vector tmin, tmax;
trigger = spawn();
- trigger.touch = plat_center_touch;
+ settouch(trigger, plat_center_touch);
trigger.movetype = MOVETYPE_NONE;
trigger.solid = SOLID_TRIGGER;
trigger.enemy = self;
return;
#endif
- setself(self.enemy);
- if (self.state == 2)
- plat_go_up ();
- else if (self.state == 1)
- self.SUB_NEXTTHINK = self.SUB_LTIME + 1;
+ if (self.enemy.state == 2)
+ WITHSELF(self.enemy, plat_go_up());
+ else if (self.enemy.state == 1)
+ self.enemy.SUB_NEXTTHINK = self.enemy.SUB_LTIME + 1;
}
void plat_outside_touch()
return;
#endif
- setself(self.enemy);
- if (self.state == 1)
- plat_go_down ();
+ if (self.enemy.state == 1)
+ WITHSELF(self.enemy, plat_go_down());
}
void plat_trigger_use(entity this, entity actor, entity trigger)