#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/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
+ StatusEffects_remove(STATUSEFFECT_Strength, actor, STATUSEFFECT_REMOVE_NORMAL);
+ StatusEffects_remove(STATUSEFFECT_Shield, actor, STATUSEFFECT_REMOVE_NORMAL);
+ entity heldbuff = buff_FirstFromFlags(actor);
+ if(heldbuff) // TODO: make a dropbuffs function to handle this
{
- int buffid = buff_FirstFromFlags(STAT(BUFFS, actor)).m_id;
+ 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);
}
}
else if (it.classname == "item_health_mega")
SetResourceExplicit(this, RES_HEALTH, 200);
else 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;
}
//remove(it); // removing ents in init functions causes havoc, workaround: