#ifdef SVQC
-void trigger_hurt_use()
-{SELFPARAM();
- if(IS_PLAYER(activator))
- self.enemy = activator;
+void trigger_hurt_use(entity this, entity actor, entity trigger)
+{
+ if(IS_PLAYER(actor))
+ this.enemy = actor;
else
- self.enemy = world; // let's just destroy it, if taking over is too much work
+ this.enemy = world; // let's just destroy it, if taking over is too much work
}
.float triggerhurttime;
EXACTTRIGGER_INIT;
self.active = ACTIVE_ACTIVE;
self.touch = trigger_hurt_touch;
- self.use = trigger_hurt_use;
+ self.use1 = trigger_hurt_use;
self.enemy = world; // I hate you all
if (!self.dmg)
self.dmg = 1000;