return 0;
}
+float Buff_Type_FromSprite(string buff_sprite)
+{
+ entity e;
+ for(e = Buff_Type_first; e; e = e.enemy)
+ if(buff_sprite == e.model2)
+ return e.items;
+ return 0;
+}
+
+
float Buff_Skin(float buff_id)
{
entity e;
return e.skin;
return 0;
}
+
+string Buff_Sprite(float buff_id)
+{
+ entity e;
+ for(e = Buff_Type_first; e; e = e.enemy)
+ if(buff_id == e.items)
+ return e.model2;
+ return "";
+}