#ifdef SVQC
spawnfunc(trigger_swamp);
#endif
-void swamp_touch();
-void swampslug_think();
+void swamp_touch(entity this);
+void swampslug_think(entity this);
/*
*
* I do it this way becuz there is no "untouch" event.
*/
-void swampslug_think()
-{SELFPARAM();
+void swampslug_think(entity this)
+{
//Slowly kill the slug
self.health = self.health - 1;
self.nextthink = time + self.swamp_interval;
}
-void swamp_touch()
-{SELFPARAM();
+void swamp_touch(entity this)
+{
// If whatever thats touching the swamp is not a player
// or if its a dead player, just dont care abt it.
if(!IS_PLAYER(other) || IS_DEAD(other))