button_fire (this);
}
-void button_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void button_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
if(this.spawnflags & DOOR_NOSPLASH)
if(!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH))