1 #include "spawnpoint.qh"
4 void target_spawnpoint_use(entity this, entity actor, entity trigger)
6 if(this.active != ACTIVE_ACTIVE)
9 actor.spawnpoint_targ = this;
12 void target_spawnpoint_reset(entity this)
14 this.active = ACTIVE_ACTIVE;
17 // TODO: persistent spawnflag?
18 spawnfunc(target_spawnpoint)
20 this.active = ACTIVE_ACTIVE;
21 this.use = target_spawnpoint_use;
22 this.reset = target_spawnpoint_reset;