35 .bool(
entity targ,
entity inflictor,
float amount,
float limit) event_heal;
94 string s1,
string s2,
string s3,
95 float f1,
float f2,
float f3);
102 string s1,
string s2,
string s3,
121 void Freeze(
entity targ,
float revivespeed,
int frozen_type,
bool show_waypoint);
126 #define DMG_NOWEP (weaponentities[0]) 132 float RadiusDamageForSource (
entity inflictor,
vector inflictororigin,
vector inflictorvelocity,
entity attacker,
float coredamage,
float edgedamage,
float rad,
entity cantbe,
entity mustbe,
float inflictorselfdamage,
float forceintensity,
float forcezscale,
int deathtype, .
entity weaponentity,
entity directhitentity);
135 float RadiusDamage (
entity inflictor,
entity attacker,
float coredamage,
float edgedamage,
float rad,
entity cantbe,
entity mustbe,
float forceintensity,
int deathtype, .
entity weaponentity,
entity directhitentity);
int autocvar_g_balance_firetransfer_time
void Ice_Think(entity this)
bool autocvar_g_frozen_damage_trigger
void Obituary(entity attacker, entity inflictor, entity targ, int deathtype,.entity weaponentity)
void W_SwitchWeapon_Force(Player this, Weapon w,.entity weaponentity)
spree_inf s1 s2 s3loc s2 s1
spree_inf s1 s2 s3loc s2 spree_inf s1 s2 s3loc s2 spree_inf s1 s2 s3loc s2 s1 s2loc s1 s2loc s1 s2loc s1 s2loc s1 s2loc s1 s2loc s1 s2loc s1 s2 f1 f1points s1 s2
float RadiusDamage_running
int autocvar_g_balance_firetransfer_damage
float autocvar_g_frozen_revive_falldamage
const float MIN_DAMAGEEXTRARADIUS
float RadiusDamage(entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype,.entity weaponentity, entity directhitentity)
IntrusiveList g_damagedbycontents
float autocvar_g_friendlyfire_virtual
void Damage(entity targ, entity inflictor, entity attacker, float damage, int deathtype,.entity weaponentity, vector hitloc, vector force)
float Obituary_WeaponDeath(entity notif_target, float murder, int deathtype, string s1, string s2, string s3, float f1, float f2)
limitations: NULL cannot be present elements can only be present once a maximum of IL_MAX lists can e...
float autocvar_g_throughfloor_min_steps_other
STATIC_INIT(g_damagedbycontents)
float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
bool Damage_DamageInfo_SendEntity(entity this, entity to, int sf)
float hitsound_damage_dealt
float autocvar_g_throughfloor_damage
float checkrules_firstblood
float autocvar_g_throughfloor_min_steps_player
void LogDeath(string mode, int deathtype, entity killer, entity killed)
float autocvar_g_maxpushtime
int autocvar_g_frozen_revive_falldamage_health
float autocvar_g_throughfloor_max_steps_other
spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 f1
void Fire_ApplyDamage(entity e)
void GiveFrags(entity attacker, entity targ, float f, int deathtype,.entity weaponentity)
float autocvar_g_frozen_force
bool autocvar_g_mirrordamage_onlyweapons
float autocvar_g_friendlyfire_virtual_force
void Unfreeze(entity targ, bool reset_health)
spree_inf s1 s2 s3loc s2 spree_inf s1 s2 s3loc s2 spree_inf s1 s2 s3loc s2 s1 s2loc s1 s2loc s1 s2loc s1 s2loc s1 s2loc s1 s2loc s1 s2loc s1 s2 f1 f1points f2
float autocvar_g_balance_selfdamagepercent
string AppendItemcodes(string s, entity player)
float autocvar_g_teamdamage_threshold
void UpdateFrags(entity player, int f)
float autocvar_g_friendlyfire
float autocvar_g_balance_damagepush_speedfactor
float autocvar_g_throughfloor_max_steps_player
vector(float skel, float bonenum) _skel_get_boneabs_hidden
float autocvar_g_throughfloor_force
const int FROZEN_TEMP_REVIVING
void Freeze(entity targ, float revivespeed, int frozen_type, bool show_waypoint)
bool autocvar_g_mirrordamage_virtual
bool Heal(entity targ, entity inflictor, float amount, float limit)
float autocvar_g_mirrordamage
float RadiusDamageForSource(entity inflictor, vector inflictororigin, vector inflictorvelocity, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float inflictorselfdamage, float forceintensity, float forcezscale, int deathtype,.entity weaponentity, entity directhitentity)
const float MAX_DAMAGEEXTRARADIUS
void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, int deathtype, float bloodtype, entity dmgowner)
void Obituary_SpecialDeath(entity notif_target, float murder, int deathtype, string s1, string s2, string s3, float f1, float f2, float f3)
float autocvar_g_teamdamage_resetspeed
float autocvar_g_balance_armor_blockpercent
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
float autocvar_g_throughfloor_damage_max_stddev
entity teamkill_soundsource
const int FROZEN_TEMP_DYING
float autocvar_g_throughfloor_force_max_stddev
bool autocvar_g_throughfloor_debug