|| (STAT(FROZEN, toucher))
|| (toucher.vehicle)
|| (!this.buffdef) // TODO: error out or maybe reset type if this occurs?
- || (time < PS(toucher).buff_shield)
+ || (time < toucher.buff_shield)
)
{
// can't touch this
}
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);
- entity store = IS_PLAYER(actor) ? PS(actor) : actor;
- store.buff_shield = time + max(0, autocvar_g_buffs_pickup_delay); // always put in a delay, even if small
+ 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;
Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
buff_RemoveAll(player, STATUSEFFECT_REMOVE_NORMAL);
- PS(player).buff_shield = time + max(0, autocvar_g_buffs_pickup_delay);
+ player.buff_shield = time + max(0, autocvar_g_buffs_pickup_delay);
sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
return true;
}