1 #include "relay_teamcheck.qh"
4 void trigger_relay_teamcheck_use(entity this, entity actor, entity trigger)
6 if(this.active != ACTIVE_ACTIVE)
11 if(this.spawnflags & RELAYTEAMCHECK_INVERT)
13 if(DIFF_TEAM(actor, this))
14 SUB_UseTargets(this, actor, trigger);
18 if(SAME_TEAM(actor, this))
19 SUB_UseTargets(this, actor, trigger);
24 if(this.spawnflags & RELAYTEAMCHECK_NOTEAM)
25 SUB_UseTargets(this, actor, trigger);
29 void trigger_relay_teamcheck_reset(entity this)
31 this.active = ACTIVE_ACTIVE;
32 this.team = this.team_saved;
35 spawnfunc(trigger_relay_teamcheck)
37 this.active = ACTIVE_ACTIVE;
38 this.team_saved = this.team;
39 IL_PUSH(g_saved_team, this);
40 this.use = trigger_relay_teamcheck_use;
41 this.reset = trigger_relay_teamcheck_reset;