this.dest1 = this.origin + v_right * (this.t_width * temp);
this.dest2 = this.dest1 + v_forward * this.t_length;
- WITHSELF(this, SUB_CalcMove(this.dest1, TSPEED_LINEAR, this.speed, fd_secret_move1));
+ WITHSELF(this, SUB_CalcMove(this, this.dest1, TSPEED_LINEAR, this.speed, fd_secret_move1));
if (this.noise2 != "")
_sound(this, CH_TRIGGER_SINGLE, this.noise2, VOL_BASE, ATTEN_NORM);
}
{
if (self.noise2 != "")
_sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
- SUB_CalcMove(self.dest2, TSPEED_LINEAR, self.speed, fd_secret_move3);
+ SUB_CalcMove(self, self.dest2, TSPEED_LINEAR, self.speed, fd_secret_move3);
}
// Wait here until time to go back...
{
if (self.noise2 != "")
_sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
- SUB_CalcMove(self.dest1, TSPEED_LINEAR, self.speed, fd_secret_move5);
+ SUB_CalcMove(self, self.dest1, TSPEED_LINEAR, self.speed, fd_secret_move5);
}
// Wait 1 second...
{
if (self.noise2 != "")
_sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
- SUB_CalcMove(self.oldorigin, TSPEED_LINEAR, self.speed, fd_secret_done);
+ SUB_CalcMove(self, self.oldorigin, TSPEED_LINEAR, self.speed, fd_secret_done);
}
void fd_secret_done(entity this)