6 if (frag_deathtype == DEATH_FALL.m_id)
25 PAR(_(
"The %s buff greatly increases your jump height, while the buff is active."),
COLORED_NAME(
this));
26 PAR(_(
"It also makes you immune to fall damage."));
#define MUTATOR_HOOKFUNCTION(...)
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
#define COLORED_NAME(this)
float buff_Jump_ChangeDamage(float frag_damage, float frag_deathtype)
float autocvar_g_buffs_jump_velocity
#define METHOD(cname, name, prototype)
bool StatusEffects_active(StatusEffect this, entity actor)
#define PAR(...)
Adds an individually translatable paragraph to PAGE_TEXT without having to deal with strcat and sprin...