44 g_instagib_items =
IL_NEW();
45 IL_PUSH(g_instagib_items, ITEM_VaporizerCells);
46 IL_PUSH(g_instagib_items, ITEM_ExtraLife);
47 IL_PUSH(g_instagib_items, ITEM_Invisibility);
48 IL_PUSH(g_instagib_items, ITEM_Speed);
REGISTER_MUTATOR(mutator_instagib, autocvar_g_instagib &&!MapInfo_LoadedGametype.m_weaponarena)
float autocvar_g_rm_laser_rapid
float autocvar_g_rm_laser_rapid_delay
float autocvar_g_rm_laser_spread
Gametype MapInfo_LoadedGametype
float autocvar_g_rm_force
limitations: NULL cannot be present elements can only be present once a maximum of IL_MAX lists can e...
float autocvar_g_rm_laser_count
void instagib_extralife(entity this)
#define MUTATOR_ONROLLBACK_OR_REMOVE
float autocvar_g_rm_radius
float autocvar_g_rm_laser_radius
float autocvar_g_instagib_speed_time
Time of speed powerup in seconds.
ERASEABLE entity IL_PUSH(IntrusiveList this, entity it)
Push to tail.
float autocvar_g_rm_laser_force
float autocvar_g_rm_laser_damage
void instagib_invisibility(entity this)
IntrusiveList g_instagib_items
#define IL_DELETE(this)
Delete the list.
void instagib_speed(entity this)
bool m_weaponarena
does this gametype enforce its own weapon arena?
float autocvar_g_rm_edgedamage
float autocvar_g_rm_laser_speed
int autocvar_g_instagib_extralives
float autocvar_g_rm_laser_spread_random
float autocvar_g_instagib_invisibility_time
Time of invisibility powerup in seconds.
float autocvar_g_rm_laser_lifetime
float autocvar_g_rm_laser_refire
float autocvar_g_rm_laser_rapid_refire
float autocvar_g_rm_laser
float autocvar_g_rm_damage