Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
speed.qc
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1#include "speed.qh"
2
3#ifdef SVQC
4METHOD(SpeedStatusEffect, m_remove, void(StatusEffect this, entity actor, int removal_type))
5{
6 bool wasactive = (actor.statuseffects && (actor.statuseffects.statuseffect_flags[this.m_id] & STATUSEFFECT_FLAG_ACTIVE));
7 if(removal_type == STATUSEFFECT_REMOVE_TIMEOUT && wasactive && IS_PLAYER(actor))
8 {
9 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SPEED, actor.netname);
10 Send_Notification(NOTIF_ONE, actor, MSG_CENTER, CENTER_POWERDOWN_SPEED);
11 }
12 if(wasactive)
13 stopsound(actor, CH_TRIGGER_SINGLE); // get rid of the pickup sound
14 SUPER(SpeedStatusEffect).m_remove(this, actor, removal_type);
15}
16METHOD(SpeedStatusEffect, m_apply, void(StatusEffect this, entity actor, float eff_time, float eff_flags))
17{
18 bool wasactive = (actor.statuseffects && (actor.statuseffects.statuseffect_flags[this.m_id] & STATUSEFFECT_FLAG_ACTIVE));
19 if(!wasactive && IS_PLAYER(actor))
20 {
21 if(!g_cts)
22 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SPEED, actor.netname);
23 Send_Notification(NOTIF_ONE, actor, MSG_CENTER, CENTER_POWERUP_SPEED);
24 }
25 SUPER(SpeedStatusEffect).m_apply(this, actor, eff_time, eff_flags);
26}
27METHOD(SpeedStatusEffect, m_tick, void(StatusEffect this, entity actor))
28{
29 play_countdown(actor, StatusEffects_gettime(this, actor), SND_POWEROFF);
30 SUPER(SpeedStatusEffect).m_tick(this, actor);
31}
32#endif // SVQC
33#ifdef MENUQC
34METHOD(SpeedItem, describe, string(SpeedItem this))
35{
36 TC(SpeedItem, this);
38 PAR(_("The %s powerup increases your movement speed, attack speed, and health regeneration speed while the powerup is active. "
39 "However, it also makes you a bit more vulnerable to incoming attacks."), COLORED_NAME(this));
40 PAR(_("Since it is a powerup, it will drop if you die while holding it.")); // shared message
41 return PAGE_TEXT;
42}
43#endif // MENUQC
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
#define COLORED_NAME(this)
Definition color.qh:195
#define IS_PLAYER(s)
Definition player.qh:243
#define g_cts
Definition cts.qh:36
int m_id
Definition effect.qh:19
#define TC(T, sym)
Definition _all.inc:82
@ STATUSEFFECT_REMOVE_TIMEOUT
Definition all.qh:29
@ STATUSEFFECT_FLAG_ACTIVE
Definition all.qh:22
void Send_Notification(NOTIF broadcast, entity client, MSG net_type, Notification net_name,...count)
Definition all.qc:1573
#define SUPER(cname)
Definition oo.qh:231
#define METHOD(cname, name, prototype)
Definition oo.qh:269
#define NULL
Definition post.qh:14
void play_countdown(entity this, float finished, Sound samp)
Definition client.qc:1526
const int CH_TRIGGER_SINGLE
Definition sound.qh:13
void stopsound(entity e, int chan)
Definition all.qc:109
float StatusEffects_gettime(StatusEffect this, entity actor)
#define PAGE_TEXT
Definition string.qh:643
#define PAR(...)
Adds an individually translatable paragraph to PAGE_TEXT without having to deal with strcat and sprin...
Definition string.qh:649
#define PAGE_TEXT_INIT()
Definition string.qh:642