Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
relay_if.qc
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1#include "relay_if.qh"
2
3#ifdef SVQC
4void trigger_relay_if_use(entity this, entity actor, entity trigger)
5{
6 if(this.active != ACTIVE_ACTIVE)
7 return;
8
9 int n = this.count;
10
11 // TODO make this generic AND faster than nextent()ing through all, if somehow possible
12 n = (cvar_string(this.netname) == cvar_string(this.message));
13 if(this.spawnflags & RELAYIF_NEGATE)
14 n = !n;
15
16 if(n)
17 SUB_UseTargets(this, actor, trigger);
18}
19
20spawnfunc(trigger_relay_if)
21{
22 this.reset = spawnfunc_trigger_relay_if; // this spawnfunc resets fully
23 this.active = ACTIVE_ACTIVE;
25}
26#endif
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
string netname
Definition powerups.qc:20
string message
Definition powerups.qc:19
float count
Definition powerups.qc:22
int spawnflags
Definition ammo.qh:15
#define use
int active
Definition defs.qh:34
const int ACTIVE_ACTIVE
Definition defs.qh:37
void SUB_UseTargets(entity this, entity actor, entity trigger)
Definition triggers.qc:344
const string cvar_string(string name)
void trigger_relay_if_use(entity this, entity actor, entity trigger)
Definition relay_if.qc:4
const int RELAYIF_NEGATE
Definition relay_if.qh:4
#define spawnfunc(id)
Definition spawnfunc.qh:96