8 if(!actor)
return false;
18 float currentTime =
bound(0, actor.statuseffect_time[
this.m_id] -
time, 99);
#define MUTATOR_HOOKFUNCTION(...)
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
bool m_hidden
Whether the effect is displayed in the HUD.
float m_lifetime
Lifetime scale for HUD progress bars.
void addPowerupItem(string name, string icon, vector color, float currentTime, float lifeTime, bool isInfinite)
bool autocvar__hud_configure
@ STATUSEFFECT_FLAG_PERSISTENT
Effect is currently being granted passively.
@ STATUSEFFECT_FLAG_ACTIVE
#define METHOD(cname, name, prototype)
void StatusEffects_tick(entity actor)
StatusEffect g_statuseffects