**/
-//.entity checkpoint_target;
+// .entity checkpoint_target;
/*
#define checkpoint_cache_who flagcarried
*/
void turret_checkpoint_use()
-{
-}
+{}
#if 0
void turret_checkpoint_think(entity this)
{
- if(this.enemy)
- te_lightning1(this,this.origin, this.enemy.origin);
+ if (this.enemy) {
+ te_lightning1(this, this.origin, this.enemy.origin);
+ }
- this.nextthink = time + 0.25;
+ this.nextthink = time + 0.25;
}
#endif
/*QUAKED turret_checkpoint (1 0 1) (-32 -32 -32) (32 32 32)
If a loop is of targets are formed, any unit entering this loop will patrol it indefinitly.
If the checkpoint chain in not looped, the unit will go "Roaming" when the last point is reached.
*/
-//float tc_acum;
+// float tc_acum;
void turret_checkpoint_init(entity this)
{
- traceline(this.origin + '0 0 16', this.origin - '0 0 1024', MOVE_WORLDONLY, this);
- setorigin(this, trace_endpos + '0 0 32');
+ traceline(this.origin + '0 0 16', this.origin - '0 0 1024', MOVE_WORLDONLY, this);
+ setorigin(this, trace_endpos + '0 0 32');
- if(this.target != "")
- {
- this.enemy = find(NULL, targetname, this.target);
- if(this.enemy == NULL)
- LOG_TRACE("A turret_checkpoint faild to find its target!");
- }
- //setthink(this, turret_checkpoint_think);
- //this.nextthink = time + tc_acum + 0.25;
- //tc_acum += 0.25;
+ if (this.target != "") {
+ this.enemy = find(NULL, targetname, this.target);
+ if (this.enemy == NULL) {
+ LOG_TRACE("A turret_checkpoint faild to find its target!");
+ }
+ }
+ // setthink(this, turret_checkpoint_think);
+ // this.nextthink = time + tc_acum + 0.25;
+ // tc_acum += 0.25;
}
spawnfunc(turret_checkpoint)
{
- setorigin(this, this.origin);
- setthink(this, turret_checkpoint_init);
- this.nextthink = time + 0.2;
+ setorigin(this, this.origin);
+ setthink(this, turret_checkpoint_init);
+ this.nextthink = time + 0.2;
}
// Compat.
spawnfunc(walker_checkpoint)
{
- this.classname = "turret_checkpoint";
- spawnfunc_turret_checkpoint(this);
+ this.classname = "turret_checkpoint";
+ spawnfunc_turret_checkpoint(this);
}
#endif