7#define offset_y autocvar_g_buffs_inferno_burntime_min_time
8#define intersect_x autocvar_g_buffs_inferno_burntime_target_damage
9#define intersect_y autocvar_g_buffs_inferno_burntime_target_time
10#define base autocvar_g_buffs_inferno_burntime_factor
29 entity e = actor.(weaponentity);
52 vector offset = e.spawnorigin;
68 PAR(_(
"The %s buff sets any enemies or monsters you attack alight, dealing burn damage to them for several seconds until the buff expires."),
COLORED_NAME(
this));
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
#define COLORED_NAME(this)
float buff_Inferno_CalculateTime(float dmg)
float buff_Inferno_CalculateDamage(float frag_damage)
float autocvar_g_buffs_inferno_damagemultiplier
float logn(float e, float base)
#define METHOD(cname, name, prototype)
#define PAR(...)
Adds an individually translatable paragraph to PAGE_TEXT without having to deal with strcat and sprin...
void buff_Effect(entity player, entity eff, vector eff_loc, vector eff_vel, int eff_cnt, bool hide)
Spawn effects on a player with a buff.
bool autocvar_g_buffs_effects
#define CENTER_OR_VIEWOFS(ent)
entity weaponentities[MAX_WEAPONSLOTS]