Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
relay_if.qc
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#include "
relay_if.qh
"
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#ifdef SVQC
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void
trigger_relay_if_use
(
entity
this
,
entity
actor,
entity
trigger)
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{
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if
(this.
active
!=
ACTIVE_ACTIVE
)
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return
;
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9
int
n = this.
count
;
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// TODO make this generic AND faster than nextent()ing through all, if somehow possible
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n = (
cvar_string
(this.
netname
) ==
cvar_string
(this.
message
));
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if
(this.
spawnflags
&
RELAYIF_NEGATE
)
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n = !n;
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if
(n)
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SUB_UseTargets
(
this
, actor, trigger);
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}
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spawnfunc
(trigger_relay_if)
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{
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this.reset = spawnfunc_trigger_relay_if;
// this spawnfunc resets fully
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this.
active
=
ACTIVE_ACTIVE
;
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this.
use
=
trigger_relay_if_use
;
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}
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#endif
entity
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
netname
string netname
Definition
powerups.qc:20
message
string message
Definition
powerups.qc:19
count
float count
Definition
powerups.qc:22
spawnflags
int spawnflags
Definition
ammo.qh:15
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
cvar_string
const string cvar_string(string name)
trigger_relay_if_use
void trigger_relay_if_use(entity this, entity actor, entity trigger)
Definition
relay_if.qc:4
relay_if.qh
RELAYIF_NEGATE
const int RELAYIF_NEGATE
Definition
relay_if.qh:4
spawnfunc
#define spawnfunc(id)
Definition
spawnfunc.qh:96
common
mapobjects
trigger
relay_if.qc
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