17 vector org = (p1.origin + p2.origin) * 0.5;
18 org.z += (p1.mins.z + p2.mins.z) * 0.5;
25 RadiusDamage(e,
NULL,
autocvar_g_touchexplode_damage,
autocvar_g_touchexplode_edgedamage,
autocvar_g_touchexplode_radius,
NULL,
NULL,
autocvar_g_touchexplode_force, DEATH_TOUCHEXPLODE.m_id,
DMG_NOWEP,
NULL);
37 if(
boxesoverlap(player.absmin, player.absmax, it.absmin, it.absmax))
40 player.touchexplode_time = it.touchexplode_time =
time + 0.2;
#define REGISTER_MUTATOR(...)
#define MUTATOR_HOOKFUNCTION(...)
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
ERASEABLE bool expr_evaluate(string s)
Evaluate an expression of the form: [+ | -]?
float RadiusDamage(entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype,.entity weaponentity, entity directhitentity)
void Send_Effect(entity eff, vector eff_loc, vector eff_vel, int eff_cnt)
#define IS_INDEPENDENT_PLAYER(e)
#define sound(e, c, s, v, a)
string W_Sound(string w_snd)
#define SOUND(name, path)
float autocvar_g_touchexplode_radius
void PlayerTouchExplode(entity p1, entity p2)
float autocvar_g_touchexplode_force
float autocvar_g_touchexplode_edgedamage
float autocvar_g_touchexplode_damage
string autocvar_g_touchexplode
#define FOREACH_CLIENT(cond, body)
ERASEABLE float boxesoverlap(vector m1, vector m2, vector m3, vector m4)
requires that m2>m1 in all coordinates, and that m4>m3