X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=qcsrc%2Fserver%2Ft_plats.qc;h=9ca98afb897e361bce33687e6b721af5f115c1bb;hb=265b681e0fb49239df1bfc431a903f66244a3172;hp=0c1bcdffb33a98a7d35627ed39cc39a7cc24eadc;hpb=1e368ede69af478891b491c8e0564666910d9012;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/t_plats.qc b/qcsrc/server/t_plats.qc index 0c1bcdffb..9ca98afb8 100644 --- a/qcsrc/server/t_plats.qc +++ b/qcsrc/server/t_plats.qc @@ -14,11 +14,6 @@ void generic_plat_blocked() } -float STATE_TOP = 0; -float STATE_BOTTOM = 1; -float STATE_UP = 2; -float STATE_DOWN = 3; - .entity trigger_field; void() plat_center_touch; @@ -27,7 +22,7 @@ void() plat_trigger_use; void() plat_go_up; void() plat_go_down; void() plat_crush; -float PLAT_LOW_TRIGGER = 1; +const float PLAT_LOW_TRIGGER = 1; void plat_spawn_inside_trigger() { @@ -72,7 +67,7 @@ void plat_spawn_inside_trigger() void plat_hit_top() { - sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTN_NORM); + sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM); self.state = 1; self.think = plat_go_down; self.nextthink = self.ltime + 3; @@ -80,20 +75,20 @@ void plat_hit_top() void plat_hit_bottom() { - sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTN_NORM); + sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM); self.state = 2; } void plat_go_down() { - sound (self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTN_NORM); + sound (self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTEN_NORM); self.state = 3; SUB_CalcMove (self.pos2, TSPEED_LINEAR, self.speed, plat_hit_bottom); } void plat_go_up() { - sound (self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTN_NORM); + sound (self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTEN_NORM); self.state = 4; SUB_CalcMove (self.pos1, TSPEED_LINEAR, self.speed, plat_hit_top); } @@ -158,7 +153,7 @@ void plat_crush() 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(); @@ -227,9 +222,9 @@ void spawnfunc_func_plat() if(self.spawnflags & 4) self.dmg = 10000; - if(self.dmg && (!self.message)) + if(self.dmg && (self.message == "")) self.message = "was squished"; - if(self.dmg && (!self.message2)) + if(self.dmg && (self.message2 == "")) self.message2 = "was squished by"; if (self.sounds == 1) @@ -356,7 +351,7 @@ void train_next() else cp = world; // no cp } - if (!self.target) + if (self.target == "") objerror("train_next: no next target"); self.wait = targ.wait; if (!self.wait) @@ -391,7 +386,7 @@ void train_next() } if(self.noise != "") - sound(self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTN_IDLE); + sound(self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTEN_IDLE); } void func_train_find() @@ -399,7 +394,7 @@ void func_train_find() entity targ; targ = find(world, targetname, self.target); self.target = targ.target; - if (!self.target) + if (self.target == "") objerror("func_train_find: no next target"); setorigin(self, targ.origin - self.view_ofs); self.nextthink = self.ltime + 1; @@ -416,7 +411,7 @@ void spawnfunc_func_train() if (self.noise != "") precache_sound(self.noise); - if (!self.target) + if (self.target == "") objerror("func_train without a target"); if (!self.speed) self.speed = 100; @@ -437,9 +432,9 @@ void spawnfunc_func_train() InitializeEntity(self, func_train_find, INITPRIO_SETLOCATION); self.blocked = generic_plat_blocked; - if(self.dmg & (!self.message)) + if(self.dmg && (self.message == "")) self.message = " was squished"; - if(self.dmg && (!self.message2)) + if(self.dmg && (self.message2 == "")) self.message2 = "was squished by"; if(self.dmg && (!self.dmgtime)) self.dmgtime = 0.25; @@ -485,7 +480,7 @@ void spawnfunc_func_rotating() if (self.noise != "") { precache_sound(self.noise); - ambientsound(self.origin, self.noise, VOL_BASE, ATTN_IDLE); + ambientsound(self.origin, self.noise, VOL_BASE, ATTEN_IDLE); } self.active = ACTIVE_ACTIVE; @@ -505,9 +500,9 @@ void spawnfunc_func_rotating() self.pos1 = self.avelocity; - if(self.dmg & (!self.message)) + if(self.dmg && (self.message == "")) self.message = " was squished"; - if(self.dmg && (!self.message2)) + if(self.dmg && (self.message2 == "")) self.message2 = "was squished by"; @@ -524,7 +519,7 @@ void spawnfunc_func_rotating() // 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 } @@ -564,7 +559,7 @@ void spawnfunc_func_bobbing() if (self.noise != "") { precache_sound(self.noise); - soundto(MSG_INIT, self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTN_IDLE); + soundto(MSG_INIT, self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTEN_IDLE); } if (!self.speed) self.speed = 4; @@ -579,9 +574,9 @@ void spawnfunc_func_bobbing() // damage when blocked self.blocked = generic_plat_blocked; - if(self.dmg & (!self.message)) + if(self.dmg && (self.message == "")) self.message = " was squished"; - if(self.dmg && (!self.message2)) + if(self.dmg && (self.message2 == "")) self.message2 = "was squished by"; if(self.dmg && (!self.dmgtime)) self.dmgtime = 0.25; @@ -605,7 +600,7 @@ void spawnfunc_func_bobbing() 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; @@ -641,7 +636,7 @@ void spawnfunc_func_pendulum() if (self.noise != "") { precache_sound(self.noise); - soundto(MSG_INIT, self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTN_IDLE); + soundto(MSG_INIT, self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTEN_IDLE); } self.active = ACTIVE_ACTIVE; @@ -652,9 +647,9 @@ void spawnfunc_func_pendulum() self.speed = 30; // not initializing self.dmg to 2, to allow damageless pendulum - if(self.dmg & (!self.message)) + if(self.dmg && (self.message == "")) self.message = " was squished"; - if(self.dmg && (!self.message2)) + if(self.dmg && (self.message2 == "")) self.message2 = "was squished by"; if(self.dmg && (!self.dmgtime)) self.dmgtime = 0.25; @@ -682,7 +677,7 @@ void spawnfunc_func_pendulum() 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; @@ -734,7 +729,7 @@ void button_fire() return; if (self.noise != "") - sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTN_NORM); + sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM); self.state = STATE_UP; SUB_CalcMove (self.pos2, TSPEED_LINEAR, self.speed, button_wait); @@ -752,12 +747,6 @@ void button_reset() void button_use() { -// if (activator.classname != "player") -// { -// dprint(activator.classname); -// dprint(" triggered a button\n"); -// } - if not (self.active == ACTIVE_ACTIVE) return; @@ -767,11 +756,6 @@ void button_use() void button_touch() { -// if (activator.classname != "player") -// { -// dprint(activator.classname); -// dprint(" touched a button\n"); -// } if (!other) return; if not(other.iscreature) @@ -792,11 +776,6 @@ void button_damage(entity inflictor, entity attacker, float damage, float deatht self.health = self.health - damage; if (self.health <= 0) { - // if (activator.classname != "player") - // { - // dprint(activator.classname); - // dprint(" killed a button\n"); - // } self.enemy = damage_attacker; button_fire (); } @@ -860,9 +839,9 @@ void spawnfunc_func_button() } -float DOOR_START_OPEN = 1; -float DOOR_DONT_LINK = 4; -float DOOR_TOGGLE = 32; +const float DOOR_START_OPEN = 1; +const float DOOR_DONT_LINK = 4; +const float DOOR_TOGGLE = 32; /* @@ -945,7 +924,7 @@ void door_blocked() void door_hit_top() { if (self.noise1 != "") - sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTN_NORM); + sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM); self.state = STATE_TOP; if (self.spawnflags & DOOR_TOGGLE) return; // don't come down automatically @@ -962,14 +941,14 @@ void door_hit_top() void door_hit_bottom() { if (self.noise1 != "") - sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTN_NORM); + sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM); self.state = STATE_BOTTOM; } void door_go_down() { if (self.noise2 != "") - sound (self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTN_NORM); + sound (self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM); if (self.max_health) { self.takedamage = DAMAGE_YES; @@ -992,7 +971,7 @@ void door_go_up() } if (self.noise2 != "") - sound (self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTN_NORM); + sound (self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM); self.state = STATE_UP; SUB_CalcMove (self.pos2, TSPEED_LINEAR, self.speed, door_hit_top); @@ -1028,7 +1007,7 @@ float door_check_keys(void) { // this door require a key // only a player can have a key - if (other.classname != "player") + if not(IS_PLAYER(other)) return FALSE; if (item_keys_usekey(door, other)) { @@ -1189,7 +1168,7 @@ Prints messages */ void door_touch() { - if(other.classname != "player") + if not(IS_PLAYER(other)) return; if (self.owner.attack_finished_single > time) return; @@ -1198,7 +1177,7 @@ void door_touch() if (!(self.owner.dmg) && (self.owner.message != "")) { - if (other.flags & FL_CLIENT) + if (IS_CLIENT(other)) centerprint (other, self.owner.message); play2(other, "misc/talk.wav"); } @@ -1248,7 +1227,7 @@ void door_generic_plat_blocked() void door_rotating_hit_top() { if (self.noise1 != "") - sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTN_NORM); + sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM); self.state = STATE_TOP; if (self.spawnflags & DOOR_TOGGLE) return; // don't come down automatically @@ -1259,7 +1238,7 @@ void door_rotating_hit_top() void door_rotating_hit_bottom() { if (self.noise1 != "") - sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTN_NORM); + 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 { self.pos2 = '0 0 0' - self.pos2; @@ -1271,7 +1250,7 @@ void door_rotating_hit_bottom() void door_rotating_go_down() { if (self.noise2 != "") - sound (self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTN_NORM); + sound (self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM); if (self.max_health) { self.takedamage = DAMAGE_YES; @@ -1293,7 +1272,7 @@ void door_rotating_go_up() return; } if (self.noise2 != "") - sound (self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTN_NORM); + sound (self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM); self.state = STATE_UP; SUB_CalcAngleMove (self.pos2, TSPEED_LINEAR, self.speed, door_rotating_hit_top); @@ -1335,24 +1314,32 @@ entity spawn_field(vector fmins, vector fmaxs) } -float EntitiesTouching(entity e1, entity e2) +entity LinkDoors_nextent(entity cur, entity near, entity pass) { - if (e1.absmin_x > e2.absmax_x) + while((cur = find(cur, classname, self.classname)) && ((cur.spawnflags & 4) || cur.enemy)) + { + } + return cur; +} + +float LinkDoors_isconnected(entity e1, entity e2, entity pass) +{ + float DELTA = 4; + if (e1.absmin_x > e2.absmax_x + DELTA) return FALSE; - if (e1.absmin_y > e2.absmax_y) + if (e1.absmin_y > e2.absmax_y + DELTA) return FALSE; - if (e1.absmin_z > e2.absmax_z) + if (e1.absmin_z > e2.absmax_z + DELTA) return FALSE; - if (e1.absmax_x < e2.absmin_x) + if (e2.absmin_x > e1.absmax_x + DELTA) return FALSE; - if (e1.absmax_y < e2.absmin_y) + if (e2.absmin_y > e1.absmax_y + DELTA) return FALSE; - if (e1.absmax_z < e2.absmin_z) + if (e2.absmin_z > e1.absmax_z + DELTA) return FALSE; return TRUE; } - /* ============= LinkDoors @@ -1362,7 +1349,7 @@ LinkDoors */ void LinkDoors() { - entity t, starte; + entity t; vector cmins, cmaxs; if (self.enemy) @@ -1382,68 +1369,70 @@ void LinkDoors() return; // don't want to link this door } - cmins = self.absmin; - cmaxs = self.absmax; - - starte = self; - t = self; + FindConnectedComponent(self, enemy, LinkDoors_nextent, LinkDoors_isconnected, world); - do + // set owner, and make a loop of the chain + dprint("LinkDoors: linking doors:"); + for(t = self; ; t = t.enemy) { - self.owner = starte; // master door - - if (self.health) - starte.health = self.health; - IFTARGETED - starte.targetname = self.targetname; - if (self.message != "") - starte.message = self.message; - - t = find(t, classname, self.classname); - if (!t) + dprint(" ", etos(t)); + t.owner = self; + if(t.enemy == world) { - self.enemy = starte; // make the chain a loop - - // shootable, or triggered doors just needed the owner/enemy links, - // they don't spawn a field - - self = self.owner; - - if (self.health) - return; - IFTARGETED - return; - if (self.items) - return; + t.enemy = self; + break; + } + } + dprint("\n"); - self.owner.trigger_field = spawn_field(cmins, cmaxs); + // collect health, targetname, message, size + cmins = self.absmin; + cmaxs = self.absmax; + for(t = self; ; t = t.enemy) + { + if(t.health && !self.health) + self.health = t.health; + if((t.targetname != "") && (self.targetname == "")) + self.targetname = t.targetname; + if((t.message != "") && (self.message == "")) + self.message = t.message; + if (t.absmin_x < cmins_x) + cmins_x = t.absmin_x; + if (t.absmin_y < cmins_y) + cmins_y = t.absmin_y; + if (t.absmin_z < cmins_z) + cmins_z = t.absmin_z; + if (t.absmax_x > cmaxs_x) + cmaxs_x = t.absmax_x; + if (t.absmax_y > cmaxs_y) + cmaxs_y = t.absmax_y; + if (t.absmax_z > cmaxs_z) + cmaxs_z = t.absmax_z; + if(t.enemy == self) + break; + } + + // distribute health, targetname, message + for(t = self; t; t = t.enemy) + { + t.health = self.health; + t.targetname = self.targetname; + t.message = self.message; + if(t.enemy == self) + break; + } - return; - } + // shootable, or triggered doors just needed the owner/enemy links, + // they don't spawn a field - if (EntitiesTouching(self,t)) - { - if (t.enemy) - objerror ("cross connected doors"); - - self.enemy = t; - self = t; - - if (t.absmin_x < cmins_x) - cmins_x = t.absmin_x; - if (t.absmin_y < cmins_y) - cmins_y = t.absmin_y; - if (t.absmin_z < cmins_z) - cmins_z = t.absmin_z; - if (t.absmax_x > cmaxs_x) - cmaxs_x = t.absmax_x; - if (t.absmax_y > cmaxs_y) - cmaxs_y = t.absmax_y; - if (t.absmax_z > cmaxs_z) - cmaxs_z = t.absmax_z; - } - } while (1 ); + if (self.health) + return; + IFTARGETED + return; + if (self.items) + return; + self.trigger_field = spawn_field(cmins, cmaxs); } @@ -1488,7 +1477,8 @@ void door_reset() 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) @@ -1519,9 +1509,9 @@ void spawnfunc_func_door() // if(self.spawnflags & 8) // self.dmg = 10000; - if(self.dmg && (!self.message)) + if(self.dmg && (self.message == "")) self.message = "was squished"; - if(self.dmg && (!self.message2)) + if(self.dmg && (self.message2 == "")) self.message2 = "was squished by"; if (self.sounds > 0) @@ -1600,7 +1590,8 @@ void door_rotating_reset() 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() @@ -1644,9 +1635,9 @@ void spawnfunc_func_door_rotating() if(self.spawnflags & 8) self.dmg = 10000; - if(self.dmg && (!self.message)) + if(self.dmg && (self.message == "")) self.message = "was squished"; - if(self.dmg && (!self.message2)) + if(self.dmg && (self.message2 == "")) self.message2 = "was squished by"; if (self.sounds > 0) @@ -1707,12 +1698,11 @@ void() fd_secret_move5; void() fd_secret_move6; void() fd_secret_done; -float SECRET_OPEN_ONCE = 1; // stays open -float SECRET_1ST_LEFT = 2; // 1st move is left of arrow -float SECRET_1ST_DOWN = 4; // 1st move is down from arrow -float SECRET_NO_SHOOT = 8; // only opened by trigger -float SECRET_YES_SHOOT = 16; // shootable even if targeted - +const float SECRET_OPEN_ONCE = 1; // stays open +const float SECRET_1ST_LEFT = 2; // 1st move is left of arrow +const float SECRET_1ST_DOWN = 4; // 1st move is down from arrow +const float SECRET_NO_SHOOT = 8; // only opened by trigger +const float SECRET_YES_SHOOT = 16; // shootable even if targeted void fd_secret_use() { @@ -1736,7 +1726,7 @@ void fd_secret_use() // Make a sound, wait a little... if (self.noise1 != "") - sound(self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTN_NORM); + sound(self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM); self.nextthink = self.ltime + 0.1; temp = 1 - (self.spawnflags & SECRET_1ST_LEFT); // 1 or -1 @@ -1761,7 +1751,12 @@ void fd_secret_use() self.dest2 = self.dest1 + v_forward * self.t_length; SUB_CalcMove(self.dest1, TSPEED_LINEAR, self.speed, fd_secret_move1); if (self.noise2 != "") - sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTN_NORM); + sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM); +} + +void fd_secret_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) +{ + fd_secret_use(); } // Wait after first movement... @@ -1770,14 +1765,14 @@ void fd_secret_move1() self.nextthink = self.ltime + 1.0; self.think = fd_secret_move2; if (self.noise3 != "") - sound(self, CH_TRIGGER_SINGLE, self.noise3, VOL_BASE, ATTN_NORM); + sound(self, CH_TRIGGER_SINGLE, self.noise3, VOL_BASE, ATTEN_NORM); } // Start moving sideways w/sound... void fd_secret_move2() { if (self.noise2 != "") - sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTN_NORM); + sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM); SUB_CalcMove(self.dest2, TSPEED_LINEAR, self.speed, fd_secret_move3); } @@ -1785,7 +1780,7 @@ void fd_secret_move2() void fd_secret_move3() { if (self.noise3 != "") - sound(self, CH_TRIGGER_SINGLE, self.noise3, VOL_BASE, ATTN_NORM); + sound(self, CH_TRIGGER_SINGLE, self.noise3, VOL_BASE, ATTEN_NORM); if (!(self.spawnflags & SECRET_OPEN_ONCE)) { self.nextthink = self.ltime + self.wait; @@ -1797,7 +1792,7 @@ void fd_secret_move3() void fd_secret_move4() { if (self.noise2 != "") - sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTN_NORM); + sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM); SUB_CalcMove(self.dest1, TSPEED_LINEAR, self.speed, fd_secret_move5); } @@ -1807,13 +1802,13 @@ void fd_secret_move5() self.nextthink = self.ltime + 1.0; self.think = fd_secret_move6; if (self.noise3 != "") - sound(self, CH_TRIGGER_SINGLE, self.noise3, VOL_BASE, ATTN_NORM); + sound(self, CH_TRIGGER_SINGLE, self.noise3, VOL_BASE, ATTEN_NORM); } void fd_secret_move6() { if (self.noise2 != "") - sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTN_NORM); + sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM); SUB_CalcMove(self.oldorigin, TSPEED_LINEAR, self.speed, fd_secret_done); } @@ -1826,7 +1821,7 @@ void fd_secret_done() //self.th_pain = fd_secret_use; } if (self.noise3 != "") - sound(self, CH_TRIGGER_SINGLE, self.noise3, VOL_BASE, ATTN_NORM); + sound(self, CH_TRIGGER_SINGLE, self.noise3, VOL_BASE, ATTEN_NORM); } void secret_blocked() @@ -1855,7 +1850,7 @@ void secret_touch() if (self.message) { - if (other.flags & FL_CLIENT) + if (IS_CLIENT(other)) centerprint (other, self.message); play2(other, "misc/talk.wav"); } @@ -1869,7 +1864,8 @@ void secret_reset() 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 @@ -1919,7 +1915,7 @@ void spawnfunc_func_door_secret() { self.health = 10000; self.takedamage = DAMAGE_YES; - self.event_damage = fd_secret_use; + self.event_damage = fd_secret_damage; } self.oldorigin = self.origin; if (!self.wait) @@ -1975,7 +1971,7 @@ void spawnfunc_func_fourier() if (self.noise != "") { precache_sound(self.noise); - soundto(MSG_INIT, self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTN_IDLE); + soundto(MSG_INIT, self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTEN_IDLE); } if (!self.speed) @@ -1986,9 +1982,9 @@ void spawnfunc_func_fourier() self.cnt = 360 / self.speed; self.blocked = generic_plat_blocked; - if(self.dmg & (!self.message)) + if(self.dmg && (self.message == "")) self.message = " was squished"; - if(self.dmg && (!self.message2)) + if(self.dmg && (self.message2 == "")) self.message2 = "was squished by"; if(self.dmg && (!self.dmgtime)) self.dmgtime = 0.25; @@ -2009,7 +2005,7 @@ void spawnfunc_func_fourier() 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; @@ -2106,7 +2102,7 @@ void func_vectormamamam_findtarget() 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(); @@ -2121,7 +2117,7 @@ void spawnfunc_func_vectormamamam() if (self.noise != "") { precache_sound(self.noise); - soundto(MSG_INIT, self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTN_IDLE); + soundto(MSG_INIT, self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTEN_IDLE); } if(!self.targetfactor) @@ -2149,9 +2145,9 @@ void spawnfunc_func_vectormamamam() self.target4normal = normalize(self.target4normal); self.blocked = generic_plat_blocked; - if(self.dmg & (!self.message)) + if(self.dmg && (self.message == "")) self.message = " was squished"; - if(self.dmg && (!self.message2)) + if(self.dmg && (self.message == "")) self.message2 = "was squished by"; if(self.dmg && (!self.dmgtime)) self.dmgtime = 0.25; @@ -2165,7 +2161,7 @@ void spawnfunc_func_vectormamamam() // 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; @@ -2203,7 +2199,7 @@ void conveyor_think() for(e = world; (e = findentity(e, conveyor, self)); ) { - if(e.flags & FL_CLIENT) // doing it via velocity has quite some advantages + if(IS_CLIENT(e)) // doing it via velocity has quite some advantages continue; // done in SV_PlayerPhysics setorigin(e, e.origin + self.movedir * sys_frametime);