void generic_plat_blocked()
-{SELFPARAM();
+{
#ifdef SVQC
+ SELFPARAM();
if(self.dmg && other.takedamage != DAMAGE_NO)
{
if(self.dmgtime2 < time)
}
// Gib dead/dying stuff
- if(other.deadflag != DEAD_NO)
+ if(IS_DEAD(other))
Damage (other, self, self, 10000, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
}
#endif
}
-void plat_spawn_inside_trigger()
-{SELFPARAM();
+void plat_spawn_inside_trigger(entity this)
+{
entity trigger;
vector tmin, tmax;
trigger = spawn();
- trigger.touch = plat_center_touch;
+ settouch(trigger, plat_center_touch);
trigger.movetype = MOVETYPE_NONE;
trigger.solid = SOLID_TRIGGER;
trigger.enemy = self;
-#ifdef CSQC
- trigger.drawmask = MASK_NORMAL;
- trigger.trigger_touch = plat_center_touch;
- trigger.draw = trigger_draw_generic;
-#endif
-
tmin = self.absmin + '25 25 0';
tmax = self.absmax - '25 25 -8';
tmin_z = tmax_z - (self.pos1_z - self.pos2_z + 8);
objerror("plat_spawn_inside_trigger: platform has odd size or lip, can't spawn");
}
-void plat_hit_top()
-{SELFPARAM();
+void plat_hit_top(entity this)
+{
_sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
self.state = 1;
- self.SUB_THINK = plat_go_down;
+ SUB_THINK(self, plat_go_down);
self.SUB_NEXTTHINK = self.SUB_LTIME + 3;
}
-void plat_hit_bottom()
-{SELFPARAM();
+void plat_hit_bottom(entity this)
+{
_sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
self.state = 2;
}
-void plat_go_down()
-{SELFPARAM();
+void plat_go_down(entity this)
+{
_sound (self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTEN_NORM);
self.state = 3;
- SUB_CalcMove (self.pos2, TSPEED_LINEAR, self.speed, plat_hit_bottom);
+ SUB_CalcMove (self, self.pos2, TSPEED_LINEAR, self.speed, plat_hit_bottom);
}
-void plat_go_up()
-{SELFPARAM();
+void plat_go_up(entity this)
+{
_sound (self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTEN_NORM);
self.state = 4;
- SUB_CalcMove (self.pos1, TSPEED_LINEAR, self.speed, plat_hit_top);
+ SUB_CalcMove (self, self.pos1, TSPEED_LINEAR, self.speed, plat_hit_top);
}
-void plat_center_touch()
-{SELFPARAM();
+void plat_center_touch(entity this)
+{
#ifdef SVQC
if (!other.iscreature)
return;
#elif defined(CSQC)
if (!IS_PLAYER(other))
return;
- if(PHYS_DEAD(other))
+ if(IS_DEAD(other))
return;
#endif
- setself(self.enemy);
- if (self.state == 2)
- plat_go_up ();
- else if (self.state == 1)
- self.SUB_NEXTTHINK = self.SUB_LTIME + 1;
+ if (self.enemy.state == 2) {
+ entity e = self.enemy;
+ WITHSELF(e, plat_go_up(e));
+ } else if (self.enemy.state == 1)
+ self.enemy.SUB_NEXTTHINK = self.enemy.SUB_LTIME + 1;
}
-void plat_outside_touch()
-{SELFPARAM();
+void plat_outside_touch(entity this)
+{
#ifdef SVQC
if (!other.iscreature)
return;
return;
#endif
- setself(self.enemy);
- if (self.state == 1)
- plat_go_down ();
+ if (self.enemy.state == 1) {
+ entity e = self.enemy;
+ WITHSELF(e, plat_go_down(e));
+ }
}
-void plat_trigger_use()
-{SELFPARAM();
+void plat_trigger_use(entity this, entity actor, entity trigger)
+{
#ifdef SVQC
- if (self.think)
+ if (getthink(this))
return; // already activated
#elif defined(CSQC)
- if(self.move_think)
+ if(this.move_think)
return;
#endif
- plat_go_down();
+ WITHSELF(this, plat_go_down(this));
}
{ // Shall we bite?
Damage (other, self, self, self.dmg, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
// Gib dead/dying stuff
- if(other.deadflag != DEAD_NO)
+ if(IS_DEAD(other))
Damage (other, self, self, 10000, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
}
#endif
if (self.state == 4)
- plat_go_down ();
+ plat_go_down (self);
else if (self.state == 3)
- plat_go_up ();
+ plat_go_up (self);
// when in other states, then the plat_crush event came delayed after
// plat state already had changed
// this isn't a bug per se!
}
}
-void plat_use()
-{SELFPARAM();
- self.use = func_null;
- if (self.state != 4)
+void plat_use(entity this, entity actor, entity trigger)
+{
+ this.use = func_null;
+ if (this.state != 4)
objerror ("plat_use: not in up state");
- plat_go_down();
+ WITHSELF(this, plat_go_down(this));
}
.string sound1, sound2;
-void plat_reset()
-{SELFPARAM();
+void plat_reset(entity this)
+{
IFTARGETED
{
- setorigin (self, self.pos1);
- self.state = 4;
- self.use = plat_use;
+ setorigin (this, this.pos1);
+ this.state = 4;
+ this.use = plat_use;
}
else
{
- setorigin (self, self.pos2);
- self.state = 2;
- self.use = plat_trigger_use;
+ setorigin (this, this.pos2);
+ this.state = 2;
+ this.use = plat_trigger_use;
}
#ifdef SVQC
- self.SendFlags |= SF_TRIGGER_RESET;
+ this.SendFlags |= SF_TRIGGER_RESET;
#endif
}