3 AUTOCVAR(g_globalforces,
float,
false,
"Global forces: knockback affects everyone");
4 AUTOCVAR(g_globalforces_noself,
bool,
true,
"Global forces: ignore self damage");
5 AUTOCVAR(g_globalforces_self,
float, 1,
"Global forces: knockback self scale");
6 AUTOCVAR(g_globalforces_range,
float, 1000,
"Global forces: max range of effect");
20 if (autocvar_g_globalforces_noself && frag_target == frag_attacker)
return;
23 if (autocvar_g_globalforces_range) {
24 if (
vdist(it.origin - frag_target.origin, >, autocvar_g_globalforces_range)) {
28 float f = (it == frag_attacker) ? autocvar_g_globalforces_self : 1;
vector damage_explosion_calcpush(vector explosion_f, vector target_v, float speedfactor)
#define FOREACH_CLIENT(cond, body)
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"))
AUTOCVAR(g_globalforces, float, false, "Global forces: knockback affects everyone")
REGISTER_MUTATOR(mutator_globalforces, autocvar_g_globalforces)
float autocvar_g_balance_damagepush_speedfactor
vector(float skel, float bonenum) _skel_get_boneabs_hidden
#define vdist(v, cmp, f)
Vector distance comparison, avoids sqrt()
MUTATOR_HOOKFUNCTION(mutator_globalforces, BuildMutatorsString)