void SP_sensor_buildable( gentity_t *self )
{
	SP_WaitFields(self, 0.5f, 0);
	SP_ConditionFields( self );

	self->touch = sensor_buildable_touch;
	self->act = sensor_act;
	self->reset = sensor_reset;

	InitBrushSensor( self );
}
void SP_ctrl_relay( gentity_t *self )
{
	if( Q_stricmp(self->classname, S_CTRL_RELAY ) ) //if anything but ctrl_relay
	{
		if ( !self->config.wait.time ) {
			// check delay for backwards compatibility
			G_SpawnFloat( "delay", "0", &self->config.wait.time );

			//target delay had previously a default of 1 instead of 0
			if ( !self->config.wait.time && !Q_stricmp(self->classname, "target_delay") )
			{
				self->config.wait.time = 1;
			}
		}
		SP_WaitFields(self, 0, 0 );

		self->act = target_relay_act;
		return;
	}

	SP_WaitFields(self, 0, 0 );
	self->act = ctrl_relay_act;
	self->reset = ctrl_relay_reset;
}
Beispiel #3
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void SP_env_afx_push( gentity_t *self )
{
	SP_WaitFields(self, 0.5f, 0);

	self->s.eType = entityType_t::ET_PUSHER;
	self->touch = env_afx_push_touch;
	self->think = think_aimAtTarget;
	self->nextthink = level.time + FRAMETIME;
	self->act = env_afx_toggle;

	InitEnvAFXEntity( self, !(self->spawnflags & SPF_SPAWN_DISABLED ) );

	// unlike other afx, we need to send this one to the client
	self->r.svFlags &= ~SVF_NOCLIENT;
}
void SP_sensor_timer( gentity_t *self )
{
	SP_WaitFields(self, 1.0f, (self->classname[0] == 'f') ? 1.0f : 0.0f); //wait variance default only for func_timer

	self->act = sensor_timer_act;
	self->think = sensor_timer_think;

	if ( self->spawnflags & 1 )
	{
		self->nextthink = level.time + FRAMETIME;
		self->activator = self;
	}

	self->r.svFlags = SVF_NOCLIENT;
}
void SP_sensor_player( gentity_t *self )
{
	SP_WaitFields(self, 0.5f, 0);
	SP_ConditionFields( self );

	if(!Q_stricmp(self->classname, "trigger_multiple"))
	{
		self->touch = trigger_multiple_touch;
		self->act = trigger_multiple_act;
		self->reset = trigger_multiple_compat_reset;
	} else {
		self->touch = sensor_player_touch;
		self->act = sensor_act;
		self->reset = sensor_reset;
	}

	InitBrushSensor( self );
}