#include <common/items/_mod.qh>
#include <common/mapobjects/platforms.qh>
#include <common/monsters/_mod.qh>
+#include <common/mutators/mutator/status_effects/_mod.qh>
#include <common/net_linked.qh>
#include <common/notifications/all.qh>
#include <common/state.qh>
if (this == NULL) return;
this.state = WS_INUSE;
- actor.spawnshieldtime = min(actor.spawnshieldtime, time); // kill spawn shield when you fire
+ if(StatusEffects_active(STATUSEFFECT_SpawnShield, actor)) // given this is performed often, perform a lighter check first
+ StatusEffects_remove(STATUSEFFECT_SpawnShield, actor, STATUSEFFECT_REMOVE_CLEAR); // kill spawn shield when you fire
// if the weapon hasn't been firing continuously, reset the timer
if (attacktime >= 0)