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)
{
pickedup = true;
- player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
+ STAT(SUPERWEAPONS_FINISHED, player) = max(STAT(SUPERWEAPONS_FINISHED, player), time) + item.superweapons_finished;
}
// always eat teamed entities
}
STAT(STRENGTH_FINISHED, e) = max(0, STAT(STRENGTH_FINISHED, e) - time);
- e.invincible_finished = max(0, e.invincible_finished - time);
- e.superweapons_finished = max(0, e.superweapons_finished - time);
+ STAT(INVINCIBLE_FINISHED, e) = max(0, STAT(INVINCIBLE_FINISHED, e) - time);
+ STAT(SUPERWEAPONS_FINISHED, e) = max(0, STAT(SUPERWEAPONS_FINISHED, e) - 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, superweapons_finished);
+ PREGIVE(e, stat_INVINCIBLE_FINISHED);
+ PREGIVE(e, stat_SUPERWEAPONS_FINISHED);
PREGIVE_RESOURCE(e, RES_BULLETS);
PREGIVE_RESOURCE(e, RES_CELLS);
PREGIVE_RESOURCE(e, RES_PLASMA);
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, superweapons_finished, op, val);
+ got += GiveValue(e, stat_INVINCIBLE_FINISHED, op, val);
+ got += GiveValue(e, stat_SUPERWEAPONS_FINISHED, op, val);
got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
case "all":
got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
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);
+ got += GiveValue(e, stat_SUPERWEAPONS_FINISHED, op, val);
break;
case "cells":
got += GiveResourceValue(e, RES_CELLS, 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, superweapons_finished, 1, SND_Null, SND_Null);
+ POSTGIVE_VALUE(e, stat_INVINCIBLE_FINISHED, 1, SND_Shield, SND_POWEROFF);
+ //POSTGIVE_VALUE(e, stat_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);
POSTGIVE_RESOURCE(e, RES_PLASMA, 0, SND_ITEMPICKUP, SND_Null);
POSTGIVE_RES_ROT(e, RES_ARMOR, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_ARMOR25, SND_Null);
POSTGIVE_RES_ROT(e, RES_HEALTH, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_MEGAHEALTH, SND_Null);
- if(e.superweapons_finished <= 0)
+ if(STAT(SUPERWEAPONS_FINISHED, e) <= 0)
if(!g_weaponarena && (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
- e.superweapons_finished = autocvar_g_balance_superweapons_time;
+ STAT(SUPERWEAPONS_FINISHED, e) = autocvar_g_balance_superweapons_time;
if(STAT(STRENGTH_FINISHED, e) <= 0)
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;
- if(e.superweapons_finished <= 0)
- e.superweapons_finished = 0;
+ STAT(INVINCIBLE_FINISHED, e) += time;
+ if(STAT(SUPERWEAPONS_FINISHED, e) <= 0)
+ STAT(SUPERWEAPONS_FINISHED, e) = 0;
else
- e.superweapons_finished += time;
+ STAT(SUPERWEAPONS_FINISHED, e) += time;
if(STAT(BUFF_TIME, e) <= 0)
STAT(BUFF_TIME, e) = 0;
else