Xonotic
relay.qc
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#include "
relay.qh
"
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#ifdef SVQC
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void
relay_use(
entity
this
,
entity
actor,
entity
trigger)
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{
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if
(this.
active
!=
ACTIVE_ACTIVE
)
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return
;
8
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SUB_UseTargets
(
this
, actor, trigger);
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}
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/*QUAKED spawnfunc_trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8)
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This fixed size trigger cannot be touched, it can only be fired by other events. It can contain killtargets, targets, delays, and messages.
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*/
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spawnfunc
(trigger_relay)
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{
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this.
active
=
ACTIVE_ACTIVE
;
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this.
use
= relay_use;
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this.reset = spawnfunc_trigger_relay;
// this spawnfunc resets fully
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}
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spawnfunc
(target_relay)
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{
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spawnfunc_trigger_relay(
this
);
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}
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spawnfunc
(target_delay)
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{
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if
(!this.
wait
)
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this.
wait
= 1;
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if
(!this.
delay
)
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this.
delay
= this.
wait
;
// fall back to quake 3 field
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spawnfunc_trigger_relay(
this
);
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}
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#endif
relay.qh
entity
entity() spawn
SUB_UseTargets
void SUB_UseTargets(entity this, entity actor, entity trigger)
Definition:
triggers.qc:366
spawnfunc
spawnfunc(info_player_attacker)
Definition:
sv_assault.qc:283
wait
float wait
Definition:
subs.qh:39
delay
float delay
Definition:
subs.qh:38
ACTIVE_ACTIVE
const int ACTIVE_ACTIVE
Definition:
defs.qh:37
active
int active
Definition:
defs.qh:34
use
#define use
Definition:
csprogsdefs.qh:50
common
mapobjects
trigger
relay.qc
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