#include "jumppads.qh"
#include <common/physics/movetypes/movetypes.qh>
-void trigger_push_use()
-{SELFPARAM();
+void trigger_push_use(entity this, entity actor, entity trigger)
+{
if(teamplay)
{
- self.team = activator.team;
- self.SendFlags |= 2;
+ this.team = actor.team;
+ this.SendFlags |= 2;
}
}
#endif
}
if(this.enemy.target)
- {
- activator = other;
- WITHSELF(this.enemy, SUB_UseTargets());
- }
+ SUB_UseTargets(this.enemy, other, other); // TODO: do we need other as trigger too?
if (other.flags & FL_PROJECTILE)
{
#ifdef SVQC
void trigger_push_link();
-void trigger_push_updatelink();
+void trigger_push_updatelink(entity this);
#endif
-void trigger_push_findtarget()
-{SELFPARAM();
+void trigger_push_findtarget(entity this)
+{
entity t;
vector org;
return true;
}
-void trigger_push_updatelink()
-{SELFPARAM();
+void trigger_push_updatelink(entity this)
+{
this.SendFlags |= 1;
}
NET_HANDLE(ENT_CLIENT_TRIGGER_PUSH, bool isnew)
{
- make_pure(this);
-
this.classname = "jumppad";
int mytm = ReadByte(); if(mytm) { this.team = mytm - 1; }
this.spawnflags = ReadInt24_t();