Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
sv_vampire.qc File Reference
#include "sv_vampire.qh"
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Go to the source code of this file.

Functions

 MUTATOR_HOOKFUNCTION (vampire, BuildMutatorsPrettyString)
 MUTATOR_HOOKFUNCTION (vampire, BuildMutatorsString)
 MUTATOR_HOOKFUNCTION (vampire, PlayerDamage_SplitHealthArmor)
 REGISTER_MUTATOR (vampire, expr_evaluate(autocvar_g_vampire) &&!MUTATOR_IS_ENABLED(mutator_instagib))

Variables

string autocvar_g_vampire
float autocvar_g_vampire_factor = 1.0
bool autocvar_g_vampire_use_total_damage = false

Function Documentation

◆ MUTATOR_HOOKFUNCTION() [1/3]

MUTATOR_HOOKFUNCTION ( vampire ,
BuildMutatorsPrettyString  )

Definition at line 30 of file sv_vampire.qc.

31{
32 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Vampire");
33}
#define M_ARGV(x, type)
Definition events.qh:17
strcat(_("^F4Countdown stopped!"), "\n^BG", _("Teams are too unbalanced."))

References M_ARGV, and strcat().

◆ MUTATOR_HOOKFUNCTION() [2/3]

MUTATOR_HOOKFUNCTION ( vampire ,
BuildMutatorsString  )

Definition at line 25 of file sv_vampire.qc.

26{
27 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":Vampire");
28}

References M_ARGV, and strcat().

◆ MUTATOR_HOOKFUNCTION() [3/3]

MUTATOR_HOOKFUNCTION ( vampire ,
PlayerDamage_SplitHealthArmor  )

Definition at line 9 of file sv_vampire.qc.

10{
11 // NOTE: vampire buff PlayerDamage_SplitHealthArmor code is similar
12 entity frag_attacker = M_ARGV(1, entity);
14 float health_take = bound(0, M_ARGV(4, float), GetResource(frag_target, RES_HEALTH));
15 float armor_take = bound(0, M_ARGV(5, float), GetResource(frag_target, RES_ARMOR));
16 float damage_take = (autocvar_g_vampire_use_total_damage) ? health_take + armor_take : health_take;
17
18 if (!StatusEffects_active(STATUSEFFECT_SpawnShield, frag_target) && frag_target != frag_attacker
19 && IS_PLAYER(frag_attacker) && !IS_DEAD(frag_target) && !STAT(FROZEN, frag_target))
20 {
21 GiveResource(frag_attacker, RES_HEALTH, autocvar_g_vampire_factor * damage_take);
22 }
23}
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
float GetResource(entity e, Resource res_type)
Returns the current amount of resource the given entity has.
#define IS_DEAD(s)
Definition player.qh:245
#define IS_PLAYER(s)
Definition player.qh:243
RES_ARMOR
Definition ent_cs.qc:130
#define STAT(...)
Definition stats.qh:82
float bound(float min, float value, float max)
bool StatusEffects_active(StatusEffect this, entity actor)
entity frag_target
Definition sv_ctf.qc:2321
void GiveResource(entity receiver, Resource res_type, float amount)
Gives an entity some resource.
float autocvar_g_vampire_factor
Definition sv_vampire.qc:4
bool autocvar_g_vampire_use_total_damage
Definition sv_vampire.qc:5

References autocvar_g_vampire_factor, autocvar_g_vampire_use_total_damage, bound(), entity(), frag_target, GetResource(), GiveResource(), IS_DEAD, IS_PLAYER, M_ARGV, RES_ARMOR, STAT, and StatusEffects_active().

◆ REGISTER_MUTATOR()

REGISTER_MUTATOR ( vampire ,
expr_evaluate(autocvar_g_vampire) &&!MUTATOR_IS_ENABLED(mutator_instagib)  )

References autocvar_g_vampire.

Variable Documentation

◆ autocvar_g_vampire

string autocvar_g_vampire

Definition at line 3 of file sv_vampire.qc.

Referenced by REGISTER_MUTATOR().

◆ autocvar_g_vampire_factor

float autocvar_g_vampire_factor = 1.0

Definition at line 4 of file sv_vampire.qc.

Referenced by MUTATOR_HOOKFUNCTION().

◆ autocvar_g_vampire_use_total_damage

bool autocvar_g_vampire_use_total_damage = false

Definition at line 5 of file sv_vampire.qc.

Referenced by MUTATOR_HOOKFUNCTION().