Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
stunned.qc
Go to the documentation of this file.
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#include "
stunned.qh
"
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3
#ifdef SVQC
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METHOD
(
Stunned
, m_remove,
void
(
StatusEffect
this
,
entity
actor,
int
removal_type))
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{
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actor.effects &=
~EF_SHOCK
;
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SUPER
(
Stunned
).m_remove(
this
, actor, removal_type);
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}
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#if 0
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// TODO: some infinite source of stunning? e.g. some electric current
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METHOD
(
Stunned
, m_persistent,
bool
(
StatusEffect
this
,
entity
actor))
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{
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return
true
;
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}
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#endif
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METHOD
(
Stunned
, m_tick,
void
(
StatusEffect
this
,
entity
actor))
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{
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if
(
STAT
(FROZEN, actor))
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{
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this.m_remove(
this
, actor,
STATUSEFFECT_REMOVE_NORMAL
);
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return
;
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}
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//Shock_ApplyDamage(actor);
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actor.effects |=
EF_SHOCK
;
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SUPER
(
Stunned
).m_tick(
this
, actor);
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}
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#endif
entity
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
StatusEffect
Definition
all.qh:33
Stunned
Definition
stunned.qh:11
EF_SHOCK
const int EF_SHOCK
Definition
constants.qh:103
STAT
#define STAT(...)
Definition
stats.qh:82
STATUSEFFECT_REMOVE_NORMAL
@ STATUSEFFECT_REMOVE_NORMAL
Effect is being removed by a function, calls regular removal mechanics.
Definition
all.qh:28
SUPER
#define SUPER(cname)
Definition
oo.qh:231
METHOD
#define METHOD(cname, name, prototype)
Definition
oo.qh:269
stunned.qh
common
mutators
mutator
status_effects
status_effect
stunned.qc
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