5{
7 return;
8
11 return;
12
16 for (; head; head = head.chain)
18 && !
IS_DEAD(head) && !
STAT(FROZEN, head) && !head.vehicle)
19 {
20 head_dist2 =
vlen2(head.WarpZone_findradius_dist);
21 if (head_dist2 < best_dist2)
22 {
23 best_dist2 = head_dist2;
24 closest = head;
25 }
26 }
28 return;
29
30 vector my_org = player.origin;
31 vector my_vel = player.velocity;
32 vector my_ang = player.angles;
33 vector their_org = closest.origin;
34 vector their_vel = closest.velocity;
35 vector their_ang = closest.angles;
36
38
40
41 setorigin(player, their_org);
42 setorigin(closest, my_org);
43
44 closest.velocity = my_vel;
45 closest.angles = my_ang;
47 {
48 closest.v_angle = closest.angles;
50 }
51 closest.fixangle = true;
52 closest.oldorigin = my_org;
53 closest.oldvelocity = my_vel;
54 player.velocity = their_vel;
55 player.angles = their_ang;
57 {
58 player.v_angle = player.angles;
60 }
61 player.fixangle = true;
62 player.oldorigin = their_org;
63 player.oldvelocity = their_vel;
64
65
66 closest.pusher = player;
69
70 Send_Effect(EFFECT_ELECTRO_COMBO, their_org,
'0 0 0', 1);
71 Send_Effect(EFFECT_ELECTRO_COMBO, my_org,
'0 0 0', 1);
72
75
76
78 return true;
79}
void bot_aim_reset(entity this)
#define MUTATOR_CALLHOOK(id,...)
#define MUTATOR_RETURNVALUE
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
#define PHYS_INPUT_BUTTON_CHAT(s)
float autocvar_g_maxpushtime
void Send_Effect(entity eff, vector eff_loc, vector eff_vel, int eff_cnt)
entity WarpZone_FindRadius(vector org, float rad, bool needlineofsight)
@ STATUSEFFECT_REMOVE_NORMAL
Effect is being removed by a function, calls regular removal mechanics.
void Drop_Special_Items(entity player)
#define sound(e, c, s, v, a)
bool StatusEffects_active(StatusEffect this, entity actor)
void buff_RemoveAll(entity actor, int removal_type)
float autocvar_g_buffs_swapper_range
#define IS_BOT_CLIENT(v)
want: (IS_CLIENT(v) && !IS_REAL_CLIENT(v))