}
if((self.team && DIFF_TEAM(other, self))
- || (other.frozen)
+ || (STAT(FROZEN, other))
|| (other.vehicle)
|| (!self.buff_active)
)
}
if(!self.buff_active && !self.buff_activetime)
- if(!self.owner || self.owner.frozen || IS_DEAD(self.owner) || !self.owner.iscreature || !(self.owner.buffs & self.buffs))
+ if(!self.owner || STAT(FROZEN, self.owner) || IS_DEAD(self.owner) || !self.owner.iscreature || !(self.owner.buffs & self.buffs))
{
buff_SetCooldown(autocvar_g_buffs_cooldown_respawn + frametime);
self.owner = world;
if(!IS_DEAD(frag_target))
if(IS_PLAYER(frag_target) || IS_MONSTER(frag_target))
if(frag_attacker != frag_target)
- if(!frag_target.frozen)
+ if(!STAT(FROZEN, frag_target))
if(frag_target.takedamage)
if(DIFF_TEAM(frag_attacker, frag_target))
{
float best_distance = autocvar_g_buffs_swapper_range;
entity closest = world;
FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
- if(!IS_DEAD(it) && !it.frozen && !it.vehicle)
+ if(!IS_DEAD(it) && !STAT(FROZEN, it) && !it.vehicle)
if(DIFF_TEAM(it, self))
if(vlen(self.origin - it.origin) <= best_distance)
{
if(time >= self.buff_time)
buff_lost = 2;
- if(self.frozen) { buff_lost = 1; }
+ if(STAT(FROZEN, self)) { buff_lost = 1; }
if(buff_lost)
{