101 if (item.itemdef.instanceOfPowerup){
107 if (item.itemdef.instanceOfPowerup){
117 if (item.itemdef.instanceOfAmmo || item.itemdef.instanceOfWeaponPickup){
132 float frag_deathtype =
M_ARGV(3,
float);
134 float frag_mirrordamage =
M_ARGV(5,
float);
141 frag_mirrordamage = 0;
144 M_ARGV(5,
float) = frag_mirrordamage;
156 float frag_deathtype =
M_ARGV(6,
float);
163 if (total == 0)
return;
174 frag_attacker.total_damage_dealt += total;
178 frag_attacker.total_damage_dealt -= total;
180 scorer = frag_attacker;
192 frag_deathtype == DEATH_KILL.m_id ||
193 frag_deathtype == DEATH_DROWN.m_id ||
194 frag_deathtype == DEATH_HURTTRIGGER.m_id ||
195 frag_deathtype == DEATH_CAMP.m_id ||
196 frag_deathtype == DEATH_LAVA.m_id ||
197 frag_deathtype == DEATH_SLIME.m_id ||
198 frag_deathtype == DEATH_SWAMP.m_id))
221 it.total_damage_dealt = 0;
const int CBC_ORDER_FIRST
#define MUTATOR_HOOKFUNCTION(...)
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.
const int IT_UNLIMITED_AMMO
const int IT_UNLIMITED_SUPERWEAPONS
const int INITPRIO_GAMETYPE
int autocvar_g_pickup_items
float autocvar_g_spawnshield_blockdamage
bool StatusEffects_active(StatusEffect this, entity actor)
void MayhemCalculatePlayerScore(entity scorer)
void GameRules_limit_score(int limit)
void GameRules_teams(bool value)
void GameRules_limit_lead(int limit)
#define GameRules_spawning_teams(value)
Used to disable team spawns in team modes.
int autocvar_g_tmayhem_teams_override
float autocvar_g_tmayhem_start_ammo_nails
float autocvar_g_tmayhem_start_health
bool autocvar_g_tmayhem_unlimited_ammo
int autocvar_g_tmayhem_teams
bool autocvar_g_tmayhem_rot
bool autocvar_g_tmayhem_pickup_items
bool autocvar_g_tmayhem_pickup_items_remove_weapons_and_ammo
bool autocvar_g_tmayhem_powerups
float autocvar_g_tmayhem_start_ammo_shells
float autocvar_g_tmayhem_start_armor
float autocvar_g_tmayhem_point_leadlimit
bool autocvar_g_tmayhem_selfdamage
float autocvar_g_tmayhem_start_ammo_fuel
float autocvar_g_tmayhem_start_ammo_rockets
void tmayhem_Initialize()
void tmayhem_DelayedInit(entity this)
bool autocvar_g_tmayhem_team_spawns
float autocvar_g_tmayhem_start_ammo_cells
string autocvar_g_tmayhem_weaponarena
bool autocvar_g_tmayhem_regenerate
float autocvar_g_tmayhem_point_limit
float autocvar_g_tmayhem_scoring_damage_weight
bool autocvar_g_tmayhem_scoring_disable_selfdamage2score
int Team_MapEnts_FindOrSpawn(string ent_classname, int defaultmask)
Finds any team map entities and returns their bitmask, else spawns them.
int teamplay_bitmask
The set of currently available teams (AVAILABLE_TEAMS is the number of them).
#define FOREACH_CLIENT(cond, body)
void InitializeEntity(entity e, void(entity this) func, int order)
float warmup_start_ammo_cells
float warmup_start_ammo_rockets
float warmup_start_ammo_shells
float warmup_start_ammo_nails
float warmup_start_health
float warmup_start_ammo_fuel
float warmup_start_armorvalue