MUTATOR_HOOKFUNCTION(buffs, PlayerDamage_SplitHealthArmor)
{
+ // NOTE: vampire PlayerDamage_SplitHealthArmor code is similar
entity frag_attacker = M_ARGV(1, entity);
entity frag_target = M_ARGV(2, entity);
- if(!(STAT(BUFFS, frag_attacker) & BUFF_VAMPIRE.m_itemid))
+ if(!StatusEffects_active(BUFF_VAMPIRE, frag_attacker))
return;
float health_take = bound(0, M_ARGV(4, float), GetResource(frag_target, RES_HEALTH));
REGISTER_STAT(WEAPONRATEFACTOR, float, W_WeaponRateFactor(this))
REGISTER_STAT(GAME_STOPPED, int, game_stopped)
REGISTER_STAT(GAMESTARTTIME, float, game_starttime)
-REGISTER_STAT(STRENGTH_FINISHED, float)
-REGISTER_STAT(INVINCIBLE_FINISHED, float)
/** arc heat in [0,1] */
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, autocvar_g_allow_oldvortexbeam)
REGISTER_STAT(FUEL, int)
REGISTER_STAT(NB_METERSTART, float)
/** compressShotOrigin */
REGISTER_STAT(FROZEN, int)
REGISTER_STAT(REVIVE_PROGRESS, float)
REGISTER_STAT(ROUNDLOST, int)
- REGISTER_STAT(CTF_FLAGSTATUS, int)
-REGISTER_STAT(BUFF_TIME, float)
REGISTER_STAT(CAPTURE_PROGRESS, float)
REGISTER_STAT(ENTRAP_ORB, float)
REGISTER_STAT(ENTRAP_ORB_ALPHA, float)
// don't play teleportation sounds
this.teleportable = TELEPORT_SIMPLE;
- STAT(STRENGTH_FINISHED, this) = 0;
- STAT(INVINCIBLE_FINISHED, this) = 0;
- STAT(SUPERWEAPONS_FINISHED, this) = 0;
STAT(AIR_FINISHED, this) = 0;
- STAT(MOVEVARS_SPECIALCOMMAND, this) = false; // sweet release
-
this.death_time = time;
if (random() < 0.5)
animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD1, true);