#include <common/items/_mod.qh>
#include <common/mapobjects/platforms.qh>
#include <common/monsters/_mod.qh>
+#include <common/mutators/mutator/status_effects/_mod.qh>
#include <common/net_linked.qh>
#include <common/notifications/all.qh>
+#include <common/resources/sv_resources.qh>
#include <common/state.qh>
#include <common/util.qh>
#include <common/vehicles/all.qh>
#include <server/items/items.qh>
#include <server/hook.qh>
#include <server/mutators/_mod.qh>
-#include <server/resources.qh>
#include <server/round_handler.qh>
#include <server/weapons/selection.qh>
#include <server/world.qh>
else this.alpha = 1;
Weapon wep = this.owner.(weaponentity).m_weapon;
- if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner, this.owner.clientcolors, this.owner.(weaponentity));
+ if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner.clientcolors, this.owner.(weaponentity));
this.colormap = this.owner.colormap;
this.skin = w_ent.skin;
if (this == NULL) return;
this.state = WS_INUSE;
- actor.spawnshieldtime = min(actor.spawnshieldtime, time); // kill spawn shield when you fire
+ if(StatusEffects_active(STATUSEFFECT_SpawnShield, actor)) // given this is performed often, perform a lighter check first
+ StatusEffects_remove(STATUSEFFECT_SpawnShield, actor, STATUSEFFECT_REMOVE_CLEAR); // kill spawn shield when you fire
// if the weapon hasn't been firing continuously, reset the timer
if (attacktime >= 0)
setorigin(flash, offset);
entity xflash = spawn();
- copyentity(flash, xflash);
+ copyentity_qc(flash, xflash);
flash.viewmodelforclient = actor;