17#pragma target fte_5768
23#include "../shared/fteextensions.qc"
24#include "../shared/global.h"
51 entity(
string, vector) spawnFunc = externvalue(0,
"spawnClass");
52 return spawnFunc(className, desiredPos);
68 void(entity, entity,
string,
string) inputFunc = externvalue(0,
"sendInput");
69 inputFunc(
target, activator, inputName, setValue);
84entityDamage(entity targetEnt, entity inflictingEnt, entity attackingEnt,
string damageDef,
string weaponDef, vector damageOrigin, vector damageDir, vector hitLocation)
86 void(entity,entity,entity,
string,
string,vector,vector,vector) checkFunc = externvalue(0,
"entityDamage");
87 return checkFunc(targetEnt, inflictingEnt, attackingEnt, damageDef, weaponDef, damageOrigin, damageDir, hitLocation);
100radiusDamage(vector damageCenter,
float damageRange,
int damageMin,
int damageMax, entity attackingEnt)
102 void(vector,
float,
int,
int, entity) checkFunc = externvalue(0,
"radiusDamage");
103 return checkFunc(damageCenter, damageRange, damageMin, damageMax, attackingEnt);
113 bool(entity) checkFunc = externvalue(0,
"isAI");
114 return checkFunc(entityToCheck);
123 bool(entity) checkFunc = externvalue(0,
"isAlive");
124 return checkFunc(entityToCheck);
133 bool(entity) checkFunc = externvalue(0,
"isGodMode");
134 return checkFunc(entityToCheck);
143 bool(entity) checkFunc = externvalue(0,
"isPlayer");
144 return checkFunc(entityToCheck);
153 bool(entity) checkFunc = externvalue(0,
"isSentient");
154 return checkFunc(entityToCheck);
163 bool(entity) checkFunc = externvalue(0,
"isBot");
164 return checkFunc(entityToCheck);
179 if (zoneType == 1i) {
180 strftime(
true, formatString);
182 strftime(
true, formatString);
bool isGodMode(entity entityToCheck)
Returns true/false depending on if the entity is in "god" mode.
Definition: mapC.h:131
bool isAI(entity entityToCheck)
Returns true/false depending on if the entity is an AI character.
Definition: mapC.h:111
void radiusDamage(vector damageCenter, float damageRange, int damageMin, int damageMax, entity attackingEnt)
Does damage to all entities within a specified radius with a linear falloff.
Definition: mapC.h:100
void entityDamage(entity targetEnt, entity inflictingEnt, entity attackingEnt, string damageDef, string weaponDef, vector damageOrigin, vector damageDir, vector hitLocation)
Applies damage to a given entity.
Definition: mapC.h:84
bool isBot(entity entityToCheck)
Returns true/false depending on if the entity is a bot.
Definition: mapC.h:161
void sendInput(entity target, string inputName, string dataString, entity activator)
Sends an input (See NSIO::Input) to an entity.
Definition: mapC.h:66
bool isAlive(entity entityToCheck)
Returns true/false depending on if the entity is alive.
Definition: mapC.h:121
bool isSentient(entity entityToCheck)
Returns true/false depending on if the entity is either a player, or AI character.
Definition: mapC.h:151
bool isPlayer(entity entityToCheck)
Returns true/false depending on if the entity is a player.
Definition: mapC.h:141
entity spawnClass(string className, vector desiredPos)
Spawns an entity of a specific class.
Definition: mapC.h:49
string timeToString(int realTime, int zoneType, string formatString)
Returns the current time.
Definition: mapC.h:176
string target
Definition: defs.h:23
Server-side plugin wrappers for math related functions.
void(float radius, vector texcoordbias) R_EndPolygonRibbon