3 #include <common/mutators/mutator/status_effects/all.qh>
6 //void Shock_ApplyDamage(entity e);
9 SOUND(Stunned_Remove, "onslaught/ons_spark1");
11 CLASS(Stunned, StatusEffects)
12 ATTRIB(Stunned, netname, string, "stunned");
14 // NOTE: status effect name and icon disabled as they are not displayed
15 // re-enable if status effects are given a visual element
16 ATTRIB(Stunned, m_name, string, _("Stunned"));
17 ATTRIB(Stunned, m_icon, string, "buff_disability");
19 ATTRIB(Stunned, m_color, vector, '0.67 0.84 1');
20 ATTRIB(Stunned, m_hidden, bool, true);
21 ATTRIB(Stunned, m_lifetime, float, 10);
23 ATTRIB(Stunned, m_sound_rm, Sound, SND_Stunned_Remove);
26 REGISTER_STATUSEFFECT(Stunned, NEW(Stunned));