8 this.
team = actor.team;
21 if (!player.teleportable)
25 if(!player.vehicle.teleportable)
136 objerror (
this,
"Teleporter with no target");
152 bool is_teleporter_target =
false;
156 if(it.classname ==
"trigger_teleport" || it.classname ==
"target_teleporter")
158 is_teleporter_target =
true;
163 if(is_teleporter_target)
166 spawnfunc_info_teleport_destination(
this);
193NET_HANDLE(ENT_CLIENT_TRIGGER_TELEPORT,
bool isnew)
201 this.
team = mytm - 1;
205 this.
speed = ReadCoord();
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
const int INITPRIO_FINDTARGET
const float SOLID_TRIGGER
void defer(entity this, float fdelay, void(entity) func)
Execute func() after time + fdelay.
const int SF_TRIGGER_UPDATE
ERASEABLE entity IL_PUSH(IntrusiveList this, entity it)
Push to tail.
#define FOREACH_WORD(words, cond, body)
#define FOREACH_ENTITY_STRING(fld, match, body)
void SUB_UseTargets(entity this, entity actor, entity trigger)
#define NET_HANDLE(id, param)
#define WriteHeader(to, id)
#define REGISTER_NET_LINKED(id)
#define EXACTTRIGGER_TOUCH(e, t)
#define EXACTTRIGGER_INIT
void RemoveGrapplingHooks(entity pl)
bool Teleport_Active(entity this, entity player)
void trigger_teleport_use(entity this, entity actor, entity trigger)
void target_teleporter_checktarget(entity this)
void Teleport_Touch(entity this, entity toucher)
void trigger_teleport_link(entity this)
float trigger_teleport_send(entity this, entity to, float sf)
void target_teleport_use(entity this, entity actor, entity trigger)
#define TELEPORT_OBSERVERS_ONLY
void teleport_findtarget(entity this)
entity Simple_TeleportPlayer(entity teleporter, entity player)
void trigger_teleport_use(entity this, entity actor, entity trigger)
IntrusiveList g_teleporters
void trigger_common_write(entity this, bool withtarget)
void trigger_remove_generic(entity this)
void trigger_common_read(entity this, bool withtarget)
void InitializeEntity(entity e, void(entity this) func, int order)