spawnfunc(nexball_basketball)
{
nexball_mode |= NBM_BASKETBALL;
- this.classname = "nexball_basketball";
if (!(balls & BALL_BASKET))
{
/*
spawnfunc(nexball_football)
{
nexball_mode |= NBM_FOOTBALL;
- this.classname = "nexball_football";
this.solid = SOLID_TRIGGER;
balls |= BALL_FOOT;
this.pushable = autocvar_g_nexball_football_jumppad;
ons_worldgeneratorlist = gen;
gen.netname = sprintf("%s generator", Team_ColoredFullName(teamnumber));
- gen.classname = "onslaught_generator";
gen.solid = SOLID_BBOX;
gen.team_saved = teamnumber;
IL_PUSH(g_saved_team, gen);
}
// compatibility:
-spawnfunc(item_quad) { this.classname = "item_strength";spawnfunc_item_strength(this);}
+spawnfunc(item_quad) { spawnfunc_item_strength(this);}
void target_items_use(entity this, entity actor, entity trigger)
{
spawnfunc(info_teleport_destination)
{
- this.classname = "info_teleport_destination";
-
this.mangle = this.angles;
this.angles = '0 0 0';
spawnfunc(target_kill)
{
- this.classname = "target_kill";
-
if (this.message == "")
this.message = "was in the wrong place";
spawnfunc(target_location)
{
- this.classname = "target_location";
// location name in netname
// eventually support: count, teamgame selectors, line of sight?
this.delay = 0;
// convert this trigger to trigger_once
- //this.classname = "trigger_once";
spawnfunc_trigger_once(this);
// take over the touch() function, so we can mark secret as found
spawnfunc(target_viewlocation_start)
{
- this.classname = "target_viewlocation_start";
this.cnt = 1;
viewloc_link(this);
}
spawnfunc(target_viewlocation_end)
{
- this.classname = "target_viewlocation_end";
this.cnt = 2;
viewloc_link(this);
}
// Compat.
spawnfunc(walker_checkpoint)
{
- this.classname = "turret_checkpoint";
spawnfunc_turret_checkpoint(this);
}
*/
spawnfunc(item_key1)
{
- this.classname = "item_key";
this.itemkeys = ITEM_KEY_BIT(1);
spawnfunc_item_key(this);
};
*/
spawnfunc(item_key2)
{
- this.classname = "item_key";
this.itemkeys = ITEM_KEY_BIT(0);
spawnfunc_item_key(this);
};
{
if (!g_assault) { delete(this); return; }
- this.classname = "target_objective";
IL_PUSH(g_assault_objectives, this);
this.use = assault_objective_use;
this.reset = assault_objective_reset;
{
if (!g_assault) { delete(this); return; }
- this.classname = "target_objective_decrease";
IL_PUSH(g_assault_objectivedecreasers, this);
if(!this.dmg)
if (!g_assault) { delete(this); return; }
this.spawnflags = 3;
- this.classname = "func_assault_destructible";
IL_PUSH(g_assault_destructibles, this);
if(assault_attacker_team == NUM_TEAM_1)
{
if (!g_assault) { delete(this); return; }
- this.classname = "func_assault_wall";
this.mdl = this.model;
_setmodel(this, this.mdl);
this.solid = SOLID_BSP;
if (!g_assault) { delete(this); return; }
this.winning = 0; // round not yet won by attackers
- this.classname = "target_assault_roundend";
this.use = target_assault_roundend_use;
this.cnt = 0; // first round
this.reset = target_assault_roundend_reset;
if (!g_assault) { delete(this); return; }
assault_attacker_team = NUM_TEAM_1;
- this.classname = "target_assault_roundstart";
this.use = assault_roundstart_use;
this.reset2 = assault_roundstart_use_this;
InitializeEntity(this, assault_roundstart_use_this, INITPRIO_FINDTARGET);
{
if(!g_ctf) { delete(this); return; }
- this.classname = "ctf_team";
this.team = this.cnt + 1;
}
precache_sound(this.noise);
if (this.noise1 != "")
precache_sound(this.noise1);
- this.classname = "dom_team";
_setmodel(this, this.model); // precision not needed
this.mdl = this.model;
this.dmg = this.modelindex;
void dom_spawnpoint(vector org)
{
entity e = spawn();
- e.classname = "dom_controlpoint";
setthink(e, spawnfunc_dom_controlpoint);
e.nextthink = time;
setorigin(e, org);
{
if(!g_invasion) { delete(this); return; }
- this.classname = "invasion_spawnpoint";
IL_PUSH(g_invasion_spawns, this);
}
{
if(!g_tdm || !this.cnt) { delete(this); return; }
- this.classname = "tdm_team";
this.team = this.cnt + 1;
}
spawnfunc(info_player_deathmatch)
{
- this.classname = "info_player_deathmatch";
IL_PUSH(g_spawnpoints, this);
relocate_spawnpoint(this);
}