#ifdef SVQC
-void func_rotating_setactive(float astate)
+void func_rotating_setactive(entity this, int astate)
{
-
if (astate == ACTIVE_TOGGLE)
{
- if(self.active == ACTIVE_ACTIVE)
- self.active = ACTIVE_NOT;
+ if(this.active == ACTIVE_ACTIVE)
+ this.active = ACTIVE_NOT;
else
- self.active = ACTIVE_ACTIVE;
+ this.active = ACTIVE_ACTIVE;
}
else
- self.active = astate;
+ this.active = astate;
- if(self.active == ACTIVE_NOT)
- self.avelocity = '0 0 0';
+ if(this.active == ACTIVE_NOT)
+ this.avelocity = '0 0 0';
else
- self.avelocity = self.pos1;
+ this.avelocity = this.pos1;
}
/*QUAKED spawnfunc_func_rotating (0 .5 .8) ? - - X_AXIS Y_AXIS
dmgtime : See above.
*/
-void spawnfunc_func_rotating()
+spawnfunc(func_rotating)
{
if (self.noise != "")
{
self.blocked = generic_plat_blocked;
// wait for targets to spawn
- self.nextthink = self.ltime + 999999999;
- self.think = SUB_NullThink; // for PushMove
+ self.SUB_NEXTTHINK = self.SUB_LTIME + 999999999;
+ self.SUB_THINK = SUB_NullThink; // for PushMove
// TODO make a reset function for this one
}