16 #define REGISTER_BUFF(id, inst) \ 17 REGISTER(StatusEffect, BUFF_##id, m_id, inst) 32 returns(this.
m_name, sprintf(
"/gfx/hud/%s/%s",
cvar_string(
"menu_skin"), this.m_icon));
41 FOREACH(StatusEffect, it.instanceOfBuff, {
42 it.m_sprite = strzone(strcat(
"buff-", it.netname));
51 #define BUFF_SPAWNFUNC(e, b, t) spawnfunc(item_buff_##e) { \ 54 this.team_forced = t; \ 57 #define BUFF_SPAWNFUNCS(e, b) \ 58 BUFF_SPAWNFUNC(e, b, 0) \ 59 BUFF_SPAWNFUNC(e##_team1, b, NUM_TEAM_1) \ 60 BUFF_SPAWNFUNC(e##_team2, b, NUM_TEAM_2) \ 61 BUFF_SPAWNFUNC(e##_team3, b, NUM_TEAM_3) \ 62 BUFF_SPAWNFUNC(e##_team4, b, NUM_TEAM_4) 63 #define BUFF_SPAWNFUNC_Q3COMPAT(o, r) spawnfunc(o) { buff_Init_Compat(this, r); } 65 #define BUFF_SPAWNFUNC(e, b, t) 66 #define BUFF_SPAWNFUNCS(e, b) 67 #define BUFF_SPAWNFUNC_Q3COMPAT(o, r) void buff_Init_Compat(entity ent, entity replacement)
REPLICATE_INIT(float, cvar_cl_autotaunt)
#define REGISTER_WAYPOINT(id, text, icon, color, blink)
#define REGISTER_RADARICON(id, num)
string Buff_UndeprecateName(string buffname)
STATIC_INIT(REGISTER_BUFFS)
#define METHOD(cname, name, prototype)
void buff_Init(entity this)
spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 f1 s1 strcat(_("Level %s: "), "^BG%s\3\, _("^BGPress ^F2%s^BG to enter the game"))
#define BUFF_SPAWNFUNCS(e, b)
vector(float skel, float bonenum) _skel_get_boneabs_hidden
#define FOREACH(list, cond, body)