this.fade_time = 0;
this.pain_frame = 0;
this.pain_finished = 0;
- this.strength_finished = 0;
+ STAT(STRENGTH_FINISHED, this) = 0;
this.invincible_finished = 0;
this.superweapons_finished = 0;
this.air_finished = 0;
this.punchangle = '0 0 0';
this.punchvector = '0 0 0';
- this.strength_finished = 0;
+ STAT(STRENGTH_FINISHED, this) = 0;
this.invincible_finished = 0;
this.fire_endtime = -1;
STAT(REVIVE_PROGRESS, this) = 0;
{
if (this.items & ITEM_Strength.m_itemid)
{
- play_countdown(this, this.strength_finished, SND_POWEROFF);
+ play_countdown(this, STAT(STRENGTH_FINISHED, this), SND_POWEROFF);
this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
- if (time > this.strength_finished)
+ if (time > STAT(STRENGTH_FINISHED, this))
{
this.items = this.items - (this.items & ITEM_Strength.m_itemid);
//Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
}
else
{
- if (time < this.strength_finished)
+ if (time < STAT(STRENGTH_FINISHED, this))
{
this.items = this.items | ITEM_Strength.m_itemid;
if(!g_cts)
this.items = spectatee.items;
STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
- this.strength_finished = spectatee.strength_finished;
+ STAT(STRENGTH_FINISHED, this) = STAT(STRENGTH_FINISHED, spectatee);
this.invincible_finished = spectatee.invincible_finished;
this.superweapons_finished = spectatee.superweapons_finished;
this.air_finished = spectatee.air_finished;