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)
160 FOREACH(StatusEffects, it.instanceOfPowerupStatusEffect,
162 it.m_remove(it, actor, STATUSEFFECT_REMOVE_NORMAL);
167 int buffid = heldbuff.m_id;
171 Send_Notification(NOTIF_ALL_EXCEPT, actor, MSG_INFO, INFO_ITEM_BUFF_LOST, actor.netname, buffid);
186 this.
use = target_init_use;
194 actor.fragsfilter_cnt += this.
count;
198 if(!
g_cts) {
delete(
this);
return; }
202 this.
use = score_use;
205#define FRAGSFILTER_REMOVER BIT(0)
206#define FRAGSFILTER_RUNONCE BIT(1)
207#define FRAGSFILTER_SILENT BIT(2)
208#define FRAGSFILTER_RESET BIT(3)
214 if(actor.fragsfilter_cnt >=
this.frags)
217 actor.fragsfilter_cnt = 0;
219 actor.fragsfilter_cnt -= this.
frags;
224 int req_frags = this.
frags - actor.fragsfilter_cnt;
225 centerprint(actor, sprintf(
"%d more frag%s needed", req_frags, req_frags > 1 ?
"s" :
""));
231 if(!
g_cts) {
delete(
this);
return; }
235 this.
use = fragsfilter_use;
238#define PRINT_REDTEAM BIT(0)
239#define PRINT_BLUETEAM BIT(1)
240#define PRINT_PRIVATE BIT(2)
241#define PRINT_BROADCAST BIT(3)
257 bool priv, red, blue;
272 target_print_message(
this, actor);
288 this.
use = target_print_use;
294 spawnfunc_target_print(
this);
325 if(
maxclients == 1 && IS_GAMETYPE(DEATHMATCH))
348 string gametypename_q3, gametypename_ql;
353 gametypename_q3 =
"team";
354 gametypename_ql =
"tdm";
357 gametypename_q3 = gametypename_ql =
"ffa";
361 if (
cvar(
"g_ctf_oneflag"))
363 gametypename_q3 =
"oneflag";
364 gametypename_ql =
"1f";
367 gametypename_q3 = gametypename_ql =
"ctf";
371 gametypename_q3 =
"tournament";
372 gametypename_ql =
"duel";
374 else if(IS_GAMETYPE(DEATHMATCH) &&
maxclients == 1)
375 gametypename_q3 =
"single";
377 gametypename_ql =
"ql";
378 else if(IS_GAMETYPE(FREEZETAG))
379 gametypename_ql =
"ft";
380 else if(IS_GAMETYPE(DOMINATION))
381 gametypename_ql =
"dom";
383 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)
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)
bool DoesQ3ARemoveThisEntity(entity this)
#define FRAGSFILTER_SILENT
#define FRAGSFILTER_RESET
#define FRAGSFILTER_REMOVER
#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)
bool autocvar_sv_mapformat_is_quake3