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
float m_respawntimejitter
float m_respawntimejitter
string m_canonical_spawnfunc
string m_canonical_spawnfunc
float m_respawntimejitter
ATTRIB(Pickup, m_model, Model)
#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.
int autocvar_g_pickup_healthmega
bool autocvar_g_pickup_healthsmall_anyway
float autocvar_g_pickup_respawntime_health_medium
bool autocvar_g_pickup_healthmedium_anyway
float autocvar_g_pickup_respawntimejitter_health_small
int autocvar_g_pickup_healthsmall_max
void item_healthbig_init(Pickup this, entity item)
int autocvar_g_pickup_healthmedium
float autocvar_g_pickup_respawntime_health_small
int autocvar_g_pickup_healthbig_max
bool autocvar_g_pickup_healthmega_anyway
void item_healthsmall_init(Pickup this, entity item)
int autocvar_g_pickup_healthmega_max
bool autocvar_g_pickup_healthbig_anyway
float autocvar_g_pickup_respawntimejitter_health_mega
int autocvar_g_pickup_healthmedium_max
void item_healthmedium_init(Pickup this, entity item)
float autocvar_g_pickup_respawntimejitter_health_medium
float autocvar_g_pickup_respawntimejitter_health_big
int autocvar_g_pickup_healthsmall
int autocvar_g_pickup_healthbig
float autocvar_g_pickup_respawntime_health_big
float autocvar_g_pickup_respawntime_health_mega
void item_healthmega_init(Pickup this, entity item)
string Item_Model(string item_mdl)
string Item_Sound(string it_snd)
#define REGISTER_ITEM(id, inst)
#define MODEL(name, path)
strcat(_("^F4Countdown stopped!"), "\n^BG", _("Teams are too unbalanced."))
float healtharmor_pickupevalfunc(entity player, entity item)
#define SOUND(name, path)