CLASS(Webbed, StatusEffects)
ATTRIB(Webbed, netname, string, "webbed");
+#if 0
+ // NOTE: status effect name and icon disabled as they are not displayed
+ // re-enable if status effects are given a visual element
ATTRIB(Webbed, m_name, string, _("Webbed"));
ATTRIB(Webbed, m_icon, string, "buff_disability");
+#endif
ATTRIB(Webbed, m_color, vector, '0.94 0.3 1');
ATTRIB(Webbed, m_hidden, bool, true);
ATTRIB(Webbed, m_lifetime, float, 10);
// status effect applied to targets by the disability buff
CLASS(Disabled, StatusEffects)
ATTRIB(Disabled, netname, string, "disabled");
+#if 0
+ // NOTE: status effect name and icon disabled as they are not displayed
+ // re-enable if status effects are given a visual element
ATTRIB(Disabled, m_name, string, _("Disabled"));
ATTRIB(Disabled, m_icon, string, "buff_disability");
+#endif
ATTRIB(Disabled, m_color, vector, '0.94 0.3 1');
ATTRIB(Disabled, m_hidden, bool, true);
ATTRIB(Disabled, m_lifetime, float, 10);
CLASS(SpawnShield, StatusEffects)
ATTRIB(SpawnShield, netname, string, "spawnshield");
+#if 0
+ // NOTE: status effect name and icon disabled as they are not displayed
+ // re-enable if status effects are given a visual element
ATTRIB(SpawnShield, m_name, string, _("Spawn Shield"));
ATTRIB(SpawnShield, m_icon, string, "shield");
+#endif
ATTRIB(SpawnShield, m_color, vector, '0.36 1 0.07');
ATTRIB(SpawnShield, m_hidden, bool, true);
ATTRIB(SpawnShield, m_lifetime, float, 10);