const float SECRET_YES_SHOOT = 16; // shootable even if targeted
void fd_secret_use()
-{
+{SELFPARAM();
float temp;
string message_save;
// Wait after first movement...
void fd_secret_move1()
-{
+{SELFPARAM();
self.SUB_NEXTTHINK = self.SUB_LTIME + 1.0;
self.think = fd_secret_move2;
if (self.noise3 != "")
// Start moving sideways w/sound...
void fd_secret_move2()
-{
+{SELFPARAM();
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();
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();
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();
self.SUB_NEXTTHINK = self.SUB_LTIME + 1.0;
self.think = fd_secret_move6;
if (self.noise3 != "")
}
void fd_secret_move6()
-{
+{SELFPARAM();
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();
if (self.spawnflags&SECRET_YES_SHOOT)
{
self.health = 10000;
}
void secret_blocked()
-{
+{SELFPARAM();
if (time < self.attack_finished_single)
return;
self.attack_finished_single = time + 0.5;
================
*/
void secret_touch()
-{
+{SELFPARAM();
if (!other.iscreature)
return;
if (self.attack_finished_single > time)
}
void secret_reset()
-{
+{SELFPARAM();
if (self.spawnflags&SECRET_YES_SHOOT)
{
self.health = 10000;
*/
void spawnfunc_func_door_secret()
-{
+{SELFPARAM();
/*if (!self.deathtype) // map makers can override this
self.deathtype = " got in the way";*/