56 PAR(_(
"The %s powerup greatly decreases the damage you take until the powerup expires, having a compounding effect with armor. "
57 "It also makes you more resistant to knockback."),
COLORED_NAME(
this));
58 PAR(_(
"Since it is a powerup, it will drop if you die while holding it."));
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
void addPowerupItem(string name, string icon, vector color, float currentTime, float lifeTime, bool isInfinite)
vector autocvar_hud_progressbar_shield_color
#define COLORED_NAME(this)
const float EF_FULLBRIGHT
bool autocvar__hud_configure
@ STATUSEFFECT_REMOVE_TIMEOUT
@ STATUSEFFECT_FLAG_PERSISTENT
Effect is currently being granted passively.
@ STATUSEFFECT_FLAG_ACTIVE
void Send_Notification(NOTIF broadcast, entity client, MSG net_type, Notification net_name,...count)
#define METHOD(cname, name, prototype)
void play_countdown(entity this, float finished, Sound samp)
const int CH_TRIGGER_SINGLE
void stopsound(entity e, int chan)
float StatusEffects_gettime(StatusEffect this, entity actor)
#define PAR(...)
Adds an individually translatable paragraph to PAGE_TEXT without having to deal with strcat and sprin...