]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cheats.qc
Fix current custom gametype not being kept if gametype vote ends without votes
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cheats.qc
index 20a13f83e6cef5121b0c220a416fd8b756aab470..9ec7cc69a637466cfc9759ac3fe398cc5a02558c 100644 (file)
@@ -10,7 +10,9 @@
 #include <common/mapobjects/teleporters.qh>
 #include <common/mapobjects/triggers.qh>
 #include <common/monsters/_mod.qh>
+#include <common/mutators/mutator/status_effects/_mod.qh>
 #include <common/physics/player.qh>
+#include <common/resources/sv_resources.qh>
 #include <common/stats.qh>
 #include <common/util.qh>
 #include <common/weapons/_all.qh>
@@ -25,7 +27,6 @@
 #include <server/mutators/_mod.qh>
 #include <server/player.qh>
 #include <server/race.qh>
-#include <server/resources.qh>
 #include <server/world.qh>
 
 #ifdef NOCHEATS
@@ -151,15 +152,12 @@ float CheatImpulse(entity this, int imp)
                        SetResource(this.personal, RES_HEALTH, max(1, GetResource(this, RES_HEALTH)));
                        SetResource(this.personal, RES_ARMOR, GetResource(this, RES_ARMOR));
                        STAT(WEAPONS, this.personal) = STAT(WEAPONS, this);
-                       STAT(BUFFS, this.personal) = STAT(BUFFS, this);
-                       STAT(BUFF_TIME, this.personal) = STAT(BUFF_TIME, this);
+                       StatusEffects_copy(this.statuseffects, this.personal, 0);
                        this.personal.items = this.items;
                        this.personal.pauserotarmor_finished = this.pauserotarmor_finished;
                        this.personal.pauserothealth_finished = this.pauserothealth_finished;
                        this.personal.pauserotfuel_finished = this.pauserotfuel_finished;
                        this.personal.pauseregen_finished = this.pauseregen_finished;
-                       STAT(STRENGTH_FINISHED, this.personal) = STAT(STRENGTH_FINISHED, this);
-                       STAT(INVINCIBLE_FINISHED, this.personal) = STAT(INVINCIBLE_FINISHED, this);
                        this.personal.teleport_time = time;
                        break; // this part itself doesn't cheat, so let's not count this
                case CHIMPULSE_CLONE_MOVING.impulse:
@@ -212,15 +210,13 @@ float CheatImpulse(entity this, int imp)
                                SetResource(this, RES_HEALTH, GetResource(this.personal, RES_HEALTH));
                                SetResource(this, RES_ARMOR, GetResource(this.personal, RES_ARMOR));
                                STAT(WEAPONS, this) = STAT(WEAPONS, this.personal);
-                               STAT(BUFFS, this) = STAT(BUFFS, this.personal);
-                               STAT(BUFF_TIME, this) = STAT(BUFF_TIME, this.personal);
                                this.items = this.personal.items;
                                this.pauserotarmor_finished = time + this.personal.pauserotarmor_finished - this.personal.teleport_time;
                                this.pauserothealth_finished = time + this.personal.pauserothealth_finished - this.personal.teleport_time;
                                this.pauserotfuel_finished = time + this.personal.pauserotfuel_finished - this.personal.teleport_time;
                                this.pauseregen_finished = time + this.personal.pauseregen_finished - this.personal.teleport_time;
-                               STAT(STRENGTH_FINISHED, this) = time + STAT(STRENGTH_FINISHED, this.personal) - this.personal.teleport_time;
-                               STAT(INVINCIBLE_FINISHED, this) = time + STAT(INVINCIBLE_FINISHED, this.personal) - this.personal.teleport_time;
+                               StatusEffects_copy(this.personal, this.statuseffects, this.personal.teleport_time);
+                               StatusEffects_update(this);
 
                                if(!autocvar_g_allow_checkpoints)
                                        DID_CHEAT();