11 float health_take =
M_ARGV(4,
float);
30 PAR(_(
"The %s buff converts some of the damage you deal to enemies and monsters into health for yourself, until the buff expires."),
COLORED_NAME(
this));
31 PAR(_(
"In some sense, this is the opposite of the %s buff."),
COLORED_NAME(BUFF_VENGEANCE));
#define MUTATOR_HOOKFUNCTION(...)
float autocvar_g_buffs_vampire_damage_steal
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
#define COLORED_NAME(this)
#define CENTER_OF_ENT(ent)
#define METHOD(cname, name, prototype)
bool StatusEffects_active(StatusEffect this, entity actor)
#define PAR(...)
Adds an individually translatable paragraph to PAGE_TEXT without having to deal with strcat and sprin...
void buff_Effect(entity player, entity eff, vector eff_loc, vector eff_vel, int eff_cnt, bool hide)
Spawn effects on a player with a buff.
void GiveResource(entity receiver, Resource res_type, float amount)
Gives an entity some resource.