Xonotic
gamestart.qc
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#include "
gamestart.qh
"
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#ifdef SVQC
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void
gamestart_use(
entity
this
,
entity
actor,
entity
trigger)
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{
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SUB_UseTargets
(
this
,
this
, trigger);
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delete
(
this
);
// TODO: deleting this means it can't be used upon map reset!
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}
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spawnfunc
(trigger_gamestart)
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{
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this.
use
= gamestart_use;
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this.reset2 = spawnfunc_trigger_gamestart;
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if
(this.
wait
)
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{
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setthink
(
this
, adaptor_think2use);
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this.
nextthink
= game_starttime + this.
wait
;
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}
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else
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InitializeEntity
(
this
, adaptor_think2use, INITPRIO_FINDTARGET);
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}
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#endif
gamestart.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
nextthink
float nextthink
Definition:
csprogsdefs.qc:121
InitializeEntity
void InitializeEntity(entity e, void(entity this) func, int order)
Definition:
world.qc:2146
setthink
#define setthink(e, f)
use
#define use
Definition:
csprogsdefs.qh:50
common
mapobjects
trigger
gamestart.qc
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