16 it.origin =
'-100 0 0';
21 it.origin =
'100 0 0';
22 it.angles =
'0 180 0';
46 it.origin =
'0 0 100';
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.
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
const int IT_UNLIMITED_AMMO
#define PHYS_INPUT_BUTTON_JUMP(s)
#define PHYS_INPUT_BUTTON_ATCK(s)
void W_SwitchWeapon_Force(Player this, Weapon w,.entity weaponentity)
void defer(entity this, float fdelay, void(entity) func)
Execute func() after time + fdelay.
#define WITH(type, name, value, block)
float autocvar_g_spawnshieldtime
void W_GiveWeapon(entity e, int wep)
bool vehicle_initialize(entity this, Vehicle info, bool nodrop)
entity vehicle
Entity to disply the shild effect on damage.
#define TEST(suite, test)
Use UpperCamelCase for suite and test only.
#define EXPECT_NE(val1, val2)
#define SUCCEED()
Must be present at the end of a test.
void test_weapons_hurt(entity this)
entity weaponentities[MAX_WEAPONSLOTS]