#include "sv_buffs.qh"
-#include <common/triggers/target/music.qh>
+#include <common/mapobjects/target/music.qh>
#include <common/gamemodes/_mod.qh>
void buffs_DelayedInit(entity this);
BUFF_ONADD(BUFF_INVISIBLE)
{
- if(time < player.strength_finished && g_instagib)
+ if(time < player.strength_finished && MUTATOR_IS_ENABLED(mutator_instagib))
player.buff_invisible_prev_alpha = default_player_alpha; // we don't want to save the powerup's alpha, as player may lose the powerup while holding the buff
else
player.buff_invisible_prev_alpha = player.alpha;
BUFF_ONREM(BUFF_INVISIBLE)
{
- if(time < player.strength_finished && g_instagib)
+ if(time < player.strength_finished && MUTATOR_IS_ENABLED(mutator_instagib))
player.alpha = autocvar_g_instagib_invis_alpha;
else
player.alpha = player.buff_invisible_prev_alpha;