void() door_rotating_go_up;
void door_blocked()
-{
+{SELFPARAM();
if((self.spawnflags & 8)
#ifdef SVQC
&& (other.takedamage != DAMAGE_NO)
}
void door_hit_top()
-{
+{SELFPARAM();
if (self.noise1 != "")
sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
self.state = STATE_TOP;
}
void door_hit_bottom()
-{
+{SELFPARAM();
if (self.noise1 != "")
sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
self.state = STATE_BOTTOM;
}
void door_go_down()
-{
+{SELFPARAM();
if (self.noise2 != "")
sound (self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
if (self.max_health)
}
void door_go_up()
-{
+{SELFPARAM();
if (self.state == STATE_UP)
return; // already going up
*/
float door_check_keys(void)
-{
+{SELFPARAM();
local entity door;
}
void door_fire()
-{
+{SELFPARAM();
entity oself;
entity starte;
}
void door_use()
-{
+{SELFPARAM();
entity oself;
//dprint("door_use (model: ");dprint(self.model);dprint(")\n");
}
void door_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{
+{SELFPARAM();
entity oself;
if(self.spawnflags & DOOR_NOSPLASH)
if(!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH))
*/
void door_touch()
-{
+{SELFPARAM();
if (!IS_PLAYER(other))
return;
if (self.owner.attack_finished_single > time)
}
void door_generic_plat_blocked()
-{
+{SELFPARAM();
if((self.spawnflags & 8) && (other.takedamage != DAMAGE_NO)) { // KIll Kill Kill!!
#ifdef SVQC
}
void door_rotating_hit_top()
-{
+{SELFPARAM();
if (self.noise1 != "")
sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
self.state = STATE_TOP;
}
void door_rotating_hit_bottom()
-{
+{SELFPARAM();
if (self.noise1 != "")
sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
if (self.lip==666) // self.lip is used to remember reverse opening direction for door_rotating
}
void door_rotating_go_down()
-{
+{SELFPARAM();
if (self.noise2 != "")
sound (self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
if (self.max_health)
}
void door_rotating_go_up()
-{
+{SELFPARAM();
if (self.state == STATE_UP)
return; // already going up
*/
void door_trigger_touch()
-{
+{SELFPARAM();
if (other.health < 1)
#ifdef SVQC
if (!((other.iscreature || (other.flags & FL_PROJECTILE)) && !PHYS_DEAD(other)))
}
void spawn_field(vector fmins, vector fmaxs)
-{
+{SELFPARAM();
entity trigger;
vector t1 = fmins, t2 = fmaxs;
*/
entity LinkDoors_nextent(entity cur, entity near, entity pass)
-{
+{SELFPARAM();
while((cur = find(cur, classname, self.classname)) && ((cur.spawnflags & 4) || cur.enemy))
{
}
void door_link();
#endif
void LinkDoors()
-{
+{SELFPARAM();
entity t;
vector cmins, cmaxs;
*/
float door_send(entity to, float sf)
-{
+{SELFPARAM();
WriteByte(MSG_ENTITY, ENT_CLIENT_DOOR);
WriteByte(MSG_ENTITY, sf);
#endif
void door_init_startopen()
-{
+{SELFPARAM();
SUB_SETORIGIN(self, self.pos2);
self.pos2 = self.pos1;
self.pos1 = self.origin;
}
void door_reset()
-{
+{SELFPARAM();
SUB_SETORIGIN(self, self.pos1);
self.SUB_VELOCITY = '0 0 0';
self.state = STATE_BOTTOM;
// spawnflags require key (for now only func_door)
void spawnfunc_func_door()
-{
+{SELFPARAM();
// Quake 1 keys compatibility
if (self.spawnflags & SPAWNFLAGS_GOLD_KEY)
self.itemkeys |= ITEM_KEY_BIT(0);
}
void ent_door()
-{
+{SELFPARAM();
float sf = ReadByte();
if(sf & SF_TRIGGER_INIT)