void SUB_UseTargets(entity this, entity actor, entity trigger);
-void DelayThink()
-{SELFPARAM();
+void DelayThink(entity this)
+{
SUB_UseTargets (this, this.enemy, NULL);
remove(this);
}
void trigger_link(entity this, bool(entity this, entity to, int sendflags) sendfunc)
{
- this.SendEntity = SendEntity_self;
- this.SendEntity3 = sendfunc;
+ setSendEntity(this, sendfunc);
this.SendFlags = 0xFFFFFF;
}
the global "activator" should be set to the entity that initiated the firing.
-If self.delay is set, a DelayedUse entity will be created that will actually
+If this.delay is set, a DelayedUse entity will be created that will actually
do the SUB_UseTargets after that many seconds have passed.
-Centerprints any self.message to the activator.
+Centerprints any this.message to the activator.
-Removes all entities with a targetname that match self.killtarget,
+Removes all entities with a targetname that match this.killtarget,
and removes them, so some events can remove other triggers.
Search for (string)targetname in all entities that
-match (string)self.target and call their .use function
+match (string)this.target and call their .use function
==============================
*/
// create a temp object to fire at a later time
entity t = new(DelayedUse);
t.nextthink = time + this.delay;
- t.think = DelayThink;
+ setthink(t, DelayThink);
t.enemy = actor;
t.message = this.message;
t.killtarget = this.killtarget;
s = this.killtarget;
if (s != "")
{
- for(entity t = world; (t = find(t, targetname, s)); )
+ for(entity t = NULL; (t = find(t, targetname, s)); )
remove(t);
}
#endif
// Flag to set func_clientwall state
// 1 == deactivate, 2 == activate, 0 == do nothing
int aw_flag = this.antiwall_flag;
- for(entity t = world; (t = find(t, targetname, s)); )
+ for(entity t = NULL; (t = find(t, targetname, s)); )
{
if(t.use)
{
RandomSelection_chosen_ent.use(RandomSelection_chosen_ent, actor, this);
}
-void SUB_UseTargets_self()
-{SELFPARAM();
+void SUB_UseTargets_self(entity this)
+{
SUB_UseTargets(this, NULL, NULL);
}