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helper.del
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helper.del
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//PLAYER KEYWORDS
define EventPlayer: EventPlayer();
define HostPlayer: HostPlayer();
define Attacker: Attacker();
define Victim: Victim();
define Healer: Healer();
define Healee: Healee();
//////
//EVENT PLAYER KEYWORDS
define EP_Position: PositionOf(EventPlayer);
define EP_EyePosition: EyePosition(EventPlayer);
define EP_Direction: FacingDirectionOf(EventPlayer);
define EP_Hero: HeroOf(EventPlayer);
define EP_Health: Health(EventPlayer);
define EP_Velocity: VelocityOf(EventPlayer);
define EP_Alive: IsAlive(EventPlayer);
define EP_Team: TeamOf(EventPlayer);
define EP_HasSpawned: HasSpawned(EventPlayer);
/////
//HOST PLAYER KEYWORDS
define HP_Position: PositionOf(HostPlayer);
define HP_EyePosition: EyePosition(HostPlayer);
define HP_Direction: FacingDirectionOf(HostPlayer);
define HP_Hero: HeroOf(HostPlayer);
define HP_Health: Health(HostPlayer);
define HP_Velocity: VelocityOf(HostPlayer);
define HP_Alive: IsAlive(HostPlayer);
define HP_Team: TeamOf(HostPlayer);
define HP_HasSpawned: HasSpawned(HostPlayer);
/////
//TIME-RELATED
define TICK_LENGTH: 1/62.5;
define WaitTicks(define tickCount): Wait(tickCount*TICK_LENGTH);
/////
//ARRAY-RELATED
define ArrayIndex: CurrentArrayIndex();
define ArrayElement: ArrayElement();
/////
//ARRAY SHORTHANDS
define AllOtherPlayers(define player=EventPlayer(), define team=Team.All): RemoveFromArray(AllPlayers(team), player);
define AllOtherLivingPlayers(define player, define team=Team.All): RemoveFromArray(AllLivingPlayers(team), player);
//KEYWORDS
define abort: Abort();
define loop: Loop();
define abort_true: AbortIfConditionIsTrue();
define abort_false: AbortIfConditionIsFalse();
define loop_true: LoopIfConditionIsTrue();
define loop_false: LoopIfConditionIsFalse();
//EVENT-RELATED
define EventDamage: EventDamage();
define EventHealing: EventHealing();
define EventDirection: EventDirection();