void soundtoat(float _dest, entity e, vector o, float chan, string samp, float vol, float _atten);
void objerror(string s);
-void droptofloor();
+void droptofloor(entity this);
void attach_sameorigin(entity e, entity to, string tag);
void follow_sameorigin(entity e, entity to);
-string formatmessage(string msg);
+string formatmessage(entity this, string msg);
void GameLogEcho(string s);
#define ITEM_TOUCH_NEEDKILL() (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY))
#define ITEM_DAMAGE_NEEDKILL(dt) (((dt) == DEATH_HURTTRIGGER.m_id) || ((dt) == DEATH_SLIME.m_id) || ((dt) == DEATH_LAVA.m_id) || ((dt) == DEATH_SWAMP.m_id))
-#define PROJECTILE_TOUCH if(WarpZone_Projectile_Touch()) return
+#define PROJECTILE_TOUCH(this) MACRO_BEGIN if (WarpZone_Projectile_Touch(this)) return; MACRO_END
#define CENTER_OR_VIEWOFS(ent) (ent.origin + (IS_PLAYER(ent) ? ent.view_ofs : ((ent.mins + ent.maxs) * 0.5)))
warmup_stage = cvar("g_warmup");
warmup_limit = cvar("g_warmup_limit");
- if(warmup_limit == 0)
- warmup_limit = (autocvar_timelimit > 0) ? autocvar_timelimit * 60 : autocvar_timelimit;
g_warmup_allguns = cvar("g_warmup_allguns");
g_warmup_allow_timeout = cvar("g_warmup_allow_timeout");
float sound_allowed(float dest, entity e);
void InitializeEntity(entity e, void(entity this) func, float order);
-void SetCustomizer(entity e, float() customizer, void() uncustomizer);