const float SPAWNFLAG_NOMESSAGE = 1;
const float SPAWNFLAG_NOTOUCH = 1;
-.void() trigger_touch;
+.bool pushable;
.float antiwall_flag; // Variable to define what to do with func_clientwall
// 0 == do nothing, 1 == deactivate, 2 == activate
// used elsewhere (will fix)
#ifdef SVQC
-void trigger_common_write(bool withtarget);
+void trigger_common_write(entity this, bool withtarget);
string trigger_magicear_processmessage_forallears(entity source, float teamsay, entity privatesay, string msgin);
.vector dest;
+void FixSize(entity e);
+
#ifdef CSQC
-void trigger_common_read(bool withtarget);
-void trigger_remove_generic();
+void trigger_common_read(entity this, bool withtarget);
+void trigger_remove_generic(entity this);
.float active;
.string target;