32.bool(
entity targ,
entity inflictor,
float amount,
float limit) event_heal;
90 string s1,
string s2,
string s3,
string s4,
91 float f1,
float f2,
float f3);
98 string s1,
string s2,
string s3,
104#define DMG_NOWEP (weaponentities[0])
112float RadiusDamageForSource (
entity inflictor,
vector inflictororigin,
vector inflictorvelocity,
entity attacker,
float coredamage,
float edgedamage,
float rad,
entity cantbe,
entity mustbe,
float inflictorselfdamage,
float forceintensity,
vector forcexyzscale,
int deathtype, .
entity weaponentity,
entity directhitentity);
115float RadiusDamage (
entity inflictor,
entity attacker,
float coredamage,
float edgedamage,
float rad,
entity cantbe,
entity mustbe,
float forceintensity,
int deathtype, .
entity weaponentity,
entity directhitentity);
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
limitations: NULL cannot be present elements can only be present once a maximum of IL_MAX lists can e...
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
float hitsound_damage_dealt
entity teamkill_soundsource
bool autocvar_g_mirrordamage_virtual
bool autocvar_g_mirrordamage_onlyweapons
void Damage(entity targ, entity inflictor, entity attacker, float damage, int deathtype,.entity weaponentity, vector hitloc, vector force)
bool Heal(entity targ, entity inflictor, float amount, float limit)
float RadiusDamage(entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype,.entity weaponentity, entity directhitentity)
int autocvar_g_balance_firetransfer_damage
int autocvar_g_player_damageplayercenter
float autocvar_g_throughfloor_force_max_stddev
float autocvar_g_friendlyfire_virtual_force
void GiveFrags(entity attacker, entity targ, float f, int deathtype,.entity weaponentity)
float autocvar_g_throughfloor_damage_max_stddev
float autocvar_g_balance_armor_blockpercent
bool Damage_DamageInfo_SendEntity(entity this, entity to, int sf)
float Obituary_WeaponDeath(entity notif_target, float murder, int deathtype, string s1, string s2, string s3, float f1, float f2)
IntrusiveList g_damagedbycontents
float autocvar_g_teamdamage_resetspeed
float autocvar_g_throughfloor_force
float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
float RadiusDamage_running
float autocvar_g_balance_selfdamagepercent
bool autocvar_g_throughfloor_debug
float checkrules_firstblood
float autocvar_g_friendlyfire_virtual
float autocvar_g_teamdamage_threshold
float RadiusDamageForSource(entity inflictor, vector inflictororigin, vector inflictorvelocity, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float inflictorselfdamage, float forceintensity, vector forcexyzscale, int deathtype,.entity weaponentity, entity directhitentity)
int autocvar_g_balance_firetransfer_time
void W_SwitchWeapon_Force(Player this, Weapon w,.entity weaponentity)
void Fire_ApplyDamage(entity e)
void Obituary_SpecialDeath(entity notif_target, bool murder, bool msg_from_ent, int deathtype, string s1, string s2, string s3, string s4, float f1, float f2, float f3)
float autocvar_g_throughfloor_min_steps_other
float autocvar_g_friendlyfire
float autocvar_g_throughfloor_min_steps_player
float autocvar_g_balance_damagepush_speedfactor
float autocvar_g_throughfloor_damage
float autocvar_g_throughfloor_max_steps_other
float autocvar_g_throughfloor_max_steps_player
string AppendItemcodes(string s, entity player)
float autocvar_g_maxpushtime
float autocvar_g_mirrordamage
void Obituary(entity attacker, entity inflictor, entity targ, int deathtype,.entity weaponentity)
void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, int deathtype, float bloodtype, entity dmgowner)
bool autocvar_g_teamkill_punishing
void LogDeath(string mode, int deathtype, entity killer, entity killed)
const float MAX_DAMAGEEXTRARADIUS
const float MIN_DAMAGEEXTRARADIUS
spree_inf s1 s2 s3loc s2 spree_inf s1 s2 s3loc s2 spree_inf s1 s2 s3loc s2 s1 s2loc s1 s2loc s1 s2loc s1 s2loc s1 s2loc s1 s2loc s1 s2 f1points f2
spree_inf s1 s2 s3loc s2 s1
spree_inf s1 s2 s3loc s2 spree_inf s1 s2 s3loc s2 spree_inf s1 s2 s3loc s2 s1 s2loc s1 s2loc s1 s2loc s1 s2loc s1 s2loc s1 s2loc s1 s2 f1points s1 s2
#define STATIC_INIT(func)
during worldspawn