void door_blocked(entity this, entity blocker)
{
- if((this.spawnflags & 8)
+ if ((this.spawnflags & 8)
#ifdef SVQC
&& (blocker.takedamage != DAMAGE_NO)
#elif defined(CSQC)
&& !IS_DEAD(blocker)
#endif
- )
- { // KIll Kill Kill!!
+ ) { // KIll Kill Kill!!
#ifdef SVQC
- Damage (blocker, this, this, 10000, DEATH_HURTTRIGGER.m_id, blocker.origin, '0 0 0');
+ Damage(blocker, this, this, 10000, DEATH_HURTTRIGGER.m_id, blocker.origin, '0 0 0');
#endif
- }
- else
- {
+ } else {
#ifdef SVQC
- if((this.dmg) && (blocker.takedamage == DAMAGE_YES)) // Shall we bite?
- Damage (blocker, this, this, this.dmg, DEATH_HURTTRIGGER.m_id, blocker.origin, '0 0 0');
+ if ((this.dmg) && (blocker.takedamage == DAMAGE_YES)) { // Shall we bite?
+ Damage(blocker, this, this, this.dmg, DEATH_HURTTRIGGER.m_id, blocker.origin, '0 0 0');
+ }
#endif
- // don't change direction for dead or dying stuff
- if(IS_DEAD(blocker)
+ // don't change direction for dead or dying stuff
+ if (IS_DEAD(blocker)
#ifdef SVQC
&& (blocker.takedamage == DAMAGE_NO)
#endif
- )
- {
- if (this.wait >= 0)
- {
- if (this.state == STATE_DOWN)
- if (this.classname == "door")
- {
- door_go_up (this);
- } else
- {
- door_rotating_go_up(this, blocker);
- }
- else
- if (this.classname == "door")
- {
- door_go_down (this);
- } else
- {
- door_rotating_go_down (this);
- }
+ ) {
+ if (this.wait >= 0) {
+ if (this.state == STATE_DOWN) {
+ if (this.classname == "door") {
+ door_go_up(this);
+ } else {
+ door_rotating_go_up(this, blocker);
+ }
+ } else {
+ if (this.classname == "door") {
+ door_go_down(this);
+ } else {
+ door_rotating_go_down(this);
+ }
+ }
}
}
#ifdef SVQC
- else
- {
- //gib dying stuff just to make sure
- if((this.dmg) && (blocker.takedamage != DAMAGE_NO)) // Shall we bite?
- Damage (blocker, this, this, 10000, DEATH_HURTTRIGGER.m_id, blocker.origin, '0 0 0');
+ else {
+ // gib dying stuff just to make sure
+ if ((this.dmg) && (blocker.takedamage != DAMAGE_NO)) { // Shall we bite?
+ Damage(blocker, this, this, 10000, DEATH_HURTTRIGGER.m_id, blocker.origin, '0 0 0');
+ }
}
#endif
}
void door_hit_top(entity this)
{
- if (this.noise1 != "")
- _sound (this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM);
+ if (this.noise1 != "") {
+ _sound(this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM);
+ }
this.state = STATE_TOP;
- if (this.spawnflags & DOOR_TOGGLE)
- return; // don't come down automatically
- if (this.classname == "door")
- {
+ if (this.spawnflags & DOOR_TOGGLE) {
+ return; // don't come down automatically
+ }
+ if (this.classname == "door") {
setthink(this, door_go_down);
- } else
- {
+ } else {
setthink(this, door_rotating_go_down);
}
this.nextthink = this.ltime + this.wait;
void door_hit_bottom(entity this)
{
- if (this.noise1 != "")
- _sound (this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM);
+ if (this.noise1 != "") {
+ _sound(this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM);
+ }
this.state = STATE_BOTTOM;
}
void door_go_down(entity this)
{
- if (this.noise2 != "")
- _sound (this, CH_TRIGGER_SINGLE, this.noise2, VOL_BASE, ATTEN_NORM);
- if (this.max_health)
- {
+ if (this.noise2 != "") {
+ _sound(this, CH_TRIGGER_SINGLE, this.noise2, VOL_BASE, ATTEN_NORM);
+ }
+ if (this.max_health) {
this.takedamage = DAMAGE_YES;
this.health = this.max_health;
}
this.state = STATE_DOWN;
- SUB_CalcMove (this, this.pos1, TSPEED_LINEAR, this.speed, door_hit_bottom);
+ SUB_CalcMove(this, this.pos1, TSPEED_LINEAR, this.speed, door_hit_bottom);
}
void door_go_up(entity this)
{
- if (this.state == STATE_UP)
- return; // already going up
-
- if (this.state == STATE_TOP)
- { // reset top wait time
+ if (this.state == STATE_UP) {
+ return; // already going up
+ }
+ if (this.state == STATE_TOP) { // reset top wait time
this.nextthink = this.ltime + this.wait;
return;
}
- if (this.noise2 != "")
- _sound (this, CH_TRIGGER_SINGLE, this.noise2, VOL_BASE, ATTEN_NORM);
+ if (this.noise2 != "") {
+ _sound(this, CH_TRIGGER_SINGLE, this.noise2, VOL_BASE, ATTEN_NORM);
+ }
this.state = STATE_UP;
- SUB_CalcMove (this, this.pos2, TSPEED_LINEAR, this.speed, door_hit_top);
+ SUB_CalcMove(this, this.pos2, TSPEED_LINEAR, this.speed, door_hit_top);
string oldmessage;
oldmessage = this.message;
bool door_check_keys(entity door, entity player)
{
- if(door.owner)
+ if (door.owner) {
door = door.owner;
+ }
// no key needed
- if(!door.itemkeys)
+ if (!door.itemkeys) {
return true;
+ }
// this door require a key
// only a player can have a key
- if(!IS_PLAYER(player))
+ if (!IS_PLAYER(player)) {
return false;
+ }
entity store = player;
#ifdef SVQC
int valid = (door.itemkeys & store.itemkeys);
door.itemkeys &= ~valid; // only some of the needed keys were given
- if(!door.itemkeys)
- {
+ if (!door.itemkeys) {
#ifdef SVQC
play2(player, SND(TALK));
Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_DOOR_UNLOCKED);
return true;
}
- if(!valid)
- {
+ if (!valid) {
#ifdef SVQC
- if(player.key_door_messagetime <= time)
- {
+ if (player.key_door_messagetime <= time) {
play2(player, door.noise3);
Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_DOOR_LOCKED_NEED, item_keys_keylist(door.itemkeys));
player.key_door_messagetime = time + 2;
// door needs keys the player doesn't have
#ifdef SVQC
- if(player.key_door_messagetime <= time)
- {
+ if (player.key_door_messagetime <= time) {
play2(player, door.noise3);
Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_DOOR_LOCKED_ALSONEED, item_keys_keylist(door.itemkeys));
player.key_door_messagetime = time + 2;
void door_fire(entity this, entity actor, entity trigger)
{
- if (this.owner != this)
- objerror (this, "door_fire: this.owner != this");
+ if (this.owner != this) {
+ objerror(this, "door_fire: this.owner != this");
+ }
- if (this.spawnflags & DOOR_TOGGLE)
- {
- if (this.state == STATE_UP || this.state == STATE_TOP)
- {
+ if (this.spawnflags & DOOR_TOGGLE) {
+ if (this.state == STATE_UP || this.state == STATE_TOP) {
entity e = this;
do {
if (e.classname == "door") {
door_go_up(e);
} else {
// if the BIDIR spawnflag (==2) is set and the trigger has set trigger_reverse, reverse the opening direction
- if ((e.spawnflags & 2) && trigger.trigger_reverse!=0 && e.lip != 666 && e.state == STATE_BOTTOM) {
+ if ((e.spawnflags & 2) && trigger.trigger_reverse != 0 && e.lip != 666 && e.state == STATE_BOTTOM) {
e.lip = 666; // e.lip is used to remember reverse opening direction for door_rotating
e.pos2 = '0 0 0' - e.pos2;
}
// if BIDIR_IN_DOWN (==8) is set, prevent the door from reoping during closing if it is triggered from the wrong side
if (!((e.spawnflags & 2) && (e.spawnflags & 8) && e.state == STATE_DOWN
- && (((e.lip == 666) && (trigger.trigger_reverse == 0)) || ((e.lip != 666) && (trigger.trigger_reverse != 0)))))
- {
+ && (((e.lip == 666) && (trigger.trigger_reverse == 0)) || ((e.lip != 666) && (trigger.trigger_reverse != 0))))) {
door_rotating_go_up(e, trigger);
}
}
void door_use(entity this, entity actor, entity trigger)
{
- //dprint("door_use (model: ");dprint(this.model);dprint(")\n");
+ // dprint("door_use (model: ");dprint(this.model);dprint(")\n");
- if (this.owner)
+ if (this.owner) {
door_fire(this.owner, actor, trigger);
+ }
}
void door_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
- if(this.spawnflags & DOOR_NOSPLASH)
- if(!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH))
+ if (this.spawnflags & DOOR_NOSPLASH) {
+ if (!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH)) {
return;
+ }
+ }
this.health = this.health - damage;
- if (this.itemkeys)
- {
+ if (this.itemkeys) {
// don't allow opening doors through damage if keys are required
return;
}
- if (this.health <= 0)
- {
+ if (this.health <= 0) {
this.owner.health = this.owner.max_health;
- this.owner.takedamage = DAMAGE_NO; // wil be reset upon return
+ this.owner.takedamage = DAMAGE_NO; // wil be reset upon return
door_use(this.owner, NULL, NULL);
}
}
void door_touch(entity this, entity toucher)
{
- if (!IS_PLAYER(toucher))
+ if (!IS_PLAYER(toucher)) {
return;
- if (this.owner.door_finished > time)
+ }
+ if (this.owner.door_finished > time) {
return;
+ }
this.owner.door_finished = time + 2;
#ifdef SVQC
- if (!(this.owner.dmg) && (this.owner.message != ""))
- {
- if (IS_CLIENT(toucher))
+ if (!(this.owner.dmg) && (this.owner.message != "")) {
+ if (IS_CLIENT(toucher)) {
centerprint(toucher, this.owner.message);
+ }
play2(toucher, this.owner.noise);
}
#endif
void door_generic_plat_blocked(entity this, entity blocker)
{
- if((this.spawnflags & 8) && (blocker.takedamage != DAMAGE_NO)) { // Kill Kill Kill!!
+ if ((this.spawnflags & 8) && (blocker.takedamage != DAMAGE_NO)) { // Kill Kill Kill!!
#ifdef SVQC
- Damage (blocker, this, this, 10000, DEATH_HURTTRIGGER.m_id, blocker.origin, '0 0 0');
+ Damage(blocker, this, this, 10000, DEATH_HURTTRIGGER.m_id, blocker.origin, '0 0 0');
#endif
- }
- else
- {
-
+ } else {
#ifdef SVQC
- if((this.dmg) && (blocker.takedamage == DAMAGE_YES)) // Shall we bite?
- Damage (blocker, this, this, this.dmg, DEATH_HURTTRIGGER.m_id, blocker.origin, '0 0 0');
+ if ((this.dmg) && (blocker.takedamage == DAMAGE_YES)) { // Shall we bite?
+ Damage(blocker, this, this, this.dmg, DEATH_HURTTRIGGER.m_id, blocker.origin, '0 0 0');
+ }
#endif
- //Dont chamge direction for dead or dying stuff
- if(IS_DEAD(blocker) && (blocker.takedamage == DAMAGE_NO))
- {
- if (this.wait >= 0)
- {
- if (this.state == STATE_DOWN)
- door_rotating_go_up (this, blocker);
- else
- door_rotating_go_down (this);
+ // Dont chamge direction for dead or dying stuff
+ if (IS_DEAD(blocker) && (blocker.takedamage == DAMAGE_NO)) {
+ if (this.wait >= 0) {
+ if (this.state == STATE_DOWN) {
+ door_rotating_go_up(this, blocker);
+ } else {
+ door_rotating_go_down(this);
+ }
}
}
#ifdef SVQC
- else
- {
- //gib dying stuff just to make sure
- if((this.dmg) && (blocker.takedamage != DAMAGE_NO)) // Shall we bite?
- Damage (blocker, this, this, 10000, DEATH_HURTTRIGGER.m_id, blocker.origin, '0 0 0');
+ else {
+ // gib dying stuff just to make sure
+ if ((this.dmg) && (blocker.takedamage != DAMAGE_NO)) { // Shall we bite?
+ Damage(blocker, this, this, 10000, DEATH_HURTTRIGGER.m_id, blocker.origin, '0 0 0');
+ }
}
#endif
}
void door_rotating_hit_top(entity this)
{
- if (this.noise1 != "")
- _sound (this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM);
+ if (this.noise1 != "") {
+ _sound(this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM);
+ }
this.state = STATE_TOP;
- if (this.spawnflags & DOOR_TOGGLE)
- return; // don't come down automatically
+ if (this.spawnflags & DOOR_TOGGLE) {
+ return; // don't come down automatically
+ }
setthink(this, door_rotating_go_down);
this.nextthink = this.ltime + this.wait;
}
void door_rotating_hit_bottom(entity this)
{
- if (this.noise1 != "")
- _sound (this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM);
- if (this.lip==666) // this.lip is used to remember reverse opening direction for door_rotating
- {
+ if (this.noise1 != "") {
+ _sound(this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM);
+ }
+ if (this.lip == 666) { // this.lip is used to remember reverse opening direction for door_rotating
this.pos2 = '0 0 0' - this.pos2;
this.lip = 0;
}
void door_rotating_go_down(entity this)
{
- if (this.noise2 != "")
- _sound (this, CH_TRIGGER_SINGLE, this.noise2, VOL_BASE, ATTEN_NORM);
- if (this.max_health)
- {
+ if (this.noise2 != "") {
+ _sound(this, CH_TRIGGER_SINGLE, this.noise2, VOL_BASE, ATTEN_NORM);
+ }
+ if (this.max_health) {
this.takedamage = DAMAGE_YES;
this.health = this.max_health;
}
this.state = STATE_DOWN;
- SUB_CalcAngleMove (this, this.pos1, TSPEED_LINEAR, this.speed, door_rotating_hit_bottom);
+ SUB_CalcAngleMove(this, this.pos1, TSPEED_LINEAR, this.speed, door_rotating_hit_bottom);
}
void door_rotating_go_up(entity this, entity oth)
{
- if (this.state == STATE_UP)
- return; // already going up
-
- if (this.state == STATE_TOP)
- { // reset top wait time
+ if (this.state == STATE_UP) {
+ return; // already going up
+ }
+ if (this.state == STATE_TOP) { // reset top wait time
this.nextthink = this.ltime + this.wait;
return;
}
- if (this.noise2 != "")
- _sound (this, CH_TRIGGER_SINGLE, this.noise2, VOL_BASE, ATTEN_NORM);
+ if (this.noise2 != "") {
+ _sound(this, CH_TRIGGER_SINGLE, this.noise2, VOL_BASE, ATTEN_NORM);
+ }
this.state = STATE_UP;
- SUB_CalcAngleMove (this, this.pos2, TSPEED_LINEAR, this.speed, door_rotating_hit_top);
+ SUB_CalcAngleMove(this, this.pos2, TSPEED_LINEAR, this.speed, door_rotating_hit_top);
string oldmessage;
oldmessage = this.message;
void door_trigger_touch(entity this, entity toucher)
{
- if (toucher.health < 1){
+ if (toucher.health < 1) {
#ifdef SVQC
- if (!((toucher.iscreature || (toucher.flags & FL_PROJECTILE)) && !IS_DEAD(toucher))){
+ if (!((toucher.iscreature || (toucher.flags & FL_PROJECTILE)) && !IS_DEAD(toucher))) {
#elif defined(CSQC)
- if(!((IS_CLIENT(toucher) || toucher.classname == "csqcprojectile") && !IS_DEAD(toucher))){
+ if (!((IS_CLIENT(toucher) || toucher.classname == "csqcprojectile") && !IS_DEAD(toucher))) {
#endif
return;
}
}
- if (time < this.door_finished){
+ if (time < this.door_finished) {
return;
}
// check if door is locked
- if (!door_check_keys(this, toucher)){
+ if (!door_check_keys(this, toucher)) {
return;
}
void door_spawnfield(entity this, vector fmins, vector fmaxs)
{
- entity trigger;
- vector t1 = fmins, t2 = fmaxs;
+ entity trigger;
+ vector t1 = fmins, t2 = fmaxs;
trigger = new(doortriggerfield);
set_movetype(trigger, MOVETYPE_NONE);
settouch(trigger, door_trigger_touch);
#endif
- setsize (trigger, t1 - '60 60 8', t2 + '60 60 8');
+ setsize(trigger, t1 - '60 60 8', t2 + '60 60 8');
}
entity LinkDoors_nextent(entity cur, entity near, entity pass)
{
- while((cur = find(cur, classname, pass.classname)) && ((cur.spawnflags & 4) || cur.enemy))
- {
- }
+ while ((cur = find(cur, classname, pass.classname)) && ((cur.spawnflags & 4) || cur.enemy)) {}
return cur;
}
bool LinkDoors_isconnected(entity e1, entity e2, entity pass)
{
float DELTA = 4;
- if((e1.absmin_x > e2.absmax_x + DELTA)
- || (e1.absmin_y > e2.absmax_y + DELTA)
- || (e1.absmin_z > e2.absmax_z + DELTA)
- || (e2.absmin_x > e1.absmax_x + DELTA)
- || (e2.absmin_y > e1.absmax_y + DELTA)
- || (e2.absmin_z > e1.absmax_z + DELTA)
+ if ((e1.absmin_x > e2.absmax_x + DELTA)
+ || (e1.absmin_y > e2.absmax_y + DELTA)
+ || (e1.absmin_z > e2.absmax_z + DELTA)
+ || (e2.absmin_x > e1.absmax_x + DELTA)
+ || (e2.absmin_y > e1.absmax_y + DELTA)
+ || (e2.absmin_z > e1.absmax_z + DELTA)
) { return false; }
return true;
}
#endif
void LinkDoors(entity this)
{
- entity t;
- vector cmins, cmaxs;
+ entity t;
+ vector cmins, cmaxs;
#ifdef SVQC
door_link();
#endif
- if (this.enemy){
- return; // already linked by another door
+ if (this.enemy) {
+ return; // already linked by another door
}
- if (this.spawnflags & 4)
- {
+ if (this.spawnflags & 4) {
this.owner = this.enemy = this;
- if (this.health)
+ if (this.health) {
return;
- if(THIS_TARGETED)
+ }
+ if (THIS_TARGETED) {
return;
- if (this.items)
+ }
+ if (this.items) {
return;
+ }
door_spawnfield(this, this.absmin, this.absmax);
- return; // don't want to link this door
+ return; // don't want to link this door
}
FindConnectedComponent(this, enemy, LinkDoors_nextent, LinkDoors_isconnected, this);
// set owner, and make a loop of the chain
LOG_TRACE("LinkDoors: linking doors:");
- for(t = this; ; t = t.enemy)
- {
+ for (t = this; ; t = t.enemy) {
LOG_TRACE(" ", etos(t));
t.owner = this;
- if(t.enemy == NULL)
- {
+ if (t.enemy == NULL) {
t.enemy = this;
break;
}
// collect health, targetname, message, size
cmins = this.absmin;
cmaxs = this.absmax;
- for(t = this; ; t = t.enemy)
- {
- if(t.health && !this.health){
+ for (t = this; ; t = t.enemy) {
+ if (t.health && !this.health) {
this.health = t.health;
}
- if((t.targetname != "") && (this.targetname == "")){
+ if ((t.targetname != "") && (this.targetname == "")) {
this.targetname = t.targetname;
}
- if((t.message != "") && (this.message == "")){
+ if ((t.message != "") && (this.message == "")) {
this.message = t.message;
}
- if (t.absmin_x < cmins_x){
+ if (t.absmin_x < cmins_x) {
cmins_x = t.absmin_x;
}
- if (t.absmin_y < cmins_y){
+ if (t.absmin_y < cmins_y) {
cmins_y = t.absmin_y;
}
- if (t.absmin_z < cmins_z){
+ if (t.absmin_z < cmins_z) {
cmins_z = t.absmin_z;
}
- if (t.absmax_x > cmaxs_x){
+ if (t.absmax_x > cmaxs_x) {
cmaxs_x = t.absmax_x;
}
- if (t.absmax_y > cmaxs_y){
+ if (t.absmax_y > cmaxs_y) {
cmaxs_y = t.absmax_y;
}
- if (t.absmax_z > cmaxs_z){
+ if (t.absmax_z > cmaxs_z) {
cmaxs_z = t.absmax_z;
}
- if(t.enemy == this){
+ if (t.enemy == this) {
break;
}
}
// distribute health, targetname, message
- for(t = this; t; t = t.enemy)
- {
+ for (t = this; t; t = t.enemy) {
t.health = this.health;
t.targetname = this.targetname;
t.message = this.message;
- if(t.enemy == this)
+ if (t.enemy == this) {
break;
+ }
}
// shootable, or triggered doors just needed the owner/enemy links,
if (this.health) {
return;
}
- if(THIS_TARGETED) {
+ if (THIS_TARGETED) {
return;
}
if (this.items) {
WriteHeader(MSG_ENTITY, ENT_CLIENT_DOOR);
WriteByte(MSG_ENTITY, sf);
- if(sf & SF_TRIGGER_INIT)
- {
+ if (sf & SF_TRIGGER_INIT) {
WriteString(MSG_ENTITY, this.classname);
WriteByte(MSG_ENTITY, this.spawnflags);
WriteCoord(MSG_ENTITY, this.ltime);
}
- if(sf & SF_TRIGGER_RESET)
- {
+ if (sf & SF_TRIGGER_RESET) {
// client makes use of this, we do not
}
- if(sf & SF_TRIGGER_UPDATE)
- {
+ if (sf & SF_TRIGGER_UPDATE) {
WriteCoord(MSG_ENTITY, this.origin_x);
WriteCoord(MSG_ENTITY, this.origin_y);
WriteCoord(MSG_ENTITY, this.origin_z);
void door_link()
{
// set size now, as everything is loaded
- //FixSize(this);
- //Net_LinkEntity(this, false, 0, door_send);
+ // FixSize(this);
+ // Net_LinkEntity(this, false, 0, door_send);
}
#endif
this.effects |= EF_LOWPRECISION;
this.classname = "door";
- if(this.noise == "") {
+ if (this.noise == "") {
this.noise = "misc/talk.wav";
}
- if(this.noise3 == "") {
+ if (this.noise3 == "") {
this.noise3 = "misc/talk.wav";
}
precache_sound(this.noise);
setblocked(this, door_blocked);
this.use = door_use;
- if(this.dmg && (this.message == "")) {
+ if (this.dmg && (this.message == "")) {
this.message = "was squished";
}
- if(this.dmg && (this.message2 == "")) {
+ if (this.dmg && (this.message2 == "")) {
this.message2 = "was squished by";
}
this.noise1 = "plats/medplat2.wav";
}
- if(this.noise1 && this.noise1 != "") { precache_sound(this.noise1); }
- if(this.noise2 && this.noise2 != "") { precache_sound(this.noise2); }
+ if (this.noise1 && this.noise1 != "") { precache_sound(this.noise1); }
+ if (this.noise2 && this.noise2 != "") { precache_sound(this.noise2); }
if (!this.speed) {
this.speed = 100;
}
this.pos1 = this.origin;
- this.pos2 = this.pos1 + this.movedir*(fabs(this.movedir*this.size) - this.lip);
+ this.pos2 = this.pos1 + this.movedir * (fabs(this.movedir * this.size) - this.lip);
- if(this.spawnflags & DOOR_NONSOLID) {
+ if (this.spawnflags & DOOR_NONSOLID) {
this.solid = SOLID_NOT;
}
{
int sf = ReadByte();
- if(sf & SF_TRIGGER_INIT)
- {
+ if (sf & SF_TRIGGER_INIT) {
this.classname = strzone(ReadString());
this.spawnflags = ReadByte();
LinkDoors(this);
- if(this.spawnflags & DOOR_START_OPEN)
+ if (this.spawnflags & DOOR_START_OPEN) {
door_init_startopen(this);
+ }
this.move_time = time;
set_movetype(this, MOVETYPE_PUSH);
}
- if(sf & SF_TRIGGER_RESET)
- {
+ if (sf & SF_TRIGGER_RESET) {
door_reset(this);
}
- if(sf & SF_TRIGGER_UPDATE)
- {
+ if (sf & SF_TRIGGER_UPDATE) {
this.origin_x = ReadCoord();
this.origin_y = ReadCoord();
this.origin_z = ReadCoord();