#include "g_damage.qh"
+#include <common/effects/all.qh>
#include "bot/api.qh"
#include "g_hook.qh"
#include "mutators/_mod.qh"
setorigin(targ, spot.origin + '0 0 1' * (1 - targ.mins.z - 24));
// don't reset back to last position, even if new position is stuck in solid
targ.oldorigin = targ.origin;
- targ.prevorigin = targ.origin;
Send_Effect(EFFECT_TELEPORT, targ.origin, '0 0 0', 1);
}
if(!IS_INDEPENDENT_PLAYER(e))
if(!STAT(FROZEN, e))
- FOREACH_CLIENT(IS_PLAYER(it) && it != e, LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it) && it != e, {
if(!IS_DEAD(it))
if(!IS_INDEPENDENT_PLAYER(it))
if(boxesoverlap(e.absmin, e.absmax, it.absmin, it.absmax))
d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
Fire_AddDamage(it, o, d, t, DEATH_FIRE.m_id);
}
- ));
+ });
}
void Fire_ApplyEffect(entity e)