17 if(actor.exteriorweaponentity)
39 if(actor.exteriorweaponentity)
52 PAR(_(
"The %s powerup increases your translucency while the powerup is active, making it more difficult for enemies to see you. "
54 PAR(_(
"Since it is a powerup, it will drop if you die while holding it."));
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
#define COLORED_NAME(this)
float autocvar_g_balance_powerup_invisibility_alpha
@ STATUSEFFECT_REMOVE_TIMEOUT
@ STATUSEFFECT_FLAG_ACTIVE
void Send_Notification(NOTIF broadcast, entity client, MSG net_type, Notification net_name,...count)
#define METHOD(cname, name, prototype)
void play_countdown(entity this, float finished, Sound samp)
const int CH_TRIGGER_SINGLE
void stopsound(entity e, int chan)
float StatusEffects_gettime(StatusEffect this, entity actor)
#define PAR(...)
Adds an individually translatable paragraph to PAGE_TEXT without having to deal with strcat and sprin...
float default_weapon_alpha
float default_player_alpha