5 void button_wait(
entity this);
6 void button_return(
entity this);
10 .float wait_remaining;
11 .float activation_time;
13 void button_setactive(
entity this,
int astate)
15 int oldstate = this.
active;
29 if (this.wait_remaining >= 0)
38 if (this.activation_time >= 0)
40 this.wait_remaining = this.
wait - (
time - this.activation_time);
45 void button_wait(
entity this)
57 void button_done(
entity this)
62 void button_return(
entity this)
73 this.wait_remaining = -1;
74 this.activation_time = -1;
84 void button_fire(
entity this)
92 this.activation_time =
time;
101 void button_reset(
entity this)
108 this.wait_remaining = -1;
109 this.activation_time = -1;
132 if (!toucher.iscreature)
134 if(toucher.velocity *
this.movedir < 0)
136 this.
enemy = toucher;
138 this.
enemy = toucher.owner;
153 this.
enemy = attacker;
162 this.
enemy = attacker;
184 if (!InitMovingBrushTrigger(
this))
188 setblocked(
this, button_blocked);
189 this.
use = button_use;
196 this.event_damage = button_damage;
200 settouch(
this, button_touch);
217 this.setactive = button_setactive;
223 this.reset = button_reset;
const int HITTYPE_SPLASH
automatically set by RadiusDamage
bool SetResourceExplicit(entity e, Resource res_type, float amount)
Sets the resource amount of an entity without calling any hooks.
void SUB_UseTargets(entity this, entity actor, entity trigger)
spawnfunc(info_player_attacker)
void SUB_CalcMove(entity this, vector tdest, float tspeedtype, float tspeed, void(entity this) func)
void TakeResource(entity receiver, Resource res_type, float amount)
Takes an entity some resource.
vector(float skel, float bonenum) _skel_get_boneabs_hidden
float GetResource(entity e, Resource res_type)
Returns the current amount of resource the given entity has.
#define _sound(e, c, s, v, a)
bool drag_undraggable(entity draggee, entity dragger)
float frame
primary framegroup animation (strength = 1 - lerpfrac - lerpfrac3 - lerpfrac4)
#define DEATH_ISSPECIAL(t)