63SPAWNFUNC_Q3(weapon_grenadelauncher, ammo_grenades, WEP_MORTAR)
66SPAWNFUNC_Q3(weapon_prox_launcher, ammo_mines, WEP_MINE_LAYER)
80SPAWNFUNC_Q3(weapon_lightning, ammo_lightning, WEP_ELECTRO, 0.125)
126 if (targ.classname ==
"target_init" || targ.classname ==
"target_give" || targ.classname ==
"target_items")
180 FOREACH(StatusEffects, it.instanceOfPowerupStatusEffect,
182 it.m_remove(it, actor, STATUSEFFECT_REMOVE_NORMAL);
187 int buffid = heldbuff.m_id;
191 Send_Notification(NOTIF_ALL_EXCEPT, actor, MSG_INFO, INFO_ITEM_BUFF_LOST, actor.netname, buffid);
215 if (it.classname ==
"item_buff")
217 this.netname = cons(this.netname, it.buffdef.netname);
218 this.buffs_finished += it.buffs_finished;
222 this.ammo_rockets += it.ammo_rockets;
223 this.ammo_cells += it.ammo_cells;
224 this.ammo_shells += it.ammo_shells;
225 this.ammo_nails += it.ammo_nails;
226 this.invincible_finished += it.invincible_finished;
227 this.strength_finished += it.strength_finished;
228 this.speed_finished += it.speed_finished;
229 this.invisibility_finished += it.invisibility_finished;
230 this.health += it.health;
231 this.armorvalue += it.armorvalue;
233 this.netname = cons(this.netname, (it.itemdef.m_weapon) ? it.itemdef.m_weapon.netname : it.itemdef.netname);
242 spawnfunc_target_items(
this);
255 actor.fragsfilter_cnt += this.
count;
259 if(!
g_cts) {
delete(
this);
return; }
266#define FRAGSFILTER_REMOVER BIT(0)
267#define FRAGSFILTER_RUNONCE BIT(1)
268#define FRAGSFILTER_SILENT BIT(2)
269#define FRAGSFILTER_RESET BIT(3)
275 if(actor.fragsfilter_cnt >=
this.frags)
278 actor.fragsfilter_cnt = 0;
280 actor.fragsfilter_cnt -= this.
frags;
285 int req_frags = this.
frags - actor.fragsfilter_cnt;
286 centerprint(actor, sprintf(
"%d more frag%s needed", req_frags, req_frags > 1 ?
"s" :
""));
292 if(!
g_cts) {
delete(
this);
return; }
299#define PRINT_REDTEAM BIT(0)
300#define PRINT_BLUETEAM BIT(1)
301#define PRINT_PRIVATE BIT(2)
302#define PRINT_BROADCAST BIT(3)
318 bool priv, red, blue;
355 spawnfunc_target_print(
this);
386 if(
maxclients == 1 && IS_GAMETYPE(DEATHMATCH))
409 string gametypename_q3, gametypename_ql;
414 gametypename_q3 =
"team";
415 gametypename_ql =
"tdm";
418 gametypename_q3 = gametypename_ql =
"ffa";
422 if (
cvar(
"g_ctf_oneflag"))
424 gametypename_q3 =
"oneflag";
425 gametypename_ql =
"1f";
428 gametypename_q3 = gametypename_ql =
"ctf";
432 gametypename_q3 =
"tournament";
433 gametypename_ql =
"duel";
435 else if(IS_GAMETYPE(DEATHMATCH) &&
maxclients == 1)
436 gametypename_q3 =
"single";
438 gametypename_ql =
"ql";
439 else if(IS_GAMETYPE(FREEZETAG))
440 gametypename_ql =
"ft";
441 else if(IS_GAMETYPE(DOMINATION))
442 gametypename_ql =
"dom";
444 gametypename_ql =
"race";
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 SPAWNFUNC_ITEM(name, item)
const int INITPRIO_FINDTARGET
void SUB_Remove(entity this)
Remove entity.
#define IL_EACH(this, cond, body)
Header file that describes the functions related to game items.
#define FOREACH(list, cond, body)
void SUB_UseTargets(entity this, entity actor, entity trigger)
@ STATUSEFFECT_REMOVE_NORMAL
Effect is being removed by a function, calls regular removal mechanics.
void Send_Notification(NOTIF broadcast, entity client, MSG net_type, Notification net_name,...count)
void target_give_init(entity this)
void target_print_use(entity this, entity actor, entity trigger)
bool DoesQ3ARemoveThisEntity(entity this)
void target_init_verify(entity this)
#define FRAGSFILTER_SILENT
void target_print_message(entity this, entity actor)
void target_init_use(entity this, entity actor, entity trigger)
#define FRAGSFILTER_RESET
#define FRAGSFILTER_REMOVER
void fragsfilter_use(entity this, entity actor, entity trigger)
void score_use(entity this, entity actor, entity trigger)
#define SPAWNFUNC_Q3(weapon_classname, ammo_classname, xonwep,...)
#define IS_INDEPENDENT_PLAYER(e)
string GetField_fullspawndata(entity e, string fieldname, bool vfspath)
Retrieves the value of a map entity field from fullspawndata.
#define sound(e, c, s, v, a)
void play2(entity e, string filename)
entity buff_FirstFromFlags(entity actor)
void buff_RemoveAll(entity actor, int removal_type)
Header file that describes the resource system.
float autocvar_g_balance_pause_armor_rot
float autocvar_g_balance_pause_health_rot
float autocvar_g_balance_pause_health_regen
#define IS_REAL_CLIENT(v)
#define FOREACH_CLIENT(cond, body)
#define SPAWNFUNC_WEAPON(name, weapon)
void InitializeEntity(entity e, void(entity this) func, int order)
bool autocvar_sv_mapformat_is_quake3