this.skin = buff.m_skin;
setmodel(this, MDL_BUFF);
+ setsize(this, BUFF_MIN, BUFF_MAX);
if(this.buff_waypoint)
{
});
}
-float buff_Inferno_CalculateTime(float x, float offset_x, float offset_y, float intersect_x, float intersect_y, float base)
+float buff_Inferno_CalculateTime(float damg, float offset_x, float offset_y, float intersect_x, float intersect_y, float base)
{
- return offset_y + (intersect_y - offset_y) * logn(((x - offset_x) * ((base - 1) / intersect_x)) + 1, base);
+ return offset_y + (intersect_y - offset_y) * logn(((damg - offset_x) * ((base - 1) / intersect_x)) + 1, base);
}
// mutator hooks
}
if(player.buffs & BUFF_AMMO.m_itemid)
- if(player.clip_size)
- player.clip_load = player.(weapon_load[PS(player).m_switchweapon.m_id]) = player.clip_size;
+ {
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if(player.(weaponentity).clip_size)
+ player.(weaponentity).clip_load = player.(weaponentity).(weapon_load[player.(weaponentity).m_switchweapon.m_id]) = player.(weaponentity).clip_size;
+ }
+ }
if((player.buffs & BUFF_INVISIBLE.m_itemid) && (player.oldbuffs & BUFF_INVISIBLE.m_itemid))
if(player.alpha != autocvar_g_buffs_invisible_alpha)
player.buff_ammo_prev_infitems = (player.items & IT_UNLIMITED_WEAPON_AMMO);
player.items |= IT_UNLIMITED_WEAPON_AMMO;
- if(player.clip_load)
- player.buff_ammo_prev_clipload = player.clip_load;
- player.clip_load = player.(weapon_load[PS(player).m_switchweapon.m_id]) = player.clip_size;
+ if(player.buffs & BUFF_AMMO.m_itemid)
+ {
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if(player.(weaponentity).clip_load)
+ player.(weaponentity).buff_ammo_prev_clipload = player.(weaponentity).clip_load;
+ if(player.(weaponentity).clip_size)
+ player.(weaponentity).clip_load = player.(weaponentity).(weapon_load[player.(weaponentity).m_switchweapon.m_id]) = player.(weaponentity).clip_size;
+ }
+ }
}
BUFF_ONREM(BUFF_AMMO)
else
player.items &= ~IT_UNLIMITED_WEAPON_AMMO;
- if(player.buff_ammo_prev_clipload)
- player.clip_load = player.buff_ammo_prev_clipload;
+ if(player.buffs & BUFF_AMMO.m_itemid)
+ {
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if(player.(weaponentity).buff_ammo_prev_clipload)
+ player.(weaponentity).clip_load = player.(weaponentity).buff_ammo_prev_clipload;
+ }
+ }
}
BUFF_ONADD(BUFF_INVISIBLE)