void plat_use()
{
- self.use = SUB_Null;
+ self.use = func_null;
if (self.state != 4)
objerror ("plat_use: not in up state");
plat_go_down();
// wait for targets to spawn
self.nextthink = self.ltime + 999999999;
- self.think = SUB_Null;
+ self.think = SUB_NullThink; // for PushMove
// TODO make a reset function for this one
}
controller.nextthink = time + 1;
controller.think = func_bobbing_controller_think;
self.nextthink = self.ltime + 999999999;
- self.think = SUB_Null;
+ self.think = SUB_NullThink; // for PushMove
// Savage: Reduce bandwith, critical on e.g. nexdm02
self.effects |= EF_LOWPRECISION;
controller.nextthink = time + 1;
controller.think = func_pendulum_controller_think;
self.nextthink = self.ltime + 999999999;
- self.think = SUB_Null;
+ self.think = SUB_NullThink; // for PushMove
//self.effects |= EF_LOWPRECISION;
setorigin(self, self.pos1);
self.velocity = '0 0 0';
self.state = STATE_BOTTOM;
- self.think = SUB_Null;
+ self.think = func_null;
+ self.nextthink = 0;
}
// spawnflags require key (for now only func_door)
self.angles = self.pos1;
self.avelocity = '0 0 0';
self.state = STATE_BOTTOM;
- self.think = SUB_Null;
+ self.think = func_null;
+ self.nextthink = 0;
}
void door_rotating_init_startopen()
self.takedamage = DAMAGE_YES;
}
setorigin(self, self.oldorigin);
- self.think = SUB_Null;
+ self.think = func_null;
+ self.nextthink = 0;
}
/*QUAKED spawnfunc_func_door_secret (0 .5 .8) ? open_once 1st_left 1st_down no_shoot always_shoot
controller.nextthink = time + 1;
controller.think = func_fourier_controller_think;
self.nextthink = self.ltime + 999999999;
- self.think = SUB_Null;
+ self.think = SUB_NullThink; // for PushMove
// Savage: Reduce bandwith, critical on e.g. nexdm02
self.effects |= EF_LOWPRECISION;
if(!self.wp00 && !self.wp01 && !self.wp02 && !self.wp03)
objerror("No reference entity found, so there is nothing to move. Aborting.");
- self.destvec = self.origin - func_vectormamamam_origin(self.owner, 0);
+ self.destvec = self.origin - func_vectormamamam_origin(self, 0);
entity controller;
controller = spawn();
// wait for targets to spawn
self.nextthink = self.ltime + 999999999;
- self.think = SUB_Null;
+ self.think = SUB_NullThink; // for PushMove
// Savage: Reduce bandwith, critical on e.g. nexdm02
self.effects |= EF_LOWPRECISION;