nuclide/Source/gs-entbase/server/trigger_auto.cpp
Marco Hladik 5fa7002844 - Added everything needed for networked sprays
- Switched to custom pmove code (early, WIP) instead of the engine one, again
- Made nightvision compatible with splitscreen modes
- Player animation fixes
- Prediction fixes
- Fixed radius damage, so grenades and bombs should apply proper damage now
- Added func_wall_toggle
- Small entity fixes
2019-01-03 02:26:39 +01:00

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824 B
C++

/***
*
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
*
* See the file LICENSE attached with the sources for usage details.
*
****/
class trigger_auto : CBaseTrigger
{
float m_flDelay;
void() trigger_auto;
virtual void() think;
};
void trigger_auto :: think ( void )
{
// This is weird, because ents may not be spawned yet.
// However, Half-Life doesn't care about this, either.
// So why should we?
CBaseTrigger::UseTargets_Delay( m_flDelay );
if ( spawnflags & 1 ) {
remove( this );
}
}
void trigger_auto :: trigger_auto ( void )
{
for ( int i = 1; i < ( tokenize( __fullspawndata ) - 1 ); i += 2 ) {
switch ( argv( i ) ) {
case "delay":
m_flDelay = stof( argv( i + 1 ) );
break;
default:
break;
}
}
CBaseTrigger::CBaseTrigger();
nextthink = time + 0.2f;
}