#if defined(CSQC)
#elif defined(MENUQC)
#elif defined(SVQC)
- #include "../../../server/_all.qh"
- #include "../../../dpdefs/progsdefs.qh"
- #include "../../../warpzonelib/util_server.qh"
+ #include "../../../lib/warpzone/util_server.qh"
#include "../../weapons/all.qh"
#include "../../../server/defs.qh"
- #include "../../deathtypes.qh"
+ #include "../../deathtypes/all.qh"
#endif
/*
.entity swampslug;
#ifdef SVQC
-void spawnfunc_trigger_swamp(void);
+spawnfunc(trigger_swamp);
#endif
void swamp_touch(void);
void swampslug_think();
* I do it this way becuz there is no "untouch" event.
*/
void swampslug_think(void)
-{
+{SELFPARAM();
//Slowly kill the slug
self.health = self.health - 1;
// Or we have exited it very recently.
// Do the damage and renew the timer.
#ifdef SVQC
- Damage (self.owner, self, self, self.dmg, DEATH_SWAMP, other.origin, '0 0 0');
+ Damage (self.owner, self, self, self.dmg, DEATH_SWAMP.m_id, other.origin, '0 0 0');
#endif
self.nextthink = time + self.swamp_interval;
}
void swamp_touch(void)
-{
+{SELFPARAM();
// If whatever thats touching the swamp is not a player
// or if its a dead player, just dont care abt it.
if(!IS_PLAYER(other) || PHYS_DEAD(other))
#ifdef SVQC
float swamp_send(entity to, float sf)
-{
+{SELFPARAM();
WriteByte(MSG_ENTITY, ENT_CLIENT_LADDER);
WriteByte(MSG_ENTITY, self.dmg); // can probably get away with using a single byte here
}
void swamp_link()
-{
+{SELFPARAM();
Net_LinkEntity(self, false, 0, func_ladder_send);
}
Players gettin into the swamp will
get slowd down and damaged
*/
-void spawnfunc_trigger_swamp(void)
+spawnfunc(trigger_swamp)
{
// Init stuff
EXACTTRIGGER_INIT;
#elif defined(CSQC)
void ent_swamp()
-{
+{SELFPARAM();
self.dmg = ReadByte();
self.swamp_slowdown = ReadByte();
self.swamp_interval = ReadByte();