+#include "hurt.qh"
#ifdef SVQC
void trigger_hurt_use(entity this, entity actor, entity trigger)
{
if(IS_PLAYER(actor))
this.enemy = actor;
else
- this.enemy = world; // let's just destroy it, if taking over is too much work
+ this.enemy = NULL; // let's just destroy it, if taking over is too much work
}
.float triggerhurttime;
-void trigger_hurt_touch(entity this)
+void trigger_hurt_touch(entity this, entity toucher)
{
- if (self.active != ACTIVE_ACTIVE)
+ if (this.active != ACTIVE_ACTIVE)
return;
- if(self.team)
- if(((self.spawnflags & 4) == 0) == (self.team != other.team))
+ if(this.team)
+ if(((this.spawnflags & 4) == 0) == (this.team != toucher.team))
return;
// only do the EXACTTRIGGER_TOUCH checks when really needed (saves some cpu)
- if (other.iscreature)
+ if (toucher.iscreature)
{
- if (other.takedamage)
- if (other.triggerhurttime < time)
+ if (toucher.takedamage)
+ if (toucher.triggerhurttime < time)
{
- EXACTTRIGGER_TOUCH;
- other.triggerhurttime = time + 1;
+ EXACTTRIGGER_TOUCH(this, toucher);
+ toucher.triggerhurttime = time + 1;
entity own;
- own = self.enemy;
+ own = this.enemy;
if (!IS_PLAYER(own))
{
- own = self;
- self.enemy = world; // I still hate you all
+ own = this;
+ this.enemy = NULL; // I still hate you all
}
- Damage (other, self, own, self.dmg, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
+ Damage (toucher, this, own, this.dmg, DEATH_HURTTRIGGER.m_id, toucher.origin, '0 0 0');
}
}
- else if(other.damagedbytriggers)
+ else if(toucher.damagedbytriggers)
{
- if(other.takedamage)
+ if(toucher.takedamage)
{
- EXACTTRIGGER_TOUCH;
- Damage(other, self, self, self.dmg, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
+ EXACTTRIGGER_TOUCH(this, toucher);
+ Damage(toucher, this, this, this.dmg, DEATH_HURTTRIGGER.m_id, toucher.origin, '0 0 0');
}
}