.float ok_use_ammocharge = _STAT(OK_AMMO_CHARGE);
.float ok_ammo_charge = _STAT(OK_AMMO_CHARGEPOOL);
-.float pauseregen_finished;
-
void(entity ent, float wep) ok_DecreaseCharge;
void ok_Initialize();
}
}
-MUTATOR_HOOKFUNCTION(ok, PlayerDamage_SplitHealthArmor)
-{
- entity frag_target = M_ARGV(2, entity);
- float damage_take = M_ARGV(4, float);
-
- if(damage_take)
- frag_target.pauseregen_finished = max(frag_target.pauseregen_finished, time + 2);
-}
-
void ok_DropItem(entity this, entity targ)
{
entity e = new(droppedweapon); // hax
// if player changed their weapon while dead, don't switch to their death weapon
if(player.impulse)
player.ok_lastwep = 0;
-
- player.pauseregen_finished = time + 2;
}
void self_spawnfunc_weapon_hmg(entity this) { spawnfunc_weapon_hmg(this); }