38 if (this.
enemy.spawn_time <= triggertime)
65 string triggertime = sprintf(
"%15.14g",
time);
70 else while (bsize < cnum)
71 bufstr_add(this.
triggertimes, (++bsize == cnum ? triggertime :
"0"),
true);
73 else if (this.
wait > 0)
161 this.
enemy = attacker;
200 this.
noise =
"misc/secret.wav";
201 else if (this.
sounds == 2)
203 else if (this.
sounds == 3)
204 this.
noise =
"misc/trigger1.wav";
233 objerror (
this,
"health and notouch don't make sense\n");
239 setorigin(
this, this.
origin);
246 if (IS_GAMETYPE(CTS))
248 LOG_FATAL(
"trigger_multiple: wait timer buffer creation failed somehow!\n");
269 spawnfunc_trigger_multiple(
this);
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
float GetResource(entity e, Resource res_type)
Returns the current amount of resource the given entity has.
void TakeResource(entity receiver, Resource res_type, float amount)
Takes an entity some resource.
bool SetResourceExplicit(entity e, Resource res_type, float amount)
Sets the resource amount of an entity without calling any hooks.
#define DEATH_ISSPECIAL(t)
const int SPAWNFLAG_NOTOUCH
ERASEABLE entity IL_PUSH(IntrusiveList this, entity it)
Push to tail.
void SUB_UseTargets(entity this, entity actor, entity trigger)
#define EXACTTRIGGER_TOUCH(e, t)
#define EXACTTRIGGER_INIT
void multi_use(entity this, entity actor, entity trigger)
void multi_trigger(entity this, bool exacttrigger)
void multi_reset(entity this)
void multi_eventdamage(entity this, entity inflictor, entity attacker, float damage, int deathtype,.entity weaponentity, vector hitloc, vector force)
void multi_touch(entity this, entity toucher)
void multi_wait(entity this)
IntrusiveList g_saved_team
string GetField_fullspawndata(entity e, string fieldname, bool vfspath)
Retrieves the value of a map entity field from fullspawndata.
#define _sound(e, c, s, v, a)
ClientState CS(Client this)