if(this.bot_attack)
IL_REMOVE(g_bot_targets, this);
this.bot_attack = false;
- this.hud = HUD_NORMAL;
+ STAT(HUD, this) = HUD_NORMAL;
TRANSMUTE(Observer, this);
this.iscreature = false;
this.teleportable = TELEPORT_SIMPLE;
this.death_time = 0;
this.respawn_flags = 0;
this.respawn_time = 0;
- this.stat_respawn_time = 0;
+ STAT(RESPAWN_TIME, this) = 0;
this.alpha = 0;
this.scale = 0;
this.fade_time = 0;
this.nextthink = 0;
this.deadflag = DEAD_NO;
this.crouch = false;
- this.revive_progress = 0;
+ STAT(REVIVE_PROGRESS, this) = 0;
this.revival_time = 0;
this.items = 0;
this.death_time = 0;
this.respawn_flags = 0;
this.respawn_time = 0;
- this.stat_respawn_time = 0;
+ STAT(RESPAWN_TIME, this) = 0;
this.scale = autocvar_sv_player_scale;
this.fade_time = 0;
this.pain_frame = 0;
this.strength_finished = 0;
this.invincible_finished = 0;
this.fire_endtime = -1;
- this.revive_progress = 0;
+ STAT(REVIVE_PROGRESS, this) = 0;
this.revival_time = 0;
this.air_finished = time + 12;
if(this.conveyor)
IL_REMOVE(g_conveyed, this);
this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
- this.hud = HUD_NORMAL;
+ STAT(HUD, this) = HUD_NORMAL;
this.event_damage = PlayerDamage;
this.health = spectatee.health;
CS(this).impulse = 0;
this.items = spectatee.items;
- this.last_pickup = spectatee.last_pickup;
- this.hit_time = spectatee.hit_time;
+ STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
+ STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
this.strength_finished = spectatee.strength_finished;
this.invincible_finished = spectatee.invincible_finished;
this.superweapons_finished = spectatee.superweapons_finished;
this.v_angle = spectatee.v_angle;
this.angles = spectatee.v_angle;
STAT(FROZEN, this) = STAT(FROZEN, spectatee);
- this.revive_progress = spectatee.revive_progress;
+ STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
this.viewloc = spectatee.viewloc;
if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
this.fixangle = true;
SetZoomState(this, CS(spectatee).zoomstate);
anticheat_spectatecopy(this, spectatee);
- this.hud = spectatee.hud;
+ STAT(HUD, this) = STAT(HUD, spectatee);
if(spectatee.vehicle)
{
this.angles = spectatee.v_angle;
{
if (STAT(FROZEN, this) == 2)
{
- this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
- this.health = max(1, this.revive_progress * start_health);
- this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
+ STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
+ this.health = max(1, STAT(REVIVE_PROGRESS, this) * start_health);
+ this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
- if (this.revive_progress >= 1)
+ if (STAT(REVIVE_PROGRESS, this) >= 1)
Unfreeze(this);
}
else if (STAT(FROZEN, this) == 3)
{
- this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
- this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
+ STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
+ this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this) );
if (this.health < 1)
{
if(this.event_damage)
this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
}
- else if (this.revive_progress <= 0)
+ else if (STAT(REVIVE_PROGRESS, this) <= 0)
Unfreeze(this);
}
}