- SUB_CalcMove (self.pos1, TSPEED_LINEAR, self.speed, button_done);
+ SUB_CalcMove (self, self.pos1, TSPEED_LINEAR, self.speed, button_done);
_sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
self.state = STATE_UP;
_sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
self.state = STATE_UP;
- SUB_CalcMove (self.pos2, TSPEED_LINEAR, self.speed, button_wait);
+ SUB_CalcMove (self, self.pos2, TSPEED_LINEAR, self.speed, button_wait);
}
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, vector hitloc, vector force)