23 if (e.projectiledeathtype)
67 int old_status = this.
active;
70 if (this.
active != old_status)
115 if(this.
origin !=
'0 0 0')
119 if(this.
angles !=
'0 0 0')
136 if(targbits &
BIT(0))
138 if(targbits &
BIT(1))
140 if(targbits &
BIT(2))
142 if(targbits &
BIT(3))
144 if(targbits &
BIT(4))
146 if(targbits &
BIT(5))
195 setorigin(
this, this.
origin);
213 setsize(
this, this.
mins, this.
maxs);
262 if(!(skiptargets &
BIT(1))) t.target = this.
target;
263 if(!(skiptargets &
BIT(2))) t.target2 = this.
target2;
264 if(!(skiptargets &
BIT(3))) t.target3 = this.
target3;
265 if(!(skiptargets &
BIT(4))) t.target4 = this.
target4;
281 if (this.
noise ==
"")
303 for(
int i = 0; i < 4; ++i)
305 if(skiptargets &
BIT(i + 1))
310 case 0: s = this.
target;
break;
311 case 1: s = this.
target2;
break;
312 case 2: s = this.
target3;
break;
313 case 3: s = this.
target4;
break;
319 if(t !=
this && t.use && (t.sub_target_used !=
time || !preventReuse))
327 t.use(t, actor,
this);
329 t.sub_target_used =
time;
#define BIT(n)
Only ever assign into the first 24 bits in QC (so max is BIT(23)).
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
const int SF_TRIGGER_UPDATE
#define ITEM_IS_LOOT(item)
Returns whether the item is loot.
#define BITSET_ASSIGN(a, b)
#define new_pure(class)
purely logical entities (not linked to the area grid)
ERASEABLE void RandomSelection_Init()
#define RandomSelection_AddEnt(e, weight, priority)
entity RandomSelection_chosen_ent
#define setSendEntity(e, f)
void play2(entity e, string filename)
void generic_netlinked_reset(entity this)
void DelayThink(entity this)
void generic_netlinked_legacy_use(entity this, entity actor, entity trigger)
void trigger_link(entity this, bool(entity this, entity to, int sendflags) sendfunc)
void SUB_UseTargets(entity this, entity actor, entity trigger)
void generic_setactive(entity this, int act)
bool isPushable(entity e)
void SUB_UseTargets_Ex(entity this, entity actor, entity trigger, bool preventReuse, int skiptargets)
void SUB_UseTargets_PreventReuse(entity this, entity actor, entity trigger)
void SUB_DontUseTargets(entity this, entity actor, entity trigger)
void trigger_common_write(entity this, bool withtarget)
void generic_netlinked_setactive(entity this, int act)
void SUB_UseTargets_SkipTargets(entity this, entity actor, entity trigger, int skiptargets)
void trigger_remove_generic(entity this)
void trigger_common_read(entity this, bool withtarget)
#define IS_REAL_CLIENT(v)