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  • 1 KB (84 words) - 20:11, 30 October 2007
  • 12 KB (1,590 words) - 12:04, 29 March 2013
  • self.dmg = 2; // initial water damage { // do damage
    32 KB (3,955 words) - 12:11, 29 March 2013
  • Returns true if the inflictor can directly damage the target. Used for The damage is coming from inflictor, but get mad at attacker
    6 KB (760 words) - 12:18, 29 March 2013
  • .vector punchangle; // temp angle adjust from damage or recoil .float armortype; // save this fraction of incoming damage
    17 KB (2,133 words) - 12:22, 29 March 2013
  • void(entity attacker, float damage) enf_pain =
    11 KB (1,398 words) - 12:32, 29 March 2013
  • void(entity attacker, float damage) ogre_pain =
    14 KB (1,857 words) - 13:11, 29 March 2013
  • 9 KB (1,068 words) - 13:12, 29 March 2013
  • 8 KB (901 words) - 13:18, 29 March 2013
  • void(entity attacker, float damage) sham_pain = if (random()*400 > damage)
    13 KB (1,461 words) - 13:19, 29 March 2013
  • 7 KB (916 words) - 13:25, 29 March 2013
  • set dmg to damage amount
    14 KB (1,783 words) - 13:27, 29 March 2013
  • void (entity targ, entity inflictor, entity attacker, float damage) T_Damage; void(vector org, vector vel, float damage) SpawnBlood;
    25 KB (2,983 words) - 13:29, 29 March 2013
  • T_RadiusDamage (self, self.oldenemy, 100, world); //Damage! ...elf into an explosion, then calls the T_RadiusDamage function, dealing 100 damage, at the epicenter.
    6 KB (832 words) - 22:55, 29 March 2018
  • T_RadiusDamage (self, self.oldenemy, 100, world); //Damage! ...elf into an explosion, then calls the T_RadiusDamage function, dealing 100 damage, at the epicenter.
    6 KB (871 words) - 23:06, 29 March 2018