});
float desirabledamage;
desirabledamage = enemydamage;
- if(time > STAT(INVINCIBLE_FINISHED, actor) && time > actor.spawnshieldtime)
+ if(StatusEffects_active(STATUSEFFECT_Shield, actor) && time > actor.spawnshieldtime)
desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
if(teamplay && actor.team)
desirabledamage = desirabledamage - teamdamage;