void button_return(entity this)
{
+ if (this.active != ACTIVE_ACTIVE)
+ {
+ this.nextthink = this.ltime + frametime;
+ setthink(this, button_return);
+ return;
+ }
this.state = STATE_DOWN;
SUB_CalcMove (this, this.pos1, TSPEED_LINEAR, this.speed, button_done);
this.frame = 0; // use normal textures
void button_touch(entity this, entity toucher)
{
+ if (this.active != ACTIVE_ACTIVE)
+ return;
if (!toucher)
return;
if (!toucher.iscreature)
void button_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
+ if (this.active != ACTIVE_ACTIVE)
+ return;
if(this.spawnflags & DOOR_NOSPLASH)
if(!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH))
return;