#if defined(CSQC)
#elif defined(MENUQC)
#elif defined(SVQC)
- #include "../../../lib/warpzone/util_server.qh"
- #include "../../weapons/all.qh"
- #include "../../../server/defs.qh"
- #include "../../deathtypes/all.qh"
+ #include <lib/warpzone/util_server.qh>
+ #include <common/weapons/all.qh>
+ #include <server/defs.qh>
+ #include <common/deathtypes/all.qh>
#endif
/*
{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))
+ if(!IS_PLAYER(other) || IS_DEAD(other))
return;
EXACTTRIGGER_TOUCH;
{
WriteHeader(MSG_ENTITY, ENT_CLIENT_SWAMP);
- WriteByte(MSG_ENTITY, self.dmg); // can probably get away with using a single byte here
- WriteByte(MSG_ENTITY, self.swamp_slowdown);
- WriteByte(MSG_ENTITY, self.swamp_interval);
+ WriteByte(MSG_ENTITY, this.dmg); // can probably get away with using a single byte here
+ WriteByte(MSG_ENTITY, this.swamp_slowdown);
+ WriteByte(MSG_ENTITY, this.swamp_interval);
- trigger_common_write(false);
+ trigger_common_write(this, false);
return true;
}
void swamp_link()
{SELFPARAM();
- Net_LinkEntity(self, false, 0, swamp_send);
+ trigger_link(self, swamp_send);
}
/*QUAKED spawnfunc_trigger_swamp (.5 .5 .5) ?
spawnfunc(trigger_swamp)
{
// Init stuff
- EXACTTRIGGER_INIT;
+ trigger_init(self);
self.touch = swamp_touch;
// Setup default keys, if missing