#include "spawnpoint.qh" #ifdef SVQC void target_spawnpoint_use(entity this, entity actor, entity trigger) { if(this.active != ACTIVE_ACTIVE) return; actor.spawnpoint_targ = this; } void target_spawnpoint_reset(entity this) { this.active = ACTIVE_ACTIVE; } // TODO: persistent spawnflag? spawnfunc(target_spawnpoint) { this.active = ACTIVE_ACTIVE; this.use = target_spawnpoint_use; this.reset = target_spawnpoint_reset; } #endif