this.pain_frame = 0;
this.pain_finished = 0;
STAT(STRENGTH_FINISHED, this) = 0;
- this.invincible_finished = 0;
- this.superweapons_finished = 0;
+ STAT(INVINCIBLE_FINISHED, this) = 0;
+ STAT(SUPERWEAPONS_FINISHED, this) = 0;
this.air_finished = 0;
//this.dphitcontentsmask = 0;
this.dphitcontentsmask = DPCONTENTS_SOLID;
PS(this).dual_weapons = '0 0 0';
- this.superweapons_finished = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
+ STAT(SUPERWEAPONS_FINISHED, this) = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
this.items = start_items;
this.punchvector = '0 0 0';
STAT(STRENGTH_FINISHED, this) = 0;
- this.invincible_finished = 0;
+ STAT(INVINCIBLE_FINISHED, this) = 0;
this.fire_endtime = -1;
STAT(REVIVE_PROGRESS, this) = 0;
this.revival_time = 0;
}
if (this.items & ITEM_Shield.m_itemid)
{
- play_countdown(this, this.invincible_finished, SND_POWEROFF);
+ play_countdown(this, STAT(INVINCIBLE_FINISHED, this), SND_POWEROFF);
this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
- if (time > this.invincible_finished)
+ if (time > STAT(INVINCIBLE_FINISHED, this))
{
this.items = this.items - (this.items & ITEM_Shield.m_itemid);
//Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
}
else
{
- if (time < this.invincible_finished)
+ if (time < STAT(INVINCIBLE_FINISHED, this))
{
this.items = this.items | ITEM_Shield.m_itemid;
if(!g_cts)
{
if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
{
- this.superweapons_finished = 0;
+ STAT(SUPERWEAPONS_FINISHED, this) = 0;
this.items = this.items - (this.items & IT_SUPERWEAPON);
//Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
}
else
{
- play_countdown(this, this.superweapons_finished, SND_POWEROFF);
- if (time > this.superweapons_finished)
+ play_countdown(this, STAT(SUPERWEAPONS_FINISHED, this), SND_POWEROFF);
+ if (time > STAT(SUPERWEAPONS_FINISHED, this))
{
this.items = this.items - (this.items & IT_SUPERWEAPON);
STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
}
else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
{
- if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
+ if (time < STAT(SUPERWEAPONS_FINISHED, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
{
this.items = this.items | IT_SUPERWEAPON;
if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
}
else
{
- this.superweapons_finished = 0;
+ STAT(SUPERWEAPONS_FINISHED, this) = 0;
STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
}
}
else
{
- this.superweapons_finished = 0;
+ STAT(SUPERWEAPONS_FINISHED, this) = 0;
}
}
STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
STAT(STRENGTH_FINISHED, this) = STAT(STRENGTH_FINISHED, spectatee);
- this.invincible_finished = spectatee.invincible_finished;
- this.superweapons_finished = spectatee.superweapons_finished;
+ STAT(INVINCIBLE_FINISHED, this) = STAT(INVINCIBLE_FINISHED, spectatee);
+ STAT(SUPERWEAPONS_FINISHED, this) = STAT(SUPERWEAPONS_FINISHED, spectatee);
this.air_finished = spectatee.air_finished;
STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);