Xonotic
delay.qc
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#include "
delay.qh
"
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3
#ifdef SVQC
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void
delay_delayeduse(
entity
this
)
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{
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SUB_UseTargets
(
this
, this.
enemy
, this.
goalentity
);
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this.
enemy
= this.
goalentity
=
NULL
;
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}
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void
delay_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
;
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this.
enemy
= actor;
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this.
goalentity
= trigger;
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setthink
(
this
, delay_delayeduse);
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this.
nextthink
=
time
+ this.
wait
;
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}
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void
delay_reset(
entity
this
)
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{
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this.
enemy
= this.
goalentity
=
NULL
;
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setthink
(
this
,
func_null
);
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this.
nextthink
= 0;
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this.
active
=
ACTIVE_ACTIVE
;
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}
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spawnfunc
(trigger_delay)
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{
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if
(!this.
wait
)
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this.
wait
= 1;
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this.
use
= delay_use;
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this.reset = delay_reset;
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this.
active
=
ACTIVE_ACTIVE
;
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}
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#endif
delay.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
enemy
entity enemy
Definition:
sv_ctf.qh:143
goalentity
entity goalentity
Definition:
progsdefs.qc:189
wait
float wait
Definition:
subs.qh:39
ACTIVE_ACTIVE
const int ACTIVE_ACTIVE
Definition:
defs.qh:37
NULL
#define NULL
Definition:
post.qh:17
nextthink
float nextthink
Definition:
csprogsdefs.qc:121
active
int active
Definition:
defs.qh:34
setthink
#define setthink(e, f)
use
#define use
Definition:
csprogsdefs.qh:50
time
float time
Definition:
csprogsdefs.qc:16
func_null
var void func_null()
common
mapobjects
trigger
delay.qc
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