var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
float GetResource(entity e, Resource res_type)
Returns the current amount of resource the given entity has.
bool SetResourceExplicit(entity e, Resource res_type, float amount)
Sets the resource amount of an entity without calling any hooks.
float m_respawntimejitter
string m_canonical_spawnfunc
string m_canonical_spawnfunc
string m_canonical_spawnfunc
ATTRIB(Pickup, m_model, Model)
string m_canonical_spawnfunc
string m_canonical_spawnfunc
int autocvar_g_pickup_rockets_max
int autocvar_g_pickup_nails
bool autocvar_g_pickup_ammo_anyway
void ammo_fuel_init(Pickup this, entity item)
int autocvar_g_pickup_fuel_max
int autocvar_g_pickup_shells_max
void ammo_bullets_init(Pickup this, entity item)
int autocvar_g_pickup_cells_max
int autocvar_g_pickup_rockets
void ammo_cells_init(Pickup this, entity item)
int autocvar_g_pickup_nails_max
void ammo_rockets_init(Pickup this, entity item)
void ammo_shells_init(Pickup this, entity item)
int autocvar_g_pickup_fuel
float autocvar_g_pickup_respawntime_ammo
float autocvar_g_pickup_respawntimejitter_ammo
int autocvar_g_pickup_shells
int autocvar_g_pickup_cells
#define SPAWNFUNC_ITEM(name, item)
@ ITEM_FLAG_RESOURCE
Item is is a resource, not a held item.
@ ITEM_FLAG_NORMAL
Item is usable during normal gameplay.
string Item_Model(string item_mdl)
#define REGISTER_ITEM(id, inst)
#define MODEL(name, path)
float ammo_pickupevalfunc(entity player, entity item)
Header file that describes the resource system.