#ifdef SVQC
-void() fd_secret_move1;
-void() fd_secret_move2;
-void() fd_secret_move3;
-void() fd_secret_move4;
-void() fd_secret_move5;
-void() fd_secret_move6;
-void() fd_secret_done;
+void fd_secret_move1(entity this);
+void fd_secret_move2(entity this);
+void fd_secret_move3(entity this);
+void fd_secret_move4(entity this);
+void fd_secret_move5(entity this);
+void fd_secret_move6(entity this);
+void fd_secret_done(entity this);
const float SECRET_OPEN_ONCE = 1; // stays open
const float SECRET_1ST_LEFT = 2; // 1st move is left of arrow
}
// Wait after first movement...
-void fd_secret_move1()
-{SELFPARAM();
+void fd_secret_move1(entity this)
+{
self.SUB_NEXTTHINK = self.SUB_LTIME + 1.0;
setthink(self, fd_secret_move2);
if (self.noise3 != "")
}
// Start moving sideways w/sound...
-void fd_secret_move2()
-{SELFPARAM();
+void fd_secret_move2(entity this)
+{
if (self.noise2 != "")
_sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
SUB_CalcMove(self.dest2, TSPEED_LINEAR, self.speed, fd_secret_move3);
}
// Wait here until time to go back...
-void fd_secret_move3()
-{SELFPARAM();
+void fd_secret_move3(entity this)
+{
if (self.noise3 != "")
_sound(self, CH_TRIGGER_SINGLE, self.noise3, VOL_BASE, ATTEN_NORM);
if (!(self.spawnflags & SECRET_OPEN_ONCE))
}
// Move backward...
-void fd_secret_move4()
-{SELFPARAM();
+void fd_secret_move4(entity this)
+{
if (self.noise2 != "")
_sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
SUB_CalcMove(self.dest1, TSPEED_LINEAR, self.speed, fd_secret_move5);
}
// Wait 1 second...
-void fd_secret_move5()
-{SELFPARAM();
+void fd_secret_move5(entity this)
+{
self.SUB_NEXTTHINK = self.SUB_LTIME + 1.0;
setthink(self, fd_secret_move6);
if (self.noise3 != "")
_sound(self, CH_TRIGGER_SINGLE, self.noise3, VOL_BASE, ATTEN_NORM);
}
-void fd_secret_move6()
-{SELFPARAM();
+void fd_secret_move6(entity this)
+{
if (self.noise2 != "")
_sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
SUB_CalcMove(self.oldorigin, TSPEED_LINEAR, self.speed, fd_secret_done);
}
-void fd_secret_done()
-{SELFPARAM();
+void fd_secret_done(entity this)
+{
if (self.spawnflags&SECRET_YES_SHOOT)
{
self.health = 10000;
Prints messages
================
*/
-void secret_touch()
-{SELFPARAM();
+void secret_touch(entity this)
+{
if (!other.iscreature)
return;
if (self.door_finished > time)