4 PROPERTY(
float, g_pickup_respawntime_weapon)
5 PROPERTY(
float, g_pickup_respawntime_superweapon)
6 PROPERTY(
float, g_pickup_respawntime_ammo)
7 PROPERTY(
float, g_pickup_respawntime_short)
8 PROPERTY(
float, g_pickup_respawntime_medium)
9 PROPERTY(
float, g_pickup_respawntime_long)
10 PROPERTY(
float, g_pickup_respawntime_powerup)
11 PROPERTY(
float, g_pickup_respawntimejitter_weapon)
12 PROPERTY(
float, g_pickup_respawntimejitter_superweapon)
13 PROPERTY(
float, g_pickup_respawntimejitter_ammo)
14 PROPERTY(
float, g_pickup_respawntimejitter_short)
15 PROPERTY(
float, g_pickup_respawntimejitter_medium)
16 PROPERTY(
float, g_pickup_respawntimejitter_long)
17 PROPERTY(
float, g_pickup_respawntimejitter_powerup)
float generic_pickupevalfunc(entity player, entity item)
#define METHOD(cname, name, prototype)
vector(float skel, float bonenum) _skel_get_boneabs_hidden
#define PROPERTY(type, name)
#define ITEM_HANDLE(signal,...)
bool Item_GiveTo(entity item, entity player)