void() SUB_UseTargets;
void DelayThink()
-{
+{SELFPARAM();
activator = self.enemy;
SUB_UseTargets ();
remove(self);
#ifdef SVQC
void trigger_common_write(bool withtarget)
-{
+{SELFPARAM();
WriteByte(MSG_ENTITY, self.warpzone_isboxy);
WriteByte(MSG_ENTITY, self.scale);
#elif defined(CSQC)
void trigger_common_read(bool withtarget)
-{
+{SELFPARAM();
self.warpzone_isboxy = ReadByte();
self.scale = ReadByte();
}
void trigger_remove_generic()
-{
+{SELFPARAM();
if(self.target) { strunzone(self.target); }
self.target = string_null;
==============================
*/
void SUB_UseTargets()
-{
- entity t, stemp, otemp, act;
+{SELFPARAM();
+ entity t, otemp, act;
string s;
float i;
// fire targets
//
act = activator;
- stemp = self;
otemp = other;
- if(stemp.target_random)
+ if(this.target_random)
RandomSelection_Init();
for(i = 0; i < 4; ++i)
switch(i)
{
default:
- case 0: s = stemp.target; break;
- case 1: s = stemp.target2; break;
- case 2: s = stemp.target3; break;
- case 3: s = stemp.target4; break;
+ case 0: s = this.target; break;
+ case 1: s = this.target2; break;
+ case 2: s = this.target3; break;
+ case 3: s = this.target4; break;
}
if (s != "")
{
for(t = world; (t = find(t, targetname, s)); )
if(t.use)
{
- if(stemp.target_random)
+ if(this.target_random)
{
RandomSelection_Add(t, 0, string_null, 1, 0);
}
{
if (t.classname == "func_clientwall" || t.classname == "func_clientillusionary")
t.antiwall_flag = aw_flag;
- self = t;
- other = stemp;
+ setself(t);
+ other = this;
activator = act;
self.use();
}
}
}
- if(stemp.target_random && RandomSelection_chosen_ent)
+ if(this.target_random && RandomSelection_chosen_ent)
{
- self = RandomSelection_chosen_ent;
- other = stemp;
+ setself(RandomSelection_chosen_ent);
+ other = this;
activator = act;
self.use();
}
activator = act;
- self = stemp;
+ setself(this);
other = otemp;
}
#ifdef CSQC
void trigger_touch_generic(void() touchfunc)
-{
+{SELFPARAM();
entity e;
for(e = findradius((self.absmin + self.absmax) * 0.5, vlen(self.absmax - self.absmin) * 0.5 + 1); e; e = e.chain)
if(e.isplayermodel || e.classname == "csqcprojectile")
}
}
void trigger_draw_generic()
-{
+{SELFPARAM();
float dt = time - self.move_time;
self.move_time = time;
if(dt <= 0) { return; }