}
FOREACH(Nades, true, {
- for (int j = 0; j < 2; j++)
+ for (int j = 0; j < 2; ++j)
{
if (it.m_projectile[j] == proj)
{
return EFFECT_Null;
}
+
#endif
#ifdef CSQC
void nade_napalm_boom(entity this)
{
- for (int c = 0; c < autocvar_g_nades_napalm_ball_count; c++)
+ for (int c = 0; c < autocvar_g_nades_napalm_ball_count; ++c)
nade_napalm_ball(this);
entity fountain = new(nade_napalm_fountain);
{
entity player = M_ARGV(0, entity);
- player.nade_refire = (autocvar_g_nades_onspawn)
- ? time + autocvar_g_nades_nade_refire
- : time + autocvar_g_spawnshieldtime;
+ if (StatusEffects_active(STATUSEFFECT_SpawnShield, player))
+ player.nade_refire = StatusEffects_gettime(STATUSEFFECT_SpawnShield, player);
+ else
+ player.nade_refire = time;
+
+ if (!autocvar_g_nades_onspawn)
+ player.nade_refire += autocvar_g_nades_nade_refire;
if(autocvar_g_nades_bonus_client_select)
STAT(NADE_BONUS_TYPE, player) = CS_CVAR(player).cvar_cl_nade_type;