if (self.delay)
{
// create a temp object to fire at a later time
- t = spawn();
- t.classname = "DelayedUse";
+ t = new(DelayedUse);
t.nextthink = time + self.delay;
t.think = DelayThink;
t.enemy = activator;
}
}
}
-void trigger_draw_generic()
-{SELFPARAM();
+void trigger_draw_generic(entity this)
+{
float dt = time - self.move_time;
self.move_time = time;
if(dt <= 0) { return; }