#ifdef SVQC
void trigger_hurt_use()
-{
+{SELFPARAM();
if(IS_PLAYER(activator))
self.enemy = activator;
else
.float triggerhurttime;
void trigger_hurt_touch()
-{
+{SELFPARAM();
if (self.active != ACTIVE_ACTIVE)
return;
.entity trigger_hurt_next;
entity trigger_hurt_last;
entity trigger_hurt_first;
-void spawnfunc_trigger_hurt()
+spawnfunc(trigger_hurt)
{
EXACTTRIGGER_INIT;
self.active = ACTIVE_ACTIVE;