/* =============== SP_trigger_equipment =============== */ void SP_trigger_equipment( 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_equipment has random >= wait\n" ); } G_SpawnString( "equipment", "", &buffer ); BG_ParseCSVEquipmentList( buffer, self->wTriggers, WP_NUM_WEAPONS, self->uTriggers, UP_NUM_UPGRADES ); self->touch = trigger_equipment_touch; self->use = trigger_equipment_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 ); }