From what I know, somewhat similar. UnrealScript has both touch and untouch, QuakeC lacks the latter. UnrealScript also has ways of allowing you to say "do foo for 2 seconds, then do bar" without having to have a seperate functions for foo and bar and using think/nextthink to change between them.
Googling "unrealscript reference" will fill in the gaps of my knowledge. Also, note that it uses actor to mean entity.
It also supports state-based programming (most AI systems in games, including Quake, use this) at the language level, but note the caveats of this in the documentation...