void Map_MarkAsRecent(string m);
float world_already_spawned;
void Nagger_Init();
-void Item_ItemsTime_Init();
void ClientInit_Spawn();
void WeaponStats_Init();
void WeaponStats_Shutdown();
addstat(STAT_ARC_HEAT, AS_FLOAT, arc_heat_percent);
- // items time
- addstat(STAT_ARMOR_LARGE_TIME, AS_FLOAT, item_armor_large_time);
- addstat(STAT_HEALTH_MEGA_TIME, AS_FLOAT, item_health_mega_time);
- addstat(STAT_INVISIBLE_TIME, AS_FLOAT, item_invisible_time);
- addstat(STAT_SPEED_TIME, AS_FLOAT, item_speed_time);
- addstat(STAT_EXTRALIFE_TIME, AS_FLOAT, item_extralife_time);
- addstat(STAT_STRENGTH_TIME, AS_FLOAT, item_strength_time);
- addstat(STAT_SHIELD_TIME, AS_FLOAT, item_shield_time);
- addstat(STAT_FUELREGEN_TIME, AS_FLOAT, item_fuelregen_time);
- addstat(STAT_JETPACK_TIME, AS_FLOAT, item_jetpack_time);
- addstat(STAT_SUPERWEAPONS_TIME, AS_FLOAT, item_superweapons_time);
- Item_ItemsTime_Init();
-
// freeze attacks
addstat(STAT_FROZEN, AS_INT, frozen);
addstat(STAT_REVIVE_PROGRESS, AS_FLOAT, revive_progress);
it_jetpack_time = -1;
it_superweapons_time = -1;
}
+
+STATIC_INIT(ItemsTime_Init) {
+ // items time
+ addstat(STAT_ARMOR_LARGE_TIME, AS_FLOAT, item_armor_large_time);
+ addstat(STAT_HEALTH_MEGA_TIME, AS_FLOAT, item_health_mega_time);
+ addstat(STAT_INVISIBLE_TIME, AS_FLOAT, item_invisible_time);
+ addstat(STAT_SPEED_TIME, AS_FLOAT, item_speed_time);
+ addstat(STAT_EXTRALIFE_TIME, AS_FLOAT, item_extralife_time);
+ addstat(STAT_STRENGTH_TIME, AS_FLOAT, item_strength_time);
+ addstat(STAT_SHIELD_TIME, AS_FLOAT, item_shield_time);
+ addstat(STAT_FUELREGEN_TIME, AS_FLOAT, item_fuelregen_time);
+ addstat(STAT_JETPACK_TIME, AS_FLOAT, item_jetpack_time);
+ addstat(STAT_SUPERWEAPONS_TIME, AS_FLOAT, item_superweapons_time);
+ Item_ItemsTime_Init();
+}
+
void Item_ItemsTime_ResetTimes()
{
it_armor_large_time = (it_armor_large_time == -1) ? -1 : 0;