Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
sound(toucher, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTN_NORM);
STAT(BUFFS, toucher) |= (STAT(BUFFS, this));
+ STAT(LAST_PICKUP, toucher) = time;
float bufftime = ((this.count) ? this.count : thebuff.m_time(thebuff));
if(bufftime)
STAT(BUFF_TIME, toucher) = min(time + bufftime, max(STAT(BUFF_TIME, toucher), time) + bufftime);
BUFF_ONADD(BUFF_INVISIBLE)
{
- if(time < player.strength_finished && MUTATOR_IS_ENABLED(mutator_instagib))
+ if(time < STAT(STRENGTH_FINISHED, player) && 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 && MUTATOR_IS_ENABLED(mutator_instagib))
+ if(time < STAT(STRENGTH_FINISHED, player) && MUTATOR_IS_ENABLED(mutator_instagib))
player.alpha = autocvar_g_instagib_invis_alpha;
else
player.alpha = player.buff_invisible_prev_alpha;