7 entity spawnloc =
new(nade_spawn_loc);
8 setorigin(spawnloc, this.
origin);
9 setsize(spawnloc, player.mins, player.maxs);
12 spawnloc.drawonlytoclient = player;
16 if(player.nade_spawnloc)
17 delete(player.nade_spawnloc);
19 player.nade_spawnloc = spawnloc;
40 PAR(_(
"The %s detonates after a short delay, temporarily setting your spawnpoint to where it detonated. "
41 "It is useful for cases where you want to go back to some point on the map after you die."),
COLORED_NAME(
this));
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
void SetResource(entity e, Resource res_type, float amount)
Sets the current amount of resource the given entity will have.
#define COLORED_NAME(this)
void Damage(entity targ, entity inflictor, entity attacker, float damage, int deathtype,.entity weaponentity, vector hitloc, vector force)
void set_movetype(entity this, int mt)
void nade_spawn_boom(entity this)
void nade_spawn_SetSpawnHealth(entity player)
bool nade_spawn_DestroyDamage(entity this, entity attacker)
#define METHOD(cname, name, prototype)
#define PAR(...)
Adds an individually translatable paragraph to PAGE_TEXT without having to deal with strcat and sprin...
float autocvar_g_nades_spawn_destroy_damage
float autocvar_g_nades_spawn_health_respawn
int autocvar_g_nades_spawn_count