3AUTOCVAR(g_globalforces,
float,
false,
"enable global forces, so that knockback affects everyone");
4AUTOCVAR(g_globalforces_noself,
bool,
true,
"ignore self damage");
5AUTOCVAR(g_globalforces_self,
float, 1,
"global forces knockback self scale");
6AUTOCVAR(g_globalforces_range,
float, 1000,
"global forces max range of effect");
20 if (autocvar_g_globalforces_noself &&
frag_target == frag_attacker)
return;
23 if (autocvar_g_globalforces_range) {
24 if (
vdist(it.origin -
frag_target.origin, >, autocvar_g_globalforces_range)) {
28 float f = (it == frag_attacker) ? autocvar_g_globalforces_self : 1;
#define REGISTER_MUTATOR(...)
#define MUTATOR_HOOKFUNCTION(...)
vector damage_explosion_calcpush(vector explosion_f, vector target_v, float speedfactor)
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
float autocvar_g_balance_damagepush_speedfactor
strcat(_("^F4Countdown stopped!"), "\n^BG", _("Teams are too unbalanced."))
#define FOREACH_CLIENT(cond, body)
#define vdist(v, cmp, f)
Vector distance comparison, avoids sqrt()