//=============================================================================
-float SPAWNFLAG_NOMESSAGE = 1;
-float SPAWNFLAG_NOTOUCH = 1;
+const float SPAWNFLAG_NOMESSAGE = 1;
+const float SPAWNFLAG_NOTOUCH = 1;
// the wait time has passed, so set back up for another activation
void multi_wait()
}
if (self.noise)
- sound (self.enemy, CH_TRIGGER, self.noise, VOL_BASE, ATTN_NORM);
+ sound (self.enemy, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
// don't trigger again until reset
self.takedamage = DAMAGE_NO;
return;
if(self.team)
- if((self.spawnflags & 4 == 0) == (self.team != other.team))
+ if(((self.spawnflags & 4) == 0) == (self.team != other.team))
return;
// if the trigger has an angles field, check player's facing direction
return;
if(self.team)
- if((self.spawnflags & 4 == 0) == (self.team != other.team))
+ if(((self.spawnflags & 4) == 0) == (self.team != other.team))
return;
// only do the EXACTTRIGGER_TOUCH checks when really needed (saves some cpu)
{
other.health = min(other.health + self.health, self.max_health);
other.pauserothealth_finished = max(other.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
- sound (other, CH_TRIGGER, self.noise, VOL_BASE, ATTN_NORM);
+ sound (other, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
}
}
}
{
other.gravity = g;
if(self.noise != "")
- sound (other, CH_TRIGGER, self.noise, VOL_BASE, ATTN_NORM);
+ sound (other, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
UpdateCSQCProjectile(self.owner);
}
}
if(!self.atten && !(self.spawnflags & 4))
{
IFTARGETED
- self.atten = ATTN_NORM;
+ self.atten = ATTEN_NORM;
else
- self.atten = ATTN_STATIC;
+ self.atten = ATTEN_STATIC;
}
else if(self.atten < 0)
self.atten = 0;
self.bgmscriptsustain = 0;
if(!self.atten)
- self.atten = ATTN_NORM;
+ self.atten = ATTEN_NORM;
else if(self.atten < 0)
self.atten = 0;
if(!self.volume)
if(self.dmg)
{
if(self.team)
- if((self.spawnflags & 8 == 0) == (self.team != hitent.team))
+ if(((self.spawnflags & 8) == 0) == (self.team != hitent.team))
return;
if(hitent.takedamage)
Damage(hitent, self, self, ((self.dmg < 0) ? 100000 : (self.dmg * frametime)), DEATH_HURTTRIGGER, hitloc, '0 0 0');
if(!pushdeltatime) return;
other.velocity = other.velocity + normalize(targ.origin - self.origin) * str * pushdeltatime;
- other.flags &~= FL_ONGROUND;
+ other.flags &= ~FL_ONGROUND;
UpdateCSQCProjectile(other);
}