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 (other.classname != "player")
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 (other.classname != "player")
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 (other.classname != "player")
512 self.enemy = other.owner;
516 void button_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
518 self.health = self.health - damage;
519 if (self.health <= 0)
521 // if (activator.classname != "player")
523 // dprint(activator.classname);
524 // dprint(" killed a button\n");
526 self.enemy = damage_attacker;
532 /*QUAKED spawnfunc_func_button (0 .5 .8) ?
533 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.
535 "angle" determines the opening direction
536 "target" all entities with a matching targetname will be used
537 "speed" override the default 40 speed
538 "wait" override the default 1 second wait (-1 = never return)
539 "lip" override the default 4 pixel lip remaining at end of move
540 "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
547 void spawnfunc_func_button()
551 InitMovingBrushTrigger();
552 self.effects |= EF_LOWPRECISION;
554 self.blocked = button_blocked;
555 self.use = button_use;
557 // if (self.health == 0) // all buttons are now shootable
561 self.max_health = self.health;
562 self.event_damage = button_damage;
563 self.takedamage = DAMAGE_YES;
566 self.touch = button_touch;
576 precache_sound(self.noise);
578 self.state = STATE_BOTTOM;
580 self.pos1 = self.origin;
581 self.pos2 = self.pos1 + self.movedir*(fabs(self.movedir*self.size) - self.lip);
585 float DOOR_START_OPEN = 1;
586 float DOOR_DONT_LINK = 4;
587 float DOOR_TOGGLE = 32;
591 Doors are similar to buttons, but can spawn a fat trigger field around them
592 to open without a touch, and they link together to form simultanious
595 Door.owner is the master door. If there is only one door, it points to itself.
596 If multiple doors, all will point to a single one.
598 Door.enemy chains from the master door through all doors linked in the chain.
603 =============================================================================
607 =============================================================================
616 if((self.spawnflags & 8) && (other.takedamage != DAMAGE_NO)) { // KIll Kill Kill!!
617 Damage (other, self, self, 10000, DEATH_HURTTRIGGER, other.origin, '0 0 0');
620 if((self.dmg) && (other.takedamage == DAMAGE_YES)) // Shall we bite?
621 Damage (other, self, self, self.dmg, DEATH_HURTTRIGGER, other.origin, '0 0 0');
623 //Dont chamge direction for dead or dying stuff
624 if(other.deadflag != DEAD_NO && (other.takedamage == DAMAGE_NO)) {
627 if (self.state == STATE_DOWN)
633 //gib dying stuff just to make sure
634 if((self.dmg) && (other.takedamage != DAMAGE_NO)) // Shall we bite?
635 Damage (other, self, self, 10000, DEATH_HURTTRIGGER, other.origin, '0 0 0');
639 //T_Damage (other, self, self, self.dmg, self.dmg, self.deathtype, DT_IMPACT, (self.absmin + self.absmax) * 0.5, '0 0 0', Obituary_Generic);
640 // if a door has a negative wait, it would never come back if blocked,
641 // so let it just squash the object to death real fast
642 /* if (self.wait >= 0)
644 if (self.state == STATE_DOWN)
655 if (self.noise1 != "")
656 sound (self, CHAN_TRIGGER, self.noise1, VOL_BASE, ATTN_NORM);
657 self.state = STATE_TOP;
658 if (self.spawnflags & DOOR_TOGGLE)
659 return; // don't come down automatically
660 self.think = door_go_down;
661 self.nextthink = self.ltime + self.wait;
664 void door_hit_bottom()
666 if (self.noise1 != "")
667 sound (self, CHAN_TRIGGER, self.noise1, VOL_BASE, ATTN_NORM);
668 self.state = STATE_BOTTOM;
673 if (self.noise2 != "")
674 sound (self, CHAN_TRIGGER, self.noise2, VOL_BASE, ATTN_NORM);
677 self.takedamage = DAMAGE_YES;
678 self.health = self.max_health;
681 self.state = STATE_DOWN;
682 SUB_CalcMove (self.pos1, self.speed, door_hit_bottom);
687 if (self.state == STATE_UP)
688 return; // allready going up
690 if (self.state == STATE_TOP)
691 { // reset top wait time
692 self.nextthink = self.ltime + self.wait;
696 if (self.noise2 != "")
697 sound (self, CHAN_TRIGGER, self.noise2, VOL_BASE, ATTN_NORM);
698 self.state = STATE_UP;
699 SUB_CalcMove (self.pos2, self.speed, door_hit_top);
706 =============================================================================
710 =============================================================================
719 if (self.owner != self)
720 objerror ("door_fire: self.owner != self");
722 oldmessage = self.message;
723 self.message = ""; // no more message
726 if (self.spawnflags & DOOR_TOGGLE)
728 if (self.state == STATE_UP || self.state == STATE_TOP)
735 } while ( (self != starte) && (self != world) );
741 // trigger all paired doors
747 } while ( (self != starte) && (self != world) );
750 self.message = oldmessage;
758 //dprint("door_use (model: ");dprint(self.model);dprint(")\n");
769 void door_trigger_touch()
771 if (other.health < 1)
774 if (time < self.attack_finished_single)
776 self.attack_finished_single = time + 1;
785 void door_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
788 self.health = self.health - damage;
789 if (self.health <= 0)
793 self.health = self.max_health;
794 self.takedamage = DAMAGE_NO; // wil be reset upon return
810 if (other.classname != "player")
812 if (self.owner.attack_finished_single > time)
815 self.owner.attack_finished_single = time + 2;
817 if (!self.dmg && self.owner.message != "")
819 if (other.flags & FL_CLIENT)
820 centerprint (other, self.owner.message);
821 play2(other, "misc/talk.wav");
826 =============================================================================
830 =============================================================================
834 entity spawn_field(vector fmins, vector fmaxs)
836 local entity trigger;
840 trigger.classname = "doortriggerfield";
841 trigger.movetype = MOVETYPE_NONE;
842 trigger.solid = SOLID_TRIGGER;
843 trigger.owner = self;
844 trigger.touch = door_trigger_touch;
848 setsize (trigger, t1 - '60 60 8', t2 + '60 60 8');
853 float EntitiesTouching(entity e1, entity e2)
855 if (e1.mins_x > e2.maxs_x)
857 if (e1.mins_y > e2.maxs_y)
859 if (e1.mins_z > e2.maxs_z)
861 if (e1.maxs_x < e2.mins_x)
863 if (e1.maxs_y < e2.mins_y)
865 if (e1.maxs_z < e2.mins_z)
880 local entity t, starte;
881 local vector cmins, cmaxs;
884 return; // already linked by another door
885 if (self.spawnflags & 4)
887 self.owner = self.enemy = self;
888 return; // don't want to link this door
899 self.owner = starte; // master door
902 starte.health = self.health;
904 starte.targetname = self.targetname;
905 if (self.message != "")
906 starte.message = self.message;
908 t = find(t, classname, self.classname);
911 self.enemy = starte; // make the chain a loop
913 // shootable, or triggered doors just needed the owner/enemy links,
914 // they don't spawn a field
925 self.owner.trigger_field = spawn_field(cmins, cmaxs);
930 if (EntitiesTouching(self,t))
933 objerror ("cross connected doors");
938 if (t.mins_x < cmins_x)
940 if (t.mins_y < cmins_y)
942 if (t.mins_z < cmins_z)
944 if (t.maxs_x > cmaxs_x)
946 if (t.maxs_y > cmaxs_y)
948 if (t.maxs_z > cmaxs_z)
956 /*QUAKED spawnfunc_func_door (0 .5 .8) ? START_OPEN x DOOR_DONT_LINK x x TOGGLE
957 if two doors touch, they are assumed to be connected and operate as a unit.
959 TOGGLE causes the door to wait in both the start and end states for a trigger event.
961 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).
963 "message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet
964 "angle" determines the opening direction
965 "targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
966 "health" if set, door must be shot open
967 "speed" movement speed (100 default)
968 "wait" wait before returning (3 default, -1 = never return)
969 "lip" lip remaining at end of move (8 default)
970 "dmg" damage to inflict when blocked (2 default)
977 FIXME: only one sound set available at the time being
981 void door_init_startopen()
983 setorigin (self, self.pos2);
984 self.pos2 = self.pos1;
985 self.pos1 = self.origin;
988 void spawnfunc_func_door()
990 //if (!self.deathtype) // map makers can override this
991 // self.deathtype = " got in the way";
994 self.max_health = self.health;
995 InitMovingBrushTrigger();
996 self.effects |= EF_LOWPRECISION;
997 self.classname = "door";
999 self.blocked = door_blocked;
1000 self.use = door_use;
1002 if(self.spawnflags & 8)
1005 if(self.dmg && (!self.message))
1006 self.message = "was squished";
1007 if(self.dmg && (!self.message2))
1008 self.message2 = "was squished by";
1010 if (self.sounds > 0)
1012 precache_sound ("plats/medplat1.wav");
1013 precache_sound ("plats/medplat2.wav");
1014 self.noise2 = "plats/medplat1.wav";
1015 self.noise1 = "plats/medplat2.wav";
1027 self.pos1 = self.origin;
1028 self.pos2 = self.pos1 + self.movedir*(fabs(self.movedir*self.size) - self.lip);
1030 // DOOR_START_OPEN is to allow an entity to be lighted in the closed position
1031 // but spawn in the open position
1032 if (self.spawnflags & DOOR_START_OPEN)
1033 InitializeEntity(self, door_init_startopen, INITPRIO_SETLOCATION);
1035 self.state = STATE_BOTTOM;
1039 self.takedamage = DAMAGE_YES;
1040 self.event_damage = door_damage;
1046 self.touch = door_touch;
1048 // LinkDoors can't be done until all of the doors have been spawned, so
1049 // the sizes can be detected properly.
1050 InitializeEntity(self, LinkDoors, INITPRIO_LINKDOORS);
1054 =============================================================================
1058 =============================================================================
1061 void() fd_secret_move1;
1062 void() fd_secret_move2;
1063 void() fd_secret_move3;
1064 void() fd_secret_move4;
1065 void() fd_secret_move5;
1066 void() fd_secret_move6;
1067 void() fd_secret_done;
1069 float SECRET_OPEN_ONCE = 1; // stays open
1070 float SECRET_1ST_LEFT = 2; // 1st move is left of arrow
1071 float SECRET_1ST_DOWN = 4; // 1st move is down from arrow
1072 float SECRET_NO_SHOOT = 8; // only opened by trigger
1073 float SECRET_YES_SHOOT = 16; // shootable even if targeted
1076 void fd_secret_use()
1079 string message_save;
1081 self.health = 10000;
1082 self.bot_attack = TRUE;
1084 // exit if still moving around...
1085 if (self.origin != self.oldorigin)
1088 message_save = self.message;
1089 self.message = ""; // no more message
1090 SUB_UseTargets(); // fire all targets / killtargets
1091 self.message = message_save;
1093 self.velocity = '0 0 0';
1095 // Make a sound, wait a little...
1097 if (self.noise1 != "")
1098 sound(self, CHAN_TRIGGER, self.noise1, VOL_BASE, ATTN_NORM);
1099 self.nextthink = self.ltime + 0.1;
1101 temp = 1 - (self.spawnflags & SECRET_1ST_LEFT); // 1 or -1
1102 makevectors(self.mangle);
1106 if (self.spawnflags & SECRET_1ST_DOWN)
1107 self.t_width = fabs(v_up * self.size);
1109 self.t_width = fabs(v_right * self.size);
1113 self.t_length = fabs(v_forward * self.size);
1115 if (self.spawnflags & SECRET_1ST_DOWN)
1116 self.dest1 = self.origin - v_up * self.t_width;
1118 self.dest1 = self.origin + v_right * (self.t_width * temp);
1120 self.dest2 = self.dest1 + v_forward * self.t_length;
1121 SUB_CalcMove(self.dest1, self.speed, fd_secret_move1);
1122 if (self.noise2 != "")
1123 sound(self, CHAN_TRIGGER, self.noise2, VOL_BASE, ATTN_NORM);
1126 // Wait after first movement...
1127 void fd_secret_move1()
1129 self.nextthink = self.ltime + 1.0;
1130 self.think = fd_secret_move2;
1131 if (self.noise3 != "")
1132 sound(self, CHAN_TRIGGER, self.noise3, VOL_BASE, ATTN_NORM);
1135 // Start moving sideways w/sound...
1136 void fd_secret_move2()
1138 if (self.noise2 != "")
1139 sound(self, CHAN_TRIGGER, self.noise2, VOL_BASE, ATTN_NORM);
1140 SUB_CalcMove(self.dest2, self.speed, fd_secret_move3);
1143 // Wait here until time to go back...
1144 void fd_secret_move3()
1146 if (self.noise3 != "")
1147 sound(self, CHAN_TRIGGER, self.noise3, VOL_BASE, ATTN_NORM);
1148 if (!(self.spawnflags & SECRET_OPEN_ONCE))
1150 self.nextthink = self.ltime + self.wait;
1151 self.think = fd_secret_move4;
1156 void fd_secret_move4()
1158 if (self.noise2 != "")
1159 sound(self, CHAN_TRIGGER, self.noise2, VOL_BASE, ATTN_NORM);
1160 SUB_CalcMove(self.dest1, self.speed, fd_secret_move5);
1164 void fd_secret_move5()
1166 self.nextthink = self.ltime + 1.0;
1167 self.think = fd_secret_move6;
1168 if (self.noise3 != "")
1169 sound(self, CHAN_TRIGGER, self.noise3, VOL_BASE, ATTN_NORM);
1172 void fd_secret_move6()
1174 if (self.noise2 != "")
1175 sound(self, CHAN_TRIGGER, self.noise2, VOL_BASE, ATTN_NORM);
1176 SUB_CalcMove(self.oldorigin, self.speed, fd_secret_done);
1179 void fd_secret_done()
1181 if (self.spawnflags&SECRET_YES_SHOOT)
1183 self.health = 10000;
1184 self.takedamage = DAMAGE_YES;
1185 //self.th_pain = fd_secret_use;
1187 if (self.noise3 != "")
1188 sound(self, CHAN_TRIGGER, self.noise3, VOL_BASE, ATTN_NORM);
1191 void secret_blocked()
1193 if (time < self.attack_finished_single)
1195 self.attack_finished_single = time + 0.5;
1196 //T_Damage (other, self, self, self.dmg, self.dmg, self.deathtype, DT_IMPACT, (self.absmin + self.absmax) * 0.5, '0 0 0', Obituary_Generic);
1208 if (activator.classname != "player")
1210 if (self.attack_finished_single > time)
1213 self.attack_finished_single = time + 2;
1217 if (other.flags & FL_CLIENT)
1218 centerprint (other, self.message);
1219 play2(other, "misc/talk.wav");
1224 /*QUAKED spawnfunc_func_door_secret (0 .5 .8) ? open_once 1st_left 1st_down no_shoot always_shoot
1225 Basic secret door. Slides back, then to the side. Angle determines direction.
1226 wait = # of seconds before coming back
1227 1st_left = 1st move is left of arrow
1228 1st_down = 1st move is down from arrow
1229 always_shoot = even if targeted, keep shootable
1230 t_width = override WIDTH to move back (or height if going down)
1231 t_length = override LENGTH to move sideways
1232 "dmg" damage to inflict when blocked (2 default)
1234 If a secret door has a targetname, it will only be opened by it's botton or trigger, not by damage.
1241 void spawnfunc_func_door_secret()
1243 /*if (!self.deathtype) // map makers can override this
1244 self.deathtype = " got in the way";*/
1250 self.mangle = self.angles;
1251 self.angles = '0 0 0';
1252 self.classname = "door";
1253 InitMovingBrushTrigger();
1254 self.effects |= EF_LOWPRECISION;
1256 self.touch = secret_touch;
1257 self.blocked = secret_blocked;
1259 self.use = fd_secret_use;
1264 self.spawnflags |= SECRET_YES_SHOOT;
1266 if(self.spawnflags&SECRET_YES_SHOOT)
1268 self.health = 10000;
1269 self.takedamage = DAMAGE_YES;
1270 self.event_damage = fd_secret_use;
1272 self.oldorigin = self.origin;
1274 self.wait = 5; // 5 seconds before closing