3 float STATE_BOTTOM = 1;
11 void() plat_center_touch;
12 void() plat_outside_touch;
13 void() plat_trigger_use;
17 float PLAT_LOW_TRIGGER = 1;
19 void plat_spawn_inside_trigger()
22 local vector tmin, tmax;
25 trigger.touch = plat_center_touch;
26 trigger.movetype = MOVETYPE_NONE;
27 trigger.solid = SOLID_TRIGGER;
30 tmin = self.mins + '25 25 0';
31 tmax = self.maxs - '25 25 -8';
32 tmin_z = tmax_z - (self.pos1_z - self.pos2_z + 8);
33 if (self.spawnflags & PLAT_LOW_TRIGGER)
36 if (self.size_x <= 50)
38 tmin_x = (self.mins_x + self.maxs_x) / 2;
41 if (self.size_y <= 50)
43 tmin_y = (self.mins_y + self.maxs_y) / 2;
47 setsize (trigger, tmin, tmax);
52 sound (self, CHAN_TRIGGER, self.noise1, VOL_BASE, ATTN_NORM);
54 self.think = plat_go_down;
55 self.nextthink = self.ltime + 3;
58 void plat_hit_bottom()
60 sound (self, CHAN_TRIGGER, self.noise1, VOL_BASE, ATTN_NORM);
66 sound (self, CHAN_TRIGGER, self.noise, VOL_BASE, ATTN_NORM);
68 SUB_CalcMove (self.pos2, self.speed, plat_hit_bottom);
73 sound (self, CHAN_TRIGGER, self.noise, VOL_BASE, ATTN_NORM);
75 SUB_CalcMove (self.pos1, self.speed, plat_hit_top);
78 void plat_center_touch()
80 if not(other.iscreature)
83 if (other.health <= 0)
89 else if (self.state == 1)
90 self.nextthink = self.ltime + 1; // delay going down
93 void plat_outside_touch()
95 if not(other.iscreature)
98 if (other.health <= 0)
106 void plat_trigger_use()
109 return; // allready activated
116 if((self.spawnflags & 4) && (other.takedamage != DAMAGE_NO)) { // KIll Kill Kill!!
117 Damage (other, self, self, 10000, DEATH_HURTTRIGGER, other.origin, '0 0 0');
119 if((self.dmg) && (other.takedamage != DAMAGE_NO)) { // Shall we bite?
120 Damage (other, self, self, self.dmg, DEATH_HURTTRIGGER, other.origin, '0 0 0');
121 // Gib dead/dying stuff
122 if(other.deadflag != DEAD_NO)
123 Damage (other, self, self, 10000, DEATH_HURTTRIGGER, other.origin, '0 0 0');
128 else if (self.state == 3)
131 objerror ("plat_crush: bad self.state\n");
139 objerror ("plat_use: not in up state");
143 void plat_init_movedown()
145 setorigin (self, self.pos2);
149 .string sound1, sound2;
151 void spawnfunc_path_corner() { };
152 void spawnfunc_func_plat()
159 if (self.sounds == 0)
162 if(self.spawnflags & 4)
165 if(self.dmg && (!self.message))
166 self.message = "was squished";
167 if(self.dmg && (!self.message2))
168 self.message2 = "was squished by";
170 if (self.sounds == 1)
172 precache_sound ("plats/plat1.wav");
173 precache_sound ("plats/plat2.wav");
174 self.noise = "plats/plat1.wav";
175 self.noise1 = "plats/plat2.wav";
178 if (self.sounds == 2)
180 precache_sound ("plats/medplat1.wav");
181 precache_sound ("plats/medplat2.wav");
182 self.noise = "plats/medplat1.wav";
183 self.noise1 = "plats/medplat2.wav";
188 precache_sound (self.sound1);
189 self.noise = self.sound1;
193 precache_sound (self.sound2);
194 self.noise1 = self.sound2;
197 self.mangle = self.angles;
198 self.angles = '0 0 0';
200 self.classname = "plat";
201 InitMovingBrushTrigger();
202 self.effects |= EF_LOWPRECISION;
203 setsize (self, self.mins , self.maxs);
205 self.blocked = plat_crush;
210 self.pos1 = self.origin;
211 self.pos2 = self.origin;
212 self.pos2_z = self.origin_z - self.size_z + 8;
214 self.use = plat_trigger_use;
216 plat_spawn_inside_trigger (); // the "start moving" trigger
224 InitializeEntity(self, plat_init_movedown, INITPRIO_SETLOCATION);
231 self.think = train_next;
232 self.nextthink = self.ltime + self.wait;
238 targ = find(world, targetname, self.target);
239 self.target = targ.target;
241 objerror("train_next: no next target");
242 self.wait = targ.wait;
248 SUB_CalcMove(targ.origin - self.mins, targ.speed, train_next);
250 SUB_CalcMove(targ.origin - self.mins, self.speed, train_next);
255 SUB_CalcMove(targ.origin - self.mins, targ.speed, train_wait);
257 SUB_CalcMove(targ.origin - self.mins, self.speed, train_wait);
261 void func_train_find()
264 targ = find(world, targetname, self.target);
265 self.target = targ.target;
267 objerror("func_train_find: no next target");
268 setorigin(self, targ.origin - self.mins);
269 self.nextthink = self.ltime + 1;
270 self.think = train_next;
273 /*QUAKED spawnfunc_func_train (0 .5 .8) ?
274 Ridable platform, targets spawnfunc_path_corner path to follow.
275 speed : speed the train moves (can be overridden by each spawnfunc_path_corner)
276 target : targetname of first spawnfunc_path_corner (starts here)
278 void spawnfunc_func_train()
281 objerror("func_train without a target");
285 InitMovingBrushTrigger();
286 self.effects |= EF_LOWPRECISION;
288 // wait for targets to spawn
289 InitializeEntity(self, func_train_find, INITPRIO_SETLOCATION);
294 void rotating_blocked()
297 if(self.dmg && other.takedamage != DAMAGE_NO) {
298 if(self.dmgtime2 < time) {
299 Damage (other, self, self, self.dmg, DEATH_HURTTRIGGER, other.origin, '0 0 0');
300 self.dmgtime2 = time + self.dmgtime;
303 // Gib dead/dying stuff
304 if(other.deadflag != DEAD_NO)
305 Damage (other, self, self, 10000, DEATH_HURTTRIGGER, other.origin, '0 0 0');
311 /*QUAKED spawnfunc_func_rotating (0 .5 .8) ? - - X_AXIS Y_AXIS
312 Brush model that spins in place on one axis (default Z).
313 speed : speed to rotate (in degrees per second)
314 noise : path/name of looping .wav file to play.
315 dmg : Do this mutch dmg every .dmgtime intervall when blocked
319 void spawnfunc_func_rotating()
323 precache_sound(self.noise);
324 ambientsound(self.origin, self.noise, VOL_BASE, ATTN_IDLE);
328 // FIXME: test if this turns the right way, then remove this comment (negate as needed)
329 if (self.spawnflags & 4) // X (untested)
330 self.avelocity = '0 0 1' * self.speed;
331 // FIXME: test if this turns the right way, then remove this comment (negate as needed)
332 else if (self.spawnflags & 8) // Y (untested)
333 self.avelocity = '1 0 0' * self.speed;
334 // FIXME: test if this turns the right way, then remove this comment (negate as needed)
336 self.avelocity = '0 1 0' * self.speed;
338 if(self.dmg & (!self.message))
339 self.message = " was squished";
340 if(self.dmg && (!self.message2))
341 self.message2 = "was squished by";
344 if(self.dmg && (!self.dmgtime))
347 self.dmgtime2 = time;
349 InitMovingBrushTrigger();
350 // no EF_LOWPRECISION here, as rounding angles is bad
352 self.blocked = rotating_blocked;
354 // wait for targets to spawn
355 self.nextthink = self.ltime + 999999999;
356 self.think = SUB_Null;
360 void func_bobbing_controller_think()
363 self.nextthink = time + 0.1;
364 // calculate sinewave using makevectors
365 makevectors((time * self.owner.cnt + self.owner.phase * 360) * '0 1 0');
366 v = self.owner.destvec + self.owner.movedir * v_forward_y;
367 // * 10 so it will arrive in 0.1 sec
368 self.owner.velocity = (v - self.owner.origin) * 10;
371 void bobbing_blocked()
373 // no need to duplicate code
377 /*QUAKED spawnfunc_func_bobbing (0 .5 .8) ? X_AXIS Y_AXIS
378 Brush model that moves back and forth on one axis (default Z).
379 speed : how long one cycle takes in seconds (default 4)
380 height : how far the cycle moves (default 32)
381 phase : cycle timing adjustment (0-1 as a fraction of the cycle, default 0)
382 noise : path/name of looping .wav file to play.
383 dmg : Do this mutch dmg every .dmgtime intervall when blocked
386 void spawnfunc_func_bobbing()
388 local entity controller;
391 precache_sound(self.noise);
392 ambientsound(self.origin, self.noise, VOL_BASE, ATTN_IDLE);
398 // center of bobbing motion
399 self.destvec = self.origin;
400 // time scale to get degrees
401 self.cnt = 360 / self.speed;
403 // damage when blocked
404 self.blocked = bobbing_blocked;
405 if(self.dmg & (!self.message))
406 self.message = " was squished";
407 if(self.dmg && (!self.message2))
408 self.message2 = "was squished by";
409 if(self.dmg && (!self.dmgtime))
411 self.dmgtime2 = time;
414 if (self.spawnflags & 1) // X
415 self.movedir = '1 0 0' * self.height;
416 else if (self.spawnflags & 2) // Y
417 self.movedir = '0 1 0' * self.height;
419 self.movedir = '0 0 1' * self.height;
421 InitMovingBrushTrigger();
423 // wait for targets to spawn
424 controller = spawn();
425 controller.classname = "func_bobbing_controller";
426 controller.owner = self;
427 controller.nextthink = time + 1;
428 controller.think = func_bobbing_controller_think;
429 self.nextthink = self.ltime + 999999999;
430 self.think = SUB_Null;
432 // Savage: Reduce bandwith, critical on e.g. nexdm02
433 self.effects |= EF_LOWPRECISION;
436 // button and multiple button
439 void() button_return;
443 self.state = STATE_TOP;
444 self.nextthink = self.ltime + self.wait;
445 self.think = button_return;
446 activator = self.enemy;
448 self.frame = 1; // use alternate textures
453 self.state = STATE_BOTTOM;
458 self.state = STATE_DOWN;
459 SUB_CalcMove (self.pos1, self.speed, button_done);
460 self.frame = 0; // use normal textures
462 self.takedamage = DAMAGE_YES; // can be shot again
466 void button_blocked()
468 // do nothing, just don't come all the way back out
474 self.health = self.max_health;
475 self.takedamage = DAMAGE_NO; // will be reset upon return
477 if (self.state == STATE_UP || self.state == STATE_TOP)
480 if (self.noise != "")
481 sound (self, CHAN_TRIGGER, self.noise, VOL_BASE, ATTN_NORM);
483 self.state = STATE_UP;
484 SUB_CalcMove (self.pos2, self.speed, button_wait);
490 // if (activator.classname != "player")
492 // dprint(activator.classname);
493 // dprint(" triggered a button\n");
495 self.enemy = activator;
501 // if (activator.classname != "player")
503 // dprint(activator.classname);
504 // dprint(" touched a button\n");
508 if not(other.iscreature)
510 if(other.velocity * self.movedir < 0)
514 self.enemy = other.owner;
518 void button_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
520 self.health = self.health - damage;
521 if (self.health <= 0)
523 // if (activator.classname != "player")
525 // dprint(activator.classname);
526 // dprint(" killed a button\n");
528 self.enemy = damage_attacker;
534 /*QUAKED spawnfunc_func_button (0 .5 .8) ?
535 When a button is touched, it moves some distance in the direction of it's angle, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again.
537 "angle" determines the opening direction
538 "target" all entities with a matching targetname will be used
539 "speed" override the default 40 speed
540 "wait" override the default 1 second wait (-1 = never return)
541 "lip" override the default 4 pixel lip remaining at end of move
542 "health" if set, the button must be killed instead of touched. If set to -1, the button will fire on ANY attack, even damageless ones like the MinstaGib laser
549 void spawnfunc_func_button()
553 InitMovingBrushTrigger();
554 self.effects |= EF_LOWPRECISION;
556 self.blocked = button_blocked;
557 self.use = button_use;
559 // if (self.health == 0) // all buttons are now shootable
563 self.max_health = self.health;
564 self.event_damage = button_damage;
565 self.takedamage = DAMAGE_YES;
568 self.touch = button_touch;
578 precache_sound(self.noise);
580 self.state = STATE_BOTTOM;
582 self.pos1 = self.origin;
583 self.pos2 = self.pos1 + self.movedir*(fabs(self.movedir*self.size) - self.lip);
587 float DOOR_START_OPEN = 1;
588 float DOOR_DONT_LINK = 4;
589 float DOOR_TOGGLE = 32;
593 Doors are similar to buttons, but can spawn a fat trigger field around them
594 to open without a touch, and they link together to form simultanious
597 Door.owner is the master door. If there is only one door, it points to itself.
598 If multiple doors, all will point to a single one.
600 Door.enemy chains from the master door through all doors linked in the chain.
605 =============================================================================
609 =============================================================================
618 if((self.spawnflags & 8) && (other.takedamage != DAMAGE_NO)) { // KIll Kill Kill!!
619 Damage (other, self, self, 10000, DEATH_HURTTRIGGER, other.origin, '0 0 0');
622 if((self.dmg) && (other.takedamage == DAMAGE_YES)) // Shall we bite?
623 Damage (other, self, self, self.dmg, DEATH_HURTTRIGGER, other.origin, '0 0 0');
625 //Dont chamge direction for dead or dying stuff
626 if(other.deadflag != DEAD_NO && (other.takedamage == DAMAGE_NO)) {
629 if (self.state == STATE_DOWN)
635 //gib dying stuff just to make sure
636 if((self.dmg) && (other.takedamage != DAMAGE_NO)) // Shall we bite?
637 Damage (other, self, self, 10000, DEATH_HURTTRIGGER, other.origin, '0 0 0');
641 //T_Damage (other, self, self, self.dmg, self.dmg, self.deathtype, DT_IMPACT, (self.absmin + self.absmax) * 0.5, '0 0 0', Obituary_Generic);
642 // if a door has a negative wait, it would never come back if blocked,
643 // so let it just squash the object to death real fast
644 /* if (self.wait >= 0)
646 if (self.state == STATE_DOWN)
657 if (self.noise1 != "")
658 sound (self, CHAN_TRIGGER, self.noise1, VOL_BASE, ATTN_NORM);
659 self.state = STATE_TOP;
660 if (self.spawnflags & DOOR_TOGGLE)
661 return; // don't come down automatically
662 self.think = door_go_down;
663 self.nextthink = self.ltime + self.wait;
666 void door_hit_bottom()
668 if (self.noise1 != "")
669 sound (self, CHAN_TRIGGER, self.noise1, VOL_BASE, ATTN_NORM);
670 self.state = STATE_BOTTOM;
675 if (self.noise2 != "")
676 sound (self, CHAN_TRIGGER, self.noise2, VOL_BASE, ATTN_NORM);
679 self.takedamage = DAMAGE_YES;
680 self.health = self.max_health;
683 self.state = STATE_DOWN;
684 SUB_CalcMove (self.pos1, self.speed, door_hit_bottom);
689 if (self.state == STATE_UP)
690 return; // allready going up
692 if (self.state == STATE_TOP)
693 { // reset top wait time
694 self.nextthink = self.ltime + self.wait;
698 if (self.noise2 != "")
699 sound (self, CHAN_TRIGGER, self.noise2, VOL_BASE, ATTN_NORM);
700 self.state = STATE_UP;
701 SUB_CalcMove (self.pos2, self.speed, door_hit_top);
708 =============================================================================
712 =============================================================================
721 if (self.owner != self)
722 objerror ("door_fire: self.owner != self");
724 oldmessage = self.message;
725 self.message = ""; // no more message
728 if (self.spawnflags & DOOR_TOGGLE)
730 if (self.state == STATE_UP || self.state == STATE_TOP)
737 } while ( (self != starte) && (self != world) );
743 // trigger all paired doors
749 } while ( (self != starte) && (self != world) );
752 self.message = oldmessage;
760 //dprint("door_use (model: ");dprint(self.model);dprint(")\n");
771 void door_trigger_touch()
773 if (other.health < 1 && !other.iscreature)
776 if (time < self.attack_finished_single)
778 self.attack_finished_single = time + 1;
787 void door_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
790 self.health = self.health - damage;
791 if (self.health <= 0)
795 self.health = self.max_health;
796 self.takedamage = DAMAGE_NO; // wil be reset upon return
812 if(other.classname != "player")
814 if (self.owner.attack_finished_single > time)
817 self.owner.attack_finished_single = time + 2;
819 if (!self.dmg && self.owner.message != "")
821 if (other.flags & FL_CLIENT)
822 centerprint (other, self.owner.message);
823 play2(other, "misc/talk.wav");
828 =============================================================================
832 =============================================================================
836 entity spawn_field(vector fmins, vector fmaxs)
838 local entity trigger;
842 trigger.classname = "doortriggerfield";
843 trigger.movetype = MOVETYPE_NONE;
844 trigger.solid = SOLID_TRIGGER;
845 trigger.owner = self;
846 trigger.touch = door_trigger_touch;
850 setsize (trigger, t1 - '60 60 8', t2 + '60 60 8');
855 float EntitiesTouching(entity e1, entity e2)
857 if (e1.mins_x > e2.maxs_x)
859 if (e1.mins_y > e2.maxs_y)
861 if (e1.mins_z > e2.maxs_z)
863 if (e1.maxs_x < e2.mins_x)
865 if (e1.maxs_y < e2.mins_y)
867 if (e1.maxs_z < e2.mins_z)
882 local entity t, starte;
883 local vector cmins, cmaxs;
886 return; // already linked by another door
887 if (self.spawnflags & 4)
889 self.owner = self.enemy = self;
890 return; // don't want to link this door
901 self.owner = starte; // master door
904 starte.health = self.health;
906 starte.targetname = self.targetname;
907 if (self.message != "")
908 starte.message = self.message;
910 t = find(t, classname, self.classname);
913 self.enemy = starte; // make the chain a loop
915 // shootable, or triggered doors just needed the owner/enemy links,
916 // they don't spawn a field
927 self.owner.trigger_field = spawn_field(cmins, cmaxs);
932 if (EntitiesTouching(self,t))
935 objerror ("cross connected doors");
940 if (t.mins_x < cmins_x)
942 if (t.mins_y < cmins_y)
944 if (t.mins_z < cmins_z)
946 if (t.maxs_x > cmaxs_x)
948 if (t.maxs_y > cmaxs_y)
950 if (t.maxs_z > cmaxs_z)
958 /*QUAKED spawnfunc_func_door (0 .5 .8) ? START_OPEN x DOOR_DONT_LINK x x TOGGLE
959 if two doors touch, they are assumed to be connected and operate as a unit.
961 TOGGLE causes the door to wait in both the start and end states for a trigger event.
963 START_OPEN causes the door to move to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not usefull for touch or takedamage doors).
965 "message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet
966 "angle" determines the opening direction
967 "targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
968 "health" if set, door must be shot open
969 "speed" movement speed (100 default)
970 "wait" wait before returning (3 default, -1 = never return)
971 "lip" lip remaining at end of move (8 default)
972 "dmg" damage to inflict when blocked (2 default)
979 FIXME: only one sound set available at the time being
983 void door_init_startopen()
985 setorigin (self, self.pos2);
986 self.pos2 = self.pos1;
987 self.pos1 = self.origin;
990 void spawnfunc_func_door()
992 //if (!self.deathtype) // map makers can override this
993 // self.deathtype = " got in the way";
996 self.max_health = self.health;
997 InitMovingBrushTrigger();
998 self.effects |= EF_LOWPRECISION;
999 self.classname = "door";
1001 self.blocked = door_blocked;
1002 self.use = door_use;
1004 if(self.spawnflags & 8)
1007 if(self.dmg && (!self.message))
1008 self.message = "was squished";
1009 if(self.dmg && (!self.message2))
1010 self.message2 = "was squished by";
1012 if (self.sounds > 0)
1014 precache_sound ("plats/medplat1.wav");
1015 precache_sound ("plats/medplat2.wav");
1016 self.noise2 = "plats/medplat1.wav";
1017 self.noise1 = "plats/medplat2.wav";
1029 self.pos1 = self.origin;
1030 self.pos2 = self.pos1 + self.movedir*(fabs(self.movedir*self.size) - self.lip);
1032 // DOOR_START_OPEN is to allow an entity to be lighted in the closed position
1033 // but spawn in the open position
1034 if (self.spawnflags & DOOR_START_OPEN)
1035 InitializeEntity(self, door_init_startopen, INITPRIO_SETLOCATION);
1037 self.state = STATE_BOTTOM;
1041 self.takedamage = DAMAGE_YES;
1042 self.event_damage = door_damage;
1048 self.touch = door_touch;
1050 // LinkDoors can't be done until all of the doors have been spawned, so
1051 // the sizes can be detected properly.
1052 InitializeEntity(self, LinkDoors, INITPRIO_LINKDOORS);
1056 =============================================================================
1060 =============================================================================
1063 void() fd_secret_move1;
1064 void() fd_secret_move2;
1065 void() fd_secret_move3;
1066 void() fd_secret_move4;
1067 void() fd_secret_move5;
1068 void() fd_secret_move6;
1069 void() fd_secret_done;
1071 float SECRET_OPEN_ONCE = 1; // stays open
1072 float SECRET_1ST_LEFT = 2; // 1st move is left of arrow
1073 float SECRET_1ST_DOWN = 4; // 1st move is down from arrow
1074 float SECRET_NO_SHOOT = 8; // only opened by trigger
1075 float SECRET_YES_SHOOT = 16; // shootable even if targeted
1078 void fd_secret_use()
1081 string message_save;
1083 self.health = 10000;
1084 self.bot_attack = TRUE;
1086 // exit if still moving around...
1087 if (self.origin != self.oldorigin)
1090 message_save = self.message;
1091 self.message = ""; // no more message
1092 SUB_UseTargets(); // fire all targets / killtargets
1093 self.message = message_save;
1095 self.velocity = '0 0 0';
1097 // Make a sound, wait a little...
1099 if (self.noise1 != "")
1100 sound(self, CHAN_TRIGGER, self.noise1, VOL_BASE, ATTN_NORM);
1101 self.nextthink = self.ltime + 0.1;
1103 temp = 1 - (self.spawnflags & SECRET_1ST_LEFT); // 1 or -1
1104 makevectors(self.mangle);
1108 if (self.spawnflags & SECRET_1ST_DOWN)
1109 self.t_width = fabs(v_up * self.size);
1111 self.t_width = fabs(v_right * self.size);
1115 self.t_length = fabs(v_forward * self.size);
1117 if (self.spawnflags & SECRET_1ST_DOWN)
1118 self.dest1 = self.origin - v_up * self.t_width;
1120 self.dest1 = self.origin + v_right * (self.t_width * temp);
1122 self.dest2 = self.dest1 + v_forward * self.t_length;
1123 SUB_CalcMove(self.dest1, self.speed, fd_secret_move1);
1124 if (self.noise2 != "")
1125 sound(self, CHAN_TRIGGER, self.noise2, VOL_BASE, ATTN_NORM);
1128 // Wait after first movement...
1129 void fd_secret_move1()
1131 self.nextthink = self.ltime + 1.0;
1132 self.think = fd_secret_move2;
1133 if (self.noise3 != "")
1134 sound(self, CHAN_TRIGGER, self.noise3, VOL_BASE, ATTN_NORM);
1137 // Start moving sideways w/sound...
1138 void fd_secret_move2()
1140 if (self.noise2 != "")
1141 sound(self, CHAN_TRIGGER, self.noise2, VOL_BASE, ATTN_NORM);
1142 SUB_CalcMove(self.dest2, self.speed, fd_secret_move3);
1145 // Wait here until time to go back...
1146 void fd_secret_move3()
1148 if (self.noise3 != "")
1149 sound(self, CHAN_TRIGGER, self.noise3, VOL_BASE, ATTN_NORM);
1150 if (!(self.spawnflags & SECRET_OPEN_ONCE))
1152 self.nextthink = self.ltime + self.wait;
1153 self.think = fd_secret_move4;
1158 void fd_secret_move4()
1160 if (self.noise2 != "")
1161 sound(self, CHAN_TRIGGER, self.noise2, VOL_BASE, ATTN_NORM);
1162 SUB_CalcMove(self.dest1, self.speed, fd_secret_move5);
1166 void fd_secret_move5()
1168 self.nextthink = self.ltime + 1.0;
1169 self.think = fd_secret_move6;
1170 if (self.noise3 != "")
1171 sound(self, CHAN_TRIGGER, self.noise3, VOL_BASE, ATTN_NORM);
1174 void fd_secret_move6()
1176 if (self.noise2 != "")
1177 sound(self, CHAN_TRIGGER, self.noise2, VOL_BASE, ATTN_NORM);
1178 SUB_CalcMove(self.oldorigin, self.speed, fd_secret_done);
1181 void fd_secret_done()
1183 if (self.spawnflags&SECRET_YES_SHOOT)
1185 self.health = 10000;
1186 self.takedamage = DAMAGE_YES;
1187 //self.th_pain = fd_secret_use;
1189 if (self.noise3 != "")
1190 sound(self, CHAN_TRIGGER, self.noise3, VOL_BASE, ATTN_NORM);
1193 void secret_blocked()
1195 if (time < self.attack_finished_single)
1197 self.attack_finished_single = time + 0.5;
1198 //T_Damage (other, self, self, self.dmg, self.dmg, self.deathtype, DT_IMPACT, (self.absmin + self.absmax) * 0.5, '0 0 0', Obituary_Generic);
1210 if not(other.iscreature)
1212 if (self.attack_finished_single > time)
1215 self.attack_finished_single = time + 2;
1219 if (other.flags & FL_CLIENT)
1220 centerprint (other, self.message);
1221 play2(other, "misc/talk.wav");
1226 /*QUAKED spawnfunc_func_door_secret (0 .5 .8) ? open_once 1st_left 1st_down no_shoot always_shoot
1227 Basic secret door. Slides back, then to the side. Angle determines direction.
1228 wait = # of seconds before coming back
1229 1st_left = 1st move is left of arrow
1230 1st_down = 1st move is down from arrow
1231 always_shoot = even if targeted, keep shootable
1232 t_width = override WIDTH to move back (or height if going down)
1233 t_length = override LENGTH to move sideways
1234 "dmg" damage to inflict when blocked (2 default)
1236 If a secret door has a targetname, it will only be opened by it's botton or trigger, not by damage.
1243 void spawnfunc_func_door_secret()
1245 /*if (!self.deathtype) // map makers can override this
1246 self.deathtype = " got in the way";*/
1252 self.mangle = self.angles;
1253 self.angles = '0 0 0';
1254 self.classname = "door";
1255 InitMovingBrushTrigger();
1256 self.effects |= EF_LOWPRECISION;
1258 self.touch = secret_touch;
1259 self.blocked = secret_blocked;
1261 self.use = fd_secret_use;
1266 self.spawnflags |= SECRET_YES_SHOOT;
1268 if(self.spawnflags&SECRET_YES_SHOOT)
1270 self.health = 10000;
1271 self.takedamage = DAMAGE_YES;
1272 self.event_damage = fd_secret_use;
1274 self.oldorigin = self.origin;
1276 self.wait = 5; // 5 seconds before closing