#include <common/mapobjects/trigger/counter.qh>
#include <common/mapobjects/triggers.qh>
#include <common/mutators/mutator/buffs/buffs.qh>
+#include <common/mutators/mutator/buffs/sv_buffs.qh>
+#include <common/mutators/mutator/powerups/_mod.qh>
+#include <common/mutators/mutator/status_effects/_mod.qh>
#include <common/notifications/all.qh>
#include <common/stats.qh>
#include <common/weapons/_all.qh>
if (!(this.spawnflags & 8))
{
- STAT(STRENGTH_FINISHED, actor) = 0;
- STAT(INVINCIBLE_FINISHED, actor) = 0;
- if(STAT(BUFFS, actor)) // TODO: make a dropbuffs function to handle this
+ FOREACH(StatusEffect, it.instanceOfPowerups,
{
- int buffid = buff_FirstFromFlags(STAT(BUFFS, actor)).m_id;
+ it.m_remove(it, actor, STATUSEFFECT_REMOVE_NORMAL);
+ });
+ entity heldbuff = buff_FirstFromFlags(actor);
+ if(heldbuff) // TODO: make a dropbuffs function to handle this
+ {
+ int buffid = heldbuff.m_id;
Send_Notification(NOTIF_ONE, actor, MSG_MULTI, ITEM_BUFF_DROP, buffid);
sound(actor, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
if(!IS_INDEPENDENT_PLAYER(actor))
Send_Notification(NOTIF_ALL_EXCEPT, actor, MSG_INFO, INFO_ITEM_BUFF_LOST, actor.netname, buffid);
- STAT(BUFFS, actor) = 0;
- STAT(BUFF_TIME, actor) = 0;
+ buff_RemoveAll(actor, STATUSEFFECT_REMOVE_NORMAL);
}
}
{
if (it.classname == "item_buff")
{
- entity buff = buff_FirstFromFlags(STAT(BUFFS, it));
+ entity buff = it.buffdef;
this.netname = cons(this.netname, buff.netname);
- STAT(BUFF_TIME, this) += it.count;
+ this.buffs_finished += it.count;
}
else
{
this.invincible_finished += it.invincible_finished;
else if (it.strength_finished)
this.strength_finished += it.strength_finished;
+ else if (it.speed_finished)
+ this.speed_finished += it.speed_finished;
+ else if (it.invisibility_finished)
+ this.invisibility_finished += it.invisibility_finished;
else if (it.health)
this.health += it.health;
else if (it.armorvalue)
this.armorvalue += it.armorvalue;
- this.netname = cons(this.netname, it.netname);
+ this.netname = cons(this.netname, (it.itemdef.m_weapon) ? it.itemdef.m_weapon.netname : it.itemdef.netname);
}
//remove(it); // removing ents in init functions causes havoc, workaround:
if(this.notta)
return true;
+ // FIXME: singleplayer does not use maxclients 1 as that would prevent bots
if(this.notsingle)
if(maxclients == 1)
return true;