/*
===============
SP_trigger_class
===============
*/
void SP_trigger_class( gentity_t *self )
{
  char *buffer;

  G_SpawnFloat( "wait", "0.5", &self->wait );
  G_SpawnFloat( "random", "0", &self->random );

  if( self->random >= self->wait && self->wait >= 0 )
  {
    self->random = self->wait - FRAMETIME;
    G_Printf( S_COLOR_YELLOW "WARNING: trigger_class has random >= wait\n" );
  }

  G_SpawnString( "classes", "", &buffer );

  BG_ParseCSVClassList( buffer, self->cTriggers, PCL_NUM_CLASSES );

  self->touch = trigger_class_touch;
  self->use = trigger_class_use;

  // SPAWN_DISABLED
  if( self->spawnflags & 1 )
    self->s.eFlags |= EF_NODRAW;

  // NEGATE
  if( self->spawnflags & 2 )
    self->s.eFlags |= EF_DEAD;

  InitTrigger( self );
  trap_LinkEntity( self );
}
void SP_ConditionFields( gentity_t *self ) {
	char *buffer;

	if ( G_SpawnString( "buildables", "", &buffer ) )
		BG_ParseCSVBuildableList( buffer, self->conditions.buildables, BA_NUM_BUILDABLES );

	if ( G_SpawnString( "classes", "", &buffer ) )
		BG_ParseCSVClassList( buffer, self->conditions.classes, PCL_NUM_CLASSES );

	if ( G_SpawnString( "equipment", "", &buffer ) )
		BG_ParseCSVEquipmentList( buffer, self->conditions.weapons, WP_NUM_WEAPONS,
	                          self->conditions.upgrades, UP_NUM_UPGRADES );

}