12 player.prevstrengthsound =
time;
14 player.prevstrengthsoundattempt =
time;
96 float timeleft = t -
time;
106 float finished = (freezeTimer ? timeleft : t);
119 default:
delete(e);
return;
135 entity wp =
WaypointSprite_Spawn(WP_Item, 0, 0, e,
'0 0 1' * e.maxs.z,
NULL, 0, e,
waypointsprite_attached,
true, RADARICON_Item);
136 wp.wp_extra = e.itemdef.m_id;
145 if(e.waypointsprite_attached)
156 FOREACH(StatusEffects, it.instanceOfPowerupStatusEffect,
158 if(StatusEffects_active(it, frag_target))
159 powerups_DropItem(frag_target, it, autocvar_g_powerups_drop_ondeath == 2);
169 FOREACH(StatusEffects, it.instanceOfPowerupStatusEffect,
171 if(StatusEffects_active(it, player)) {
172 powerups_DropItem(player, it, autocvar_g_powerups_drop == 2);
173 StatusEffects_remove(it, player, STATUSEFFECT_REMOVE_NORMAL);
#define MUTATOR_HOOKFUNCTION(...)
#define MUTATOR_RETURNVALUE
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
float GetResource(entity e, Resource res_type)
Returns the current amount of resource the given entity has.
bool SetResourceExplicit(entity e, Resource res_type, float amount)
Sets the resource amount of an entity without calling any hooks.
float autocvar_g_balance_powerup_invisibility_time
bool Item_Initialise(entity item)
An optimised and generic way to initialise items (loot or permanent)
#define ITEM_SET_EXPIRING(item, expiring)
Sets the item expiring status (i.e.
#define FOREACH(list, cond, body)
float autocvar_g_balance_powerup_speed_highspeed
float autocvar_g_balance_powerup_speed_time
float autocvar_g_balance_powerup_speed_attack_time_multiplier
strcat(_("^F4Countdown stopped!"), "\n^BG", _("Teams are too unbalanced."))
void PlayerUseKey(entity this)
float autocvar_g_items_dropped_lifetime
void W_PlayStrengthSound(entity player)
float autocvar_sv_strengthsound_antispam_refire_threshold
float autocvar_sv_strengthsound_antispam_time
float autocvar_g_balance_powerup_invincible_time
float autocvar_g_balance_powerup_invincible_takeforce
float autocvar_g_balance_powerup_invincible_takedamage
#define sound(e, c, s, v, a)
float StatusEffects_gettime(StatusEffect this, entity actor)
bool StatusEffects_active(StatusEffect this, entity actor)
float autocvar_g_balance_powerup_strength_force
float autocvar_g_balance_powerup_strength_time
float autocvar_g_balance_powerup_strength_selfforce
float autocvar_g_balance_powerup_strength_selfdamage
float autocvar_g_balance_powerup_strength_damage
void powerups_DropItem(entity this, StatusEffect effect, bool freezeTimer)
void powerups_DropItem_Think(entity this)
int autocvar_g_powerups_drop_ondeath
int autocvar_g_powerups_drop
vector W_CalculateProjectileVelocity(entity actor, vector pvelocity, vector mvelocity, float forceAbsolute)
void WaypointSprite_Kill(entity wp)
void WaypointSprite_UpdateMaxHealth(entity e, float f)
entity WaypointSprite_Spawn(entity spr, float _lifetime, float maxdistance, entity ref, vector ofs, entity showto, float t, entity own,.entity ownfield, float hideable, entity icon)
entity WaypointSprite_getviewentity(entity e)
void WaypointSprite_UpdateHealth(entity e, float f)
entity waypointsprite_attached