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)
774 if not(other.iscreature && other.deadflag == DEAD_NO)
777 if (time < self.attack_finished_single)
779 self.attack_finished_single = time + 1;
788 void door_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
791 self.health = self.health - damage;
792 if (self.health <= 0)
796 self.health = self.max_health;
797 self.takedamage = DAMAGE_NO; // wil be reset upon return
813 if(other.classname != "player")
815 if (self.owner.attack_finished_single > time)
818 self.owner.attack_finished_single = time + 2;
820 if (!self.dmg && self.owner.message != "")
822 if (other.flags & FL_CLIENT)
823 centerprint (other, self.owner.message);
824 play2(other, "misc/talk.wav");
829 =============================================================================
833 =============================================================================
837 entity spawn_field(vector fmins, vector fmaxs)
839 local entity trigger;
843 trigger.classname = "doortriggerfield";
844 trigger.movetype = MOVETYPE_NONE;
845 trigger.solid = SOLID_TRIGGER;
846 trigger.owner = self;
847 trigger.touch = door_trigger_touch;
851 setsize (trigger, t1 - '60 60 8', t2 + '60 60 8');
856 float EntitiesTouching(entity e1, entity e2)
858 if (e1.mins_x > e2.maxs_x)
860 if (e1.mins_y > e2.maxs_y)
862 if (e1.mins_z > e2.maxs_z)
864 if (e1.maxs_x < e2.mins_x)
866 if (e1.maxs_y < e2.mins_y)
868 if (e1.maxs_z < e2.mins_z)
883 local entity t, starte;
884 local vector cmins, cmaxs;
887 return; // already linked by another door
888 if (self.spawnflags & 4)
890 self.owner = self.enemy = self;
891 return; // don't want to link this door
902 self.owner = starte; // master door
905 starte.health = self.health;
907 starte.targetname = self.targetname;
908 if (self.message != "")
909 starte.message = self.message;
911 t = find(t, classname, self.classname);
914 self.enemy = starte; // make the chain a loop
916 // shootable, or triggered doors just needed the owner/enemy links,
917 // they don't spawn a field
928 self.owner.trigger_field = spawn_field(cmins, cmaxs);
933 if (EntitiesTouching(self,t))
936 objerror ("cross connected doors");
941 if (t.mins_x < cmins_x)
943 if (t.mins_y < cmins_y)
945 if (t.mins_z < cmins_z)
947 if (t.maxs_x > cmaxs_x)
949 if (t.maxs_y > cmaxs_y)
951 if (t.maxs_z > cmaxs_z)
959 /*QUAKED spawnfunc_func_door (0 .5 .8) ? START_OPEN x DOOR_DONT_LINK x x TOGGLE
960 if two doors touch, they are assumed to be connected and operate as a unit.
962 TOGGLE causes the door to wait in both the start and end states for a trigger event.
964 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).
966 "message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet
967 "angle" determines the opening direction
968 "targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
969 "health" if set, door must be shot open
970 "speed" movement speed (100 default)
971 "wait" wait before returning (3 default, -1 = never return)
972 "lip" lip remaining at end of move (8 default)
973 "dmg" damage to inflict when blocked (2 default)
980 FIXME: only one sound set available at the time being
984 void door_init_startopen()
986 setorigin (self, self.pos2);
987 self.pos2 = self.pos1;
988 self.pos1 = self.origin;
991 void spawnfunc_func_door()
993 //if (!self.deathtype) // map makers can override this
994 // self.deathtype = " got in the way";
997 self.max_health = self.health;
998 InitMovingBrushTrigger();
999 self.effects |= EF_LOWPRECISION;
1000 self.classname = "door";
1002 self.blocked = door_blocked;
1003 self.use = door_use;
1005 if(self.spawnflags & 8)
1008 if(self.dmg && (!self.message))
1009 self.message = "was squished";
1010 if(self.dmg && (!self.message2))
1011 self.message2 = "was squished by";
1013 if (self.sounds > 0)
1015 precache_sound ("plats/medplat1.wav");
1016 precache_sound ("plats/medplat2.wav");
1017 self.noise2 = "plats/medplat1.wav";
1018 self.noise1 = "plats/medplat2.wav";
1030 self.pos1 = self.origin;
1031 self.pos2 = self.pos1 + self.movedir*(fabs(self.movedir*self.size) - self.lip);
1033 // DOOR_START_OPEN is to allow an entity to be lighted in the closed position
1034 // but spawn in the open position
1035 if (self.spawnflags & DOOR_START_OPEN)
1036 InitializeEntity(self, door_init_startopen, INITPRIO_SETLOCATION);
1038 self.state = STATE_BOTTOM;
1042 self.takedamage = DAMAGE_YES;
1043 self.event_damage = door_damage;
1049 self.touch = door_touch;
1051 // LinkDoors can't be done until all of the doors have been spawned, so
1052 // the sizes can be detected properly.
1053 InitializeEntity(self, LinkDoors, INITPRIO_LINKDOORS);
1057 =============================================================================
1061 =============================================================================
1064 void() fd_secret_move1;
1065 void() fd_secret_move2;
1066 void() fd_secret_move3;
1067 void() fd_secret_move4;
1068 void() fd_secret_move5;
1069 void() fd_secret_move6;
1070 void() fd_secret_done;
1072 float SECRET_OPEN_ONCE = 1; // stays open
1073 float SECRET_1ST_LEFT = 2; // 1st move is left of arrow
1074 float SECRET_1ST_DOWN = 4; // 1st move is down from arrow
1075 float SECRET_NO_SHOOT = 8; // only opened by trigger
1076 float SECRET_YES_SHOOT = 16; // shootable even if targeted
1079 void fd_secret_use()
1082 string message_save;
1084 self.health = 10000;
1085 self.bot_attack = TRUE;
1087 // exit if still moving around...
1088 if (self.origin != self.oldorigin)
1091 message_save = self.message;
1092 self.message = ""; // no more message
1093 SUB_UseTargets(); // fire all targets / killtargets
1094 self.message = message_save;
1096 self.velocity = '0 0 0';
1098 // Make a sound, wait a little...
1100 if (self.noise1 != "")
1101 sound(self, CHAN_TRIGGER, self.noise1, VOL_BASE, ATTN_NORM);
1102 self.nextthink = self.ltime + 0.1;
1104 temp = 1 - (self.spawnflags & SECRET_1ST_LEFT); // 1 or -1
1105 makevectors(self.mangle);
1109 if (self.spawnflags & SECRET_1ST_DOWN)
1110 self.t_width = fabs(v_up * self.size);
1112 self.t_width = fabs(v_right * self.size);
1116 self.t_length = fabs(v_forward * self.size);
1118 if (self.spawnflags & SECRET_1ST_DOWN)
1119 self.dest1 = self.origin - v_up * self.t_width;
1121 self.dest1 = self.origin + v_right * (self.t_width * temp);
1123 self.dest2 = self.dest1 + v_forward * self.t_length;
1124 SUB_CalcMove(self.dest1, self.speed, fd_secret_move1);
1125 if (self.noise2 != "")
1126 sound(self, CHAN_TRIGGER, self.noise2, VOL_BASE, ATTN_NORM);
1129 // Wait after first movement...
1130 void fd_secret_move1()
1132 self.nextthink = self.ltime + 1.0;
1133 self.think = fd_secret_move2;
1134 if (self.noise3 != "")
1135 sound(self, CHAN_TRIGGER, self.noise3, VOL_BASE, ATTN_NORM);
1138 // Start moving sideways w/sound...
1139 void fd_secret_move2()
1141 if (self.noise2 != "")
1142 sound(self, CHAN_TRIGGER, self.noise2, VOL_BASE, ATTN_NORM);
1143 SUB_CalcMove(self.dest2, self.speed, fd_secret_move3);
1146 // Wait here until time to go back...
1147 void fd_secret_move3()
1149 if (self.noise3 != "")
1150 sound(self, CHAN_TRIGGER, self.noise3, VOL_BASE, ATTN_NORM);
1151 if (!(self.spawnflags & SECRET_OPEN_ONCE))
1153 self.nextthink = self.ltime + self.wait;
1154 self.think = fd_secret_move4;
1159 void fd_secret_move4()
1161 if (self.noise2 != "")
1162 sound(self, CHAN_TRIGGER, self.noise2, VOL_BASE, ATTN_NORM);
1163 SUB_CalcMove(self.dest1, self.speed, fd_secret_move5);
1167 void fd_secret_move5()
1169 self.nextthink = self.ltime + 1.0;
1170 self.think = fd_secret_move6;
1171 if (self.noise3 != "")
1172 sound(self, CHAN_TRIGGER, self.noise3, VOL_BASE, ATTN_NORM);
1175 void fd_secret_move6()
1177 if (self.noise2 != "")
1178 sound(self, CHAN_TRIGGER, self.noise2, VOL_BASE, ATTN_NORM);
1179 SUB_CalcMove(self.oldorigin, self.speed, fd_secret_done);
1182 void fd_secret_done()
1184 if (self.spawnflags&SECRET_YES_SHOOT)
1186 self.health = 10000;
1187 self.takedamage = DAMAGE_YES;
1188 //self.th_pain = fd_secret_use;
1190 if (self.noise3 != "")
1191 sound(self, CHAN_TRIGGER, self.noise3, VOL_BASE, ATTN_NORM);
1194 void secret_blocked()
1196 if (time < self.attack_finished_single)
1198 self.attack_finished_single = time + 0.5;
1199 //T_Damage (other, self, self, self.dmg, self.dmg, self.deathtype, DT_IMPACT, (self.absmin + self.absmax) * 0.5, '0 0 0', Obituary_Generic);
1211 if not(other.iscreature)
1213 if (self.attack_finished_single > time)
1216 self.attack_finished_single = time + 2;
1220 if (other.flags & FL_CLIENT)
1221 centerprint (other, self.message);
1222 play2(other, "misc/talk.wav");
1227 /*QUAKED spawnfunc_func_door_secret (0 .5 .8) ? open_once 1st_left 1st_down no_shoot always_shoot
1228 Basic secret door. Slides back, then to the side. Angle determines direction.
1229 wait = # of seconds before coming back
1230 1st_left = 1st move is left of arrow
1231 1st_down = 1st move is down from arrow
1232 always_shoot = even if targeted, keep shootable
1233 t_width = override WIDTH to move back (or height if going down)
1234 t_length = override LENGTH to move sideways
1235 "dmg" damage to inflict when blocked (2 default)
1237 If a secret door has a targetname, it will only be opened by it's botton or trigger, not by damage.
1244 void spawnfunc_func_door_secret()
1246 /*if (!self.deathtype) // map makers can override this
1247 self.deathtype = " got in the way";*/
1253 self.mangle = self.angles;
1254 self.angles = '0 0 0';
1255 self.classname = "door";
1256 InitMovingBrushTrigger();
1257 self.effects |= EF_LOWPRECISION;
1259 self.touch = secret_touch;
1260 self.blocked = secret_blocked;
1262 self.use = fd_secret_use;
1267 self.spawnflags |= SECRET_YES_SHOOT;
1269 if(self.spawnflags&SECRET_YES_SHOOT)
1271 self.health = 10000;
1272 self.takedamage = DAMAGE_YES;
1273 self.event_damage = fd_secret_use;
1275 self.oldorigin = self.origin;
1277 self.wait = 5; // 5 seconds before closing