1 spawnfunc(turret_targettrigger);
2 void turret_targettrigger_touch(entity this, entity toucher);
4 void turret_targettrigger_touch(entity this, entity toucher)
6 if (this.cnt > time) return;
7 FOREACH_ENTITY_STRING_ORDERED(targetname, this.target, {
8 if (!(it.turret_flags & TUR_FLAG_RECIEVETARGETS)) continue;
9 if (!it.turret_addtarget) continue;
10 it.turret_addtarget(it, toucher, this);
12 this.cnt = time + 0.5;
15 /*QUAKED turret_targettrigger (.5 .5 .5) ?
17 spawnfunc(turret_targettrigger)
19 if(!autocvar_g_turrets) { remove(this); return; }
23 settouch(this, turret_targettrigger_touch);