regen_health_stable = M_ARGV(9, float);
regen_health_rotstable = M_ARGV(10, float);
- // Ugly hack to make sure the haelth and armor don't go beyond hard limit.
- // TODO: Remove this hack when all code uses GivePlayerHealth and
- // GivePlayerArmor.
- this.health = bound(0, this.health, ITEM_COUNT_HARD_LIMIT);
- this.armorvalue = bound(0, this.armorvalue, ITEM_COUNT_HARD_LIMIT);
- // End hack.
-
if(!mutator_returnvalue)
if(!STAT(FROZEN, this))
{
this.ammo_fuel = CalcRotRegen(this.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf);
}
+ // Ugly hack to make sure the haelth and armor don't go beyond hard limit.
+ // TODO: Remove this hack when all code uses GivePlayerHealth and
+ // GivePlayerArmor.
+ this.health = bound(0, this.health, ITEM_COUNT_HARD_LIMIT);
+ this.armorvalue = bound(0, this.armorvalue, ITEM_COUNT_HARD_LIMIT);
+ // End hack.
}
bool zoomstate_set;