-void() button_wait;
-void() button_return;
-
-void button_wait()
-{SELFPARAM();
- self.state = STATE_TOP;
- self.SUB_NEXTTHINK = self.SUB_LTIME + self.wait;
- self.SUB_THINK = button_return;
- activator = self.enemy;
- SUB_UseTargets();
- self.frame = 1; // use alternate textures
+void button_wait(entity this);
+void button_return(entity this);
+
+void button_wait(entity this)
+{
+ this.state = STATE_TOP;
+ this.SUB_NEXTTHINK = this.SUB_LTIME + this.wait;
+ SUB_THINK(this, button_return);
+ SUB_UseTargets(this, this.enemy, NULL);
+ this.frame = 1; // use alternate textures