own.trigger_gravity_check = world;
}
void trigger_gravity_check_think()
-{
+{SELFPARAM();
// This spawns when a player enters the gravity zone and checks if he left.
// Each frame, self.count is set to 2 by trigger_gravity_touch() and decreased by 1 here.
// It the player has left the gravity trigger, this will be allowed to reach 0 and indicate that.
}
void trigger_gravity_use()
-{
+{SELFPARAM();
self.state = !self.state;
}
void trigger_gravity_touch()
-{
+{SELFPARAM();
float g;
- if(self.state != TRUE)
+ if(self.state != true)
return;
EXACTTRIGGER_TOUCH;
{
other.gravity = g;
if(self.noise != "")
- sound (other, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
+ _sound (other, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
UpdateCSQCProjectile(self.owner);
}
}
-void spawnfunc_trigger_gravity()
+spawnfunc(trigger_gravity)
{
if(self.gravity == 1)
return;
if(self.noise != "")
precache_sound(self.noise);
- self.state = TRUE;
+ self.state = true;
IFTARGETED
{
self.use = trigger_gravity_use;
if(self.spawnflags & 2)
- self.state = FALSE;
+ self.state = false;
}
}
#endif