* I do it this way becuz there is no "untouch" event.
*/
void swampslug_think(void)
-{
+{SELFPARAM();
//Slowly kill the slug
self.health = self.health - 1;
}
void swamp_touch(void)
-{
+{SELFPARAM();
// If whatever thats touching the swamp is not a player
// or if its a dead player, just dont care abt it.
if(!IS_PLAYER(other) || PHYS_DEAD(other))
#ifdef SVQC
float swamp_send(entity to, float sf)
-{
+{SELFPARAM();
WriteByte(MSG_ENTITY, ENT_CLIENT_LADDER);
WriteByte(MSG_ENTITY, self.dmg); // can probably get away with using a single byte here
}
void swamp_link()
-{
+{SELFPARAM();
Net_LinkEntity(self, false, 0, func_ladder_send);
}
get slowd down and damaged
*/
void spawnfunc_trigger_swamp(void)
-{
+{SELFPARAM();
// Init stuff
EXACTTRIGGER_INIT;
self.touch = swamp_touch;
#elif defined(CSQC)
void ent_swamp()
-{
+{SELFPARAM();
self.dmg = ReadByte();
self.swamp_slowdown = ReadByte();
self.swamp_interval = ReadByte();