self.nextthink = 0; // cancel auto respawn
func_breakable_colormod();
if (self.noise1)
- sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
+ _sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
}
void func_breakable_init_for_player(entity player)
func_breakable_destroyed();
if(self.noise)
- sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
+ _sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
if(self.dmg)
RadiusDamage(self, activator, self.dmg, self.dmg_edge, self.dmg_radius, self, world, self.dmg_force, DEATH_HURTTRIGGER, world);
}
// destructible walls that can be used to trigger target_objective_decrease
-void spawnfunc_func_breakable()
-{SELFPARAM();
+spawnfunc(func_breakable)
+{
float n, i;
if(!self.health)
self.health = 100;
}
// for use in maps with a "model" key set
-void spawnfunc_misc_breakablemodel() {
- spawnfunc_func_breakable();
+spawnfunc(misc_breakablemodel) {
+ spawnfunc_func_breakable(this);
}
#endif