}
}
-void trigger_gravity_use()
-{SELFPARAM();
- self.state = !self.state;
+void trigger_gravity_use(entity this, entity actor, entity trigger)
+{
+ this.state = !this.state;
}
void trigger_gravity_touch()
}
}
-void spawnfunc_trigger_gravity()
-{SELFPARAM();
+spawnfunc(trigger_gravity)
+{
if(self.gravity == 1)
return;