SUPER(Buff).m_remove(this, actor, removal_type);
}
-METHOD(Disabled, m_tick, void(StatusEffects this, entity actor))
-{
- if(time >= actor.disabled_effect_time)
- {
- Send_Effect(EFFECT_SMOKING, actor.origin + ((actor.mins + actor.maxs) * 0.5), '0 0 0', 1);
- actor.disabled_effect_time = time + 0.5;
- }
- SUPER(Disabled).m_tick(this, actor);
-}
-METHOD(Disabled, m_remove, void(StatusEffects this, entity actor, int removal_type))
-{
- actor.disabled_effect_time = 0;
- SUPER(Disabled).m_remove(this, actor, removal_type);
-}
-
METHOD(AmmoBuff, m_apply, void(StatusEffects this, entity actor, float eff_time, float eff_flags))
{
bool wasactive = (actor.statuseffects && (actor.statuseffects.statuseffect_flags[this.m_id] & STATUSEFFECT_FLAG_ACTIVE));
if(StatusEffects_active(BUFF_DISABILITY, frag_attacker))
if(frag_target != frag_attacker)
- StatusEffects_apply(STATUSEFFECT_Disabled, frag_target, time + autocvar_g_buffs_disability_slowtime, 0);
+ StatusEffects_apply(STATUSEFFECT_Stunned, frag_target, time + autocvar_g_buffs_disability_slowtime, 0);
if(StatusEffects_active(BUFF_INFERNO, frag_target))
{
entity player = M_ARGV(0, entity);
// these automatically reset, no need to worry
- if(StatusEffects_active(STATUSEFFECT_Disabled, player))
+ if(StatusEffects_active(STATUSEFFECT_Stunned, player))
STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_buffs_disability_speed;
}
{
entity mon = M_ARGV(0, entity);
- if(StatusEffects_active(STATUSEFFECT_Disabled, mon))
+ if(StatusEffects_active(STATUSEFFECT_Stunned, mon))
{
M_ARGV(1, float) *= autocvar_g_buffs_disability_speed; // run speed
M_ARGV(2, float) *= autocvar_g_buffs_disability_speed; // walk speed
{
entity player = M_ARGV(1, entity);
- if(StatusEffects_active(STATUSEFFECT_Disabled, player))
+ if(StatusEffects_active(STATUSEFFECT_Stunned, player))
M_ARGV(0, float) *= autocvar_g_buffs_disability_rate;
}
{
entity player = M_ARGV(1, entity);
- if(StatusEffects_active(STATUSEFFECT_Disabled, player))
+ if(StatusEffects_active(STATUSEFFECT_Stunned, player))
M_ARGV(0, float) *= autocvar_g_buffs_disability_weaponspeed;
}