IL_REMOVE(g_conveyed, this);
this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
if(this.swampslug)
- delete(this.swampslug);
- this.in_swamp = false;
+ IL_REMOVE(g_swamped, this);
+ this.swampslug = NULL;
+ this.swamp_interval = 0;
STAT(HUD, this) = HUD_NORMAL;
this.event_damage = PlayerDamage;