26 for (
int j = 0; j < 2; ++j)
28 if (it.m_projectile[j] == proj)
30 string trail = it.m_trail[j].eent_eff_name;
31 if (trail)
return it.m_trail[j];
50 PAR(_(
"The %s mutator gives all players offhand nades that can be primed then thrown by pressing %s twice. "
51 "If the %s and %s mutators are disabled, they can also be thrown by holding then releasing %s."),
COLORED_NAME(
this),
strcat(
"^3", _(
"drop weapon"),
"^7"),
COLORED_NAME(MUTATOR_offhand_blaster),
COLORED_NAME(MUTATOR_hook),
strcat(
"^3", _(
"hook"),
"^7"));
52 PAR(_(
"There are multiple types of nades that can be selected, and many configuration options for this mutator, "
53 "so they may act a little differently depending on the server you play on."));
54 PAR(_(
"This mutator is enabled by default in %s."),
COLORED_NAME(MUTATOR_ok));
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
#define COLORED_NAME(this)
entity EFFECT_NADE_TRAIL_BURN(int teamid)
entity EFFECT_NADE_TRAIL(int teamid)
#define FOREACH(list, cond, body)
#define REPLICATE(...)
Replicates a client cvar into a server field.
#define REGISTER_STAT(...)
entity Nade_TrailEffect(int proj, int nade_team)
bool autocvar_g_nades_nade_small
float autocvar_g_nades_spread
const int PROJECTILE_NADE_BURN
const int PROJECTILE_NADE
strcat(_("^F4Countdown stopped!"), "\n^BG", _("Teams are too unbalanced."))
#define METHOD(cname, name, prototype)
#define PAR(...)
Adds an individually translatable paragraph to PAGE_TEXT without having to deal with strcat and sprin...
string cvar_cl_pokenade_type