Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
relay.qc
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#include "
relay.qh
"
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#ifdef SVQC
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void
relay_use
(
entity
this
,
entity
actor,
entity
trigger)
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{
6
if
(this.
active
!=
ACTIVE_ACTIVE
)
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return
;
8
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SUB_UseTargets
(
this
, actor, trigger);
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}
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/*QUAKED spawnfunc_trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8)
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This fixed size trigger cannot be touched, it can only be fired by other events. It can contain killtargets, targets, delays, and messages.
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*/
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spawnfunc
(trigger_relay)
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{
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this.
active
=
ACTIVE_ACTIVE
;
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this.
use
=
relay_use
;
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this.reset = spawnfunc_trigger_relay;
// this spawnfunc resets fully
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}
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spawnfunc
(target_relay)
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{
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spawnfunc_trigger_relay(
this
);
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}
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spawnfunc
(target_delay)
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{
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if
(!this.
wait
)
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this.
wait
= 1;
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if
(!this.
delay
)
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this.
delay
= this.
wait
;
// fall back to quake 3 field
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spawnfunc_trigger_relay(
this
);
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}
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#endif
entity
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
delay
float delay
Definition
items.qc:17
wait
float wait
Definition
items.qc:17
use
#define use
Definition
csprogsdefs.qh:50
active
int active
Definition
defs.qh:34
ACTIVE_ACTIVE
const int ACTIVE_ACTIVE
Definition
defs.qh:37
SUB_UseTargets
void SUB_UseTargets(entity this, entity actor, entity trigger)
Definition
triggers.qc:344
relay_use
void relay_use(entity this, entity actor, entity trigger)
Definition
relay.qc:4
relay.qh
spawnfunc
#define spawnfunc(id)
Definition
spawnfunc.qh:96
common
mapobjects
trigger
relay.qc
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