Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
stardust.qc
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1
#include "
stardust.qh
"
2
#ifdef SVQC
3
void
func_stardust_think
(
entity
this
)
4
{
5
this.
nextthink
=
time
+ 0.25;
6
CSQCMODEL_AUTOUPDATE
(
this
);
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}
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spawnfunc
(func_stardust)
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{
10
if
(this.
model
!=
""
) { precache_model(this.
model
); _setmodel(
this
, this.
model
); }
11
12
this.
effects
=
EF_STARDUST
;
13
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CSQCMODEL_AUTOINIT
(
this
);
15
16
setthink
(
this
,
func_stardust_think
);
17
this.
nextthink
=
time
+ 0.25;
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}
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#endif
entity
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
EF_STARDUST
const float EF_STARDUST
Definition
csprogsdefs.qc:312
effects
float effects
Definition
csprogsdefs.qc:115
time
float time
Definition
csprogsdefs.qc:16
nextthink
float nextthink
Definition
csprogsdefs.qc:125
CSQCMODEL_AUTOUPDATE
#define CSQCMODEL_AUTOUPDATE(e)
Definition
csqcmodel_settings.qh:110
CSQCMODEL_AUTOINIT
#define CSQCMODEL_AUTOINIT(e)
Definition
csqcmodel_settings.qh:109
model
model
Definition
ent_cs.qc:139
setthink
#define setthink(e, f)
spawnfunc
#define spawnfunc(id)
Definition
spawnfunc.qh:96
func_stardust_think
void func_stardust_think(entity this)
Definition
stardust.qc:3
stardust.qh
common
mapobjects
func
stardust.qc
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