void door_blocked()
{
- if((self.spawnflags & 8)
+ if((self.spawnflags & 8)
#ifdef SVQC
&& (other.takedamage != DAMAGE_NO)
#elif defined(CSQC)
FindConnectedComponent(self, enemy, LinkDoors_nextent, LinkDoors_isconnected, world);
// set owner, and make a loop of the chain
- dprint("LinkDoors: linking doors:");
+ LOG_TRACE("LinkDoors: linking doors:");
for(t = self; ; t = t.enemy)
{
- dprint(" ", etos(t));
+ LOG_TRACE(" ", etos(t));
t.owner = self;
if(t.enemy == world)
{
break;
}
}
- dprint("\n");
+ LOG_TRACE("\n");
// collect health, targetname, message, size
cmins = self.absmin;
self.pos1 = self.SUB_ORIGIN;
self.pos2 = self.pos1 + self.movedir*(fabs(self.movedir*self.size) - self.lip);
+ if(self.spawnflags & DOOR_NONSOLID)
+ self.solid = SOLID_NOT;
+
// DOOR_START_OPEN is to allow an entity to be lighted in the closed position
// but spawn in the open position
if (self.spawnflags & DOOR_START_OPEN)