player.buff_disability_effect_time = 0;
}
-.float stat_sv_maxspeed;
-.float stat_sv_airspeedlimit_nonqw;
-.float stat_sv_jumpvelocity;
-
-MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics)
+MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics_UpdateStats)
{
entity player = M_ARGV(0, entity);
+ // these automatically reset, no need to worry
if(player.buffs & BUFF_SPEED.m_itemid)
- {
- player.stat_sv_maxspeed *= autocvar_g_buffs_speed_speed;
- player.stat_sv_airspeedlimit_nonqw *= autocvar_g_buffs_speed_speed;
- }
+ STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_buffs_speed_speed;
if(time < player.buff_disability_time)
- {
- player.stat_sv_maxspeed *= autocvar_g_buffs_disability_speed;
- player.stat_sv_airspeedlimit_nonqw *= autocvar_g_buffs_disability_speed;
- }
-
- if(player.buffs & BUFF_JUMP.m_itemid)
- {
- // automatically reset, no need to worry
- player.stat_sv_jumpvelocity = autocvar_g_buffs_jump_height;
- }
+ STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_buffs_disability_speed;
}
-MUTATOR_HOOKFUNCTION(buffs, PlayerJump)
+MUTATOR_HOOKFUNCTION(buffs, PlayerPhysics)
{
entity player = M_ARGV(0, entity);
+ // these automatically reset, no need to worry
if(player.buffs & BUFF_JUMP.m_itemid)
- M_ARGV(1, float) = autocvar_g_buffs_jump_height;
+ STAT(MOVEVARS_JUMPVELOCITY, player) = autocvar_g_buffs_jump_height;
}
MUTATOR_HOOKFUNCTION(buffs, MonsterMove)