69#define EV_Nade_Damage(i, o) \
70 i(entity, MUTATOR_ARGV_0_entity) \
71 i(entity, MUTATOR_ARGV_1_entity) \
72 i(vector, MUTATOR_ARGV_2_vector) \
73 o(vector, MUTATOR_ARGV_2_vector) \
74 i(float, MUTATOR_ARGV_3_float) \
75 o(float, MUTATOR_ARGV_3_float) \
#define MUTATOR_HOOKABLE(id, params)
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
#define nade(name, colormin1, colormax1, colormin2, colormax2)
int autocvar_g_nades_bonus_score_high
void nades_RemovePlayer(entity player)
float autocvar_g_nades_nade_minforce
entity nade_damage_target
int autocvar_g_nades_bonus_score_spree
int autocvar_g_nades_bonus_score_low
int autocvar_g_nades_nade_newton_style
void nades_Clear(entity player)
bool autocvar_g_nades_bonus_client_select
float autocvar_g_nades_nade_refire
void nades_GiveBonus(entity player, float score)
float autocvar_g_nades_nade_edgedamage
bool autocvar_g_nades_override_dropweapon
float autocvar_g_nades_nade_lifetime
float autocvar_g_nades_pickup_time
bool autocvar_g_nades_bonus_onstrength
int autocvar_g_nades_bonus_score_time_flagcarrier
bool autocvar_g_nades_bonus_only
float autocvar_g_nades_nade_radius
bool autocvar_g_nades_bonus
float autocvar_g_nades_spawn_destroy_damage
int autocvar_g_nades_bonus_score_time
float autocvar_g_nades_nade_health
bool autocvar_g_nades_onspawn
vector autocvar_g_nades_throw_offset
int autocvar_g_nades_bonus_max
float autocvar_g_nades_nade_maxforce
float autocvar_g_nades_nade_force
string autocvar_g_nades_bonus_type
string cvar_cl_pokenade_type
float nade_show_particles
float autocvar_g_nades_spawn_health_respawn
int autocvar_g_nades_bonus_score_minor
float autocvar_g_nades_nade_damage
bool autocvar_g_nades_pickup
bool orb_send(entity this, entity to, int sf)
int autocvar_g_nades_bonus_score_medium
bool autocvar_g_nades_client_select
string autocvar_g_nades_nade_type
#define EV_Nade_Damage(i, o)
called to adjust nade damage and force on hit
int autocvar_g_nades_spawn_count
int autocvar_g_nades_bonus_score_max