+#include "door.qh"
/*
Doors are similar to buttons, but can spawn a fat trigger field around them
*/
void door_go_down(entity this);
-void() door_go_up;
+void door_go_up(entity this);
void door_rotating_go_down(entity this);
-void() door_rotating_go_up;
+void door_rotating_go_up(entity this, entity oth);
-void door_blocked()
-{SELFPARAM();
- if((self.spawnflags & 8)
+void door_blocked(entity this, entity blocker)
+{
+ if((this.spawnflags & 8)
#ifdef SVQC
- && (other.takedamage != DAMAGE_NO)
+ && (blocker.takedamage != DAMAGE_NO)
#elif defined(CSQC)
- && !IS_DEAD(other)
+ && !IS_DEAD(blocker)
#endif
)
{ // KIll Kill Kill!!
#ifdef SVQC
- Damage (other, self, self, 10000, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
+ Damage (blocker, this, this, 10000, DEATH_HURTTRIGGER.m_id, blocker.origin, '0 0 0');
#endif
}
else
{
#ifdef SVQC
- if((self.dmg) && (other.takedamage == DAMAGE_YES)) // Shall we bite?
- Damage (other, self, self, self.dmg, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
+ if((this.dmg) && (blocker.takedamage == DAMAGE_YES)) // Shall we bite?
+ Damage (blocker, this, this, this.dmg, DEATH_HURTTRIGGER.m_id, blocker.origin, '0 0 0');
#endif
// don't change direction for dead or dying stuff
- if(IS_DEAD(other)
+ if(IS_DEAD(blocker)
#ifdef SVQC
- && (other.takedamage == DAMAGE_NO)
+ && (blocker.takedamage == DAMAGE_NO)
#endif
)
{
- if (self.wait >= 0)
+ if (this.wait >= 0)
{
- if (self.state == STATE_DOWN)
- if (self.classname == "door")
+ if (this.state == STATE_DOWN)
+ if (this.classname == "door")
{
- door_go_up ();
+ door_go_up (this);
} else
{
- door_rotating_go_up ();
+ door_rotating_go_up(this, blocker);
}
else
- if (self.classname == "door")
+ if (this.classname == "door")
{
- door_go_down (self);
+ door_go_down (this);
} else
{
- door_rotating_go_down (self);
+ door_rotating_go_down (this);
}
}
}
else
{
//gib dying stuff just to make sure
- if((self.dmg) && (other.takedamage != DAMAGE_NO)) // Shall we bite?
- Damage (other, self, self, 10000, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
+ if((this.dmg) && (blocker.takedamage != DAMAGE_NO)) // Shall we bite?
+ Damage (blocker, this, this, 10000, DEATH_HURTTRIGGER.m_id, blocker.origin, '0 0 0');
}
#endif
}
void door_hit_top(entity this)
{
- if (self.noise1 != "")
- _sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
- self.state = STATE_TOP;
- if (self.spawnflags & DOOR_TOGGLE)
+ if (this.noise1 != "")
+ _sound (this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM);
+ this.state = STATE_TOP;
+ if (this.spawnflags & DOOR_TOGGLE)
return; // don't come down automatically
- if (self.classname == "door")
+ if (this.classname == "door")
{
- SUB_THINK(self, door_go_down);
+ setthink(this, door_go_down);
} else
{
- SUB_THINK(self, door_rotating_go_down);
+ setthink(this, door_rotating_go_down);
}
- self.SUB_NEXTTHINK = self.SUB_LTIME + self.wait;
+ this.nextthink = this.ltime + this.wait;
}
void door_hit_bottom(entity this)
{
- if (self.noise1 != "")
- _sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
- self.state = STATE_BOTTOM;
+ if (this.noise1 != "")
+ _sound (this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM);
+ this.state = STATE_BOTTOM;
}
void door_go_down(entity this)
{
- if (self.noise2 != "")
- _sound (self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
- if (self.max_health)
+ if (this.noise2 != "")
+ _sound (this, CH_TRIGGER_SINGLE, this.noise2, VOL_BASE, ATTEN_NORM);
+ if (this.max_health)
{
- self.takedamage = DAMAGE_YES;
- self.health = self.max_health;
+ this.takedamage = DAMAGE_YES;
+ this.health = this.max_health;
}
- self.state = STATE_DOWN;
- SUB_CalcMove (self.pos1, TSPEED_LINEAR, self.speed, door_hit_bottom);
+ this.state = STATE_DOWN;
+ SUB_CalcMove (this, this.pos1, TSPEED_LINEAR, this.speed, door_hit_bottom);
}
-void door_go_up()
-{SELFPARAM();
- if (self.state == STATE_UP)
+void door_go_up(entity this)
+{
+ if (this.state == STATE_UP)
return; // already going up
- if (self.state == STATE_TOP)
+ if (this.state == STATE_TOP)
{ // reset top wait time
- self.SUB_NEXTTHINK = self.SUB_LTIME + self.wait;
+ this.nextthink = this.ltime + this.wait;
return;
}
- if (self.noise2 != "")
- _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);
+ if (this.noise2 != "")
+ _sound (this, CH_TRIGGER_SINGLE, this.noise2, VOL_BASE, ATTEN_NORM);
+ this.state = STATE_UP;
+ SUB_CalcMove (this, this.pos2, TSPEED_LINEAR, this.speed, door_hit_top);
string oldmessage;
- oldmessage = self.message;
- self.message = "";
- SUB_UseTargets(self, NULL, NULL);
- self.message = oldmessage;
+ oldmessage = this.message;
+ this.message = "";
+ SUB_UseTargets(this, NULL, NULL);
+ this.message = oldmessage;
}
if(!IS_PLAYER(player))
return false;
- int valid = (door.itemkeys & player.itemkeys);
+ entity store = player;
+#ifdef SVQC
+ store = PS(player);
+#endif
+ int valid = (door.itemkeys & store.itemkeys);
door.itemkeys &= ~valid; // only some of the needed keys were given
if(!door.itemkeys)
void door_fire(entity this, entity actor, entity trigger)
{
if (this.owner != this)
- objerror ("door_fire: this.owner != this");
+ objerror (this, "door_fire: this.owner != this");
if (this.spawnflags & DOOR_TOGGLE)
{
entity e = this;
do {
if (e.classname == "door") {
- WITHSELF(e, door_go_down(e));
+ door_go_down(e);
} else {
- WITHSELF(e, door_rotating_go_down(e));
+ door_rotating_go_down(e);
}
e = e.enemy;
} while ((e != this) && (e != NULL));
entity e = this;
do {
if (e.classname == "door") {
- WITHSELF(e, door_go_up());
+ door_go_up(e);
} else {
// if the BIDIR spawnflag (==2) is set and the trigger has set trigger_reverse, reverse the opening direction
- if ((e.spawnflags & 2) && other.trigger_reverse!=0 && e.lip != 666 && e.state == STATE_BOTTOM) {
+ if ((e.spawnflags & 2) && trigger.trigger_reverse!=0 && e.lip != 666 && e.state == STATE_BOTTOM) {
e.lip = 666; // e.lip is used to remember reverse opening direction for door_rotating
e.pos2 = '0 0 0' - e.pos2;
}
// if BIDIR_IN_DOWN (==8) is set, prevent the door from reoping during closing if it is triggered from the wrong side
if (!((e.spawnflags & 2) && (e.spawnflags & 8) && e.state == STATE_DOWN
- && (((e.lip == 666) && (other.trigger_reverse == 0)) || ((e.lip != 666) && (other.trigger_reverse != 0)))))
+ && (((e.lip == 666) && (trigger.trigger_reverse == 0)) || ((e.lip != 666) && (trigger.trigger_reverse != 0)))))
{
- WITHSELF(e, door_rotating_go_up());
+ door_rotating_go_up(e, trigger);
}
}
e = e.enemy;
void door_use(entity this, entity actor, entity trigger)
{
- //dprint("door_use (model: ");dprint(self.model);dprint(")\n");
+ //dprint("door_use (model: ");dprint(this.model);dprint(")\n");
if (this.owner)
- WITHSELF(this.owner, door_fire(this.owner, actor, trigger));
+ door_fire(this.owner, actor, trigger);
}
void door_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
================
*/
-void door_touch(entity this)
+void door_touch(entity this, entity toucher)
{
- if (!IS_PLAYER(other))
+ if (!IS_PLAYER(toucher))
return;
- if (self.owner.door_finished > time)
+ if (this.owner.door_finished > time)
return;
- self.owner.door_finished = time + 2;
+ this.owner.door_finished = time + 2;
#ifdef SVQC
- if (!(self.owner.dmg) && (self.owner.message != ""))
+ if (!(this.owner.dmg) && (this.owner.message != ""))
{
- if (IS_CLIENT(other))
- centerprint(other, self.owner.message);
- play2(other, self.owner.noise);
+ if (IS_CLIENT(toucher))
+ centerprint(toucher, this.owner.message);
+ play2(toucher, this.owner.noise);
}
#endif
}
-void door_generic_plat_blocked()
-{SELFPARAM();
-
- if((self.spawnflags & 8) && (other.takedamage != DAMAGE_NO)) { // KIll Kill Kill!!
+void door_generic_plat_blocked(entity this, entity blocker)
+{
+ if((this.spawnflags & 8) && (blocker.takedamage != DAMAGE_NO)) { // Kill Kill Kill!!
#ifdef SVQC
- Damage (other, self, self, 10000, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
+ Damage (blocker, this, this, 10000, DEATH_HURTTRIGGER.m_id, blocker.origin, '0 0 0');
#endif
}
else
{
#ifdef SVQC
- if((self.dmg) && (other.takedamage == DAMAGE_YES)) // Shall we bite?
- Damage (other, self, self, self.dmg, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
+ if((this.dmg) && (blocker.takedamage == DAMAGE_YES)) // Shall we bite?
+ Damage (blocker, this, this, this.dmg, DEATH_HURTTRIGGER.m_id, blocker.origin, '0 0 0');
#endif
//Dont chamge direction for dead or dying stuff
- if(IS_DEAD(other) && (other.takedamage == DAMAGE_NO))
+ if(IS_DEAD(blocker) && (blocker.takedamage == DAMAGE_NO))
{
- if (self.wait >= 0)
+ if (this.wait >= 0)
{
- if (self.state == STATE_DOWN)
- door_rotating_go_up ();
+ if (this.state == STATE_DOWN)
+ door_rotating_go_up (this, blocker);
else
- door_rotating_go_down (self);
+ door_rotating_go_down (this);
}
}
#ifdef SVQC
else
{
//gib dying stuff just to make sure
- if((self.dmg) && (other.takedamage != DAMAGE_NO)) // Shall we bite?
- Damage (other, self, self, 10000, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
+ if((this.dmg) && (blocker.takedamage != DAMAGE_NO)) // Shall we bite?
+ Damage (blocker, this, this, 10000, DEATH_HURTTRIGGER.m_id, blocker.origin, '0 0 0');
}
#endif
}
void door_rotating_hit_top(entity this)
{
- if (self.noise1 != "")
- _sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
- self.state = STATE_TOP;
- if (self.spawnflags & DOOR_TOGGLE)
+ if (this.noise1 != "")
+ _sound (this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM);
+ this.state = STATE_TOP;
+ if (this.spawnflags & DOOR_TOGGLE)
return; // don't come down automatically
- SUB_THINK(self, door_rotating_go_down);
- self.SUB_NEXTTHINK = self.SUB_LTIME + self.wait;
+ setthink(this, door_rotating_go_down);
+ this.nextthink = this.ltime + this.wait;
}
void door_rotating_hit_bottom(entity this)
{
- 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
+ if (this.noise1 != "")
+ _sound (this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM);
+ if (this.lip==666) // this.lip is used to remember reverse opening direction for door_rotating
{
- self.pos2 = '0 0 0' - self.pos2;
- self.lip = 0;
+ this.pos2 = '0 0 0' - this.pos2;
+ this.lip = 0;
}
- self.state = STATE_BOTTOM;
+ this.state = STATE_BOTTOM;
}
void door_rotating_go_down(entity this)
{
- if (self.noise2 != "")
- _sound (self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
- if (self.max_health)
+ if (this.noise2 != "")
+ _sound (this, CH_TRIGGER_SINGLE, this.noise2, VOL_BASE, ATTEN_NORM);
+ if (this.max_health)
{
- self.takedamage = DAMAGE_YES;
- self.health = self.max_health;
+ this.takedamage = DAMAGE_YES;
+ this.health = this.max_health;
}
- self.state = STATE_DOWN;
- SUB_CalcAngleMove (self.pos1, TSPEED_LINEAR, self.speed, door_rotating_hit_bottom);
+ this.state = STATE_DOWN;
+ SUB_CalcAngleMove (this, this.pos1, TSPEED_LINEAR, this.speed, door_rotating_hit_bottom);
}
-void door_rotating_go_up()
-{SELFPARAM();
- if (self.state == STATE_UP)
+void door_rotating_go_up(entity this, entity oth)
+{
+ if (this.state == STATE_UP)
return; // already going up
- if (self.state == STATE_TOP)
+ if (this.state == STATE_TOP)
{ // reset top wait time
- self.SUB_NEXTTHINK = self.SUB_LTIME + self.wait;
+ this.nextthink = this.ltime + this.wait;
return;
}
- if (self.noise2 != "")
- _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);
+ if (this.noise2 != "")
+ _sound (this, CH_TRIGGER_SINGLE, this.noise2, VOL_BASE, ATTEN_NORM);
+ this.state = STATE_UP;
+ SUB_CalcAngleMove (this, this.pos2, TSPEED_LINEAR, this.speed, door_rotating_hit_top);
string oldmessage;
- oldmessage = self.message;
- self.message = "";
- SUB_UseTargets(self, NULL, other); // TODO: is other needed here?
- self.message = oldmessage;
+ oldmessage = this.message;
+ this.message = "";
+ SUB_UseTargets(this, NULL, oth); // TODO: is oth needed here?
+ this.message = oldmessage;
}
=========================================
*/
-void door_trigger_touch(entity this)
+void door_trigger_touch(entity this, entity toucher)
{
- if (other.health < 1)
+ if (toucher.health < 1)
#ifdef SVQC
- if (!((other.iscreature || (other.flags & FL_PROJECTILE)) && !IS_DEAD(other)))
+ if (!((toucher.iscreature || (toucher.flags & FL_PROJECTILE)) && !IS_DEAD(toucher)))
#elif defined(CSQC)
- if(!((IS_CLIENT(other) || other.classname == "csqcprojectile") && !IS_DEAD(other)))
+ if(!((IS_CLIENT(toucher) || toucher.classname == "csqcprojectile") && !IS_DEAD(toucher)))
#endif
return;
- if (time < self.door_finished)
+ if (time < this.door_finished)
return;
// check if door is locked
- if (!door_check_keys(self, other))
+ if (!door_check_keys(this, toucher))
return;
- self.door_finished = time + 1;
+ this.door_finished = time + 1;
- door_use(this.owner, other, NULL);
+ door_use(this.owner, toucher, NULL);
}
-void door_spawnfield(vector fmins, vector fmaxs)
-{SELFPARAM();
+void door_spawnfield(entity this, vector fmins, vector fmaxs)
+{
entity trigger;
vector t1 = fmins, t2 = fmaxs;
trigger = new(doortriggerfield);
- trigger.movetype = MOVETYPE_NONE;
+ set_movetype(trigger, MOVETYPE_NONE);
trigger.solid = SOLID_TRIGGER;
- trigger.owner = self;
+ trigger.owner = this;
#ifdef SVQC
settouch(trigger, door_trigger_touch);
#endif
*/
entity LinkDoors_nextent(entity cur, entity near, entity pass)
-{SELFPARAM();
- while((cur = find(cur, classname, self.classname)) && ((cur.spawnflags & 4) || cur.enemy))
+{
+ while((cur = find(cur, classname, pass.classname)) && ((cur.spawnflags & 4) || cur.enemy))
{
}
return cur;
door_link();
#endif
- if (self.enemy)
+ if (this.enemy)
return; // already linked by another door
- if (self.spawnflags & 4)
+ if (this.spawnflags & 4)
{
- self.owner = self.enemy = self;
+ this.owner = this.enemy = this;
- if (self.health)
+ if (this.health)
return;
IFTARGETED
return;
- if (self.items)
+ if (this.items)
return;
- door_spawnfield(self.absmin, self.absmax);
+ door_spawnfield(this, this.absmin, this.absmax);
return; // don't want to link this door
}
- FindConnectedComponent(self, enemy, LinkDoors_nextent, LinkDoors_isconnected, world);
+ FindConnectedComponent(this, enemy, LinkDoors_nextent, LinkDoors_isconnected, this);
// set owner, and make a loop of the chain
LOG_TRACE("LinkDoors: linking doors:");
- for(t = self; ; t = t.enemy)
+ for(t = this; ; t = t.enemy)
{
LOG_TRACE(" ", etos(t));
- t.owner = self;
- if(t.enemy == world)
+ t.owner = this;
+ if(t.enemy == NULL)
{
- t.enemy = self;
+ t.enemy = this;
break;
}
}
- LOG_TRACE("\n");
+ LOG_TRACE("");
// collect health, targetname, message, size
- cmins = self.absmin;
- cmaxs = self.absmax;
- for(t = self; ; t = t.enemy)
+ cmins = this.absmin;
+ cmaxs = this.absmax;
+ for(t = this; ; 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.health && !this.health)
+ this.health = t.health;
+ if((t.targetname != "") && (this.targetname == ""))
+ this.targetname = t.targetname;
+ if((t.message != "") && (this.message == ""))
+ this.message = t.message;
if (t.absmin_x < cmins_x)
cmins_x = t.absmin_x;
if (t.absmin_y < cmins_y)
cmaxs_y = t.absmax_y;
if (t.absmax_z > cmaxs_z)
cmaxs_z = t.absmax_z;
- if(t.enemy == self)
+ if(t.enemy == this)
break;
}
// distribute health, targetname, message
- for(t = self; t; t = t.enemy)
+ for(t = this; t; t = t.enemy)
{
- t.health = self.health;
- t.targetname = self.targetname;
- t.message = self.message;
- if(t.enemy == self)
+ t.health = this.health;
+ t.targetname = this.targetname;
+ t.message = this.message;
+ if(t.enemy == this)
break;
}
// shootable, or triggered doors just needed the owner/enemy links,
// they don't spawn a field
- if (self.health)
+ if (this.health)
return;
IFTARGETED
return;
- if (self.items)
+ if (this.items)
return;
- door_spawnfield(cmins, cmaxs);
+ door_spawnfield(this, cmins, cmaxs);
}
REGISTER_NET_LINKED(ENT_CLIENT_DOOR)
*/
-float door_send(entity to, float sf)
-{SELFPARAM();
+float door_send(entity this, entity to, float sf)
+{
WriteHeader(MSG_ENTITY, ENT_CLIENT_DOOR);
WriteByte(MSG_ENTITY, sf);
if(sf & SF_TRIGGER_INIT)
{
- WriteString(MSG_ENTITY, self.classname);
- WriteByte(MSG_ENTITY, self.spawnflags);
+ WriteString(MSG_ENTITY, this.classname);
+ WriteByte(MSG_ENTITY, this.spawnflags);
- WriteString(MSG_ENTITY, self.model);
+ WriteString(MSG_ENTITY, this.model);
- trigger_common_write(self, true);
+ trigger_common_write(this, true);
- WriteCoord(MSG_ENTITY, self.pos1_x);
- WriteCoord(MSG_ENTITY, self.pos1_y);
- WriteCoord(MSG_ENTITY, self.pos1_z);
- WriteCoord(MSG_ENTITY, self.pos2_x);
- WriteCoord(MSG_ENTITY, self.pos2_y);
- WriteCoord(MSG_ENTITY, self.pos2_z);
+ WriteCoord(MSG_ENTITY, this.pos1_x);
+ WriteCoord(MSG_ENTITY, this.pos1_y);
+ WriteCoord(MSG_ENTITY, this.pos1_z);
+ WriteCoord(MSG_ENTITY, this.pos2_x);
+ WriteCoord(MSG_ENTITY, this.pos2_y);
+ WriteCoord(MSG_ENTITY, this.pos2_z);
- WriteCoord(MSG_ENTITY, self.size_x);
- WriteCoord(MSG_ENTITY, self.size_y);
- WriteCoord(MSG_ENTITY, self.size_z);
+ WriteCoord(MSG_ENTITY, this.size_x);
+ WriteCoord(MSG_ENTITY, this.size_y);
+ WriteCoord(MSG_ENTITY, this.size_z);
- WriteShort(MSG_ENTITY, self.wait);
- WriteShort(MSG_ENTITY, self.speed);
- WriteByte(MSG_ENTITY, self.lip);
- WriteByte(MSG_ENTITY, self.state);
- WriteCoord(MSG_ENTITY, self.SUB_LTIME);
+ WriteShort(MSG_ENTITY, this.wait);
+ WriteShort(MSG_ENTITY, this.speed);
+ WriteByte(MSG_ENTITY, this.lip);
+ WriteByte(MSG_ENTITY, this.state);
+ WriteCoord(MSG_ENTITY, this.ltime);
}
if(sf & SF_TRIGGER_RESET)
if(sf & SF_TRIGGER_UPDATE)
{
- WriteCoord(MSG_ENTITY, self.origin_x);
- WriteCoord(MSG_ENTITY, self.origin_y);
- WriteCoord(MSG_ENTITY, self.origin_z);
-
- WriteCoord(MSG_ENTITY, self.pos1_x);
- WriteCoord(MSG_ENTITY, self.pos1_y);
- WriteCoord(MSG_ENTITY, self.pos1_z);
- WriteCoord(MSG_ENTITY, self.pos2_x);
- WriteCoord(MSG_ENTITY, self.pos2_y);
- WriteCoord(MSG_ENTITY, self.pos2_z);
+ WriteCoord(MSG_ENTITY, this.origin_x);
+ WriteCoord(MSG_ENTITY, this.origin_y);
+ WriteCoord(MSG_ENTITY, this.origin_z);
+
+ WriteCoord(MSG_ENTITY, this.pos1_x);
+ WriteCoord(MSG_ENTITY, this.pos1_y);
+ WriteCoord(MSG_ENTITY, this.pos1_z);
+ WriteCoord(MSG_ENTITY, this.pos2_x);
+ WriteCoord(MSG_ENTITY, this.pos2_y);
+ WriteCoord(MSG_ENTITY, this.pos2_z);
}
return true;
void door_link()
{
// set size now, as everything is loaded
- //FixSize(self);
- //Net_LinkEntity(self, false, 0, door_send);
+ //FixSize(this);
+ //Net_LinkEntity(this, false, 0, door_send);
}
#endif
void door_init_startopen(entity this)
{
- SUB_SETORIGIN(self, self.pos2);
- self.pos2 = self.pos1;
- self.pos1 = self.origin;
+ setorigin(this, this.pos2);
+ this.pos2 = this.pos1;
+ this.pos1 = this.origin;
#ifdef SVQC
- self.SendFlags |= SF_TRIGGER_UPDATE;
+ this.SendFlags |= SF_TRIGGER_UPDATE;
#endif
}
void door_reset(entity this)
{
- SUB_SETORIGIN(this, this.pos1);
- this.SUB_VELOCITY = '0 0 0';
+ setorigin(this, this.pos1);
+ this.velocity = '0 0 0';
this.state = STATE_BOTTOM;
- SUB_THINK(this, func_null);
- this.SUB_NEXTTHINK = 0;
+ setthink(this, func_null);
+ this.nextthink = 0;
#ifdef SVQC
this.SendFlags |= SF_TRIGGER_RESET;
precache_sound(this.noise);
precache_sound(this.noise3);
- this.blocked = door_blocked;
+ setblocked(this, door_blocked);
this.use = door_use;
if(this.dmg && (this.message == ""))
if (this.sounds > 0)
{
- precache_sound ("plats/medplat1.wav");
- precache_sound ("plats/medplat2.wav");
this.noise2 = "plats/medplat1.wav";
this.noise1 = "plats/medplat2.wav";
}
+ if(this.noise1 && this.noise1 != "") { precache_sound(this.noise1); }
+ if(this.noise2 && this.noise2 != "") { precache_sound(this.noise2); }
+
if (!this.speed)
this.speed = 100;
if (!this.wait)
if (!this.lip)
this.lip = 8;
- this.pos1 = this.SUB_ORIGIN;
+ this.pos1 = this.origin;
this.pos2 = this.pos1 + this.movedir*(fabs(this.movedir*this.size) - this.lip);
if(this.spawnflags & DOOR_NONSOLID)
this.speed = ReadShort();
this.lip = ReadByte();
this.state = ReadByte();
- this.SUB_LTIME = ReadCoord();
+ this.ltime = ReadCoord();
this.solid = SOLID_BSP;
- this.movetype = MOVETYPE_PUSH;
+ set_movetype(this, MOVETYPE_PUSH);
this.use = door_use;
LinkDoors(this);
door_init_startopen(this);
this.move_time = time;
- this.move_origin = this.origin;
- this.move_movetype = MOVETYPE_PUSH;
- this.move_angles = this.angles;
- this.move_blocked = door_blocked;
+ set_movetype(this, MOVETYPE_PUSH);
}
if(sf & SF_TRIGGER_RESET)
this.origin_y = ReadCoord();
this.origin_z = ReadCoord();
setorigin(this, this.origin);
- this.move_origin = this.origin;
this.pos1_x = ReadCoord();
this.pos1_y = ReadCoord();