@Sylwester
There is no reason for something like that.
Like I said, the pev values would be best for this situation.
Code:
#include < engine >
const buttonval_target = EV_INT_iuser1;
const buttonval_button = EV_INT_iuser2;
set_button_target( iButton, iTarget )
{
new iOldTarget = entity_get_int( iButton, buttonval_target );
if( iOldTarget
&& is_valid_ent( iOldTarget )
&& entity_get_int( iOldTarget, buttonval_button ) == iButton )
{
entity_set_int( iOldTarget, buttonval_button, 0 );
}
entity_set_int( iButton, buttonval_target, iTarget );
entity_set_int( iTarget, buttonval_button, iButton );
}
del_button( iButton )
{
new iTarget = entity_get_int( iButton, buttonval_target );
if( iTarget )
{
if( is_valid_ent( iTarget )
&& entity_get_int( iTarget, buttonval_button ) == iButton )
{
entity_set_int( iTarget, buttonval_button, 0 );
}
entity_set_int( iButton, buttonval_target, 0 );
}
}
get_button_target( iButton )
{
return entity_get_int( iButton, buttonval_target );
}
__________________