47 else if (this.
wait == 0)
118 this.
enemy = attacker;
157 this.
noise =
"misc/secret.wav";
158 else if (this.
sounds == 2)
160 else if (this.
sounds == 3)
161 this.
noise =
"misc/trigger1.wav";
168 else if(this.
wait < -1)
183 objerror (
this,
"health and notouch don't make sense\n");
189 setorigin(
this, this.
origin);
196 setorigin(
this, this.
origin);
218 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)
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
#define _sound(e, c, s, v, a)
ClientState CS(Client this)