ENTITY* t_trigger;
var trig_percentage;
action trigger_switch()
{
t_trigger = me; //this is a pointer defining the entity listed at the top
while(1)
if (key_enter)
{
if(trig_percentage = 1)
{
trig_percentage %= 100;
trig_percentage += 2*time_step;
ent_animate(t_trigger, "on", trig_percentage, ANM_SKIP);
trig_percentage = 0;
}
else
trig_percentage %= 100;
trig_percentage += 2*time_step;
ent_animate(t_trigger, "off", trig_percentage, ANM_SKIP);
trig_percentage = 1;
wait(1);
}
}