// TODO: split target_push and put it in the target folder
#ifdef SVQC
-#include "../../../server/_all.qh"
#include "jumppads.qh"
#include "../../movetypes/movetypes.qh"
{
// flash when activated
Send_Effect(EFFECT_JUMPPAD, other.origin, other.velocity, 1);
- sound (other, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
+ _sound (other, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
self.pushltime = time + 0.2;
}
if(IS_REAL_CLIENT(other) || IS_BOT_CLIENT(other))
if(self.enemy.target)
{
activator = other;
- SELFCALL(self.enemy, SUB_UseTargets());
- SELFCALL_DONE();
+ WITH(entity, self, self.enemy, SUB_UseTargets());
}
if (other.flags & FL_PROJECTILE)
* values to target a point on the ceiling.
* movedir: if target is not set, this * speed * 10 is the velocity to be reached.
*/
-void spawnfunc_trigger_push()
-{SELFPARAM();
- SetMovedir ();
+spawnfunc(trigger_push)
+{
+ SetMovedir(self);
EXACTTRIGGER_INIT;
}
-float target_push_send(entity to, float sf)
-{SELFPARAM();
+bool target_push_send(entity this, entity to, float sf)
+{
WriteByte(MSG_ENTITY, ENT_CLIENT_TARGET_PUSH);
WriteByte(MSG_ENTITY, self.cnt);
self.SendFlags |= 1; // update
}
-void spawnfunc_target_push() { target_push_link(); }
-void spawnfunc_info_notnull() { target_push_link(); }
-void spawnfunc_target_position() { target_push_link(); }
+spawnfunc(target_push) { target_push_link(); }
+spawnfunc(info_notnull) { target_push_link(); }
+spawnfunc(target_position) { target_push_link(); }
#endif