#include <common/mapobjects/subs.qh>
#include <common/mapobjects/teleporters.qh>
#include <common/minigames/sv_minigames.qh>
+#include <common/mutators/mutator/status_effects/_mod.qh>
#include <common/mutators/mutator/waypoints/waypointsprites.qh>
#include <common/physics/player.qh>
#include <common/playerstats.qh>
if (!ITEM_DAMAGE_NEEDKILL(deathtype))
damage = 0;
}
- else if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1)
+ else if (StatusEffects_active(STATUSEFFECT_SpawnShield, this) && autocvar_g_spawnshield_blockdamage < 1)
damage *= 1 - bound(0, autocvar_g_spawnshield_blockdamage, 1);
if(deathtype & HITTYPE_SOUND) // sound based attacks cause bleeding from the ears
if (take > 100)
Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
- if (time >= this.spawnshieldtime || autocvar_g_spawnshield_blockdamage < 1)
+ if (!StatusEffects_active(STATUSEFFECT_SpawnShield, this) || autocvar_g_spawnshield_blockdamage < 1)
{
if (!(this.flags & FL_GODMODE))
{
// don't play teleportation sounds
this.teleportable = TELEPORT_SIMPLE;
- STAT(STRENGTH_FINISHED, this) = 0;
- STAT(INVINCIBLE_FINISHED, this) = 0;
- STAT(SUPERWEAPONS_FINISHED, this) = 0;
STAT(AIR_FINISHED, this) = 0;
this.death_time = time;