const int TRAIN_NEEDACTIVATION = BIT(2);
// jumppads
-const int PUSH_ONCE = BIT(0);
+const int PUSH_ONCE = BIT(0); // legacy, deactivate with relay instead
const int PUSH_SILENT = BIT(1); // not used?
// viewloc
if(teamplay)
{
this.team = actor.team;
- this.SendFlags |= 2;
+ this.SendFlags |= SF_TRIGGER_UPDATE;
}
}
#endif
return;
if(this.team)
- if(((this.spawnflags & 4) == 0) == (DIFF_TEAM(this, toucher)))
+ if(((this.spawnflags & INVERT_TEAMS) == 0) == (DIFF_TEAM(this, toucher)))
return;
EXACTTRIGGER_TOUCH(this, toucher);
void trigger_push_updatelink(entity this)
{
- this.SendFlags |= 1;
+ this.SendFlags |= SF_TRIGGER_INIT;
}
void trigger_push_link(entity this)
target_push_init(this); // normal push target behaviour can be combined with a legacy pusher?
}
-spawnfunc(target_push) { target_push_init2(this); }
-spawnfunc(info_notnull) { target_push_init(this); }
-spawnfunc(target_position) { target_push_init(this); }
+spawnfunc(target_push)
+{
+ target_push_init2(this);
+}
+
+spawnfunc(info_notnull)
+{
+ target_push_init(this);
+}
+spawnfunc(target_position)
+{
+ target_push_init(this);
+}
#elif defined(CSQC)
NET_HANDLE(ENT_CLIENT_TRIGGER_PUSH, bool isnew)
{
this.classname = "jumppad";
- int mytm = ReadByte(); if(mytm) { this.team = mytm - 1; }
+ int mytm = ReadByte();
+ if(mytm)
+ {
+ this.team = mytm - 1;
+ }
this.spawnflags = ReadInt24_t();
this.active = ReadByte();
this.height = ReadCoord();