STAT_LAST_VECTOR
};
-const int REGISTERED_STATS = 7;
+const int REGISTERED_STATS = 8;
REGISTER_STAT(KH_KEYS, int)
/** weapon requested to switch to; next WANTED weapon (for HUD) */
/** arc heat in [0,1] */
REGISTER_STAT(ARC_HEAT, float)
REGISTER_STAT(PRESSED_KEYS, int)
+/** this stat could later contain some other bits of info, like, more server-side particle config */
+REGISTER_STAT(ALLOW_OLDVORTEXBEAM, bool)
enum {
STAT_FIRST_MAIN = (STAT_LAST_VECTOR - 1) + REGISTERED_STATS,
- /** this stat could later contain some other bits of info, like, more server-side particle config */ STAT_ALLOW_OLDVORTEXBEAM,
STAT_FUEL,
STAT_NB_METERSTART,
/** compressShotOrigin */ STAT_SHOTORG,
charge = sqrt(charge); // divide evenly among trail spacing and alpha
particles_alphamin = particles_alphamax = particles_fade = charge;
- if (autocvar_cl_particles_oldvortexbeam && (getstati(STAT_ALLOW_OLDVORTEXBEAM) || isdemo()))
+ if (autocvar_cl_particles_oldvortexbeam && (STAT(ALLOW_OLDVORTEXBEAM) || isdemo()))
WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
else
WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum(EFFECT_VORTEX_BEAM), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
.string message2;
-.float stat_allow_oldvortexbeam;
+.bool stat_allow_oldvortexbeam = _STAT(ALLOW_OLDVORTEXBEAM);
// reset to 0 on weapon switch
// may be useful to all weapons
WepSet_AddStat_InMap();
addstat(STAT_SWITCHINGWEAPON, AS_INT, switchingweapon);
addstat(STAT_ROUNDSTARTTIME, AS_FLOAT, stat_round_starttime);
- addstat(STAT_ALLOW_OLDVORTEXBEAM, AS_INT, stat_allow_oldvortexbeam);
Nagger_Init();
addstat(STAT_SUPERWEAPONS_FINISHED, AS_FLOAT, superweapons_finished);