return; // not facing the right way
}
+ // if the trigger has pressed keys, check that the player is pressing those keys
+ if(self.pressedkeys)
+ if(IS_PLAYER(other)) // only for players
+ if(!(other.pressedkeys & self.pressedkeys))
+ return;
+
EXACTTRIGGER_TOUCH;
self.enemy = other;
multi_trigger ();
}
-void multi_eventdamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void multi_eventdamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
if (!self.takedamage)
return;