25float W_SeekOutEnemy(
entity this,
float speed_decel,
float speed_accel,
float speed_max,
float turn_rate,
bool smart,
float smart_mindist,
float smart_trace_min,
float smart_trace_max);
29void W_DamageOverTime_Think(
entity this,
float duration,
float duration_power,
float damage,
float edgedamage,
float rad,
float force,
entity cantbe,
float think_delay);
40#define PROJECTILE_TOUCH(e,t) MACRO_BEGIN if (WarpZone_Projectile_Touch(e,t)) return; MACRO_END
46#define PROJECTILE_MAKETRIGGER(e) \
48 (e).solid = SOLID_CORPSE; \
49 (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE; \
50 if (!autocvar_g_projectiles_interact || (autocvar_g_projectiles_interact == 1 && (e).classname != "blasterbolt")) \
#define BIT(n)
Only ever assign into the first 24 bits in QC (so max is BIT(23)).
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
limitations: NULL cannot be present elements can only be present once a maximum of IL_MAX lists can e...
bool(entity e) WarpZone_FindRadius_cond_callback_t
float autocvar_sv_strengthsound_antispam_refire_threshold
float W_CheckProjectileDamage(entity inflictor, entity projowner, int deathtype, float exception)
bool WarpZone_Projectile_Touch_ImpactFilter_Callback(entity this, entity toucher)
void W_PlayStrengthSound(entity player)
const int MIF_GUIDED_TRACKING
void W_LaserPlay(entity this, float rad, float damage, float edgedamage, float burntime, WarpZone_FindRadius_cond_callback_t cb)
Randomly chooses a player within the radius to shoot a laser towards.
void W_PrepareExplosionByDamage(entity this, entity attacker, void(entity this) explode)
void W_DamageOverTime_Think(entity this, float duration, float duration_power, float damage, float edgedamage, float rad, float force, entity cantbe, float think_delay)
Applies damage over time, called within a think function.
const int MIF_GUIDED_HEAT
IntrusiveList g_projectiles
const int MIF_GUIDED_LASER
float autocvar_sv_strengthsound_antispam_time
bool autocvar_g_projectiles_keep_owner
const int MIF_GUIDED_CONFUSABLE
float W_SeekOutEnemy(entity this, float speed_decel, float speed_accel, float speed_max, float turn_rate, bool smart, float smart_mindist, float smart_trace_min, float smart_trace_max)
Automatically guides a projectile towards its enemy.
void W_GiveWeapon(entity e, float wep)
int autocvar_g_projectiles_damage
int autocvar_g_projectiles_interact
const int MIF_GUIDED_MANUAL
void adaptor_think2use_hittype_splash(entity this)
bool W_DualWielding(entity player)
#define STATIC_INIT(func)
during worldspawn