14#define REGISTER_BUFF(id, inst) REGISTER(StatusEffects, BUFF_##id, m_id, inst)
40 returns(this.
m_name, icon_path_from_HUDskin(this.m_icon));
62 #define BUFF_SPAWNFUNC(e, b, t) \
63 spawnfunc(item_buff_##e) \
67 this.team_forced = t; \
70 #define BUFF_SPAWNFUNCS(e, b) \
71 BUFF_SPAWNFUNC(e, b, 0) \
72 BUFF_SPAWNFUNC(e##_team1, b, NUM_TEAM_1) \
73 BUFF_SPAWNFUNC(e##_team2, b, NUM_TEAM_2) \
74 BUFF_SPAWNFUNC(e##_team3, b, NUM_TEAM_3) \
75 BUFF_SPAWNFUNC(e##_team4, b, NUM_TEAM_4)
76 #define BUFF_SPAWNFUNC_Q3COMPAT(o, r) \
79 buff_Init_Compat(this, r); \
82 #define BUFF_SPAWNFUNC(e, b, t)
83 #define BUFF_SPAWNFUNCS(e, b)
84 #define BUFF_SPAWNFUNC_Q3COMPAT(o, r)
void buff_Init(entity ent)
void buff_Init_Compat(entity ent, entity replacement)
#define BUFF_SPAWNFUNCS(e, b)
string Buff_CompatName(string buffname)
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
#define FOREACH(list, cond, body)
#define REPLICATE_INIT(type, name)
strcat(_("^F4Countdown stopped!"), "\n^BG", _("Teams are too unbalanced."))
#define METHOD(cname, name, prototype)
#define STATIC_INIT(func)
during worldspawn