SetResource(this.personal, RES_HEALTH, max(1, GetResource(this, RES_HEALTH)));
SetResource(this.personal, RES_ARMOR, GetResource(this, RES_ARMOR));
STAT(WEAPONS, this.personal) = STAT(WEAPONS, this);
+ STAT(BUFFS, this.personal) = STAT(BUFFS, this);
+ STAT(BUFF_TIME, this.personal) = STAT(BUFF_TIME, this);
this.personal.items = this.items;
this.personal.pauserotarmor_finished = this.pauserotarmor_finished;
this.personal.pauserothealth_finished = this.pauserothealth_finished;
this.personal.pauserotfuel_finished = this.pauserotfuel_finished;
this.personal.pauseregen_finished = this.pauseregen_finished;
- this.personal.strength_finished = this.strength_finished;
+ STAT(STRENGTH_FINISHED, this.personal) = STAT(STRENGTH_FINISHED, this);
this.personal.invincible_finished = this.invincible_finished;
this.personal.teleport_time = time;
break; // this part itself doesn't cheat, so let's not count this
SetResource(this, RES_HEALTH, GetResource(this.personal, RES_HEALTH));
SetResource(this, RES_ARMOR, GetResource(this.personal, RES_ARMOR));
STAT(WEAPONS, this) = STAT(WEAPONS, this.personal);
+ STAT(BUFFS, this) = STAT(BUFFS, this.personal);
+ STAT(BUFF_TIME, this) = STAT(BUFF_TIME, this.personal);
this.items = this.personal.items;
this.pauserotarmor_finished = time + this.personal.pauserotarmor_finished - this.personal.teleport_time;
this.pauserothealth_finished = time + this.personal.pauserothealth_finished - this.personal.teleport_time;
this.pauserotfuel_finished = time + this.personal.pauserotfuel_finished - this.personal.teleport_time;
this.pauseregen_finished = time + this.personal.pauseregen_finished - this.personal.teleport_time;
- this.strength_finished = time + this.personal.strength_finished - this.personal.teleport_time;
+ STAT(STRENGTH_FINISHED, this) = time + STAT(STRENGTH_FINISHED, this.personal) - this.personal.teleport_time;
this.invincible_finished = time + this.personal.invincible_finished - this.personal.teleport_time;
if(!autocvar_g_allow_checkpoints)