void multi_touch(entity this)
{
- if(!(self.spawnflags & 2))
+ if(!(this.spawnflags & 2))
if(!other.iscreature)
return;
- if(self.team)
- if(((self.spawnflags & 4) == 0) == (self.team != other.team))
+ if(this.team)
+ if(((this.spawnflags & 4) == 0) == (this.team != other.team))
return;
// if the trigger has an angles field, check player's facing direction
- if (self.movedir != '0 0 0')
+ if (this.movedir != '0 0 0')
{
makevectors (other.angles);
- if (v_forward * self.movedir < 0)
+ if (v_forward * this.movedir < 0)
return; // not facing the right way
}
// if the trigger has pressed keys, check that the player is pressing those keys
- if(self.pressedkeys)
+ if(this.pressedkeys)
if(IS_PLAYER(other)) // only for players
- if(!(other.pressedkeys & self.pressedkeys))
+ if(!(other.pressedkeys & this.pressedkeys))
return;
EXACTTRIGGER_TOUCH;
- self.enemy = other;
- self.goalentity = other;
- multi_trigger(self);
+ this.enemy = other;
+ this.goalentity = other;
+ multi_trigger(this);
}
void multi_eventdamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)