7#include "../shared/fteextensions.qc"
8#include "../shared/global.h"
9#include "../shared/math.h"
10#include "../shared/math_vector.h"
12#define entity_def(x, ...) const string x[] = { __VA_ARGS__ }
15#define thread(x) if (fork()) { x; abort(); }
31 entity(
string,
vector) spawnFunc = externvalue(0,
"MapC_CreateEntityClass");
32 return spawnFunc(className, desiredPos);
48 void(
entity,
entity,
string,
string) inputFunc = externvalue(0,
"MapC_SendEntityInput");
49 inputFunc(
target, activator, inputName, setValue);
62 void(
vector,
float,
int,
int,
entity) damageFunc = externvalue(0,
"MapC_RadiusDamage");
63 damageFunc(position, radius, maxDamage, minDamage, attacker);
72 bool(
entity) checkFunc = externvalue(0,
"MapC_IsAI");
73 return checkFunc(entityToCheck);
82 bool(
entity) checkFunc = externvalue(0,
"MapC_IsAlive");
83 return checkFunc(entityToCheck);
92 bool(
entity) checkFunc = externvalue(0,
"MapC_IsGodMode");
93 return checkFunc(entityToCheck);
102 bool(
entity) checkFunc = externvalue(0,
"MapC_IsPlayer");
103 return checkFunc(entityToCheck);
112 bool(
entity) checkFunc = externvalue(0,
"MapC_IsSentient");
113 return checkFunc(entityToCheck);
bool
Definition: fteextensions.qc:3838
string target
Definition: defs.h:23
bool isGodMode(entity entityToCheck)
Returns true/false depending on if the entity is in "god" mode.
Definition: mapC.h:90
bool isAI(entity entityToCheck)
Returns true/false depending on if the entity is an AI character.
Definition: mapC.h:70
void sendInput(entity target, string inputName, string dataString, entity activator)
Sends an input (See NSIO::Input) to an entity.
Definition: mapC.h:46
bool isAlive(entity entityToCheck)
Returns true/false depending on if the entity is alive.
Definition: mapC.h:80
void radiusDamage(vector position, float radius, int maxDamage, int minDamage, optional entity attacker)
Does damage to all entities within a specified radius with a linear falloff.
Definition: mapC.h:60
bool isSentient(entity entityToCheck)
Returns true/false depending on if the entity is either a player, or AI character.
Definition: mapC.h:110
bool isPlayer(entity entityToCheck)
Returns true/false depending on if the entity is a player.
Definition: mapC.h:100
entity spawnClass(string className, vector desiredPos)
Spawns an entity of a specific class.
Definition: mapC.h:29
void(float radius, vector texcoordbias) R_EndPolygonRibbon