void counter_use(entity this, entity actor, entity trigger)
{
this.count -= 1;
- if (this.count < 0)
+ if (this.count < 0) {
return;
+ }
- if (this.count == 0)
- {
- if(IS_PLAYER(actor) && (this.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
+ if (this.count == 0) {
+ if (IS_PLAYER(actor) && (this.spawnflags & SPAWNFLAG_NOMESSAGE) == 0) {
Send_Notification(NOTIF_ONE, actor, MSG_CENTER, CENTER_SEQUENCE_COMPLETED);
+ }
this.enemy = actor;
multi_trigger(this);
- }
- else
- {
- if(IS_PLAYER(actor) && (this.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
- if(this.count >= 4)
- Send_Notification(NOTIF_ONE, actor, MSG_CENTER, CENTER_SEQUENCE_COUNTER);
- else
- Send_Notification(NOTIF_ONE, actor, MSG_CENTER, CENTER_SEQUENCE_COUNTER_FEWMORE, this.count);
+ } else {
+ if (IS_PLAYER(actor) && (this.spawnflags & SPAWNFLAG_NOMESSAGE) == 0) {
+ if (this.count >= 4) {
+ Send_Notification(NOTIF_ONE, actor, MSG_CENTER, CENTER_SEQUENCE_COUNTER);
+ } else {
+ Send_Notification(NOTIF_ONE, actor, MSG_CENTER, CENTER_SEQUENCE_COUNTER_FEWMORE, this.count);
+ }
+ }
}
}
spawnfunc(trigger_counter)
{
this.wait = -1;
- if (!this.count)
+ if (!this.count) {
this.count = 2;
+ }
this.cnt = this.count;
this.use = counter_use;