"Mono-flop" trigger gate... turns one trigger event into one "on" and one "off" event, separated by a delay of "wait"
*/
void monoflop_use()
-{
+{SELFPARAM();
self.nextthink = time + self.wait;
self.enemy = activator;
if(self.state)
SUB_UseTargets();
}
void monoflop_fixed_use()
-{
+{SELFPARAM();
if(self.state)
return;
self.nextthink = time + self.wait;
}
void monoflop_think()
-{
+{SELFPARAM();
self.state = 0;
activator = self.enemy;
SUB_UseTargets();
}
void monoflop_reset()
-{
+{SELFPARAM();
self.state = 0;
self.nextthink = 0;
}
void spawnfunc_trigger_monoflop()
-{
+{SELFPARAM();
if(!self.wait)
self.wait = 1;
if(self.spawnflags & 1)