{
if (it.classname == "item_buff")
{
- entity buff = it.buffdef;
- this.netname = cons(this.netname, buff.netname);
- this.buffs_finished += it.count;
+ this.netname = cons(this.netname, it.buffdef.netname);
+ this.buffs_finished += it.buffs_finished;
}
else
{
- if (it.ammo_rockets)
- this.ammo_rockets += it.ammo_rockets;
- else if (it.ammo_cells)
- this.ammo_cells += it.ammo_cells;
- else if (it.ammo_shells)
- this.ammo_shells += it.ammo_shells;
- else if (it.ammo_nails)
- this.ammo_nails += it.ammo_nails;
- else if (it.invincible_finished)
- this.invincible_finished += it.invincible_finished;
- else if (it.strength_finished)
- this.strength_finished += it.strength_finished;
- else if (it.speed_finished)
- this.speed_finished += it.speed_finished;
- else if (it.invisibility_finished)
- this.invisibility_finished += it.invisibility_finished;
- else if (it.health)
- this.health += it.health;
- else if (it.armorvalue)
- this.armorvalue += it.armorvalue;
+ this.ammo_rockets += it.ammo_rockets;
+ this.ammo_cells += it.ammo_cells;
+ this.ammo_shells += it.ammo_shells;
+ this.ammo_nails += it.ammo_nails;
+ this.invincible_finished += it.invincible_finished;
+ this.strength_finished += it.strength_finished;
+ this.speed_finished += it.speed_finished;
+ this.invisibility_finished += it.invisibility_finished;
+ this.health += it.health;
+ this.armorvalue += it.armorvalue;
this.netname = cons(this.netname, (it.itemdef.m_weapon) ? it.itemdef.m_weapon.netname : it.itemdef.netname);
}