4 METHOD(Strength, m_active, bool(StatusEffects this, entity actor))
6 if(autocvar__hud_configure)
8 return SUPER(Strength).m_active(this, actor);
10 METHOD(Strength, m_tick, void(StatusEffects this, entity actor))
15 float currentTime = (autocvar__hud_configure) ? 15 : bound(0, actor.statuseffect_time[this.m_id] - time, 99);
16 addPowerupItem(this.m_name, this.m_icon, autocvar_hud_progressbar_strength_color, currentTime, this.m_lifetime, (actor.statuseffect_flags[this.m_id] & STATUSEFFECT_FLAG_PERSISTENT));
19 METHOD(Superweapons, m_active, bool(StatusEffects this, entity actor))
21 if(autocvar__hud_configure)
23 return SUPER(Superweapons).m_active(this, actor);
25 METHOD(Superweapons, m_tick, void(StatusEffects this, entity actor))
30 int allItems = STAT(ITEMS);
32 // Prevent stuff to show up on mismatch that will be fixed next frame
33 if(!(allItems & IT_SUPERWEAPON) && !autocvar__hud_configure)
36 if(allItems & IT_UNLIMITED_SUPERWEAPONS)
39 float currentTime = (autocvar__hud_configure) ? 13 : bound(0, actor.statuseffect_time[this.m_id] - time, 99);
40 addPowerupItem(this.m_name, this.m_icon, autocvar_hud_progressbar_superweapons_color, currentTime, this.m_lifetime, (actor.statuseffect_flags[this.m_id] & STATUSEFFECT_FLAG_PERSISTENT));
43 METHOD(Shield, m_active, bool(StatusEffects this, entity actor))
45 if(autocvar__hud_configure)
47 return SUPER(Shield).m_active(this, actor);
49 METHOD(Shield, m_tick, void(StatusEffects this, entity actor))
54 float currentTime = (autocvar__hud_configure) ? 27 : bound(0, actor.statuseffect_time[this.m_id] - time, 99);
55 addPowerupItem(this.m_name, this.m_icon, autocvar_hud_progressbar_shield_color, currentTime, this.m_lifetime, (actor.statuseffect_flags[this.m_id] & STATUSEFFECT_FLAG_PERSISTENT));