17 if ( health_factor > 0 )
29 else if ( health_factor < 0 )
39 orb.colormod =
'1 0 0';
47 PAR(_(
"The %s detonates after a short delay, temporarily creating a healing orb around the point where it detonated for several seconds. "
48 "If your team members enter the orb they will recover health, and if enemies enter the sphere they will be harmed."),
COLORED_NAME(
this));
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.
#define COLORED_NAME(this)
void Damage(entity targ, entity inflictor, entity attacker, float damage, int deathtype,.entity weaponentity, vector hitloc, vector force)
void Send_Effect(entity eff, vector eff_loc, vector eff_vel, int eff_cnt)
int autocvar_g_pickup_healthmega_max
void nade_heal_boom(entity this)
void nade_heal_touch(entity this, entity toucher)
float autocvar_g_nades_heal_friend
float autocvar_g_nades_heal_time
float autocvar_g_nades_heal_rate
float autocvar_g_nades_heal_foe
#define METHOD(cname, name, prototype)
#define PAR(...)
Adds an individually translatable paragraph to PAGE_TEXT without having to deal with strcat and sprin...
entity nades_spawn_orb(entity own, entity realown, vector org, float orb_ltime, float orb_rad)
float autocvar_g_nades_nade_radius
float nade_show_particles
void GiveResourceWithLimit(entity receiver, Resource res_type, float amount, float limit)
Gives an entity some resource but not more than a limit.