+#include "gravity.qh"
#ifdef SVQC
.entity trigger_gravity_check;
void trigger_gravity_remove(entity own)
{
UpdateCSQCProjectile(own);
own.gravity = own.trigger_gravity_check.gravity;
- remove(own.trigger_gravity_check);
+ delete(own.trigger_gravity_check);
}
else
backtrace("Removing a trigger_gravity_check with no valid owner");
- own.trigger_gravity_check = world;
+ own.trigger_gravity_check = NULL;
}
-void trigger_gravity_check_think()
+void trigger_gravity_check_think(entity this)
{
// This spawns when a player enters the gravity zone and checks if he left.
- // Each frame, self.count is set to 2 by trigger_gravity_touch() and decreased by 1 here.
+ // Each frame, this.count is set to 2 by trigger_gravity_touch() and decreased by 1 here.
// It the player has left the gravity trigger, this will be allowed to reach 0 and indicate that.
- if(self.count <= 0)
+ if(this.count <= 0)
{
- if(self.owner.trigger_gravity_check == self)
- trigger_gravity_remove(self.owner);
+ if(this.owner.trigger_gravity_check == this)
+ trigger_gravity_remove(this.owner);
else
- remove(self);
+ delete(this);
return;
}
else
{
- self.count -= 1;
- self.nextthink = time;
+ this.count -= 1;
+ this.nextthink = time;
}
}
-void trigger_gravity_use()
+void trigger_gravity_use(entity this, entity actor, entity trigger)
{
- self.state = !self.state;
+ this.state = !this.state;
}
-void trigger_gravity_touch()
+void trigger_gravity_touch(entity this, entity toucher)
{
float g;
- if(self.state != true)
+ if(this.state != true)
return;
- EXACTTRIGGER_TOUCH;
+ EXACTTRIGGER_TOUCH(this, toucher);
- g = self.gravity;
+ g = this.gravity;
- if (!(self.spawnflags & 1))
+ if (!(this.spawnflags & 1))
{
- if(other.trigger_gravity_check)
+ if(toucher.trigger_gravity_check)
{
- if(self == other.trigger_gravity_check.enemy)
+ if(this == toucher.trigger_gravity_check.enemy)
{
// same?
- other.trigger_gravity_check.count = 2; // gravity one more frame...
+ toucher.trigger_gravity_check.count = 2; // gravity one more frame...
return;
}
// compare prio
- if(self.cnt > other.trigger_gravity_check.enemy.cnt)
- trigger_gravity_remove(other);
+ if(this.cnt > toucher.trigger_gravity_check.enemy.cnt)
+ trigger_gravity_remove(toucher);
else
return;
}
- other.trigger_gravity_check = spawn();
- other.trigger_gravity_check.enemy = self;
- other.trigger_gravity_check.owner = other;
- other.trigger_gravity_check.gravity = other.gravity;
- other.trigger_gravity_check.think = trigger_gravity_check_think;
- other.trigger_gravity_check.nextthink = time;
- other.trigger_gravity_check.count = 2;
- if(other.gravity)
- g *= other.gravity;
+ toucher.trigger_gravity_check = spawn();
+ toucher.trigger_gravity_check.enemy = this;
+ toucher.trigger_gravity_check.owner = toucher;
+ toucher.trigger_gravity_check.gravity = toucher.gravity;
+ setthink(toucher.trigger_gravity_check, trigger_gravity_check_think);
+ toucher.trigger_gravity_check.nextthink = time;
+ toucher.trigger_gravity_check.count = 2;
+ if(toucher.gravity)
+ g *= toucher.gravity;
}
- if (other.gravity != g)
+ if (toucher.gravity != g)
{
- other.gravity = g;
- if(self.noise != "")
- sound (other, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
- UpdateCSQCProjectile(self.owner);
+ toucher.gravity = g;
+ if(this.noise != "")
+ _sound (toucher, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
+ UpdateCSQCProjectile(this.owner);
}
}
-void spawnfunc_trigger_gravity()
+spawnfunc(trigger_gravity)
{
- if(self.gravity == 1)
+ if(this.gravity == 1)
return;
EXACTTRIGGER_INIT;
- self.touch = trigger_gravity_touch;
- if(self.noise != "")
- precache_sound(self.noise);
+ settouch(this, trigger_gravity_touch);
+ if(this.noise != "")
+ precache_sound(this.noise);
- self.state = true;
+ this.state = true;
IFTARGETED
{
- self.use = trigger_gravity_use;
- if(self.spawnflags & 2)
- self.state = false;
+ this.use = trigger_gravity_use;
+ if(this.spawnflags & 2)
+ this.state = false;
}
}
#endif