]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/triggers/func/door_secret.qc
Merge branch 'master' into terencehill/tooltips_cleanup
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / triggers / func / door_secret.qc
index b188f83f0d6361c40a0aef64613b8191115915f8..8686c671f7c097c3a5307ecca54e478ef2b3734b 100644 (file)
@@ -14,7 +14,7 @@ const float SECRET_NO_SHOOT = 8;              // only opened by trigger
 const float SECRET_YES_SHOOT = 16;     // shootable even if targeted
 
 void fd_secret_use()
-{
+{SELFPARAM();
        float temp;
        string message_save;
 
@@ -35,7 +35,7 @@ void fd_secret_use()
        // Make a sound, wait a little...
 
        if (self.noise1 != "")
-               sound(self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
+               _sound(self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
        self.SUB_NEXTTHINK = self.SUB_LTIME + 0.1;
 
        temp = 1 - (self.spawnflags & SECRET_1ST_LEFT); // 1 or -1
@@ -60,36 +60,36 @@ void fd_secret_use()
        self.dest2 = self.dest1 + v_forward * self.t_length;
        SUB_CalcMove(self.dest1, TSPEED_LINEAR, self.speed, fd_secret_move1);
        if (self.noise2 != "")
-               sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
+               _sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
 }
 
-void fd_secret_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void fd_secret_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
 {
        fd_secret_use();
 }
 
 // Wait after first movement...
 void fd_secret_move1()
-{
+{SELFPARAM();
        self.SUB_NEXTTHINK = self.SUB_LTIME + 1.0;
        self.think = fd_secret_move2;
        if (self.noise3 != "")
-               sound(self, CH_TRIGGER_SINGLE, self.noise3, VOL_BASE, ATTEN_NORM);
+               _sound(self, CH_TRIGGER_SINGLE, self.noise3, VOL_BASE, ATTEN_NORM);
 }
 
 // Start moving sideways w/sound...
 void fd_secret_move2()
-{
+{SELFPARAM();
        if (self.noise2 != "")
-               sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
+               _sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
        SUB_CalcMove(self.dest2, TSPEED_LINEAR, self.speed, fd_secret_move3);
 }
 
 // Wait here until time to go back...
 void fd_secret_move3()
-{
+{SELFPARAM();
        if (self.noise3 != "")
-               sound(self, CH_TRIGGER_SINGLE, self.noise3, VOL_BASE, ATTEN_NORM);
+               _sound(self, CH_TRIGGER_SINGLE, self.noise3, VOL_BASE, ATTEN_NORM);
        if (!(self.spawnflags & SECRET_OPEN_ONCE))
        {
                self.SUB_NEXTTHINK = self.SUB_LTIME + self.wait;
@@ -99,30 +99,30 @@ void fd_secret_move3()
 
 // Move backward...
 void fd_secret_move4()
-{
+{SELFPARAM();
        if (self.noise2 != "")
-               sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
+               _sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
        SUB_CalcMove(self.dest1, TSPEED_LINEAR, self.speed, fd_secret_move5);
 }
 
 // Wait 1 second...
 void fd_secret_move5()
-{
+{SELFPARAM();
        self.SUB_NEXTTHINK = self.SUB_LTIME + 1.0;
        self.think = fd_secret_move6;
        if (self.noise3 != "")
-               sound(self, CH_TRIGGER_SINGLE, self.noise3, VOL_BASE, ATTEN_NORM);
+               _sound(self, CH_TRIGGER_SINGLE, self.noise3, VOL_BASE, ATTEN_NORM);
 }
 
 void fd_secret_move6()
-{
+{SELFPARAM();
        if (self.noise2 != "")
-               sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
+               _sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
        SUB_CalcMove(self.oldorigin, TSPEED_LINEAR, self.speed, fd_secret_done);
 }
 
 void fd_secret_done()
-{
+{SELFPARAM();
        if (self.spawnflags&SECRET_YES_SHOOT)
        {
                self.health = 10000;
@@ -130,11 +130,11 @@ void fd_secret_done()
                //self.th_pain = fd_secret_use;
        }
        if (self.noise3 != "")
-               sound(self, CH_TRIGGER_SINGLE, self.noise3, VOL_BASE, ATTEN_NORM);
+               _sound(self, CH_TRIGGER_SINGLE, self.noise3, VOL_BASE, ATTEN_NORM);
 }
 
 void secret_blocked()
-{
+{SELFPARAM();
        if (time < self.attack_finished_single)
                return;
        self.attack_finished_single = time + 0.5;
@@ -149,7 +149,7 @@ Prints messages
 ================
 */
 void secret_touch()
-{
+{SELFPARAM();
        if (!other.iscreature)
                return;
        if (self.attack_finished_single > time)
@@ -161,12 +161,12 @@ void secret_touch()
        {
                if (IS_CLIENT(other))
                        centerprint(other, self.message);
-               play2(other, "misc/talk.wav");
+               play2(other, SND(TALK));
        }
 }
 
 void secret_reset()
-{
+{SELFPARAM();
        if (self.spawnflags&SECRET_YES_SHOOT)
        {
                self.health = 10000;
@@ -194,7 +194,7 @@ If a secret door has a targetname, it will only be opened by it's botton or trig
 3) base
 */
 
-void spawnfunc_func_door_secret()
+spawnfunc(func_door_secret)
 {
        /*if (!self.deathtype) // map makers can override this
                self.deathtype = " got in the way";*/