self.ammo_fuel = warmup_start_ammo_fuel;
self.health = warmup_start_health;
self.armorvalue = warmup_start_armorvalue;
- self.weapons = warmup_start_weapons;
+ self.weapons = WARMUP_START_WEAPONS;
}
else
{
self.bot_attack = TRUE;
self.monster_attack = TRUE;
+
+ self.spider_slowness = 0;
self.statdraintime = time + 5;
self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
limita = limita * limit_mod;
//limitf = limitf * limit_mod;
- if(g_ca)
+ if(g_ca || g_invasion)
rot_mod = 0;
- if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
+ if (!g_minstagib && !g_ca && !g_invasion && (!g_lms || autocvar_g_lms_regenerate))
{
self.armorvalue = CalcRotRegen(self.armorvalue, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rot_mod * frametime * (time > self.pauserotarmor_finished), limita);
self.health = CalcRotRegen(self.health, minh, autocvar_g_balance_health_regen, autocvar_g_balance_health_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxh, autocvar_g_balance_health_rot, autocvar_g_balance_health_rotlinear, rot_mod * frametime * (time > self.pauserothealth_finished), limith);