#ifdef SVQC
-void trigger_hurt_use()
+void trigger_hurt_use(entity this, entity actor, entity trigger)
{
- if(IS_PLAYER(activator))
- self.enemy = activator;
+ if(IS_PLAYER(actor))
+ this.enemy = actor;
else
- self.enemy = world; // let's just destroy it, if taking over is too much work
+ this.enemy = world; // let's just destroy it, if taking over is too much work
}
.float triggerhurttime;
void trigger_hurt_touch()
-{
+{SELFPARAM();
if (self.active != ACTIVE_ACTIVE)
return;
self.enemy = world; // I still hate you all
}
- Damage (other, self, own, self.dmg, DEATH_HURTTRIGGER, other.origin, '0 0 0');
+ Damage (other, self, own, self.dmg, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
}
}
else if(other.damagedbytriggers)
if(other.takedamage)
{
EXACTTRIGGER_TOUCH;
- Damage(other, self, self, self.dmg, DEATH_HURTTRIGGER, other.origin, '0 0 0');
+ Damage(other, self, self, self.dmg, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
}
}
.entity trigger_hurt_next;
entity trigger_hurt_last;
entity trigger_hurt_first;
-void spawnfunc_trigger_hurt()
+spawnfunc(trigger_hurt)
{
EXACTTRIGGER_INIT;
self.active = ACTIVE_ACTIVE;