1 #include "gamestart.qh"
4 void gamestart_use(entity this, entity actor, entity trigger)
6 SUB_UseTargets(this, this, trigger);
7 delete(this); // TODO: deleting this means it can't be used upon map reset!
10 spawnfunc(trigger_gamestart)
12 this.use = gamestart_use;
13 this.reset2 = spawnfunc_trigger_gamestart;
17 setthink(this, adaptor_think2use);
18 this.nextthink = game_starttime + this.wait;
21 InitializeEntity(this, adaptor_think2use, INITPRIO_FINDTARGET);