56 PAR(_(
"The %s powerup greatly increases the damage you deal, until the powerup expires. "
57 "It also increases the knockback that your attacks deal."),
COLORED_NAME(
this));
58 PAR(_(
"The damage and knockback you deal to yourself also increases but by a smaller amount."));
59 PAR(_(
"The %s is one of the most sought after items on a map due to its ability to allow you to easily dominate a map, so it's often highly contested when it spawns in."),
COLORED_NAME(
this));
60 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_strength_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...