3 const float SF_TRIGGER_INIT = 1;
4 const float SF_TRIGGER_UPDATE = 2;
5 const float SF_TRIGGER_RESET = 4;
7 const float SPAWNFLAG_NOMESSAGE = 1;
8 const float SPAWNFLAG_NOTOUCH = 1;
12 .float antiwall_flag; // Variable to define what to do with func_clientwall
13 // 0 == do nothing, 1 == deactivate, 2 == activate
18 #define IFTARGETED if(!this.nottargeted && this.targetname != "")
22 // used elsewhere (will fix)
24 void trigger_common_write(entity this, bool withtarget);
26 string trigger_magicear_processmessage_forallears(entity source, float teamsay, entity privatesay, string msgin);
28 void target_voicescript_next(entity pl);
29 void target_voicescript_clear(entity pl);
31 void SUB_ForEachTarget_Init();
32 void SUB_ForEachTarget(entity s, void(entity, float, vector, string, entity) cback, float recursive, float fdata, vector vdata, string sdata, entity edata);
33 void SUB_UseTargets_PreventReuse(entity this, entity actor, entity trigger);
36 .float sub_target_used;
42 void FixSize(entity e);
45 void trigger_common_read(entity this, bool withtarget);
46 void trigger_remove_generic(entity this);
52 const int ACTIVE_NOT = 0;
53 const int ACTIVE_ACTIVE = 1;
54 const int ACTIVE_IDLE = 2;
55 const int ACTIVE_BUSY = 2;
56 const int ACTIVE_TOGGLE = 3;