if (this.noise != "")
{
precache_sound(this.noise);
- soundto(MSG_INIT, this, CH_TRIGGER_SINGLE, this.noise, VOL_BASE, ATTEN_IDLE);
+ soundto(MSG_INIT, this, CH_TRIGGER_SINGLE, this.noise, VOL_BASE, ATTEN_IDLE, 0);
}
if (!this.speed)
this.speed = 4;
// damage when blocked
setblocked(this, generic_plat_blocked);
if(this.dmg && (this.message == ""))
- this.message = " was squished";
- if(this.dmg && (this.message2 == ""))
- this.message2 = "was squished by";
+ this.message = _(" was squished");
+ if(this.dmg && (this.message2 == ""))
+ this.message2 = _("was squished by");
if(this.dmg && (!this.dmgtime))
this.dmgtime = 0.25;
this.dmgtime2 = time;
return;
// wait for targets to spawn
- controller = new(func_bobbing_controller);
+ controller = new_pure(func_bobbing_controller);
controller.owner = this;
controller.nextthink = time + 1;
setthink(controller, func_bobbing_controller_think);