button_fire ();
}
-void button_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void button_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
if(self.spawnflags & DOOR_NOSPLASH)
if(!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH))
}
-void door_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void door_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
entity oself;
if(self.spawnflags & DOOR_NOSPLASH)
sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
}
-void fd_secret_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void fd_secret_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
fd_secret_use();
}