#ifdef SVQC
// the wait time has passed, so set back up for another activation
void multi_wait()
-{
+{SELFPARAM();
if (self.max_health)
{
self.health = self.max_health;
// self.enemy should be set to the activator so it can be held through a delay
// so wait for the delay time before firing
void multi_trigger()
-{
+{SELFPARAM();
if (self.nextthink > time)
{
return; // allready been triggered
}
void multi_use()
-{
+{SELFPARAM();
self.goalentity = other;
self.enemy = activator;
multi_trigger();
}
void multi_touch()
-{
+{SELFPARAM();
if(!(self.spawnflags & 2))
if(!other.iscreature)
return;
}
void multi_eventdamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{
+{SELFPARAM();
if (!self.takedamage)
return;
if(self.spawnflags & DOOR_NOSPLASH)
}
void multi_reset()
-{
+{SELFPARAM();
if ( !(self.spawnflags & SPAWNFLAG_NOTOUCH) )
self.touch = multi_touch;
if (self.max_health)
set "message" to text string
*/
void spawnfunc_trigger_multiple()
-{
+{SELFPARAM();
self.reset = multi_reset;
if (self.sounds == 1)
{
set "message" to text string
*/
void spawnfunc_trigger_once()
-{
+{SELFPARAM();
self.wait = -1;
spawnfunc_trigger_multiple();
}