entity mon = M_ARGV(0, entity);
// always refill ammo
- if(mon.monsterid == MON_MAGE.monsterid)
+ if(mon.monsterdef == MON_MAGE)
mon.skin = 1;
}
play_countdown(player, STAT(STRENGTH_FINISHED, player), SND_POWEROFF);
if (time > STAT(STRENGTH_FINISHED, player))
{
- player.alpha = default_player_alpha;
- player.exteriorweaponentity.alpha = default_weapon_alpha;
+ if(!player.vehicle) // already reset upon exit
+ {
+ player.alpha = default_player_alpha;
+ player.exteriorweaponentity.alpha = default_weapon_alpha;
+ }
player.items &= ~ITEM_Invisibility.m_itemid;
Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_POWERDOWN_INVISIBILITY);
}
{
if (time < STAT(STRENGTH_FINISHED, player))
{
- player.alpha = autocvar_g_instagib_invis_alpha;
- player.exteriorweaponentity.alpha = autocvar_g_instagib_invis_alpha;
+ if(!player.vehicle) // incase the player is given powerups while inside a vehicle
+ {
+ player.alpha = autocvar_g_instagib_invis_alpha;
+ player.exteriorweaponentity.alpha = autocvar_g_instagib_invis_alpha;
+ }
player.items |= ITEM_Invisibility.m_itemid;
Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_INVISIBILITY, player.netname);
Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_POWERUP_INVISIBILITY);
if (player.items & ITEM_Speed.m_itemid)
{
- play_countdown(player, player.invincible_finished, SND_POWEROFF);
- if (time > player.invincible_finished)
+ play_countdown(player, STAT(INVINCIBLE_FINISHED, player), SND_POWEROFF);
+ if (time > STAT(INVINCIBLE_FINISHED, player))
{
player.items &= ~ITEM_Speed.m_itemid;
Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_POWERDOWN_SPEED);
}
else
{
- if (time < player.invincible_finished)
+ if (time < STAT(INVINCIBLE_FINISHED, player))
{
player.items |= ITEM_Speed.m_itemid;
Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SPEED, player.netname);