void trigger_gravity_check_think(entity this)
{
// This spawns when a player enters the gravity zone and checks if he left.
- // Each frame, self.count is set to 2 by trigger_gravity_touch() and decreased by 1 here.
+ // Each frame, this.count is set to 2 by trigger_gravity_touch() and decreased by 1 here.
// It the player has left the gravity trigger, this will be allowed to reach 0 and indicate that.
- if(self.count <= 0)
+ if(this.count <= 0)
{
- if(self.owner.trigger_gravity_check == self)
- trigger_gravity_remove(self.owner);
+ if(this.owner.trigger_gravity_check == this)
+ trigger_gravity_remove(this.owner);
else
- remove(self);
+ remove(this);
return;
}
else
{
- self.count -= 1;
- self.nextthink = time;
+ this.count -= 1;
+ this.nextthink = time;
}
}
{
float g;
- if(self.state != true)
+ if(this.state != true)
return;
EXACTTRIGGER_TOUCH;
- g = self.gravity;
+ g = this.gravity;
- if (!(self.spawnflags & 1))
+ if (!(this.spawnflags & 1))
{
if(other.trigger_gravity_check)
{
- if(self == other.trigger_gravity_check.enemy)
+ if(this == other.trigger_gravity_check.enemy)
{
// same?
other.trigger_gravity_check.count = 2; // gravity one more frame...
}
// compare prio
- if(self.cnt > other.trigger_gravity_check.enemy.cnt)
+ if(this.cnt > other.trigger_gravity_check.enemy.cnt)
trigger_gravity_remove(other);
else
return;
}
other.trigger_gravity_check = spawn();
- other.trigger_gravity_check.enemy = self;
+ other.trigger_gravity_check.enemy = this;
other.trigger_gravity_check.owner = other;
other.trigger_gravity_check.gravity = other.gravity;
setthink(other.trigger_gravity_check, trigger_gravity_check_think);
if (other.gravity != g)
{
other.gravity = g;
- if(self.noise != "")
- _sound (other, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
- UpdateCSQCProjectile(self.owner);
+ if(this.noise != "")
+ _sound (other, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
+ UpdateCSQCProjectile(this.owner);
}
}