12 float tint_alpha = 0.75;
16 if(!real_toucher.nade_veil_time)
22 real_toucher.nade_veil_time =
time + 0.1;
31 orb.colormod = NADE_TYPE_VEIL.m_color;
36 if(player.nade_veil_time && player.nade_veil_time <=
time)
38 player.nade_veil_time = 0;
40 player.vehicle.alpha = player.vehicle.nade_veil_prevalpha;
42 player.alpha = player.nade_veil_prevalpha;
53 PAR(_(
"The %s detonates after a short delay, temporarily creating an orb around the point where it detonated for several seconds. "
54 "Players inside the orb will be invisible to those outside it."),
COLORED_NAME(
this));
55 PAR(_(
"This is sort of the opposite of the %s."),
COLORED_NAME(NADE_TYPE_DARKNESS));
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
#define COLORED_NAME(this)
#define METHOD(cname, name, prototype)
#define PAR(...)
Adds an individually translatable paragraph to PAGE_TEXT without having to deal with strcat and sprin...
entity nades_spawn_orb(entity own, entity realown, vector org, float orb_ltime, float orb_rad)
#define IS_REAL_CLIENT(v)
void nade_veil_Apply(entity player)
void nade_veil_boom(entity this)
void nade_veil_touch(entity this, entity toucher)
float autocvar_g_nades_veil_radius
float autocvar_g_nades_veil_time