buff = e.buffdef; 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); wp.wp_extra = buff.m_id; WaypointSprite_UpdateTeamRadar(e.buff_waypoint, RADARICON_Buff, e.glowmod); e.buff_waypoint.waypointsprite_visible_for_player = buff_Waypoint_visible_for_player; } void buff_SetCooldown(entity this, float cd) { cd = max(0, cd); if(!this.buff_waypoint) buff_Waypoint_Spawn(this); if(this.buff_waypoint) WaypointSprite_UpdateBuildFinished(this.buff_waypoint, time + cd); this.buff_activetime = cd; this.buff_active = !cd; } void buff_Respawn(entity this) { if(game_stopped) return; vector oldbufforigin = this.origin; this.velocity = '0 0 200'; if(!MoveToRandomMapLocation(this, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, ((autocvar_g_buffs_random_location_attempts > 0) ? autocvar_g_buffs_random_location_attempts : 10), 1024, 256)) { entity spot = SelectSpawnPoint(this, true); setorigin(this, spot.origin); this.velocity = ((randomvec() * 100) + '0 0 200'); this.angles = spot.angles; } tracebox(this.origin, this.mins * 1.5, this.maxs * 1.5, this.origin, MOVE_NOMONSTERS, this); setorigin(this, trace_endpos); // attempt to unstick set_movetype(this, MOVETYPE_TOSS); makevectors(this.angles); this.angles = '0 0 0'; if(autocvar_g_buffs_random_lifetime > 0) this.lifetime = time + autocvar_g_buffs_random_lifetime; Send_Effect(EFFECT_ELECTRO_COMBO, oldbufforigin + ((this.mins + this.maxs) * 0.5), '0 0 0', 1); Send_Effect(EFFECT_ELECTRO_COMBO, CENTER_OR_VIEWOFS(this), '0 0 0', 1); WaypointSprite_Ping(this.buff_waypoint); sound(this, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere) } void buff_Touch(entity this, entity toucher) { if(game_stopped) return; if(ITEM_TOUCH_NEEDKILL()) { buff_Respawn(this); return; } if(!this.buff_active) return; if(MUTATOR_CALLHOOK(BuffTouch, this, toucher)) return; toucher = M_ARGV(1, entity); if(!IS_PLAYER(toucher)) return; // incase mutator changed toucher if((this.team_forced && toucher.team != this.team_forced) || (STAT(FROZEN, toucher)) || (toucher.vehicle) || (!this.buffdef) // TODO: error out or maybe reset type if this occurs? || (time < toucher.buff_shield) ) { // can't touch this return; } entity heldbuff = buff_FirstFromFlags(toucher); entity thebuff = this.buffdef; if (heldbuff) { if (CS_CVAR(toucher).cvar_cl_buffs_autoreplace && heldbuff != thebuff) { // TODO: lost-gained notification for this case int buffid = heldbuff.m_id; Send_Notification(NOTIF_ONE, toucher, MSG_INFO, INFO_ITEM_BUFF_LOST, toucher.netname, buffid); if(!IS_INDEPENDENT_PLAYER(toucher)) Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_INFO, INFO_ITEM_BUFF_LOST, toucher.netname, buffid); //sound(toucher, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM); } else { return; } // do nothing } this.owner = toucher; this.buff_active = false; this.lifetime = 0; Send_Notification(NOTIF_ONE, toucher, MSG_MULTI, ITEM_BUFF_GOT, thebuff.m_id); if(!IS_INDEPENDENT_PLAYER(toucher)) Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_INFO, INFO_ITEM_BUFF, toucher.netname, thebuff.m_id); Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1); sound(toucher, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTN_NORM); float bufftime = ((this.buffs_finished) ? this.buffs_finished : thebuff.m_time(thebuff)); buff_RemoveAll(toucher, STATUSEFFECT_REMOVE_NORMAL); // remove previous buffs so that a new one may be added if(!bufftime) bufftime = 999; StatusEffects_apply(thebuff, toucher, time + bufftime, 0); STAT(LAST_PICKUP, toucher) = time; } float buff_Available(entity buff) { if (!buff) return false; if (buff == BUFF_AMMO && ((start_items & IT_UNLIMITED_AMMO) || cvar("g_melee_only"))) return false; if (buff == BUFF_VAMPIRE && cvar("g_vampire")) return false; return cvar(strcat("g_buffs_", buff.netname)); } .int buff_seencount; void buff_NewType(entity ent) { RandomSelection_Init(); FOREACH(StatusEffect, it.instanceOfBuff && buff_Available(it), { // if it's already been chosen, give it a lower priority float myseencount = (it.buff_seencount > 0) ? it.buff_seencount : 1; // no division by zero please! RandomSelection_AddEnt(it, max(0.2, 1 / myseencount), 1); }); entity newbuff = RandomSelection_chosen_ent; if(!newbuff) return; newbuff.buff_seencount += 1; // lower chances of seeing this buff again soon ent.buffdef = newbuff; } void buff_RemoveAll(entity actor, int removal_type) { if(!actor.statuseffects) return; FOREACH(StatusEffect, it.instanceOfBuff, { it.m_remove(it, actor, removal_type); }); } entity buff_FirstFromFlags(entity actor) { if(!actor.statuseffects) return NULL; FOREACH(StatusEffect, it.instanceOfBuff && it.m_active(it, actor), { return it; }); return NULL; } void buff_Think(entity this) { if(this.buff_waypoint && autocvar_g_buffs_waypoint_distance <= 0) WaypointSprite_Kill(this.buff_waypoint); if(this.buffdef != this.oldbuffs) { entity buff = this.buffdef; this.color = buff.m_color; this.glowmod = buff.m_color; this.skin = buff.m_skin; setmodel(this, MDL_BUFF); setsize(this, ITEM_D_MINS, ITEM_L_MAXS); if(this.buff_waypoint) { //WaypointSprite_Disown(this.buff_waypoint, 1); WaypointSprite_Kill(this.buff_waypoint); buff_Waypoint_Spawn(this); if(this.buff_activetime) WaypointSprite_UpdateBuildFinished(this.buff_waypoint, time + this.buff_activetime - frametime); } this.oldbuffs = this.buffdef; } if(!game_stopped) if((round_handler_IsActive() && round_handler_IsRoundStarted()) || time >= game_starttime) if(!this.buff_activetime_updated) { buff_SetCooldown(this, this.buff_activetime); this.buff_activetime_updated = true; } if(!this.buff_active && !this.buff_activetime) if(!this.owner || STAT(FROZEN, this.owner) || IS_DEAD(this.owner) || !this.owner.iscreature || this.owner.vehicle || this.pickup_anyway > 0 || (this.pickup_anyway >= 0 && autocvar_g_buffs_pickup_anyway) || this.buffdef != buff_FirstFromFlags(this.owner)) { buff_SetCooldown(this, autocvar_g_buffs_cooldown_respawn + frametime); this.owner = NULL; if(autocvar_g_buffs_randomize && (!teamplay || autocvar_g_buffs_randomize_teamplay)) buff_NewType(this); if(autocvar_g_buffs_random_location || (this.spawnflags & 64)) buff_Respawn(this); } if(this.buff_activetime) if(!game_stopped) if((round_handler_IsActive() && round_handler_IsRoundStarted()) || time >= game_starttime) { this.buff_activetime = max(0, this.buff_activetime - frametime); if(!this.buff_activetime) { this.buff_active = true; sound(this, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTN_NORM); Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1); } } if(this.buff_active) { if(this.team_forced && !this.buff_waypoint) buff_Waypoint_Spawn(this); if(this.lifetime && time >= this.lifetime) buff_Respawn(this); } this.nextthink = time; //this.angles_y = time * 110.1; } void buff_Waypoint_Reset(entity this) { WaypointSprite_Kill(this.buff_waypoint); if(this.buff_activetime) { buff_Waypoint_Spawn(this); } } void buff_Reset(entity this) { if(autocvar_g_buffs_randomize && (!teamplay || autocvar_g_buffs_randomize_teamplay)) buff_NewType(this); this.owner = NULL; buff_SetCooldown(this, autocvar_g_buffs_cooldown_activate); buff_Waypoint_Reset(this); this.buff_activetime_updated = false; if(autocvar_g_buffs_random_location || (this.spawnflags & 64)) buff_Respawn(this); } bool buff_Customize(entity this, entity client) { entity player = WaypointSprite_getviewentity(client); if((!this.buff_active || !this.buffdef) || (this.team_forced && player.team != this.team_forced)) { this.alpha = 0.3; if(this.effects & EF_FULLBRIGHT) { this.effects &= ~(EF_FULLBRIGHT); } this.pflags = 0; } else { this.alpha = 1; if(!(this.effects & EF_FULLBRIGHT)) { this.effects |= EF_FULLBRIGHT; } this.light_lev = 220 + 36 * sin(time); this.pflags = PFLAGS_FULLDYNAMIC; } return true; } void buff_Delete(entity this) { WaypointSprite_Kill(this.buff_waypoint); delete_fn(this); } void buff_Init(entity this) { if(!cvar("g_buffs")) { delete(this); return; } entity buff = this.buffdef; // item_buff_random provides a null type so force randomization in that case // otherwise replace the buff type if it's unavailable and the option is enabled if(!buff || (autocvar_g_buffs_replace_available && !buff_Available(buff))) { buff_NewType(this); buff = this.buffdef; } // the buff type is still invalid or unavailable, simply delete the item if(!buff || !buff_Available(buff)) { delete(this); return; } this.classname = "item_buff"; this.solid = SOLID_TRIGGER; this.flags = FL_ITEM; this.bot_pickup = true; this.bot_pickupevalfunc = generic_pickupevalfunc; this.bot_pickupbasevalue = 1000; IL_PUSH(g_items, this); setthink(this, buff_Think); settouch(this, buff_Touch); setmodel(this, MDL_BUFF); setsize(this, ITEM_D_MINS, ITEM_L_MAXS); this.reset = buff_Reset; this.nextthink = time + 0.1; this.gravity = 1; set_movetype(this, MOVETYPE_TOSS); this.scale = 1; this.skin = buff.m_skin; this.effects = EF_FULLBRIGHT | EF_STARDUST | EF_NOSHADOW; this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY; setcefc(this, buff_Customize); //this.gravity = 100; this.color = buff.m_color; this.glowmod = buff.m_color; buff_SetCooldown(this, autocvar_g_buffs_cooldown_activate + max(0, game_starttime - time)); this.buff_active = !this.buff_activetime; this.pflags = PFLAGS_FULLDYNAMIC; this.dtor = buff_Delete; if(!this.buffs_finished) this.buffs_finished = this.count; // legacy support if(this.spawnflags & 1) this.noalign = true; if(this.noalign) set_movetype(this, MOVETYPE_NONE); // reset by random location if(cvar("g_buffs_random_location") || (this.spawnflags & 64)) buff_Respawn(this); } void buff_Init_Compat(entity ent, entity replacement) { if (teamplay) { if (ent.spawnflags & 2) ent.team_forced = NUM_TEAM_1; else if (ent.spawnflags & 4) ent.team_forced = NUM_TEAM_2; } ent.buffdef = replacement; buff_Init(ent); } void buff_SpawnReplacement(entity ent, entity old) { setorigin(ent, old.origin); ent.angles = old.angles; ent.noalign = ITEM_SHOULD_KEEP_POSITION(old); buff_Init(ent); } void buff_Vengeance_DelayedDamage(entity this) { if(this.enemy) Damage(this.enemy, this.owner, this.owner, this.dmg, DEATH_BUFF.m_id, DMG_NOWEP, this.enemy.origin, '0 0 0'); delete(this); return; } float buff_Inferno_CalculateTime(float damg, float offset_x, float offset_y, float intersect_x, float intersect_y, float base) { return offset_y + (intersect_y - offset_y) * logn(((damg - offset_x) * ((base - 1) / intersect_x)) + 1, base); } METHOD(Buff, m_apply, void(StatusEffects this, entity actor, float eff_time, float eff_flags)) { if(IS_PLAYER(actor)) actor.effects |= EF_NOSHADOW; // does not play well with buff icon SUPER(Buff).m_apply(this, actor, eff_time, eff_flags); } METHOD(Buff, m_remove, void(StatusEffects this, entity actor, int removal_type)) { bool wasactive = (actor.statuseffects && (actor.statuseffects.statuseffect_flags[this.m_id] & STATUSEFFECT_FLAG_ACTIVE)); if(wasactive) { int buffid = this.m_id; if(removal_type == STATUSEFFECT_REMOVE_TIMEOUT) { Send_Notification(NOTIF_ONE, actor, MSG_MULTI, ITEM_BUFF_DROP, buffid); // TODO: special timeout message? sound(actor, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM); } else if(removal_type == STATUSEFFECT_REMOVE_NORMAL && !IS_INDEPENDENT_PLAYER(actor)) Send_Notification(NOTIF_ALL_EXCEPT, actor, MSG_INFO, INFO_ITEM_BUFF_LOST, actor.netname, buffid); actor.buff_shield = time + max(0, autocvar_g_buffs_pickup_delay); // always put in a delay, even if small } if(IS_PLAYER(actor)) actor.effects &= ~EF_NOSHADOW; SUPER(Buff).m_remove(this, actor, removal_type); } METHOD(AmmoBuff, m_apply, void(StatusEffects this, entity actor, float eff_time, float eff_flags)) { bool wasactive = (actor.statuseffects && (actor.statuseffects.statuseffect_flags[this.m_id] & STATUSEFFECT_FLAG_ACTIVE)); if(!wasactive) { actor.buff_ammo_prev_infitems = (actor.items & IT_UNLIMITED_AMMO); actor.items |= IT_UNLIMITED_AMMO; for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; if(!actor.(weaponentity)) continue; if(actor.(weaponentity).clip_load) actor.(weaponentity).buff_ammo_prev_clipload = actor.(weaponentity).clip_load; if(actor.(weaponentity).clip_size) actor.(weaponentity).clip_load = actor.(weaponentity).(weapon_load[actor.(weaponentity).m_switchweapon.m_id]) = actor.(weaponentity).clip_size; } } SUPER(AmmoBuff).m_apply(this, actor, eff_time, eff_flags); } METHOD(AmmoBuff, m_remove, void(StatusEffects this, entity actor, int removal_type)) { bool wasactive = (actor.statuseffects && (actor.statuseffects.statuseffect_flags[this.m_id] & STATUSEFFECT_FLAG_ACTIVE)); if(wasactive) { actor.items = BITSET(actor.items, IT_UNLIMITED_AMMO, actor.buff_ammo_prev_infitems); for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; if(!actor.(weaponentity)) continue; if(actor.(weaponentity).buff_ammo_prev_clipload) { actor.(weaponentity).clip_load = actor.(weaponentity).buff_ammo_prev_clipload; actor.(weaponentity).buff_ammo_prev_clipload = 0; } } } actor.buff_ammo_prev_infitems = 0; SUPER(AmmoBuff).m_remove(this, actor, removal_type); } METHOD(AmmoBuff, m_tick, void(StatusEffects this, entity actor)) { if(IS_PLAYER(actor)) { for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; if(actor.(weaponentity).clip_size) actor.(weaponentity).clip_load = actor.(weaponentity).(weapon_load[actor.(weaponentity).m_switchweapon.m_id]) = actor.(weaponentity).clip_size; } } SUPER(AmmoBuff).m_tick(this, actor); } METHOD(FlightBuff, m_apply, void(StatusEffects this, entity actor, float eff_time, float eff_flags)) { bool wasactive = (actor.statuseffects && (actor.statuseffects.statuseffect_flags[this.m_id] & STATUSEFFECT_FLAG_ACTIVE)); if(!wasactive) { actor.buff_flight_oldgravity = actor.gravity; if(!actor.gravity) actor.gravity = 1; } SUPER(FlightBuff).m_apply(this, actor, eff_time, eff_flags); } METHOD(FlightBuff, m_remove, void(StatusEffects this, entity actor, int removal_type)) { bool wasactive = (actor.statuseffects && (actor.statuseffects.statuseffect_flags[this.m_id] & STATUSEFFECT_FLAG_ACTIVE)); if(wasactive) { actor.gravity = ((actor.trigger_gravity_check) ? actor.trigger_gravity_check.enemy.gravity : actor.buff_flight_oldgravity); } actor.buff_flight_oldgravity = 0; SUPER(FlightBuff).m_remove(this, actor, removal_type); } METHOD(MagnetBuff, m_tick, void(StatusEffects this, entity actor)) { if(IS_PLAYER(actor)) { vector pickup_size; IL_EACH(g_items, it.itemdef, { if(it.buffdef) pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_buff; else pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_item; if(boxesoverlap(actor.absmin - pickup_size, actor.absmax + pickup_size, it.absmin, it.absmax)) { if(gettouch(it)) gettouch(it)(it, actor); } }); } SUPER(MagnetBuff).m_tick(this, actor); } // mutator hooks MUTATOR_HOOKFUNCTION(buffs, Damage_Calculate) { entity frag_attacker = M_ARGV(1, entity); entity frag_target = M_ARGV(2, entity); float frag_deathtype = M_ARGV(3, float); float frag_damage = M_ARGV(4, float); vector frag_force = M_ARGV(6, vector); if(frag_deathtype == DEATH_BUFF.m_id) { return; } if(StatusEffects_active(BUFF_RESISTANCE, frag_target)) { float reduced = frag_damage * autocvar_g_buffs_resistance_blockpercent; frag_damage = bound(0, frag_damage - reduced, frag_damage); } if(StatusEffects_active(BUFF_MEDIC, frag_target)) if((GetResource(frag_target, RES_HEALTH) - frag_damage) <= 0) if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype)) if(frag_attacker) if(random() <= autocvar_g_buffs_medic_survive_chance) frag_damage = max(5, GetResource(frag_target, RES_HEALTH) - autocvar_g_buffs_medic_survive_health); if(StatusEffects_active(BUFF_JUMP, frag_target)) if(frag_deathtype == DEATH_FALL.m_id) frag_damage = 0; if(StatusEffects_active(BUFF_VENGEANCE, frag_target)) if(frag_attacker) if(frag_attacker != frag_target) if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype)) { entity dmgent = new_pure(dmgent); dmgent.dmg = frag_damage * autocvar_g_buffs_vengeance_damage_multiplier; dmgent.enemy = frag_attacker; dmgent.owner = frag_target; setthink(dmgent, buff_Vengeance_DelayedDamage); dmgent.nextthink = time + 0.1; } if(StatusEffects_active(BUFF_BASH, frag_target)) if(frag_attacker != frag_target) frag_force = '0 0 0'; if(StatusEffects_active(BUFF_BASH, frag_attacker)) if(frag_force) { if(frag_attacker == frag_target) frag_force *= autocvar_g_buffs_bash_force_self; else frag_force *= autocvar_g_buffs_bash_force; } if(StatusEffects_active(BUFF_DISABILITY, frag_attacker)) if(frag_target != frag_attacker) StatusEffects_apply(STATUSEFFECT_Stunned, frag_target, time + autocvar_g_buffs_disability_slowtime, 0); if(StatusEffects_active(BUFF_INFERNO, frag_target)) { if(frag_deathtype == DEATH_FIRE.m_id) frag_damage = 0; if(frag_deathtype == DEATH_LAVA.m_id) frag_damage *= 0.5; // TODO: cvarize? } if(StatusEffects_active(BUFF_LUCK, frag_attacker)) if(frag_attacker != frag_target) if(autocvar_g_buffs_luck_damagemultiplier > 0) if(random() <= autocvar_g_buffs_luck_chance) frag_damage *= autocvar_g_buffs_luck_damagemultiplier; if(StatusEffects_active(BUFF_INFERNO, frag_attacker)) if(frag_target != frag_attacker) { float btime = buff_Inferno_CalculateTime( frag_damage, 0, autocvar_g_buffs_inferno_burntime_min_time, autocvar_g_buffs_inferno_burntime_target_damage, autocvar_g_buffs_inferno_burntime_target_time, autocvar_g_buffs_inferno_burntime_factor ); Fire_AddDamage(frag_target, frag_attacker, (frag_damage * autocvar_g_buffs_inferno_damagemultiplier), btime, DEATH_BUFF.m_id); } M_ARGV(4, float) = frag_damage; M_ARGV(6, vector) = frag_force; } MUTATOR_HOOKFUNCTION(buffs, PlayerDamage_SplitHealthArmor) { // NOTE: vampire PlayerDamage_SplitHealthArmor code is similar entity frag_attacker = M_ARGV(1, entity); entity frag_target = M_ARGV(2, entity); if(!StatusEffects_active(BUFF_VAMPIRE, frag_attacker)) return; float health_take = bound(0, M_ARGV(4, float), GetResource(frag_target, RES_HEALTH)); if (!StatusEffects_active(STATUSEFFECT_SpawnShield, frag_target) && frag_target != frag_attacker && IS_PLAYER(frag_attacker) && !IS_DEAD(frag_target) && !STAT(FROZEN, frag_target)) { GiveResource(frag_attacker, RES_HEALTH, autocvar_g_buffs_vampire_damage_steal * health_take); } } MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics_UpdateStats) { entity player = M_ARGV(0, entity); // these automatically reset, no need to worry if(StatusEffects_active(STATUSEFFECT_Stunned, player)) STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_buffs_disability_speed; } MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics) { entity player = M_ARGV(0, entity); // these automatically reset, no need to worry if(StatusEffects_active(BUFF_JUMP, player)) STAT(MOVEVARS_JUMPVELOCITY, player) = autocvar_g_buffs_jump_height; } MUTATOR_HOOKFUNCTION(buffs, MonsterMove) { entity mon = M_ARGV(0, entity); if(StatusEffects_active(STATUSEFFECT_Stunned, mon)) { M_ARGV(1, float) *= autocvar_g_buffs_disability_speed; // run speed M_ARGV(2, float) *= autocvar_g_buffs_disability_speed; // walk speed } } MUTATOR_HOOKFUNCTION(buffs, PlayerUseKey, CBC_ORDER_FIRST) { if(MUTATOR_RETURNVALUE || game_stopped || !autocvar_g_buffs_drop) return; entity player = M_ARGV(0, entity); entity heldbuff = buff_FirstFromFlags(player); if(heldbuff) { int buffid = heldbuff.m_id; Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid); if(!IS_INDEPENDENT_PLAYER(player)) Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid); buff_RemoveAll(player, STATUSEFFECT_REMOVE_NORMAL); player.buff_shield = time + max(0, autocvar_g_buffs_pickup_delay); sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM); return true; } } MUTATOR_HOOKFUNCTION(buffs, ForbidThrowCurrentWeapon) { if(MUTATOR_RETURNVALUE || game_stopped) return; entity player = M_ARGV(0, entity); if(StatusEffects_active(BUFF_SWAPPER, player)) { float best_distance = autocvar_g_buffs_swapper_range; entity closest = NULL; FOREACH_CLIENT(IS_PLAYER(it), { if(!IS_DEAD(it) && !STAT(FROZEN, it) && !it.vehicle) if(DIFF_TEAM(it, player)) { float test = vlen2(player.origin - it.origin); if(test <= best_distance * best_distance) { best_distance = sqrt(test); closest = it; } } }); if(closest) { vector my_org, my_vel, my_ang, their_org, their_vel, their_ang; my_org = player.origin; my_vel = player.velocity; my_ang = player.angles; their_org = closest.origin; their_vel = closest.velocity; their_ang = closest.angles; Drop_Special_Items(closest); MUTATOR_CALLHOOK(PortalTeleport, player); // initiate flag dropper setorigin(player, their_org); setorigin(closest, my_org); closest.velocity = my_vel; closest.angles = my_ang; if (IS_BOT_CLIENT(closest)) { closest.v_angle = closest.angles; bot_aim_reset(closest); } closest.fixangle = true; closest.oldorigin = my_org; closest.oldvelocity = my_vel; player.velocity = their_vel; player.angles = their_ang; if (IS_BOT_CLIENT(player)) { player.v_angle = player.angles; bot_aim_reset(player); } player.fixangle = true; player.oldorigin = their_org; player.oldvelocity = their_vel; // set pusher so player gets the kill if they fall into void closest.pusher = player; closest.pushltime = time + autocvar_g_maxpushtime; closest.istypefrag = PHYS_INPUT_BUTTON_CHAT(closest); Send_Effect(EFFECT_ELECTRO_COMBO, their_org, '0 0 0', 1); Send_Effect(EFFECT_ELECTRO_COMBO, my_org, '0 0 0', 1); sound(player, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM); sound(closest, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM); // TODO: add a counter to handle how many times one can teleport, and a delay to prevent spam buff_RemoveAll(player, STATUSEFFECT_REMOVE_NORMAL); return true; } } } bool buffs_RemovePlayer(entity player) { buffs_BuffModel_Remove(player); return false; } MUTATOR_HOOKFUNCTION(buffs, MakePlayerObserver) { entity player = M_ARGV(0, entity); return buffs_RemovePlayer(player); } MUTATOR_HOOKFUNCTION(buffs, ClientDisconnect) { entity player = M_ARGV(0, entity); return buffs_RemovePlayer(player); } MUTATOR_HOOKFUNCTION(buffs, FilterItem) { if(autocvar_g_buffs < 0) return false; // no auto replacing of entities in this mode entity item = M_ARGV(0, entity); if(autocvar_g_buffs_replace_powerups && item.itemdef.instanceOfPowerup) { entity e = spawn(); buff_SpawnReplacement(e, item); return true; } return false; } MUTATOR_HOOKFUNCTION(buffs, WeaponRateFactor) { entity player = M_ARGV(1, entity); if(StatusEffects_active(STATUSEFFECT_Stunned, player)) M_ARGV(0, float) *= autocvar_g_buffs_disability_rate; } MUTATOR_HOOKFUNCTION(buffs, WeaponSpeedFactor) { entity player = M_ARGV(1, entity); if(StatusEffects_active(STATUSEFFECT_Stunned, player)) M_ARGV(0, float) *= autocvar_g_buffs_disability_weaponspeed; } MUTATOR_HOOKFUNCTION(buffs, Freeze) { entity targ = M_ARGV(0, entity); buff_RemoveAll(targ, STATUSEFFECT_REMOVE_NORMAL); } MUTATOR_HOOKFUNCTION(buffs, PlayerPreThink) { entity player = M_ARGV(0, entity); if(game_stopped || IS_DEAD(player) || !IS_PLAYER(player)) return; // NOTE: this is kept here to ensure crouches are picked up each player movement frame if(StatusEffects_active(BUFF_FLIGHT, player)) { if(!PHYS_INPUT_BUTTON_CROUCH(player)) player.buff_flight_crouchheld = false; else if(!player.buff_flight_crouchheld) { player.buff_flight_crouchheld = true; player.gravity *= -1; } } if(IS_PLAYER(player)) buffs_BuffModel_Update(player); } MUTATOR_HOOKFUNCTION(buffs, PlayerRegen) { entity player = M_ARGV(0, entity); if(StatusEffects_active(BUFF_MEDIC, player)) { M_ARGV(3, float) = autocvar_g_buffs_medic_rot; // rot_mod M_ARGV(4, float) = M_ARGV(1, float) = autocvar_g_buffs_medic_max; // limit_mod = max_mod M_ARGV(2, float) = autocvar_g_buffs_medic_regen; // regen_mod } } MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsString) { if(autocvar_g_buffs > 0) // only report as a mutator if they're enabled M_ARGV(0, string) = strcat(M_ARGV(0, string), ":Buffs"); } MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsPrettyString) { if(autocvar_g_buffs > 0) M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Buffs"); } void buffs_DelayedInit(entity this) { if(autocvar_g_buffs_spawn_count > 0) if(find(NULL, classname, "item_buff") == NULL) { float i; for(i = 0; i < autocvar_g_buffs_spawn_count; ++i) { entity e = spawn(); e.spawnflags |= 64; // always randomize e.velocity = randomvec() * 250; // this gets reset anyway if random location works buff_Init(e); } } } void buffs_Initialize() { // if buffs are above 0, allow random spawning if(autocvar_g_buffs > 0 && autocvar_g_buffs_spawn_count > 0) InitializeEntity(NULL, buffs_DelayedInit, INITPRIO_FINDTARGET); }