if (item.invincible_finished)
{
pickedup = true;
- player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
+ STAT(INVINCIBLE_FINISHED, player) = max(STAT(INVINCIBLE_FINISHED, player), time) + item.invincible_finished;
}
if (item.superweapons_finished)
{
}
STAT(STRENGTH_FINISHED, e) = max(0, STAT(STRENGTH_FINISHED, e) - time);
- e.invincible_finished = max(0, e.invincible_finished - time);
+ STAT(INVINCIBLE_FINISHED, e) = max(0, STAT(INVINCIBLE_FINISHED, e) - time);
e.superweapons_finished = max(0, e.superweapons_finished - time);
STAT(BUFF_TIME, e) = max(0, STAT(BUFF_TIME, e) - time);
PREGIVE(e, items);
PREGIVE_WEAPONS(e);
PREGIVE(e, stat_STRENGTH_FINISHED);
- PREGIVE(e, invincible_finished);
+ PREGIVE(e, stat_INVINCIBLE_FINISHED);
PREGIVE(e, superweapons_finished);
PREGIVE_RESOURCE(e, RES_BULLETS);
PREGIVE_RESOURCE(e, RES_CELLS);
case "ALL":
got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
got += GiveValue(e, stat_STRENGTH_FINISHED, op, val);
- got += GiveValue(e, invincible_finished, op, val);
+ got += GiveValue(e, stat_INVINCIBLE_FINISHED, op, val);
got += GiveValue(e, superweapons_finished, op, val);
got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
case "all":
got += GiveValue(e, stat_STRENGTH_FINISHED, op, val);
break;
case "invincible":
- got += GiveValue(e, invincible_finished, op, val);
+ got += GiveValue(e, stat_INVINCIBLE_FINISHED, op, val);
break;
case "superweapons":
got += GiveValue(e, superweapons_finished, op, val);
it.wr_init(it);
});
POSTGIVE_VALUE(e, stat_STRENGTH_FINISHED, 1, SND_POWERUP, SND_POWEROFF);
- POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF);
+ POSTGIVE_VALUE(e, stat_INVINCIBLE_FINISHED, 1, SND_Shield, SND_POWEROFF);
//POSTGIVE_VALUE(e, superweapons_finished, 1, SND_Null, SND_Null);
POSTGIVE_RESOURCE(e, RES_BULLETS, 0, SND_ITEMPICKUP, SND_Null);
POSTGIVE_RESOURCE(e, RES_CELLS, 0, SND_ITEMPICKUP, SND_Null);
STAT(STRENGTH_FINISHED, e) = 0;
else
STAT(STRENGTH_FINISHED, e) += time;
- if(e.invincible_finished <= 0)
- e.invincible_finished = 0;
+ if(STAT(INVINCIBLE_FINISHED, e) <= 0)
+ STAT(INVINCIBLE_FINISHED, e) = 0;
else
- e.invincible_finished += time;
+ STAT(INVINCIBLE_FINISHED, e) += time;
if(e.superweapons_finished <= 0)
e.superweapons_finished = 0;
else