15 if(this.
owner.frozen_ice !=
this || wasfreed(this.
owner))
22 setorigin(
this, ice_org);
31 ice.scale = this.
scale;
54 SUPER(
Frozen).m_apply(
this, actor, eff_time, eff_flags);
63 if(
STAT(FROZEN, actor) || (actor.waterlevel && actor.watertype ==
CONTENT_LAVA))
74 vector col =
'0.25 0.90 1';
75 float alpha_fade = 0.3;
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
#define drawfill(position, size, rgb, alpha, flag)
#define setmodel(this, m)
const float DRAWFLAG_ADDITIVE
void Frozen_ice_create(entity this)
void Frozen_ice_think(entity this)
void Frozen_ice_remove(entity this)
noref float vid_conheight
@ STATUSEFFECT_REMOVE_NORMAL
Effect is being removed by a function, calls regular removal mechanics.
@ STATUSEFFECT_FLAG_ACTIVE
#define METHOD(cname, name, prototype)
void RemoveGrapplingHooks(entity pl)
float autocvar_hud_colorflash_alpha