#include <common/mapobjects/trigger/viewloc.qh>
#include <common/minigames/cl_minigames.qh>
#include <common/minigames/cl_minigames_hud.qh>
+#include <common/mutators/mutator/powerups/_mod.qh>
#include <common/mutators/mutator/status_effects/_mod.qh>
#include <common/mutators/mutator/waypoints/all.qh>
#include <common/net_linked.qh>
}
// edge detection postprocess handling done second (used by hud_powerup)
- float sharpen_intensity = 0, strength_finished = StatusEffects_gettime(STATUSEFFECT_Strength, g_statuseffects), invincible_finished = StatusEffects_gettime(STATUSEFFECT_Shield, g_statuseffects);
- if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
- if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
+ float sharpen_intensity = 0;
+ FOREACH(StatusEffect, it.instanceOfPowerups,
+ {
+ float powerup_finished = StatusEffects_gettime(it, g_statuseffects) - time;
+ if(powerup_finished > 0)
+ sharpen_intensity += powerup_finished;
+ });
sharpen_intensity = bound(0, ((STAT(HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.