void CBaseDelay::DelayThink( void ) { CBaseEntity *pActivator = NULL; if( GetOwner() ) // A player activated this on delay { pActivator = GetOwner(); } // The use type is cached (and stashed) in GetButtons() SUB_UseTargets( pActivator, ( USE_TYPE ) GetButtons().Get(), 0 ); UTIL_RemoveNow( this ); }
void CEnvGlobal::Spawn( void ) { if( !m_globalstate ) { UTIL_RemoveNow( this ); return; } if( FBitSet( pev->spawnflags, SF_GLOBAL_SET ) ) { if( !gGlobalState.EntityInTable( m_globalstate ) ) gGlobalState.EntityAdd( m_globalstate, gpGlobals->mapname, ( GLOBALESTATE ) m_initialstate ); } }