void generic_plat_blocked()
-{SELFPARAM();
+{
#ifdef SVQC
+ SELFPARAM();
if(self.dmg && other.takedamage != DAMAGE_NO)
{
if(self.dmgtime2 < time)
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()
-{SELFPARAM();
+void plat_trigger_use(entity this, entity actor, entity trigger)
+{
#ifdef SVQC
- if (self.think)
+ if (this.think)
return; // already activated
#elif defined(CSQC)
- if(self.move_think)
+ if(this.move_think)
return;
#endif
- plat_go_down();
+ WITHSELF(this, plat_go_down());
}
}
}
-void plat_use()
-{SELFPARAM();
- self.use = func_null;
- if (self.state != 4)
+void plat_use(entity this, entity actor, entity trigger)
+{
+ this.use = func_null;
+ if (this.state != 4)
objerror ("plat_use: not in up state");
- plat_go_down();
+ WITHSELF(this, plat_go_down());
}
.string sound1, sound2;