//.float roomtype; //.float radius; //.float pitch; //.float renderamt; //.float rendermode; //.vector rendercolor; void() info_node = {}; void() env_sound = {}; void() light_spot = {}; void() func_healthcharger = {}; void() weapon_tripmine = {}; void() weapon_snark = {}; void() ammo_buckshot = {}; void() ammo_9mmAR = {}; void() ammo_357 = {}; void() weapon_gauss = {}; void() weapon_hornetgun = {}; void() weapon_shotgun = {}; void() item_healthkit = {}; void() item_longjump = {}; void() item_antidote = {}; void() func_recharge = {}; void() weapon_crossbow = {}; void() weapon_handgrenade = {}; void() ammo_crossbow = {}; void() ammo_9mmclip = {}; void() ammo_gaussclip = {}; void() weapon_rpg = {}; void() weapon_357 = {}; void() ammo_ARgrenades = {}; void() item_battery = {}; void() ammo_rpgclip = {}; void() weapon_9mmAR = {}; void() func_ladder_touch = { if (other.classname != "player") return; other.ladder_time = time + 0.1; other.ladder_entity = self; }; void() func_ladder = { InitTrigger (); self.touch = func_ladder_touch; }; void() func_water = { self.solid = SOLID_TRIGGER; setmodel (self, self.model); // set size and link into world self.touch = func_ladder_touch; }; void() light_use; void() light_environment = { if (!self.targetname) { // inert light remove(self); return; } if (self.style >= 32) { self.use = light_use; if ((self.spawnflags & 1) || darkmode) lightstyle(self.style, "a"); else lightstyle(self.style, "m"); } };