for(trigger = world; (trigger = find(trigger, classname, "trigger_multiple")); )
for(targ = world; (targ = find(targ, targetname, trigger.target)); )
if (targ.classname == "target_checkpoint" || targ.classname == "target_startTimer" || targ.classname == "target_stopTimer") {
- targ.wait = -2;
+ trigger.wait = 0;
+ trigger.delay = 0;
+ targ.wait = 0;
targ.delay = 0;
// These just make the game crash on some maps with oddly shaped triggers.
// and often one of them just passed through without being registered. Hope it's fixed in a better way now.
// (happened on item triggers too)
//
+ //targ.wait = -2;
+ //targ.delay = 0;
+
//setsize(targ, trigger.mins, trigger.maxs);
//setorigin(targ, trigger.origin);
//remove(trigger);
}
}
- remove(self);
+ //remove(self);
self = oldself;
}
for(targ = world; (targ = find(targ, targetname, trigger.target)); )
if (targ.classname == "target_init" || targ.classname == "target_give" || targ.classname == "target_items")
{
- targ.wait = -2;
+ trigger.wait = 0;
+ trigger.delay = 0;
+ targ.wait = 0;
targ.delay = 0;
- setsize(targ, trigger.mins, trigger.maxs);
- setorigin(targ, trigger.origin);
+ //setsize(targ, trigger.mins, trigger.maxs);
+ //setorigin(targ, trigger.origin);
//remove(trigger);
}
}
void spawnfunc_target_init()
{
self.spawnflags = 0; // remove all weapons except the ones listed below
- self.netname = "laser uzi"; // keep these weapons through the remove trigger
+ self.netname = "shotgun"; // keep these weapons through the remove trigger
spawnfunc_target_items();
InitializeEntity(self, target_init_verify, INITPRIO_FINDTARGET);
}