60 SPAWNFUNC_Q3(weapon_prox_launcher, ammo_mines, WEP_MORTAR)
72 SPAWNFUNC_Q3(weapon_lightning, ammo_lightning, WEP_ELECTRO)
117 if (targ.classname ==
"target_init" || targ.classname ==
"target_give" || targ.classname ==
"target_items")
156 STAT(WEAPONS, actor) =
WEPSET(SHOTGUN);
173 FOREACH(StatusEffect, it.instanceOfPowerups,
175 it.m_remove(it, actor, STATUSEFFECT_REMOVE_NORMAL);
180 int buffid = heldbuff.m_id;
181 Send_Notification(NOTIF_ONE, actor, MSG_MULTI, ITEM_BUFF_DROP, buffid);
184 Send_Notification(NOTIF_ALL_EXCEPT, actor, MSG_INFO, INFO_ITEM_BUFF_LOST, actor.netname, buffid);
208 if (it.classname ==
"item_buff")
210 this.netname = cons(this.netname, it.buffdef.netname);
211 this.buffs_finished += it.buffs_finished;
215 this.ammo_rockets += it.ammo_rockets;
216 this.ammo_cells += it.ammo_cells;
217 this.ammo_shells += it.ammo_shells;
218 this.ammo_nails += it.ammo_nails;
219 this.invincible_finished += it.invincible_finished;
220 this.strength_finished += it.strength_finished;
221 this.speed_finished += it.speed_finished;
222 this.invisibility_finished += it.invisibility_finished;
223 this.health += it.health;
224 this.armorvalue += it.armorvalue;
226 this.netname = cons(this.netname, (it.itemdef.m_weapon) ? it.itemdef.m_weapon.netname : it.itemdef.netname);
234 this.spawnfunc_checked =
true;
235 spawnfunc_target_items(
this);
248 actor.fragsfilter_cnt += this.
count;
252 if(!
g_cts) {
delete(
this);
return; }
263 if(actor.fragsfilter_cnt >=
this.frags)
268 if(!
g_cts) {
delete(
this);
return; }
318 gametypename =
"ffa";
320 gametypename =
"team";
322 gametypename =
"ctf";
324 gametypename =
"oneflag";
326 gametypename =
"tournament";
328 gametypename =
"single";
343 case "arc":
return autocvar_g_balance_arc_beam_ammo;
344 case "devastator":
return autocvar_g_balance_devastator_ammo;
345 case "machinegun":
return autocvar_g_balance_machinegun_sustained_ammo;
346 case "minelayer":
return autocvar_g_balance_minelayer_ammo;
347 case "seeker":
return autocvar_g_balance_seeker_tag_ammo;
348 default:
return cvar(
strcat(
"g_balance_", netname,
"_primary_ammo"));
void buff_RemoveAll(entity actor, int removal_type)
void target_init_verify(entity this)
float autocvar_g_balance_pause_armor_rot
#define IL_EACH(this, cond, body)
float autocvar_g_balance_pause_health_regen
SPAWNFUNC_ITEM(item_armor_green, ITEM_ArmorMedium) .float wait
Header file that describes the resource system.
#define SPAWNFUNC_Q3AMMO_COND(ammo_classname, cond, xonwep1, xonwep0)
#define IS_INDEPENDENT_PLAYER(e)
void SUB_UseTargets(entity this, entity actor, entity trigger)
Effect is being removed by a function, calls regular removal mechanics.
entity buff_FirstFromFlags(entity actor)
void target_give_init(entity this)
void SetResource(entity e, Resource res_type, float amount)
Sets the current amount of resource the given entity will have.
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"))
int GetAmmoConsumptionQ3(string netname)
bool DoesQ3ARemoveThisEntity(entity this)
float autocvar_g_balance_pause_health_rot
void InitializeEntity(entity e, void(entity this) func, int order)
void score_use(entity this, entity actor, entity trigger)
#define SPAWNFUNC_WEAPON(name, weapon)
#define SPAWNFUNC_Q3(weapon_classname, ammo_classname, xonwep)
#define SPAWNFUNC_Q3_COND(weapon_classname, ammo_classname, cond, xonwep1, xonwep0)
void target_init_use(entity this, entity actor, entity trigger)
#define sound(e, c, s, v, a)
Header file that describes the functions related to game items.
void fragsfilter_use(entity this, entity actor, entity trigger)
#define FOREACH(list, cond, body)
#define SPAWNFUNC_Q3AMMO(ammo_classname, xonwep)