if (this.count < 0)
return;
- bool doactivate = (this.spawnflags & 4);
+ bool doactivate = (this.spawnflags & COUNTER_FIRE_AT_COUNT);
if (this.count == 0)
{
this.count = this.cnt;
}
-/*QUAKED spawnfunc_trigger_counter (.5 .5 .5) ? nomessage
+/*QUAKED spawnfunc_trigger_counter (.5 .5 .5) ? nomessage COUNTER_FIRE_AT_COUNT
Acts as an intermediary for an action that takes multiple inputs.
If nomessage is not set, it will print "1 more.. " etc when triggered and "sequence complete" when finished.
+If COUNTER_FIRE_AT_COUNT is set, it will also fire all of its targets at countdown, making it behave like trigger_mulitple with limited shots
If respawntime is set, it will re-enable itself after the time once the sequence has been completed
-After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself.
+After the counter has been triggered "count" times (default 2), it will fire all of its targets.
*/
spawnfunc(trigger_counter)
{