1 #include "relay_teamcheck.qh"
3 void trigger_relay_teamcheck_use(entity this, entity actor, entity trigger)
5 if(this.active != ACTIVE_ACTIVE)
10 if(this.spawnflags & RELAYTEAMCHECK_INVERT)
12 if(DIFF_TEAM(actor, this))
13 SUB_UseTargets(this, actor, trigger);
17 if(SAME_TEAM(actor, this))
18 SUB_UseTargets(this, actor, trigger);
23 if(this.spawnflags & RELAYTEAMCHECK_NOTEAM)
24 SUB_UseTargets(this, actor, trigger);
28 void trigger_relay_teamcheck_reset(entity this)
30 this.active = ACTIVE_ACTIVE;
31 this.team = this.team_saved;
34 spawnfunc(trigger_relay_teamcheck)
36 this.active = ACTIVE_ACTIVE;
37 this.team_saved = this.team;
38 IL_PUSH(g_saved_team, this);
39 this.use = trigger_relay_teamcheck_use;
40 this.reset = trigger_relay_teamcheck_reset;