SetResource(this.personal, RES_HEALTH, max(1, GetResource(this, RES_HEALTH)));
SetResource(this.personal, RES_ARMOR, GetResource(this, RES_ARMOR));
STAT(WEAPONS, this.personal) = STAT(WEAPONS, this);
+ STAT(BUFFS, this.personal) = STAT(BUFFS, this);
+ STAT(BUFF_TIME, this.personal) = STAT(BUFF_TIME, this);
this.personal.items = this.items;
this.personal.pauserotarmor_finished = this.pauserotarmor_finished;
this.personal.pauserothealth_finished = this.pauserothealth_finished;
SetResource(this, RES_HEALTH, GetResource(this.personal, RES_HEALTH));
SetResource(this, RES_ARMOR, GetResource(this.personal, RES_ARMOR));
STAT(WEAPONS, this) = STAT(WEAPONS, this.personal);
+ STAT(BUFFS, this) = STAT(BUFFS, this.personal);
+ STAT(BUFF_TIME, this) = STAT(BUFF_TIME, this.personal);
this.items = this.personal.items;
this.pauserotarmor_finished = time + this.personal.pauserotarmor_finished - this.personal.teleport_time;
this.pauserothealth_finished = time + this.personal.pauserothealth_finished - this.personal.teleport_time;
#include <common/t_items.qh>
#include <common/mapobjects/triggers.qh>
#include <common/mapobjects/trigger/counter.qh>
+#include <common/mutators/mutator/buffs/buffs.qh>
#include <common/weapons/_all.qh>
//***********************