Xonotic
sv_buffs.qc
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1 #include "sv_buffs.qh"
2 
6 #include <server/items/items.qh>
7 
9 {
10  entity player = WaypointSprite_getviewentity(client);
11  entity myowner = this.owner;
12  entity heldbuff = buff_FirstFromFlags(myowner);
13 
14  if(!heldbuff)
15  return false;
16 
17  if(myowner.alpha <= 0.5 && DIFF_TEAM(player, myowner) && myowner.alpha != 0)
18  return false;
19 
20  if(MUTATOR_CALLHOOK(BuffModel_Customize, this, player))
21  return false;
22 
23  if(player == myowner)
24  {
25  // somewhat hide the model, but keep the glow
26  this.effects = 0;
27  this.alpha = -1;
28  }
29  else
30  {
32  this.alpha = myowner.alpha;
33  }
34  return true;
35 }
36 
38 {
39  this.nextthink = time;
40  entity player = this.owner;
41  if(player.alpha < 0 || player.buff_model != this)
42  {
43  if(player) // remnant from ChatBubbleThink, same question... WHY?!
44  player.buff_model = NULL;
45  delete(this);
46  return;
47  }
48 
49  entity heldbuff = buff_FirstFromFlags(player);
50 
51  if(!heldbuff)
52  {
53  this.effects = EF_NODRAW;
54  return;
55  }
56 
57  this.color = heldbuff.m_color;
58  this.glowmod = heldbuff.m_color;
59  this.skin = heldbuff.m_skin;
60 
61  this.effects = player.effects;
62  this.effects |= EF_LOWPRECISION;
63  this.effects = this.effects & EFMASK_CHEAP; // eat performance
64 
65  this.alpha = player.alpha;
66 }
67 
69 {
70  if(player.buff_model)
71  delete(player.buff_model);
72  player.buff_model = NULL;
73 }
74 
76 {
77  player.buff_model = new(buff_model);
78  setmodel(player.buff_model, MDL_BUFF);
79  setsize(player.buff_model, '0 0 -40', '0 0 40');
80  setattachment(player.buff_model, player, "");
81  setorigin(player.buff_model, '0 0 1' * (player.buff_model.maxs.z * 1));
82  player.buff_model.owner = player;
83  player.buff_model.exteriormodeltoclient = player;
84  player.buff_model.scale = 0.7;
85  player.buff_model.pflags = PFLAGS_FULLDYNAMIC;
86  player.buff_model.light_lev = 200;
87  setthink(player.buff_model, buffs_BuffModel_Think);
88  player.buff_model.nextthink = time;
89  setcefc(player.buff_model, buffs_BuffModel_Customize);
90 }
91 
93 {
94  if (this.alpha < 0)
95  return;
96  // spawn a buff model entity if needed
97  if (!this.buff_model)
99 }
100 
101 void buff_Effect(entity player, string eff)
102 {
103  if(!autocvar_g_buffs_effects) { return; }
104 
105  if(time >= player.buff_effect_delay)
106  {
107  Send_Effect_(eff, player.origin + ((player.mins + player.maxs) * 0.5), '0 0 0', 1);
108  player.buff_effect_delay = time + 0.05; // prevent spam
109  }
110 }
111 
112 // buff item
114 {
115  if(!this.owner.buff_active && !this.owner.buff_activetime || !this.owner.buffdef)
116  return false;
117 
118  entity heldbuff = buff_FirstFromFlags(view); // TODO: cache this information so it isn't performing a loop every frame
119  if (heldbuff)
120  {
121  return CS_CVAR(view).cvar_cl_buffs_autoreplace == false || heldbuff != this.owner.buffdef;
122  }
123 
124  return WaypointSprite_visible_for_player(this, player, view);
125 }
126 
128 {
129  if(autocvar_g_buffs_waypoint_distance <= 0) return;
130 
131  entity buff = e.buffdef;
132  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);
133  wp.wp_extra = buff.m_id;
134  WaypointSprite_UpdateTeamRadar(e.buff_waypoint, RADARICON_Buff, e.glowmod);
135  e.buff_waypoint.waypointsprite_visible_for_player = buff_Waypoint_visible_for_player;
136 }
137 
138 void buff_SetCooldown(entity this, float cd)
139 {
140  cd = max(0, cd);
141 
142  if(!this.buff_waypoint)
143  buff_Waypoint_Spawn(this);
144 
145  if(this.buff_waypoint)
146  WaypointSprite_UpdateBuildFinished(this.buff_waypoint, time + cd);
147 
148  this.buff_activetime = cd;
149  this.buff_active = !cd;
150 }
151 
153 {
154  if(game_stopped) return;
155 
156  vector oldbufforigin = this.origin;
157  this.velocity = '0 0 200';
158 
161  {
162  entity spot = SelectSpawnPoint(this, true);
163  setorigin(this, spot.origin);
164  this.velocity = ((randomvec() * 100) + '0 0 200');
165  this.angles = spot.angles;
166  }
167 
168  tracebox(this.origin, this.mins * 1.5, this.maxs * 1.5, this.origin, MOVE_NOMONSTERS, this);
169 
170  setorigin(this, trace_endpos); // attempt to unstick
171 
173 
174  makevectors(this.angles);
175  this.angles = '0 0 0';
178 
179  Send_Effect(EFFECT_ELECTRO_COMBO, oldbufforigin + ((this.mins + this.maxs) * 0.5), '0 0 0', 1);
180  Send_Effect(EFFECT_ELECTRO_COMBO, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
181 
182  WaypointSprite_Ping(this.buff_waypoint);
183 
184  sound(this, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
185 }
186 
187 void buff_Touch(entity this, entity toucher)
188 {
189  if(game_stopped) return;
190 
191  if(ITEM_TOUCH_NEEDKILL())
192  {
193  buff_Respawn(this);
194  return;
195  }
196 
197  if(!this.buff_active)
198  return;
199 
200  if(MUTATOR_CALLHOOK(BuffTouch, this, toucher))
201  return;
202  toucher = M_ARGV(1, entity);
203 
204  if(!IS_PLAYER(toucher))
205  return; // incase mutator changed toucher
206 
207  if((this.team_forced && toucher.team != this.team_forced)
208  || (STAT(FROZEN, toucher))
209  || (toucher.vehicle)
210  || (!this.buffdef) // TODO: error out or maybe reset type if this occurs?
211  || (time < toucher.buff_shield)
212  )
213  {
214  // can't touch this
215  return;
216  }
217 
218  entity heldbuff = buff_FirstFromFlags(toucher);
219  entity thebuff = this.buffdef;
220 
221  if (heldbuff)
222  {
223  if (CS_CVAR(toucher).cvar_cl_buffs_autoreplace && heldbuff != thebuff)
224  {
225  // TODO: lost-gained notification for this case
226  int buffid = heldbuff.m_id;
227  Send_Notification(NOTIF_ONE, toucher, MSG_INFO, INFO_ITEM_BUFF_LOST, toucher.netname, buffid);
228  if(!IS_INDEPENDENT_PLAYER(toucher))
229  Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_INFO, INFO_ITEM_BUFF_LOST, toucher.netname, buffid);
230 
231  //sound(toucher, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
232  }
233  else { return; } // do nothing
234  }
235 
236  this.owner = toucher;
237  this.buff_active = false;
238  this.lifetime = 0;
239  Send_Notification(NOTIF_ONE, toucher, MSG_MULTI, ITEM_BUFF_GOT, thebuff.m_id);
240  if(!IS_INDEPENDENT_PLAYER(toucher))
241  Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_INFO, INFO_ITEM_BUFF, toucher.netname, thebuff.m_id);
242 
243  Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
244  sound(toucher, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTN_NORM);
245  float oldtime = StatusEffects_gettime(thebuff, toucher);
246  float bufftime = ((this.buffs_finished) ? this.buffs_finished : thebuff.m_time(thebuff));
247 
248  buff_RemoveAll(toucher, STATUSEFFECT_REMOVE_NORMAL); // remove previous buffs so that a new one may be added
249  if(bufftime)
250  StatusEffects_apply(thebuff, toucher, min(time + bufftime, max(oldtime, time) + bufftime), 0);
251  else
252  StatusEffects_apply(thebuff, toucher, time + 999, 0); // HACK: zero timer means "infinite"!
253 
254  STAT(LAST_PICKUP, toucher) = time;
255 }
256 
258 {
259  if (!buff)
260  return false;
261  if (buff == BUFF_AMMO && ((start_items & IT_UNLIMITED_AMMO) || cvar("g_melee_only")))
262  return false;
263  if (buff == BUFF_VAMPIRE && cvar("g_vampire"))
264  return false;
265  return cvar(strcat("g_buffs_", buff.netname));
266 }
267 
269 
271 {
273  FOREACH(StatusEffect, it.instanceOfBuff && buff_Available(it),
274  {
275  // if it's already been chosen, give it a lower priority
276  float myseencount = (it.buff_seencount > 0) ? it.buff_seencount : 1; // no division by zero please!
277  RandomSelection_AddEnt(it, max(0.2, 1 / myseencount), 1);
278  });
280  if(!newbuff)
281  return;
282  newbuff.buff_seencount += 1; // lower chances of seeing this buff again soon
283  ent.buffdef = newbuff;
284 }
285 
286 void buff_RemoveAll(entity actor, int removal_type)
287 {
288  if(!actor.statuseffects)
289  return;
290  FOREACH(StatusEffect, it.instanceOfBuff,
291  {
292  it.m_remove(it, actor, removal_type);
293  });
294 }
295 
297 {
298  if(!actor.statuseffects)
299  return NULL;
300  FOREACH(StatusEffect, it.instanceOfBuff && it.m_active(it, actor), { return it; });
301  return NULL;
302 }
303 
304 void buff_Think(entity this)
305 {
307  WaypointSprite_Kill(this.buff_waypoint);
308 
309  if(this.buffdef != this.oldbuffs)
310  {
311  entity buff = this.buffdef;
312  this.color = buff.m_color;
313  this.glowmod = buff.m_color;
314  this.skin = buff.m_skin;
315 
316  setmodel(this, MDL_BUFF);
317  setsize(this, BUFF_MIN, BUFF_MAX);
318 
319  if(this.buff_waypoint)
320  {
321  //WaypointSprite_Disown(this.buff_waypoint, 1);
322  WaypointSprite_Kill(this.buff_waypoint);
323  buff_Waypoint_Spawn(this);
324  if(this.buff_activetime)
325  WaypointSprite_UpdateBuildFinished(this.buff_waypoint, time + this.buff_activetime - frametime);
326  }
327 
328  this.oldbuffs = this.buffdef;
329  }
330 
331  if(!game_stopped)
332  if((round_handler_IsActive() && round_handler_IsRoundStarted()) || time >= game_starttime)
333  if(!this.buff_activetime_updated)
334  {
335  buff_SetCooldown(this, this.buff_activetime);
336  this.buff_activetime_updated = true;
337  }
338 
339  if(!this.buff_active && !this.buff_activetime)
340  if(!this.owner || STAT(FROZEN, this.owner) || IS_DEAD(this.owner) || !this.owner.iscreature || this.owner.vehicle
341  || this.pickup_anyway > 0 || (this.pickup_anyway >= 0 && autocvar_g_buffs_pickup_anyway) || this.buffdef != buff_FirstFromFlags(this.owner))
342  {
344  this.owner = NULL;
346  buff_NewType(this);
347 
349  buff_Respawn(this);
350  }
351 
352  if(this.buff_activetime)
353  if(!game_stopped)
354  if((round_handler_IsActive() && round_handler_IsRoundStarted()) || time >= game_starttime)
355  {
356  this.buff_activetime = max(0, this.buff_activetime - frametime);
357 
358  if(!this.buff_activetime)
359  {
360  this.buff_active = true;
361  sound(this, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTN_NORM);
362  Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
363  }
364  }
365 
366  if(this.buff_active)
367  {
368  if(this.team_forced && !this.buff_waypoint)
369  buff_Waypoint_Spawn(this);
370 
371  if(this.lifetime && time >= this.lifetime)
372  buff_Respawn(this);
373  }
374 
375  this.nextthink = time;
376  //this.angles_y = time * 110.1;
377 }
378 
380 {
381  WaypointSprite_Kill(this.buff_waypoint);
382 
383  if(this.buff_activetime) { buff_Waypoint_Spawn(this); }
384 }
385 
386 void buff_Reset(entity this)
387 {
389  buff_NewType(this);
390  this.owner = NULL;
392  buff_Waypoint_Reset(this);
393  this.buff_activetime_updated = false;
394 
396  buff_Respawn(this);
397 }
398 
399 bool buff_Customize(entity this, entity client)
400 {
401  entity player = WaypointSprite_getviewentity(client);
402  if((!this.buff_active || !this.buffdef) || (this.team_forced && player.team != this.team_forced))
403  {
404  this.alpha = 0.3;
405  if(this.effects & EF_FULLBRIGHT) { this.effects &= ~(EF_FULLBRIGHT); }
406  this.pflags = 0;
407  }
408  else
409  {
410  this.alpha = 1;
411  if(!(this.effects & EF_FULLBRIGHT)) { this.effects |= EF_FULLBRIGHT; }
412  this.light_lev = 220 + 36 * sin(time);
413  this.pflags = PFLAGS_FULLDYNAMIC;
414  }
415  return true;
416 }
417 
418 void buff_Delete(entity this)
419 {
420  WaypointSprite_Kill(this.buff_waypoint);
421  delete_fn(this);
422 }
423 
424 void buff_Init(entity this)
425 {
426  if(!cvar("g_buffs")) { delete(this); return; }
427 
428  entity buff = this.buffdef;
429 
430  if(!buff || !buff_Available(buff))
431  buff_NewType(this);
432 
433  this.classname = "item_buff";
434  this.solid = SOLID_TRIGGER;
435  this.flags = FL_ITEM;
436  this.bot_pickup = true;
437  this.bot_pickupevalfunc = generic_pickupevalfunc;
438  this.bot_pickupbasevalue = 1000;
439  IL_PUSH(g_items, this);
440  setthink(this, buff_Think);
441  settouch(this, buff_Touch);
442  setmodel(this, MDL_BUFF);
443  setsize(this, BUFF_MIN, BUFF_MAX);
444  this.reset = buff_Reset;
445  this.nextthink = time + 0.1;
446  this.gravity = 1;
448  this.scale = 1;
449  this.skin = buff.m_skin;
452  setcefc(this, buff_Customize);
453  //this.gravity = 100;
454  this.color = buff.m_color;
455  this.glowmod = buff.m_color;
456  buff_SetCooldown(this, autocvar_g_buffs_cooldown_activate + max(0, game_starttime - time));
457  this.buff_active = !this.buff_activetime;
458  this.pflags = PFLAGS_FULLDYNAMIC;
459  this.dtor = buff_Delete;
460 
461  if(!this.buffs_finished)
462  this.buffs_finished = this.count; // legacy support
463 
464  if(this.spawnflags & 1)
465  this.noalign = true;
466 
467  if(this.noalign)
468  set_movetype(this, MOVETYPE_NONE); // reset by random location
469 
470  if(cvar("g_buffs_random_location") || (this.spawnflags & 64))
471  buff_Respawn(this);
472 }
473 
474 void buff_Init_Compat(entity ent, entity replacement)
475 {
476  if (teamplay)
477  {
478  if (ent.spawnflags & 2)
479  ent.team_forced = NUM_TEAM_1;
480  else if (ent.spawnflags & 4)
481  ent.team_forced = NUM_TEAM_2;
482  }
483 
484  ent.buffdef = replacement;
485 
486  buff_Init(ent);
487 }
488 
490 {
491  setorigin(ent, old.origin);
492  ent.angles = old.angles;
493  ent.noalign = Item_ShouldKeepPosition(old);
494 
495  buff_Init(ent);
496 }
497 
499 {
500  if(this.enemy)
501  Damage(this.enemy, this.owner, this.owner, this.dmg, DEATH_BUFF.m_id, DMG_NOWEP, this.enemy.origin, '0 0 0');
502 
503  delete(this);
504  return;
505 }
506 
507 float buff_Inferno_CalculateTime(float damg, float offset_x, float offset_y, float intersect_x, float intersect_y, float base)
508 {
509  return offset_y + (intersect_y - offset_y) * logn(((damg - offset_x) * ((base - 1) / intersect_x)) + 1, base);
510 }
511 
512 METHOD(Buff, m_apply, void(StatusEffects this, entity actor, float eff_time, float eff_flags))
513 {
514  if(IS_PLAYER(actor))
515  actor.effects |= EF_NOSHADOW; // does not play well with buff icon
516  SUPER(Buff).m_apply(this, actor, eff_time, eff_flags);
517 }
518 METHOD(Buff, m_remove, void(StatusEffects this, entity actor, int removal_type))
519 {
520  bool wasactive = (actor.statuseffects && (actor.statuseffects.statuseffect_flags[this.m_id] & STATUSEFFECT_FLAG_ACTIVE));
521  if(wasactive)
522  {
523  int buffid = this.m_id;
524  if(removal_type == STATUSEFFECT_REMOVE_TIMEOUT)
525  {
526  Send_Notification(NOTIF_ONE, actor, MSG_MULTI, ITEM_BUFF_DROP, buffid); // TODO: special timeout message?
527  sound(actor, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
528  }
529  else if(removal_type == STATUSEFFECT_REMOVE_NORMAL && !IS_INDEPENDENT_PLAYER(actor))
530  Send_Notification(NOTIF_ALL_EXCEPT, actor, MSG_INFO, INFO_ITEM_BUFF_LOST, actor.netname, buffid);
531  actor.buff_shield = time + max(0, autocvar_g_buffs_pickup_delay); // always put in a delay, even if small
532  }
533  if(IS_PLAYER(actor))
534  actor.effects &= ~EF_NOSHADOW;
535  SUPER(Buff).m_remove(this, actor, removal_type);
536 }
537 
538 METHOD(Disabled, m_tick, void(StatusEffects this, entity actor))
539 {
540  if(time >= actor.disabled_effect_time)
541  {
542  Send_Effect(EFFECT_SMOKING, actor.origin + ((actor.mins + actor.maxs) * 0.5), '0 0 0', 1);
543  actor.disabled_effect_time = time + 0.5;
544  }
545  SUPER(Disabled).m_tick(this, actor);
546 }
547 METHOD(Disabled, m_remove, void(StatusEffects this, entity actor, int removal_type))
548 {
549  actor.disabled_effect_time = 0;
550  SUPER(Disabled).m_remove(this, actor, removal_type);
551 }
552 
553 METHOD(AmmoBuff, m_apply, void(StatusEffects this, entity actor, float eff_time, float eff_flags))
554 {
555  bool wasactive = (actor.statuseffects && (actor.statuseffects.statuseffect_flags[this.m_id] & STATUSEFFECT_FLAG_ACTIVE));
556  if(!wasactive)
557  {
558  actor.buff_ammo_prev_infitems = (actor.items & IT_UNLIMITED_AMMO);
559  actor.items |= IT_UNLIMITED_AMMO;
560  for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
561  {
562  .entity weaponentity = weaponentities[slot];
563  if(!actor.(weaponentity))
564  continue;
565  if(actor.(weaponentity).clip_load)
566  actor.(weaponentity).buff_ammo_prev_clipload = actor.(weaponentity).clip_load;
567  if(actor.(weaponentity).clip_size)
568  actor.(weaponentity).clip_load = actor.(weaponentity).(weapon_load[actor.(weaponentity).m_switchweapon.m_id]) = actor.(weaponentity).clip_size;
569  }
570  }
571  SUPER(AmmoBuff).m_apply(this, actor, eff_time, eff_flags);
572 }
573 METHOD(AmmoBuff, m_remove, void(StatusEffects this, entity actor, int removal_type))
574 {
575  bool wasactive = (actor.statuseffects && (actor.statuseffects.statuseffect_flags[this.m_id] & STATUSEFFECT_FLAG_ACTIVE));
576  if(wasactive)
577  {
578  actor.items = BITSET(actor.items, IT_UNLIMITED_AMMO, actor.buff_ammo_prev_infitems);
579  for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
580  {
581  .entity weaponentity = weaponentities[slot];
582  if(!actor.(weaponentity))
583  continue;
584  if(actor.(weaponentity).buff_ammo_prev_clipload)
585  {
586  actor.(weaponentity).clip_load = actor.(weaponentity).buff_ammo_prev_clipload;
587  actor.(weaponentity).buff_ammo_prev_clipload = 0;
588  }
589  }
590  }
591  actor.buff_ammo_prev_infitems = 0;
592  SUPER(AmmoBuff).m_remove(this, actor, removal_type);
593 }
594 METHOD(AmmoBuff, m_tick, void(StatusEffects this, entity actor))
595 {
596  if(IS_PLAYER(actor))
597  {
598  for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
599  {
600  .entity weaponentity = weaponentities[slot];
601  if(actor.(weaponentity).clip_size)
602  actor.(weaponentity).clip_load = actor.(weaponentity).(weapon_load[actor.(weaponentity).m_switchweapon.m_id]) = actor.(weaponentity).clip_size;
603  }
604  }
605 
606  SUPER(AmmoBuff).m_tick(this, actor);
607 }
608 
609 
610 METHOD(FlightBuff, m_apply, void(StatusEffects this, entity actor, float eff_time, float eff_flags))
611 {
612  bool wasactive = (actor.statuseffects && (actor.statuseffects.statuseffect_flags[this.m_id] & STATUSEFFECT_FLAG_ACTIVE));
613  if(!wasactive)
614  {
615  actor.buff_flight_oldgravity = actor.gravity;
616  if(!actor.gravity)
617  actor.gravity = 1;
618  }
619  SUPER(FlightBuff).m_apply(this, actor, eff_time, eff_flags);
620 }
621 METHOD(FlightBuff, m_remove, void(StatusEffects this, entity actor, int removal_type))
622 {
623  bool wasactive = (actor.statuseffects && (actor.statuseffects.statuseffect_flags[this.m_id] & STATUSEFFECT_FLAG_ACTIVE));
624  if(wasactive)
625  {
626  actor.gravity = ((actor.trigger_gravity_check) ? actor.trigger_gravity_check.enemy.gravity : actor.buff_flight_oldgravity);
627  }
628  actor.buff_flight_oldgravity = 0;
629  SUPER(FlightBuff).m_remove(this, actor, removal_type);
630 }
631 
632 METHOD(MagnetBuff, m_tick, void(StatusEffects this, entity actor))
633 {
634  if(IS_PLAYER(actor))
635  {
636  vector pickup_size;
637  IL_EACH(g_items, it.itemdef,
638  {
639  if(it.buffdef)
640  pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_buff;
641  else
642  pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_item;
643 
644  if(boxesoverlap(actor.absmin - pickup_size, actor.absmax + pickup_size, it.absmin, it.absmax))
645  {
646  if(gettouch(it))
647  gettouch(it)(it, actor);
648  }
649  });
650  }
651 
652  SUPER(MagnetBuff).m_tick(this, actor);
653 }
654 
655 // mutator hooks
656 MUTATOR_HOOKFUNCTION(buffs, Damage_Calculate)
657 {
658  entity frag_attacker = M_ARGV(1, entity);
659  entity frag_target = M_ARGV(2, entity);
660  float frag_deathtype = M_ARGV(3, float);
661  float frag_damage = M_ARGV(4, float);
662  vector frag_force = M_ARGV(6, vector);
663 
664  if(frag_deathtype == DEATH_BUFF.m_id) { return; }
665 
666  if(StatusEffects_active(BUFF_RESISTANCE, frag_target))
667  {
668  float reduced = frag_damage * autocvar_g_buffs_resistance_blockpercent;
669  frag_damage = bound(0, frag_damage - reduced, frag_damage);
670  }
671 
672  if(StatusEffects_active(BUFF_MEDIC, frag_target))
673  if((GetResource(frag_target, RES_HEALTH) - frag_damage) <= 0)
674  if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
675  if(frag_attacker)
677  frag_damage = max(5, GetResource(frag_target, RES_HEALTH) - autocvar_g_buffs_medic_survive_health);
678 
679  if(StatusEffects_active(BUFF_JUMP, frag_target))
680  if(frag_deathtype == DEATH_FALL.m_id)
681  frag_damage = 0;
682 
683  if(StatusEffects_active(BUFF_VENGEANCE, frag_target))
684  if(frag_attacker)
685  if(frag_attacker != frag_target)
686  if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
687  {
688  entity dmgent = new_pure(dmgent);
689 
690  dmgent.dmg = frag_damage * autocvar_g_buffs_vengeance_damage_multiplier;
691  dmgent.enemy = frag_attacker;
692  dmgent.owner = frag_target;
694  dmgent.nextthink = time + 0.1;
695  }
696 
697  if(StatusEffects_active(BUFF_BASH, frag_target))
698  if(frag_attacker != frag_target)
699  frag_force = '0 0 0';
700 
701  if(StatusEffects_active(BUFF_BASH, frag_attacker))
702  if(frag_force)
703  {
704  if(frag_attacker == frag_target)
705  frag_force *= autocvar_g_buffs_bash_force_self;
706  else
707  frag_force *= autocvar_g_buffs_bash_force;
708  }
709 
710  if(StatusEffects_active(BUFF_DISABILITY, frag_attacker))
711  if(frag_target != frag_attacker)
712  StatusEffects_apply(STATUSEFFECT_Disabled, frag_target, time + autocvar_g_buffs_disability_slowtime, 0);
713 
714  if(StatusEffects_active(BUFF_INFERNO, frag_target))
715  {
716  if(frag_deathtype == DEATH_FIRE.m_id)
717  frag_damage = 0;
718  if(frag_deathtype == DEATH_LAVA.m_id)
719  frag_damage *= 0.5; // TODO: cvarize?
720  }
721 
722  if(StatusEffects_active(BUFF_LUCK, frag_attacker))
723  if(frag_attacker != frag_target)
727 
728  if(StatusEffects_active(BUFF_INFERNO, frag_attacker))
729  if(frag_target != frag_attacker) {
730  float btime = buff_Inferno_CalculateTime(
731  frag_damage,
732  0,
737  );
738  Fire_AddDamage(frag_target, frag_attacker, (frag_damage * autocvar_g_buffs_inferno_damagemultiplier), btime, DEATH_BUFF.m_id);
739  }
740 
741  M_ARGV(4, float) = frag_damage;
742  M_ARGV(6, vector) = frag_force;
743 }
744 
745 MUTATOR_HOOKFUNCTION(buffs, PlayerDamage_SplitHealthArmor)
746 {
747  // NOTE: vampire PlayerDamage_SplitHealthArmor code is similar
748  entity frag_attacker = M_ARGV(1, entity);
749  entity frag_target = M_ARGV(2, entity);
750  if(!StatusEffects_active(BUFF_VAMPIRE, frag_attacker))
751  return;
752  float health_take = bound(0, M_ARGV(4, float), GetResource(frag_target, RES_HEALTH));
753 
754  if (!StatusEffects_active(STATUSEFFECT_SpawnShield, frag_target) && frag_target != frag_attacker
755  && IS_PLAYER(frag_attacker) && !IS_DEAD(frag_target) && !STAT(FROZEN, frag_target))
756  {
757  GiveResource(frag_attacker, RES_HEALTH, autocvar_g_buffs_vampire_damage_steal * health_take);
758  }
759 }
760 
761 MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics_UpdateStats)
762 {
763  entity player = M_ARGV(0, entity);
764  // these automatically reset, no need to worry
765 
766  if(StatusEffects_active(STATUSEFFECT_Disabled, player))
767  STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_buffs_disability_speed;
768 }
769 
770 MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics)
771 {
772  entity player = M_ARGV(0, entity);
773  // these automatically reset, no need to worry
774 
775  if(StatusEffects_active(BUFF_JUMP, player))
776  STAT(MOVEVARS_JUMPVELOCITY, player) = autocvar_g_buffs_jump_height;
777 }
778 
779 MUTATOR_HOOKFUNCTION(buffs, MonsterMove)
780 {
781  entity mon = M_ARGV(0, entity);
782 
783  if(StatusEffects_active(STATUSEFFECT_Disabled, mon))
784  {
785  M_ARGV(1, float) *= autocvar_g_buffs_disability_speed; // run speed
786  M_ARGV(2, float) *= autocvar_g_buffs_disability_speed; // walk speed
787  }
788 }
789 
791 {
792  if(MUTATOR_RETURNVALUE || game_stopped || !autocvar_g_buffs_drop) return;
793 
794  entity player = M_ARGV(0, entity);
795 
796  entity heldbuff = buff_FirstFromFlags(player);
797  if(heldbuff)
798  {
799  int buffid = heldbuff.m_id;
800  Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid);
801  if(!IS_INDEPENDENT_PLAYER(player))
802  Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
803 
805  player.buff_shield = time + max(0, autocvar_g_buffs_pickup_delay);
806  sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
807  return true;
808  }
809 }
810 
811 MUTATOR_HOOKFUNCTION(buffs, ForbidThrowCurrentWeapon)
812 {
813  if(MUTATOR_RETURNVALUE || game_stopped) return;
814  entity player = M_ARGV(0, entity);
815 
816  if(StatusEffects_active(BUFF_SWAPPER, player))
817  {
818  float best_distance = autocvar_g_buffs_swapper_range;
819  entity closest = NULL;
821  if(!IS_DEAD(it) && !STAT(FROZEN, it) && !it.vehicle)
822  if(DIFF_TEAM(it, player))
823  {
824  float test = vlen2(player.origin - it.origin);
825  if(test <= best_distance * best_distance)
826  {
827  best_distance = sqrt(test);
828  closest = it;
829  }
830  }
831  });
832 
833  if(closest)
834  {
835  vector my_org, my_vel, my_ang, their_org, their_vel, their_ang;
836 
837  my_org = player.origin;
838  my_vel = player.velocity;
839  my_ang = player.angles;
840  their_org = closest.origin;
841  their_vel = closest.velocity;
842  their_ang = closest.angles;
843 
844  Drop_Special_Items(closest);
845 
846  MUTATOR_CALLHOOK(PortalTeleport, player); // initiate flag dropper
847 
848  setorigin(player, their_org);
849  setorigin(closest, my_org);
850 
851  closest.velocity = my_vel;
852  closest.angles = my_ang;
853  if (IS_BOT_CLIENT(closest))
854  {
855  closest.v_angle = closest.angles;
856  bot_aim_reset(closest);
857  }
858  closest.fixangle = true;
859  closest.oldorigin = my_org;
860  closest.oldvelocity = my_vel;
861  player.velocity = their_vel;
862  player.angles = their_ang;
863  if (IS_BOT_CLIENT(player))
864  {
865  player.v_angle = player.angles;
866  bot_aim_reset(player);
867  }
868  player.fixangle = true;
869  player.oldorigin = their_org;
870  player.oldvelocity = their_vel;
871 
872  // set pusher so player gets the kill if they fall into void
873  closest.pusher = player;
874  closest.pushltime = time + autocvar_g_maxpushtime;
875  closest.istypefrag = PHYS_INPUT_BUTTON_CHAT(closest);
876 
877  Send_Effect(EFFECT_ELECTRO_COMBO, their_org, '0 0 0', 1);
878  Send_Effect(EFFECT_ELECTRO_COMBO, my_org, '0 0 0', 1);
879 
880  sound(player, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
881  sound(closest, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NORM);
882 
883  // TODO: add a counter to handle how many times one can teleport, and a delay to prevent spam
885  return true;
886  }
887  }
888 }
889 
891 {
892  buffs_BuffModel_Remove(player);
893 
894  return false;
895 }
896 MUTATOR_HOOKFUNCTION(buffs, MakePlayerObserver) { entity player = M_ARGV(0, entity); return buffs_RemovePlayer(player); }
898 
899 MUTATOR_HOOKFUNCTION(buffs, FilterItem)
900 {
901  if(autocvar_g_buffs < 0)
902  return false; // no auto replacing of entities in this mode
903 
904  entity item = M_ARGV(0, entity);
905 
906  if(autocvar_g_buffs_replace_powerups && item.itemdef.instanceOfPowerup)
907  {
908  entity e = spawn();
909  buff_SpawnReplacement(e, item);
910  return true;
911  }
912 
913  return false;
914 }
915 
916 MUTATOR_HOOKFUNCTION(buffs, WeaponRateFactor)
917 {
918  entity player = M_ARGV(1, entity);
919 
920  if(StatusEffects_active(STATUSEFFECT_Disabled, player))
922 }
923 
924 MUTATOR_HOOKFUNCTION(buffs, WeaponSpeedFactor)
925 {
926  entity player = M_ARGV(1, entity);
927 
928  if(StatusEffects_active(STATUSEFFECT_Disabled, player))
930 }
931 
933 {
934  entity targ = M_ARGV(0, entity);
936 }
937 
939 {
940  entity player = M_ARGV(0, entity);
941 
942  if(game_stopped || IS_DEAD(player) || !IS_PLAYER(player)) return;
943 
944  // NOTE: this is kept here to ensure crouches are picked up each player movement frame
945  if(StatusEffects_active(BUFF_FLIGHT, player))
946  {
947  if(!PHYS_INPUT_BUTTON_CROUCH(player))
948  player.buff_flight_crouchheld = false;
949  else if(!player.buff_flight_crouchheld)
950  {
951  player.buff_flight_crouchheld = true;
952  player.gravity *= -1;
953  }
954  }
955 
956  if(IS_PLAYER(player))
957  buffs_BuffModel_Update(player);
958 }
959 
960 MUTATOR_HOOKFUNCTION(buffs, PlayerRegen)
961 {
962  entity player = M_ARGV(0, entity);
963 
964  if(StatusEffects_active(BUFF_MEDIC, player))
965  {
966  M_ARGV(3, float) = autocvar_g_buffs_medic_rot; // rot_mod
967  M_ARGV(4, float) = M_ARGV(1, float) = autocvar_g_buffs_medic_max; // limit_mod = max_mod
968  M_ARGV(2, float) = autocvar_g_buffs_medic_regen; // regen_mod
969  }
970 }
971 
972 MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsString)
973 {
974  if(autocvar_g_buffs > 0) // only report as a mutator if they're enabled
975  M_ARGV(0, string) = strcat(M_ARGV(0, string), ":Buffs");
976 }
977 
978 MUTATOR_HOOKFUNCTION(buffs, BuildMutatorsPrettyString)
979 {
980  if(autocvar_g_buffs > 0)
981  M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Buffs");
982 }
983 
985 {
987  if(find(NULL, classname, "item_buff") == NULL)
988  {
989  float i;
990  for(i = 0; i < autocvar_g_buffs_spawn_count; ++i)
991  {
992  entity e = spawn();
993  e.spawnflags |= 64; // always randomize
994  e.velocity = randomvec() * 250; // this gets reset anyway if random location works
995  buff_Init(e);
996  }
997  }
998 }
999 
1001 {
1002  // if buffs are above 0, allow random spawning
1003  if(autocvar_g_buffs > 0 && autocvar_g_buffs_spawn_count > 0)
1004  InitializeEntity(NULL, buffs_DelayedInit, INITPRIO_FINDTARGET);
1005 }
Definition: all.inc:18
vector color
void buff_Init_Compat(entity ent, entity replacement)
Definition: sv_buffs.qc:474
void buff_RemoveAll(entity actor, int removal_type)
Definition: sv_buffs.qc:286
entity SelectSpawnPoint(entity this, bool anypoint)
Definition: spawnpoints.qc:329
#define round_handler_IsActive()
float autocvar_g_buffs_medic_survive_health
Definition: sv_buffs.qh:35
#define IL_EACH(this, cond, body)
float autocvar_g_buffs_inferno_burntime_factor
Definition: sv_buffs.qh:48
float MOVETYPE_NONE
Definition: progsdefs.qc:246
#define PHYS_INPUT_BUTTON_CHAT(s)
Definition: player.qh:155
float autocvar_g_buffs_disability_slowtime
Definition: sv_buffs.qh:42
#define PHYS_INPUT_BUTTON_CROUCH(s)
Definition: player.qh:150
float weapon_load[REGISTRY_MAX(Weapons)]
Definition: weaponsystem.qh:29
float alpha
Definition: items.qc:14
bool buff_active
Definition: sv_buffs.qh:69
const int NUM_TEAM_2
Definition: teams.qh:19
entity buff_waypoint
Definition: sv_buffs.qh:72
float autocvar_g_buffs_inferno_damagemultiplier
Definition: sv_buffs.qh:52
skin
Definition: ent_cs.qc:143
float autocvar_g_buffs_swapper_range
Definition: sv_buffs.qh:53
float autocvar_g_buffs_random_lifetime
Definition: sv_buffs.qh:25
float autocvar_g_buffs_medic_rot
Definition: sv_buffs.qh:36
float logn(float e, float base)
Definition: mathlib.qc:102
void bot_aim_reset(entity this)
Definition: aim.qc:170
#define IS_INDEPENDENT_PLAYER(e)
Definition: client.qh:314
float MOVETYPE_TOSS
Definition: progsdefs.qc:252
float autocvar_g_buffs_waypoint_distance
Definition: sv_buffs.qh:20
bool autocvar_g_buffs_replace_powerups
Definition: sv_buffs.qh:29
ERASEABLE void RandomSelection_Init()
Definition: random.qc:4
bool buff_activetime_updated
Definition: sv_buffs.qh:71
bool autocvar_g_buffs_drop
Definition: sv_buffs.qh:30
int autocvar_g_buffs_spawn_count
Definition: sv_buffs.qh:28
float buff_Inferno_CalculateTime(float damg, float offset_x, float offset_y, float intersect_x, float intersect_y, float base)
Definition: sv_buffs.qc:507
entity() spawn
void buffs_DelayedInit(entity this)
Definition: sv_buffs.qc:984
float autocvar_g_buffs_inferno_burntime_target_time
Definition: sv_buffs.qh:51
const vector BUFF_MIN
Definition: sv_buffs.qh:77
bool autocvar_g_buffs_random_location
Definition: sv_buffs.qh:26
void Freeze(entity targ, float revivespeed, int frozen_type, bool show_waypoint)
Definition: damage.qc:494
#define FOREACH_CLIENT(cond, body)
Definition: utils.qh:49
float autocvar_g_buffs_medic_regen
Definition: sv_buffs.qh:38
bool autocvar_g_buffs_effects
Definition: sv_buffs.qh:19
const float ATTEN_NONE
Definition: sound.qh:27
vector maxs
Definition: csprogsdefs.qc:113
float DPCONTENTS_SKY
#define CS_CVAR(this)
Definition: state.qh:51
var void delete_fn(entity e)
Effect is being removed by a function, calls regular removal mechanics.
Definition: all.qh:25
int start_items
Definition: world.qh:84
float dmg
Definition: platforms.qh:6
float MoveToRandomMapLocation(entity e, float goodcontents, float badcontents, float badsurfaceflags, float attempts, float maxaboveground, float minviewdistance)
Definition: world.qc:1157
const vector BUFF_MAX
Definition: sv_buffs.qh:78
float DPCONTENTS_PLAYERCLIP
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Definition: bot.qh:66
float generic_pickupevalfunc(entity player, entity item)
Definition: items.qc:797
origin
Definition: ent_cs.qc:114
float autocvar_g_buffs_luck_damagemultiplier
Definition: sv_buffs.qh:57
float autocvar_g_buffs_bash_force
Definition: sv_buffs.qh:40
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Definition: csprogsdefs.qc:107
#define round_handler_IsRoundStarted()
#define METHOD(cname, name, prototype)
Definition: oo.qh:257
float noalign
Definition: items.qh:42
entity buff_FirstFromFlags(entity actor)
Definition: sv_buffs.qc:296
#define DIFF_TEAM(a, b)
Definition: teams.qh:240
float FL_ITEM
Definition: progsdefs.qc:239
void buff_Init(entity this)
Definition: sv_buffs.qc:424
float autocvar_g_buffs_disability_weaponspeed
Definition: sv_buffs.qh:45
entity buff_model
Definition: sv_buffs.qh:75
void PlayerPreThink(entity this)
Definition: client.qc:2402
float effects
Definition: csprogsdefs.qc:111
const float EF_NOSHADOW
Definition: csprogsdefs.qc:306
int clip_load
Definition: wepent.qh:14
float spawnflags
Definition: progsdefs.qc:191
#define DMG_NOWEP
Definition: damage.qh:126
float autocvar_g_buffs_medic_survive_chance
Definition: sv_buffs.qh:34
float autocvar_g_maxpushtime
Definition: damage.qh:17
entity owner
Definition: main.qh:73
float buff_activetime
Definition: sv_buffs.qh:70
ClientDisconnect(this)
Definition: all.inc:84
bool buffs_RemovePlayer(entity player)
Definition: sv_buffs.qc:890
int autocvar_g_buffs_random_location_attempts
Definition: sv_buffs.qh:27
#define SUPER(cname)
Definition: oo.qh:219
#define setmodel(this, m)
Definition: model.qh:26
const float ATTN_NORM
Definition: csprogsdefs.qc:226
float autocvar_g_buffs_bash_force_self
Definition: sv_buffs.qh:41
bool buff_Customize(entity this, entity client)
Definition: sv_buffs.qc:399
RES_HEALTH
Definition: ent_cs.qc:126
void buff_Reset(entity this)
Definition: sv_buffs.qc:386
const float EF_NODRAW
Definition: csprogsdefs.qc:305
float autocvar_g_buffs_medic_max
Definition: sv_buffs.qh:37
#define RandomSelection_AddEnt(e, weight, priority)
Definition: random.qh:14
const float EF_FULLBRIGHT
Definition: csprogsdefs.qc:303
void buffs_Initialize()
Definition: sv_buffs.qc:1000
void buff_Touch(entity this, entity toucher)
Definition: sv_buffs.qc:187
void buff_Waypoint_Spawn(entity e)
Definition: sv_buffs.qc:127
void buff_SetCooldown(entity this, float cd)
Definition: sv_buffs.qc:138
float autocvar_g_buffs_vengeance_damage_multiplier
Definition: sv_buffs.qh:39
float autocvar_g_buffs_disability_rate
Definition: sv_buffs.qh:44
int m_id
Definition: effect.qh:19
float autocvar_g_buffs_pickup_delay
Definition: sv_buffs.qh:22
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Definition: powerups.qc:23
entity enemy
Definition: sv_ctf.qh:143
MUTATOR_HOOKFUNCTION(buffs, Damage_Calculate)
Definition: sv_buffs.qc:656
Definition: buffs.qh:20
float Q3SURFACEFLAG_SKY
bool autocvar_g_buffs_randomize
Definition: sv_buffs.qh:23
const float MOVE_NOMONSTERS
Definition: csprogsdefs.qc:253
vector mins
Definition: csprogsdefs.qc:113
#define vlen2(v)
Definition: vector.qh:4
ERASEABLE entity IL_PUSH(IntrusiveList this, entity it)
Push to tail.
float autocvar_g_buffs_jump_height
Definition: sv_buffs.qh:47
int buff_seencount
Definition: sv_buffs.qc:268
void buff_SpawnReplacement(entity ent, entity old)
Definition: sv_buffs.qc:489
spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 f1 s1 strcat(_("Level %s: "), "^BG%s\3\, _("^BGPress ^F2%s^BG to enter the game"))
const int MAX_WEAPONSLOTS
Definition: weapon.qh:13
const int CH_TRIGGER
Definition: sound.qh:12
float autocvar_g_buffs_luck_chance
Definition: sv_buffs.qh:56
void PlayerUseKey(entity this)
Definition: client.qc:2349
int team_forced
Definition: teamplay.qh:15
entity RandomSelection_chosen_ent
Definition: random.qh:5
IntrusiveList g_items
Definition: items.qh:126
float bot_pickup
Definition: api.qh:43
void buffs_BuffModel_Remove(entity player)
Definition: sv_buffs.qc:68
const int CBC_ORDER_FIRST
Definition: base.qh:7
#define NULL
Definition: post.qh:17
float frametime
Definition: csprogsdefs.qc:17
void buff_Waypoint_Reset(entity this)
Definition: sv_buffs.qc:379
float light_lev
float DPCONTENTS_SOLID
const float VOL_BASE
Definition: sound.qh:36
float autocvar_g_buffs_disability_speed
Definition: sv_buffs.qh:43
vector trace_endpos
Definition: csprogsdefs.qc:37
bool buff_Waypoint_visible_for_player(entity this, entity player, entity view)
Definition: sv_buffs.qc:113
float autocvar_g_buffs_cooldown_activate
Definition: sv_buffs.qh:31
void Damage(entity targ, entity inflictor, entity attacker, float damage, int deathtype,.entity weaponentity, vector hitloc, vector force)
Definition: damage.qc:583
#define MUTATOR_RETURNVALUE
Definition: base.qh:303
bool autocvar_g_buffs_pickup_anyway
Definition: sv_buffs.qh:21
float teamplay
Definition: progsdefs.qc:31
#define M_ARGV(x, type)
Definition: events.qh:17
#define IS_DEAD(s)
Definition: utils.qh:26
const float ATTEN_NORM
Definition: sound.qh:30
float nextthink
Definition: csprogsdefs.qc:121
#define BITSET(var, mask, flag)
Definition: bits.qh:11
void buff_Think(entity this)
Definition: sv_buffs.qc:304
float scale
Definition: projectile.qc:14
#define CENTER_OR_VIEWOFS(ent)
Definition: utils.qh:28
vector(float skel, float bonenum) _skel_get_boneabs_hidden
float gravity
Definition: items.qh:16
#define ITEM_DAMAGE_NEEDKILL(dt)
Definition: items.qh:130
int buff_ammo_prev_clipload
Definition: sv_buffs.qh:61
void GiveResource(entity receiver, Resource res_type, float amount)
Gives an entity some resource.
void buffs_BuffModel_Spawn(entity player)
Definition: sv_buffs.qc:75
const float PFLAGS_FULLDYNAMIC
Definition: csprogsdefs.qc:298
float GetResource(entity e, Resource res_type)
Returns the current amount of resource the given entity has.
Definition: cl_resources.qc:10
#define ITEM_TOUCH_NEEDKILL()
Definition: items.qh:129
float DPCONTENTS_BODY
float flags
Definition: csprogsdefs.qc:129
float pflags
float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
Definition: damage.qc:1077
void InitializeEntity(entity e, void(entity this) func, int order)
Definition: world.qc:2146
float count
Definition: powerups.qc:22
bool Item_ShouldKeepPosition(entity item)
Returns whether item should keep its position or be dropped to the ground.
Definition: spawning.qc:131
bool autocvar_g_buffs_randomize_teamplay
Definition: sv_buffs.qh:24
void buffs_BuffModel_Think(entity this)
Definition: sv_buffs.qc:37
const float SOLID_TRIGGER
Definition: csprogsdefs.qc:245
float autocvar_g_buffs_inferno_burntime_min_time
Definition: sv_buffs.qh:49
float autocvar_g_buffs_resistance_blockpercent
Definition: sv_buffs.qh:33
#define MUTATOR_CALLHOOK(id,...)
Definition: base.qh:140
#define IS_BOT_CLIENT(v)
want: (IS_CLIENT(v) && !IS_REAL_CLIENT(v))
Definition: utils.qh:15
void Drop_Special_Items(entity player)
Definition: player.qc:42
entity weaponentities[MAX_WEAPONSLOTS]
Definition: weapon.qh:14
void buff_Effect(entity player, string eff)
Definition: sv_buffs.qc:101
bool buffs_BuffModel_Customize(entity this, entity client)
Definition: sv_buffs.qc:8
float autocvar_g_buffs_cooldown_respawn
Definition: sv_buffs.qh:32
#define new_pure(class)
purely logical entities (.origin doesn&#39;t work)
Definition: oo.qh:62
setorigin(ent, v)
float dphitcontentsmask
#define setthink(e, f)
float DPCONTENTS_SLIME
vector angles
Definition: csprogsdefs.qc:104
const int NUM_TEAM_1
Definition: teams.qh:18
#define sound(e, c, s, v, a)
Definition: sound.qh:52
void buff_Vengeance_DelayedDamage(entity this)
Definition: sv_buffs.qc:498
float buff_Available(entity buff)
Definition: sv_buffs.qc:257
float DPCONTENTS_DONOTENTER
vector glowmod
float time
Definition: csprogsdefs.qc:16
vector velocity
Definition: csprogsdefs.qc:103
void buff_Respawn(entity this)
Definition: sv_buffs.qc:152
#define makevectors
Definition: post.qh:21
void buff_Delete(entity this)
Definition: sv_buffs.qc:418
float autocvar_g_buffs_inferno_burntime_target_damage
Definition: sv_buffs.qh:50
#define FOREACH(list, cond, body)
Definition: iter.qh:19
void set_movetype(entity this, int mt)
#define IS_PLAYER(v)
Definition: utils.qh:9
float EF_LOWPRECISION
const float EF_STARDUST
Definition: csprogsdefs.qc:308
float autocvar_g_buffs_vampire_damage_steal
Definition: sv_buffs.qh:46
void buffs_BuffModel_Update(entity this)
Definition: sv_buffs.qc:92
entity oldbuffs
Definition: sv_buffs.qh:73
float DPCONTENTS_CORPSE
float DPCONTENTS_LAVA
float solid
Definition: csprogsdefs.qc:99
void buff_NewType(entity ent)
Definition: sv_buffs.qc:270