14 float health_take =
M_ARGV(4,
float);
15 float armor_take =
M_ARGV(5,
float);
24 float pl_alpha = (!frag_attacker.alpha ? 1 : frag_attacker.alpha);
27 '0 0 0',
'0 0 0', pl_alpha, pl_alpha, -1,
NULL);
#define MUTATOR_IS_ENABLED(this)
#define REGISTER_MUTATOR(...)
#define MUTATOR_HOOKFUNCTION(...)
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
#define CENTER_OF_ENT(ent)
ERASEABLE bool expr_evaluate(string s)
Evaluate an expression of the form: [+ | -]?
void Send_Effect_Core(entity eff, vector eff_loc, vector eff_vel, int eff_cnt, vector eff_col_min, vector eff_col_max, float eff_alpha_min, float eff_alpha_max, float eff_alpha_fade, entity ignore)
strcat(_("^F4Countdown stopped!"), "\n^BG", _("Teams are too unbalanced."))
bool StatusEffects_active(StatusEffect this, entity actor)
void GiveResource(entity receiver, Resource res_type, float amount)
Gives an entity some resource.
float autocvar_g_vampire_factor
string autocvar_g_vampire
bool autocvar_g_vampire_use_total_damage