{
entity player = M_ARGV(0, entity);
- if(time < player.strength_finished)
+ if(time < STAT(STRENGTH_FINISHED, player))
{
M_ARGV(1, float) = min(M_ARGV(1, float), autocvar_g_instagib_invis_alpha); // player_alpha
M_ARGV(2, float) = min(M_ARGV(2, float), autocvar_g_instagib_invis_alpha); // weapon_alpha
float autocvar_g_items_mindist;
float autocvar_g_items_maxdist;
int autocvar_g_pickup_items;
-float autocvar_g_player_alpha;
+float autocvar_g_player_alpha = 1;
float autocvar_g_player_brightness;
float autocvar_g_player_damageforcescale = 2;
bool autocvar_g_playerclip_collisions;
{
SetPlayerAlpha(this);
- // add a way to see what the items were BEFORE all of these checks for the mutator hook
- int items_prev = this.items;
-
if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
this.modelflags |= MF_ROCKET;
else