#pragma once const float SF_TRIGGER_INIT = 1; const float SF_TRIGGER_UPDATE = 2; const float SF_TRIGGER_RESET = 4; const float SPAWNFLAG_NOMESSAGE = 1; const float SPAWNFLAG_NOTOUCH = 1; .bool pushable; .float antiwall_flag; // Variable to define what to do with func_clientwall // 0 == do nothing, 1 == deactivate, 2 == activate .float height; .float nottargeted; #define IFTARGETED if(!this.nottargeted && this.targetname != "") .float lip; // used elsewhere (will fix) #ifdef SVQC void trigger_common_write(entity this, bool withtarget); string trigger_magicear_processmessage_forallears(entity source, float teamsay, entity privatesay, string msgin); void target_voicescript_next(entity pl); void target_voicescript_clear(entity pl); void SUB_UseTargets_PreventReuse(entity this, entity actor, entity trigger); #endif .float sub_target_used; .float volume, atten; .vector dest; void FixSize(entity e); #ifdef CSQC void trigger_common_read(entity this, bool withtarget); void trigger_remove_generic(entity this); .float active; .string target; .string targetname; const int ACTIVE_NOT = 0; const int ACTIVE_ACTIVE = 1; const int ACTIVE_IDLE = 2; const int ACTIVE_BUSY = 2; const int ACTIVE_TOGGLE = 3; #endif