15 IL_EACH(g_counters, it.realowner == actor && it.owner ==
this,
24 mycounter.owner =
this;
25 mycounter.realowner = actor;
26 mycounter.reset = counter_reset;
27 mycounter.counter_cnt = 0;
32 store.counter_cnt += 1;
33 if (store.counter_cnt >
this.count)
38 if (store.counter_cnt ==
this.count)
41 Send_Notification(NOTIF_ONE, actor, MSG_CENTER, CENTER_SEQUENCE_COMPLETED);
55 if((this.
count - store.counter_cnt) >= 4)
56 Send_Notification(NOTIF_ONE, actor, MSG_CENTER, CENTER_SEQUENCE_COUNTER);
58 Send_Notification(NOTIF_ONE, actor, MSG_CENTER, CENTER_SEQUENCE_COUNTER_FEWMORE, this.
count - store.counter_cnt);
66 void counter_reset(
entity this)
90 this.
use = counter_use;
91 this.reset = counter_reset;
#define IL_EACH(this, cond, body)
const int SPAWNFLAG_NOMESSAGE
void SUB_UseTargets(entity this, entity actor, entity trigger)
spawnfunc(info_player_attacker)
ERASEABLE entity IL_PUSH(IntrusiveList this, entity it)
Push to tail.
const int COUNTER_PER_PLAYER
#define new_pure(class)
purely logical entities (.origin doesn't work)
const int COUNTER_FIRE_AT_COUNT