}
-float STATE_TOP = 0;
-float STATE_BOTTOM = 1;
-float STATE_UP = 2;
-float STATE_DOWN = 3;
-
.entity trigger_field;
void() plat_center_touch;
void() plat_go_up;
void() plat_go_down;
void() plat_crush;
-float PLAT_LOW_TRIGGER = 1;
+const float PLAT_LOW_TRIGGER = 1;
void plat_spawn_inside_trigger()
{
void plat_hit_top()
{
- sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTN_NORM);
+ sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
self.state = 1;
self.think = plat_go_down;
self.nextthink = self.ltime + 3;
void plat_hit_bottom()
{
- sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTN_NORM);
+ sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
self.state = 2;
}
void plat_go_down()
{
- sound (self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTN_NORM);
+ sound (self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTEN_NORM);
self.state = 3;
SUB_CalcMove (self.pos2, self.speed, plat_hit_bottom);
}
void plat_go_up()
{
- sound (self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTN_NORM);
+ sound (self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTEN_NORM);
self.state = 4;
SUB_CalcMove (self.pos1, self.speed, plat_hit_top);
}
SUB_CalcMove(targ.origin - self.mins, self.speed, train_wait);
if(self.noise != "")
- sound(self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTN_IDLE);
+ sound(self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTEN_IDLE);
}
void func_train_find()
if (self.noise != "")
{
precache_sound(self.noise);
- ambientsound(self.origin, self.noise, VOL_BASE, ATTN_IDLE);
+ ambientsound(self.origin, self.noise, VOL_BASE, ATTEN_IDLE);
}
self.active = ACTIVE_ACTIVE;
if (self.noise != "")
{
precache_sound(self.noise);
- soundto(MSG_INIT, self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTN_IDLE);
+ soundto(MSG_INIT, self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTEN_IDLE);
}
if (!self.speed)
self.speed = 4;
if (self.noise != "")
{
precache_sound(self.noise);
- soundto(MSG_INIT, self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTN_IDLE);
+ soundto(MSG_INIT, self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTEN_IDLE);
}
self.active = ACTIVE_ACTIVE;
return;
if (self.noise != "")
- sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTN_NORM);
+ sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
self.state = STATE_UP;
SUB_CalcMove (self.pos2, self.speed, button_wait);
void button_use()
{
-// if (activator.classname != "player")
-// {
-// dprint(activator.classname);
-// dprint(" triggered a button\n");
-// }
-
if not (self.active == ACTIVE_ACTIVE)
return;
void button_touch()
{
-// if (activator.classname != "player")
-// {
-// dprint(activator.classname);
-// dprint(" touched a button\n");
-// }
if (!other)
return;
if not(other.iscreature)
self.health = self.health - damage;
if (self.health <= 0)
{
- // if (activator.classname != "player")
- // {
- // dprint(activator.classname);
- // dprint(" killed a button\n");
- // }
self.enemy = damage_attacker;
button_fire ();
}
}
-float DOOR_START_OPEN = 1;
-float DOOR_DONT_LINK = 4;
-float DOOR_TOGGLE = 32;
+const float DOOR_START_OPEN = 1;
+const float DOOR_DONT_LINK = 4;
+const float DOOR_TOGGLE = 32;
/*
void door_hit_top()
{
if (self.noise1 != "")
- sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTN_NORM);
+ sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
self.state = STATE_TOP;
if (self.spawnflags & DOOR_TOGGLE)
return; // don't come down automatically
void door_hit_bottom()
{
if (self.noise1 != "")
- sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTN_NORM);
+ sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
self.state = STATE_BOTTOM;
}
void door_go_down()
{
if (self.noise2 != "")
- sound (self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTN_NORM);
+ sound (self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
if (self.max_health)
{
self.takedamage = DAMAGE_YES;
}
if (self.noise2 != "")
- sound (self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTN_NORM);
+ sound (self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
self.state = STATE_UP;
SUB_CalcMove (self.pos2, self.speed, door_hit_top);
// this door require a key
// only a player can have a key
- if (other.classname != "player")
+ if not(IS_PLAYER(other))
return FALSE;
if (item_keys_usekey(door, other)) {
*/
void door_touch()
{
- if(other.classname != "player")
+ if not(IS_PLAYER(other))
return;
if (self.owner.attack_finished_single > time)
return;
if (!(self.owner.dmg) && (self.owner.message != ""))
{
- if (other.flags & FL_CLIENT)
+ if (IS_CLIENT(other))
centerprint (other, self.owner.message);
play2(other, "misc/talk.wav");
}
void door_rotating_hit_top()
{
if (self.noise1 != "")
- sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTN_NORM);
+ sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
self.state = STATE_TOP;
if (self.spawnflags & DOOR_TOGGLE)
return; // don't come down automatically
void door_rotating_hit_bottom()
{
if (self.noise1 != "")
- sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTN_NORM);
+ sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
if (self.lip==666) // self.lip is used to remember reverse opening direction for door_rotating
{
self.pos2 = '0 0 0' - self.pos2;
void door_rotating_go_down()
{
if (self.noise2 != "")
- sound (self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTN_NORM);
+ sound (self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
if (self.max_health)
{
self.takedamage = DAMAGE_YES;
return;
}
if (self.noise2 != "")
- sound (self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTN_NORM);
+ sound (self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
self.state = STATE_UP;
SUB_CalcAngleMove (self.pos2, self.speed, door_rotating_hit_top);
void() fd_secret_move6;
void() fd_secret_done;
-float SECRET_OPEN_ONCE = 1; // stays open
-float SECRET_1ST_LEFT = 2; // 1st move is left of arrow
-float SECRET_1ST_DOWN = 4; // 1st move is down from arrow
-float SECRET_NO_SHOOT = 8; // only opened by trigger
-float SECRET_YES_SHOOT = 16; // shootable even if targeted
+const float SECRET_OPEN_ONCE = 1; // stays open
+const float SECRET_1ST_LEFT = 2; // 1st move is left of arrow
+const float SECRET_1ST_DOWN = 4; // 1st move is down from arrow
+const float SECRET_NO_SHOOT = 8; // only opened by trigger
+const float SECRET_YES_SHOOT = 16; // shootable even if targeted
void fd_secret_use()
{
// Make a sound, wait a little...
if (self.noise1 != "")
- sound(self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTN_NORM);
+ sound(self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
self.nextthink = self.ltime + 0.1;
temp = 1 - (self.spawnflags & SECRET_1ST_LEFT); // 1 or -1
self.dest2 = self.dest1 + v_forward * self.t_length;
SUB_CalcMove(self.dest1, self.speed, fd_secret_move1);
if (self.noise2 != "")
- sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTN_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)
self.nextthink = self.ltime + 1.0;
self.think = fd_secret_move2;
if (self.noise3 != "")
- sound(self, CH_TRIGGER_SINGLE, self.noise3, VOL_BASE, ATTN_NORM);
+ sound(self, CH_TRIGGER_SINGLE, self.noise3, VOL_BASE, ATTEN_NORM);
}
// Start moving sideways w/sound...
void fd_secret_move2()
{
if (self.noise2 != "")
- sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTN_NORM);
+ sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
SUB_CalcMove(self.dest2, self.speed, fd_secret_move3);
}
void fd_secret_move3()
{
if (self.noise3 != "")
- sound(self, CH_TRIGGER_SINGLE, self.noise3, VOL_BASE, ATTN_NORM);
+ sound(self, CH_TRIGGER_SINGLE, self.noise3, VOL_BASE, ATTEN_NORM);
if (!(self.spawnflags & SECRET_OPEN_ONCE))
{
self.nextthink = self.ltime + self.wait;
void fd_secret_move4()
{
if (self.noise2 != "")
- sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTN_NORM);
+ sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
SUB_CalcMove(self.dest1, self.speed, fd_secret_move5);
}
self.nextthink = self.ltime + 1.0;
self.think = fd_secret_move6;
if (self.noise3 != "")
- sound(self, CH_TRIGGER_SINGLE, self.noise3, VOL_BASE, ATTN_NORM);
+ sound(self, CH_TRIGGER_SINGLE, self.noise3, VOL_BASE, ATTEN_NORM);
}
void fd_secret_move6()
{
if (self.noise2 != "")
- sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTN_NORM);
+ sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
SUB_CalcMove(self.oldorigin, self.speed, fd_secret_done);
}
//self.th_pain = fd_secret_use;
}
if (self.noise3 != "")
- sound(self, CH_TRIGGER_SINGLE, self.noise3, VOL_BASE, ATTN_NORM);
+ sound(self, CH_TRIGGER_SINGLE, self.noise3, VOL_BASE, ATTEN_NORM);
}
void secret_blocked()
if (self.message)
{
- if (other.flags & FL_CLIENT)
+ if (IS_CLIENT(other))
centerprint (other, self.message);
play2(other, "misc/talk.wav");
}
if (self.noise != "")
{
precache_sound(self.noise);
- soundto(MSG_INIT, self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTN_IDLE);
+ soundto(MSG_INIT, self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTEN_IDLE);
}
if (!self.speed)
if (self.noise != "")
{
precache_sound(self.noise);
- soundto(MSG_INIT, self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTN_IDLE);
+ soundto(MSG_INIT, self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTEN_IDLE);
}
if(!self.targetfactor)
for(e = world; (e = findentity(e, conveyor, self)); )
{
- if(e.flags & FL_CLIENT) // doing it via velocity has quite some advantages
+ if(IS_CLIENT(e)) // doing it via velocity has quite some advantages
continue; // done in SV_PlayerPhysics
setorigin(e, e.origin + self.movedir * sys_frametime);