+#include "multi.qh"
// NOTE: also contains trigger_once at bottom
#ifdef SVQC
multi_trigger(this);
}
-void multi_touch(entity this)
+void multi_touch(entity this, entity toucher)
{
if(!(this.spawnflags & 2))
- if(!other.iscreature)
+ if(!toucher.iscreature)
return;
if(this.team)
- if(((this.spawnflags & 4) == 0) == (this.team != other.team))
+ if(((this.spawnflags & 4) == 0) == (this.team != toucher.team))
return;
// if the trigger has an angles field, check player's facing direction
if (this.movedir != '0 0 0')
{
- makevectors (other.angles);
+ makevectors (toucher.angles);
if (v_forward * this.movedir < 0)
return; // not facing the right way
}
// if the trigger has pressed keys, check that the player is pressing those keys
if(this.pressedkeys)
- if(IS_PLAYER(other)) // only for players
- if(!(other.pressedkeys & this.pressedkeys))
+ if(IS_PLAYER(toucher)) // only for players
+ if(!(toucher.pressedkeys & this.pressedkeys))
return;
- EXACTTRIGGER_TOUCH;
+ EXACTTRIGGER_TOUCH(this, toucher);
- this.enemy = other;
- this.goalentity = other;
+ this.enemy = toucher;
+ this.goalentity = toucher;
multi_trigger(this);
}
if (this.health)
{
if (this.spawnflags & SPAWNFLAG_NOTOUCH)
- objerror ("health and notouch don't make sense\n");
+ objerror (this, "health and notouch don't make sense\n");
this.max_health = this.health;
this.event_damage = multi_eventdamage;
this.takedamage = DAMAGE_YES;
this.solid = SOLID_BBOX;
- setorigin (this, this.origin); // make sure it links into the world
+ setorigin(this, this.origin); // make sure it links into the world
}
else
{
if ( !(this.spawnflags & SPAWNFLAG_NOTOUCH) )
{
settouch(this, multi_touch);
- setorigin (this, this.origin); // make sure it links into the world
+ setorigin(this, this.origin); // make sure it links into the world
}
}
}