Thats right, persistant leveling has been fixed, I just moved all of the addon code to a regular mod, still reliant upon a few engine extensions:
pow; /* Part of DP_QC_SINCOSSQRTPOW*/
strzone; /* Part of FRIK_FILE, FTE_STRINGS, ZQ_QC_STRINGS*/
strunzone; /* Part of FRIK_FILE, FTE_STRINGS, ZQ_QC_STRINGS*/
Also fte’s color code strings (I’m not sure to what degree any other engines support that)
Shields recharge after a delay, and bleedout timer has been added, so if you kill an enemy before you bleedout, your health is restored by 25% and your shields are completely restored. Next on the agenda is to remove the hub system and use fte’s builtin support for hub maps. Doing so will lower code upkeep, as my implementation wasn’t exactly flawless.