string s = GetField_fullspawndata(this, "sound_start", true);
string e = GetField_fullspawndata(this, "sound_end", true);
+ // Quake Live adds these ones, because of course it had to be different from CPMA
+ if (!s) s = GetField_fullspawndata(this, "startsound", true);
+ if (!e) e = GetField_fullspawndata(this, "endsound", true);
+
if (s)
this.noise2 = strzone(s);
else
// spawnflags require key (for now only func_door)
spawnfunc(func_door)
{
- // Quake 1 keys compatibility
+ // Quake 1 and QL keys compatibility
if (this.spawnflags & SPAWNFLAGS_GOLD_KEY)
this.itemkeys |= ITEM_KEY_BIT(0);
if (this.spawnflags & SPAWNFLAGS_SILVER_KEY)