+#include "counter.qh"
#ifdef SVQC
-void counter_use()
-{SELFPARAM();
- self.count -= 1;
- if (self.count < 0)
+void counter_use(entity this, entity actor, entity trigger)
+{
+ this.count -= 1;
+ if (this.count < 0)
return;
- if (self.count == 0)
+ if (this.count == 0)
{
- if(IS_PLAYER(activator) && (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
- Send_Notification(NOTIF_ONE, activator, MSG_CENTER, CENTER_SEQUENCE_COMPLETED);
+ if(IS_PLAYER(actor) && (this.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
+ Send_Notification(NOTIF_ONE, actor, MSG_CENTER, CENTER_SEQUENCE_COMPLETED);
- self.enemy = activator;
- multi_trigger ();
+ this.enemy = actor;
+ multi_trigger(this);
}
else
{
- if(IS_PLAYER(activator) && (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
- if(self.count >= 4)
- Send_Notification(NOTIF_ONE, activator, MSG_CENTER, CENTER_SEQUENCE_COUNTER);
+ if(IS_PLAYER(actor) && (this.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
+ if(this.count >= 4)
+ Send_Notification(NOTIF_ONE, actor, MSG_CENTER, CENTER_SEQUENCE_COUNTER);
else
- Send_Notification(NOTIF_ONE, activator, MSG_CENTER, CENTER_SEQUENCE_COUNTER_FEWMORE, self.count);
+ Send_Notification(NOTIF_ONE, actor, MSG_CENTER, CENTER_SEQUENCE_COUNTER_FEWMORE, this.count);
}
}
*/
spawnfunc(trigger_counter)
{
- self.wait = -1;
- if (!self.count)
- self.count = 2;
- self.cnt = self.count;
+ this.wait = -1;
+ if (!this.count)
+ this.count = 2;
+ this.cnt = this.count;
- self.use = counter_use;
- self.reset = counter_reset;
+ this.use = counter_use;
+ this.reset = counter_reset;
}
#endif