#include "../common/mapobjects/teleporters.qh"
#include "../common/mapobjects/target/spawnpoint.qh"
#include <common/mapobjects/trigger/counter.qh>
+#include <common/mapobjects/trigger/swamp.qh>
#include "../common/vehicles/all.qh"
this.pauseregen_finished += f;
}
- this.damageforcescale = 2;
+ this.damageforcescale = autocvar_g_player_damageforcescale;
this.death_time = 0;
this.respawn_flags = 0;
this.respawn_time = 0;
STAT(REVIVE_PROGRESS, this) = 0;
this.revival_time = 0;
+ // TODO: we can't set these in the PlayerSpawn hook since the target code is called before it!
+ STAT(BUFFS, this) = 0;
+ STAT(BUFF_TIME, this) = 0;
+
this.air_finished = time + 12;
this.waterlevel = WATERLEVEL_NONE;
this.watertype = CONTENT_EMPTY;
if(this.conveyor)
IL_REMOVE(g_conveyed, this);
this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
+ if(this.swampslug)
+ delete(this.swampslug);
+ this.in_swamp = false;
STAT(HUD, this) = HUD_NORMAL;
this.event_damage = PlayerDamage;