Xonotic
spawnpoint.qc
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1 #include "spawnpoint.qh"
2 
3 #ifdef SVQC
4 void target_spawnpoint_use(entity this, entity actor, entity trigger)
5 {
6  if(this.active != ACTIVE_ACTIVE)
7  return;
8 
9  actor.spawnpoint_targ = this;
10 }
11 
12 void target_spawnpoint_reset(entity this)
13 {
14  this.active = ACTIVE_ACTIVE;
15 }
16 
17 // TODO: persistent spawnflag?
18 spawnfunc(target_spawnpoint)
19 {
20  this.active = ACTIVE_ACTIVE;
21  this.use = target_spawnpoint_use;
22  this.reset = target_spawnpoint_reset;
23 }
24 #endif
entity() spawn
spawnfunc(info_player_attacker)
Definition: sv_assault.qc:283
const int ACTIVE_ACTIVE
Definition: defs.qh:37
int active
Definition: defs.qh:34
#define use
Definition: csprogsdefs.qh:50