24 mycounter.owner =
this;
25 mycounter.realowner = actor;
26 mycounter.counter_cnt = 0;
32 store.counter_cnt += 1;
33 if (store.counter_cnt >
this.count)
38 if (store.counter_cnt ==
this.count)
55 if((this.
count - store.counter_cnt) >= 4)
58 Send_Notification(NOTIF_ONE, actor, MSG_CENTER, CENTER_SEQUENCE_COUNTER_FEWMORE, this.
count - store.counter_cnt);
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
void counter_reset(entity this)
void counter_use(entity this, entity actor, entity trigger)
const int COUNTER_FIRE_AT_COUNT
const int COUNTER_PER_PLAYER
const int SPAWNFLAG_NOMESSAGE
ERASEABLE entity IL_PUSH(IntrusiveList this, entity it)
Push to tail.
#define IL_EACH(this, cond, body)
void SUB_UseTargets(entity this, entity actor, entity trigger)
void Send_Notification(NOTIF broadcast, entity client, MSG net_type, Notification net_name,...count)
#define new_pure(class)
purely logical entities (not linked to the area grid)