4 void delay_delayeduse(entity this)
6 SUB_UseTargets(this, this.enemy, this.goalentity);
7 this.enemy = this.goalentity = NULL;
10 void delay_use(entity this, entity actor, entity trigger)
12 if(this.active != ACTIVE_ACTIVE)
16 this.goalentity = trigger;
17 setthink(this, delay_delayeduse);
18 this.nextthink = time + this.wait;
21 void delay_reset(entity this)
23 this.enemy = this.goalentity = NULL;
24 setthink(this, func_null);
26 this.active = ACTIVE_ACTIVE;
29 spawnfunc(trigger_delay)
35 this.reset = delay_reset;
36 this.active = ACTIVE_ACTIVE;