if (item.superweapons_finished)
{
pickedup = true;
- player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
+ STAT(SUPERWEAPONS_FINISHED, player) = max(STAT(SUPERWEAPONS_FINISHED, player), time) + item.superweapons_finished;
}
// always eat teamed entities
STAT(STRENGTH_FINISHED, e) = max(0, STAT(STRENGTH_FINISHED, e) - time);
STAT(INVINCIBLE_FINISHED, e) = max(0, STAT(INVINCIBLE_FINISHED, e) - time);
- e.superweapons_finished = max(0, e.superweapons_finished - time);
+ STAT(SUPERWEAPONS_FINISHED, e) = max(0, STAT(SUPERWEAPONS_FINISHED, e) - time);
STAT(BUFF_TIME, e) = max(0, STAT(BUFF_TIME, e) - time);
PREGIVE(e, items);
PREGIVE_WEAPONS(e);
PREGIVE(e, stat_STRENGTH_FINISHED);
PREGIVE(e, stat_INVINCIBLE_FINISHED);
- PREGIVE(e, superweapons_finished);
+ PREGIVE(e, stat_SUPERWEAPONS_FINISHED);
PREGIVE_RESOURCE(e, RES_BULLETS);
PREGIVE_RESOURCE(e, RES_CELLS);
PREGIVE_RESOURCE(e, RES_PLASMA);
got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
got += GiveValue(e, stat_STRENGTH_FINISHED, op, val);
got += GiveValue(e, stat_INVINCIBLE_FINISHED, op, val);
- got += GiveValue(e, superweapons_finished, op, val);
+ got += GiveValue(e, stat_SUPERWEAPONS_FINISHED, op, val);
got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
case "all":
got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
got += GiveValue(e, stat_INVINCIBLE_FINISHED, op, val);
break;
case "superweapons":
- got += GiveValue(e, superweapons_finished, op, val);
+ got += GiveValue(e, stat_SUPERWEAPONS_FINISHED, op, val);
break;
case "cells":
got += GiveResourceValue(e, RES_CELLS, op, val);
});
POSTGIVE_VALUE(e, stat_STRENGTH_FINISHED, 1, SND_POWERUP, SND_POWEROFF);
POSTGIVE_VALUE(e, stat_INVINCIBLE_FINISHED, 1, SND_Shield, SND_POWEROFF);
- //POSTGIVE_VALUE(e, superweapons_finished, 1, SND_Null, SND_Null);
+ //POSTGIVE_VALUE(e, stat_SUPERWEAPONS_FINISHED, 1, SND_Null, SND_Null);
POSTGIVE_RESOURCE(e, RES_BULLETS, 0, SND_ITEMPICKUP, SND_Null);
POSTGIVE_RESOURCE(e, RES_CELLS, 0, SND_ITEMPICKUP, SND_Null);
POSTGIVE_RESOURCE(e, RES_PLASMA, 0, SND_ITEMPICKUP, SND_Null);
POSTGIVE_RES_ROT(e, RES_ARMOR, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_ARMOR25, SND_Null);
POSTGIVE_RES_ROT(e, RES_HEALTH, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_MEGAHEALTH, SND_Null);
- if(e.superweapons_finished <= 0)
+ if(STAT(SUPERWEAPONS_FINISHED, e) <= 0)
if(!g_weaponarena && (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
- e.superweapons_finished = autocvar_g_balance_superweapons_time;
+ STAT(SUPERWEAPONS_FINISHED, e) = autocvar_g_balance_superweapons_time;
if(STAT(STRENGTH_FINISHED, e) <= 0)
STAT(STRENGTH_FINISHED, e) = 0;
STAT(INVINCIBLE_FINISHED, e) = 0;
else
STAT(INVINCIBLE_FINISHED, e) += time;
- if(e.superweapons_finished <= 0)
- e.superweapons_finished = 0;
+ if(STAT(SUPERWEAPONS_FINISHED, e) <= 0)
+ STAT(SUPERWEAPONS_FINISHED, e) = 0;
else
- e.superweapons_finished += time;
+ STAT(SUPERWEAPONS_FINISHED, e) += time;
if(STAT(BUFF_TIME, e) <= 0)
STAT(BUFF_TIME, e) = 0;
else
this.pain_finished = 0;
STAT(STRENGTH_FINISHED, this) = 0;
STAT(INVINCIBLE_FINISHED, this) = 0;
- this.superweapons_finished = 0;
+ STAT(SUPERWEAPONS_FINISHED, this) = 0;
this.air_finished = 0;
//this.dphitcontentsmask = 0;
this.dphitcontentsmask = DPCONTENTS_SOLID;
PS(this).dual_weapons = '0 0 0';
- this.superweapons_finished = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
+ STAT(SUPERWEAPONS_FINISHED, this) = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
this.items = start_items;
{
if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
{
- this.superweapons_finished = 0;
+ STAT(SUPERWEAPONS_FINISHED, this) = 0;
this.items = this.items - (this.items & IT_SUPERWEAPON);
//Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
}
else
{
- play_countdown(this, this.superweapons_finished, SND_POWEROFF);
- if (time > this.superweapons_finished)
+ play_countdown(this, STAT(SUPERWEAPONS_FINISHED, this), SND_POWEROFF);
+ if (time > STAT(SUPERWEAPONS_FINISHED, this))
{
this.items = this.items - (this.items & IT_SUPERWEAPON);
STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
}
else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
{
- if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
+ if (time < STAT(SUPERWEAPONS_FINISHED, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
{
this.items = this.items | IT_SUPERWEAPON;
if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
}
else
{
- this.superweapons_finished = 0;
+ STAT(SUPERWEAPONS_FINISHED, this) = 0;
STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
}
}
else
{
- this.superweapons_finished = 0;
+ STAT(SUPERWEAPONS_FINISHED, this) = 0;
}
}
STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
STAT(STRENGTH_FINISHED, this) = STAT(STRENGTH_FINISHED, spectatee);
STAT(INVINCIBLE_FINISHED, this) = STAT(INVINCIBLE_FINISHED, spectatee);
- this.superweapons_finished = spectatee.superweapons_finished;
+ STAT(SUPERWEAPONS_FINISHED, this) = STAT(SUPERWEAPONS_FINISHED, spectatee);
this.air_finished = spectatee.air_finished;
STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);