]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/triggers/func/door.qc
Step 5: complete
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / triggers / func / door.qc
index e0c62c043d97216e7814fd2de4e258cb6a8dc88e..248896d8b2f2ce5cdb778663a22d34ed0d8c60a3 100644 (file)
@@ -20,14 +20,14 @@ THINK FUNCTIONS
 =============================================================================
 */
 
-void() door_go_down;
-void() door_go_up;
-void() door_rotating_go_down;
-void() door_rotating_go_up;
+void door_go_down(entity this);
+void door_go_up(entity this);
+void door_rotating_go_down(entity this);
+void door_rotating_go_up(entity this);
 
 void door_blocked()
 {SELFPARAM();
-       if((self.spawnflags & 8)
+       if((this.spawnflags & 8)
 #ifdef SVQC
                && (other.takedamage != DAMAGE_NO)
 #elif defined(CSQC)
@@ -36,14 +36,14 @@ void door_blocked()
        )
        { // KIll Kill Kill!!
 #ifdef SVQC
-               Damage (other, self, self, 10000, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
+               Damage (other, this, this, 10000, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
 #endif
        }
        else
        {
 #ifdef SVQC
-               if((self.dmg) && (other.takedamage == DAMAGE_YES))    // Shall we bite?
-                       Damage (other, self, self, self.dmg, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
+               if((this.dmg) && (other.takedamage == DAMAGE_YES))    // Shall we bite?
+                       Damage (other, this, this, this.dmg, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
 #endif
 
                 // don't change direction for dead or dying stuff
@@ -53,23 +53,23 @@ void door_blocked()
 #endif
                )
                {
-                       if (self.wait >= 0)
+                       if (this.wait >= 0)
                        {
-                               if (self.state == STATE_DOWN)
-                       if (self.classname == "door")
+                               if (this.state == STATE_DOWN)
+                       if (this.classname == "door")
                        {
-                               door_go_up ();
+                               door_go_up (this);
                        } else
                        {
-                               door_rotating_go_up ();
+                               door_rotating_go_up (this);
                        }
                                else
-                       if (self.classname == "door")
+                       if (this.classname == "door")
                        {
-                               door_go_down ();
+                               door_go_down (this);
                        } else
                        {
-                               door_rotating_go_down ();
+                               door_rotating_go_down (this);
                        }
                        }
                }
@@ -77,72 +77,72 @@ void door_blocked()
                else
                {
                        //gib dying stuff just to make sure
-                       if((self.dmg) && (other.takedamage != DAMAGE_NO))    // Shall we bite?
-                               Damage (other, self, self, 10000, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
+                       if((this.dmg) && (other.takedamage != DAMAGE_NO))    // Shall we bite?
+                               Damage (other, this, this, 10000, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
                }
 #endif
        }
 }
 
-void door_hit_top()
-{SELFPARAM();
-       if (self.noise1 != "")
-               _sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
-       self.state = STATE_TOP;
-       if (self.spawnflags & DOOR_TOGGLE)
+void door_hit_top(entity this)
+{
+       if (this.noise1 != "")
+               _sound (this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM);
+       this.state = STATE_TOP;
+       if (this.spawnflags & DOOR_TOGGLE)
                return;         // don't come down automatically
-       if (self.classname == "door")
+       if (this.classname == "door")
        {
-               self.SUB_THINK = door_go_down;
+               SUB_THINK(this, door_go_down);
        } else
        {
-               self.SUB_THINK = door_rotating_go_down;
+               SUB_THINK(this, door_rotating_go_down);
        }
-       self.SUB_NEXTTHINK = self.SUB_LTIME + self.wait;
+       this.SUB_NEXTTHINK = this.SUB_LTIME + this.wait;
 }
 
-void door_hit_bottom()
-{SELFPARAM();
-       if (self.noise1 != "")
-               _sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
-       self.state = STATE_BOTTOM;
+void door_hit_bottom(entity this)
+{
+       if (this.noise1 != "")
+               _sound (this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM);
+       this.state = STATE_BOTTOM;
 }
 
-void door_go_down()
-{SELFPARAM();
-       if (self.noise2 != "")
-               _sound (self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
-       if (self.max_health)
+void door_go_down(entity this)
+{
+       if (this.noise2 != "")
+               _sound (this, CH_TRIGGER_SINGLE, this.noise2, VOL_BASE, ATTEN_NORM);
+       if (this.max_health)
        {
-               self.takedamage = DAMAGE_YES;
-               self.health = self.max_health;
+               this.takedamage = DAMAGE_YES;
+               this.health = this.max_health;
        }
 
-       self.state = STATE_DOWN;
-       SUB_CalcMove (self.pos1, TSPEED_LINEAR, self.speed, door_hit_bottom);
+       this.state = STATE_DOWN;
+       SUB_CalcMove (this, this.pos1, TSPEED_LINEAR, this.speed, door_hit_bottom);
 }
 
-void door_go_up()
-{SELFPARAM();
-       if (self.state == STATE_UP)
+void door_go_up(entity this)
+{
+       if (this.state == STATE_UP)
                return;         // already going up
 
-       if (self.state == STATE_TOP)
+       if (this.state == STATE_TOP)
        {       // reset top wait time
-               self.SUB_NEXTTHINK = self.SUB_LTIME + self.wait;
+               this.SUB_NEXTTHINK = this.SUB_LTIME + this.wait;
                return;
        }
 
-       if (self.noise2 != "")
-               _sound (self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
-       self.state = STATE_UP;
-       SUB_CalcMove (self.pos2, TSPEED_LINEAR, self.speed, door_hit_top);
+       if (this.noise2 != "")
+               _sound (this, CH_TRIGGER_SINGLE, this.noise2, VOL_BASE, ATTEN_NORM);
+       this.state = STATE_UP;
+       SUB_CalcMove (this, this.pos2, TSPEED_LINEAR, this.speed, door_hit_top);
 
        string oldmessage;
-       oldmessage = self.message;
-       self.message = "";
-       SUB_UseTargets(self, NULL, NULL);
-       self.message = oldmessage;
+       oldmessage = this.message;
+       this.message = "";
+       SUB_UseTargets(this, NULL, NULL);
+       this.message = oldmessage;
 }
 
 
@@ -218,9 +218,9 @@ void door_fire(entity this, entity actor, entity trigger)
                        entity e = this;
                        do {
                                if (e.classname == "door") {
-                                       WITHSELF(e, door_go_down());
+                                       WITHSELF(e, door_go_down(e));
                                } else {
-                                       WITHSELF(e, door_rotating_go_down());
+                                       WITHSELF(e, door_rotating_go_down(e));
                                }
                                e = e.enemy;
                        } while ((e != this) && (e != NULL));
@@ -232,7 +232,7 @@ void door_fire(entity this, entity actor, entity trigger)
        entity e = this;
        do {
                if (e.classname == "door") {
-                       WITHSELF(e, door_go_up());
+                       WITHSELF(e, door_go_up(e));
                } else {
                        // if the BIDIR spawnflag (==2) is set and the trigger has set trigger_reverse, reverse the opening direction
                        if ((e.spawnflags & 2) && other.trigger_reverse!=0 && e.lip != 666 && e.state == STATE_BOTTOM) {
@@ -243,7 +243,7 @@ void door_fire(entity this, entity actor, entity trigger)
                        if (!((e.spawnflags & 2) &&  (e.spawnflags & 8) && e.state == STATE_DOWN
                                && (((e.lip == 666) && (other.trigger_reverse == 0)) || ((e.lip != 666) && (other.trigger_reverse != 0)))))
                        {
-                               WITHSELF(e, door_rotating_go_up());
+                               WITHSELF(e, door_rotating_go_up(e));
                        }
                }
                e = e.enemy;
@@ -252,7 +252,7 @@ void door_fire(entity this, entity actor, entity trigger)
 
 void door_use(entity this, entity actor, entity trigger)
 {
-       //dprint("door_use (model: ");dprint(self.model);dprint(")\n");
+       //dprint("door_use (model: ");dprint(this.model);dprint(")\n");
 
        if (this.owner)
                WITHSELF(this.owner, door_fire(this.owner, actor, trigger));
@@ -289,120 +289,120 @@ Prints messages
 ================
 */
 
-void door_touch()
-{SELFPARAM();
+void door_touch(entity this)
+{
        if (!IS_PLAYER(other))
                return;
-       if (self.owner.door_finished > time)
+       if (this.owner.door_finished > time)
                return;
 
-       self.owner.door_finished = time + 2;
+       this.owner.door_finished = time + 2;
 
 #ifdef SVQC
-       if (!(self.owner.dmg) && (self.owner.message != ""))
+       if (!(this.owner.dmg) && (this.owner.message != ""))
        {
                if (IS_CLIENT(other))
-                       centerprint(other, self.owner.message);
-               play2(other, self.owner.noise);
+                       centerprint(other, this.owner.message);
+               play2(other, this.owner.noise);
        }
 #endif
 }
 
-void door_generic_plat_blocked()
-{SELFPARAM();
+void door_generic_plat_blocked(entity this)
+{
 
-       if((self.spawnflags & 8) && (other.takedamage != DAMAGE_NO)) { // KIll Kill Kill!!
+       if((this.spawnflags & 8) && (other.takedamage != DAMAGE_NO)) { // KIll Kill Kill!!
 #ifdef SVQC
-               Damage (other, self, self, 10000, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
+               Damage (other, this, this, 10000, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
 #endif
        }
        else
        {
 
 #ifdef SVQC
-               if((self.dmg) && (other.takedamage == DAMAGE_YES))    // Shall we bite?
-                       Damage (other, self, self, self.dmg, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
+               if((this.dmg) && (other.takedamage == DAMAGE_YES))    // Shall we bite?
+                       Damage (other, this, this, this.dmg, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
 #endif
 
                 //Dont chamge direction for dead or dying stuff
                if(IS_DEAD(other) && (other.takedamage == DAMAGE_NO))
                {
-                       if (self.wait >= 0)
+                       if (this.wait >= 0)
                        {
-                               if (self.state == STATE_DOWN)
-                                       door_rotating_go_up ();
+                               if (this.state == STATE_DOWN)
+                                       door_rotating_go_up (this);
                                else
-                                       door_rotating_go_down ();
+                                       door_rotating_go_down (this);
                        }
                }
 #ifdef SVQC
                else
                {
                        //gib dying stuff just to make sure
-                       if((self.dmg) && (other.takedamage != DAMAGE_NO))    // Shall we bite?
-                               Damage (other, self, self, 10000, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
+                       if((this.dmg) && (other.takedamage != DAMAGE_NO))    // Shall we bite?
+                               Damage (other, this, this, 10000, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
                }
 #endif
        }
 }
 
-void door_rotating_hit_top()
-{SELFPARAM();
-       if (self.noise1 != "")
-               _sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
-       self.state = STATE_TOP;
-       if (self.spawnflags & DOOR_TOGGLE)
+void door_rotating_hit_top(entity this)
+{
+       if (this.noise1 != "")
+               _sound (this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM);
+       this.state = STATE_TOP;
+       if (this.spawnflags & DOOR_TOGGLE)
                return;         // don't come down automatically
-       self.SUB_THINK = door_rotating_go_down;
-       self.SUB_NEXTTHINK = self.SUB_LTIME + self.wait;
+       SUB_THINK(this, door_rotating_go_down);
+       this.SUB_NEXTTHINK = this.SUB_LTIME + this.wait;
 }
 
-void door_rotating_hit_bottom()
-{SELFPARAM();
-       if (self.noise1 != "")
-               _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
+void door_rotating_hit_bottom(entity this)
+{
+       if (this.noise1 != "")
+               _sound (this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM);
+       if (this.lip==666) // this.lip is used to remember reverse opening direction for door_rotating
        {
-               self.pos2 = '0 0 0' - self.pos2;
-               self.lip = 0;
+               this.pos2 = '0 0 0' - this.pos2;
+               this.lip = 0;
        }
-       self.state = STATE_BOTTOM;
+       this.state = STATE_BOTTOM;
 }
 
-void door_rotating_go_down()
-{SELFPARAM();
-       if (self.noise2 != "")
-               _sound (self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
-       if (self.max_health)
+void door_rotating_go_down(entity this)
+{
+       if (this.noise2 != "")
+               _sound (this, CH_TRIGGER_SINGLE, this.noise2, VOL_BASE, ATTEN_NORM);
+       if (this.max_health)
        {
-               self.takedamage = DAMAGE_YES;
-               self.health = self.max_health;
+               this.takedamage = DAMAGE_YES;
+               this.health = this.max_health;
        }
 
-       self.state = STATE_DOWN;
-       SUB_CalcAngleMove (self.pos1, TSPEED_LINEAR, self.speed, door_rotating_hit_bottom);
+       this.state = STATE_DOWN;
+       SUB_CalcAngleMove (this, this.pos1, TSPEED_LINEAR, this.speed, door_rotating_hit_bottom);
 }
 
-void door_rotating_go_up()
-{SELFPARAM();
-       if (self.state == STATE_UP)
+void door_rotating_go_up(entity this)
+{
+       if (this.state == STATE_UP)
                return;         // already going up
 
-       if (self.state == STATE_TOP)
+       if (this.state == STATE_TOP)
        {       // reset top wait time
-               self.SUB_NEXTTHINK = self.SUB_LTIME + self.wait;
+               this.SUB_NEXTTHINK = this.SUB_LTIME + this.wait;
                return;
        }
-       if (self.noise2 != "")
-               _sound (self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
-       self.state = STATE_UP;
-       SUB_CalcAngleMove (self.pos2, TSPEED_LINEAR, self.speed, door_rotating_hit_top);
+       if (this.noise2 != "")
+               _sound (this, CH_TRIGGER_SINGLE, this.noise2, VOL_BASE, ATTEN_NORM);
+       this.state = STATE_UP;
+       SUB_CalcAngleMove (this, this.pos2, TSPEED_LINEAR, this.speed, door_rotating_hit_top);
 
        string oldmessage;
-       oldmessage = self.message;
-       self.message = "";
-       SUB_UseTargets(self, NULL, other); // TODO: is other needed here?
-       self.message = oldmessage;
+       oldmessage = this.message;
+       this.message = "";
+       SUB_UseTargets(this, NULL, other); // TODO: is other needed here?
+       this.message = oldmessage;
 }
 
 
@@ -414,8 +414,8 @@ Spawned if a door lacks a real activator
 =========================================
 */
 
-void door_trigger_touch()
-{SELFPARAM();
+void door_trigger_touch(entity this)
+{
        if (other.health < 1)
 #ifdef SVQC
                if (!((other.iscreature || (other.flags & FL_PROJECTILE)) && !IS_DEAD(other)))
@@ -424,27 +424,27 @@ void door_trigger_touch()
 #endif
                        return;
 
-       if (time < self.door_finished)
+       if (time < this.door_finished)
                return;
 
        // check if door is locked
-       if (!door_check_keys(self, other))
+       if (!door_check_keys(this, other))
                return;
 
-       self.door_finished = time + 1;
+       this.door_finished = time + 1;
 
        door_use(this.owner, other, NULL);
 }
 
-void door_spawnfield(vector fmins, vector fmaxs)
-{SELFPARAM();
+void door_spawnfield(entity this, vector fmins, vector fmaxs)
+{
        entity  trigger;
        vector  t1 = fmins, t2 = fmaxs;
 
        trigger = new(doortriggerfield);
        trigger.movetype = MOVETYPE_NONE;
        trigger.solid = SOLID_TRIGGER;
-       trigger.owner = self;
+       trigger.owner = this;
 #ifdef SVQC
        settouch(trigger, door_trigger_touch);
 #endif
@@ -462,8 +462,8 @@ LinkDoors
 */
 
 entity LinkDoors_nextent(entity cur, entity near, entity pass)
-{SELFPARAM();
-       while((cur = find(cur, classname, self.classname)) && ((cur.spawnflags & 4) || cur.enemy))
+{
+       while((cur = find(cur, classname, pass.classname)) && ((cur.spawnflags & 4) || cur.enemy))
        {
        }
        return cur;
@@ -494,51 +494,51 @@ void LinkDoors(entity this)
        door_link();
 #endif
 
-       if (self.enemy)
+       if (this.enemy)
                return;         // already linked by another door
-       if (self.spawnflags & 4)
+       if (this.spawnflags & 4)
        {
-               self.owner = self.enemy = self;
+               this.owner = this.enemy = this;
 
-               if (self.health)
+               if (this.health)
                        return;
                IFTARGETED
                        return;
-               if (self.items)
+               if (this.items)
                        return;
 
-               door_spawnfield(self.absmin, self.absmax);
+               door_spawnfield(this, this.absmin, this.absmax);
 
                return;         // don't want to link this door
        }
 
-       FindConnectedComponent(self, enemy, LinkDoors_nextent, LinkDoors_isconnected, world);
+       FindConnectedComponent(this, enemy, LinkDoors_nextent, LinkDoors_isconnected, this);
 
        // set owner, and make a loop of the chain
        LOG_TRACE("LinkDoors: linking doors:");
-       for(t = self; ; t = t.enemy)
+       for(t = this; ; t = t.enemy)
        {
                LOG_TRACE(" ", etos(t));
-               t.owner = self;
+               t.owner = this;
                if(t.enemy == world)
                {
-                       t.enemy = self;
+                       t.enemy = this;
                        break;
                }
        }
        LOG_TRACE("\n");
 
        // collect health, targetname, message, size
-       cmins = self.absmin;
-       cmaxs = self.absmax;
-       for(t = self; ; t = t.enemy)
+       cmins = this.absmin;
+       cmaxs = this.absmax;
+       for(t = this; ; t = t.enemy)
        {
-               if(t.health && !self.health)
-                       self.health = t.health;
-               if((t.targetname != "") && (self.targetname == ""))
-                       self.targetname = t.targetname;
-               if((t.message != "") && (self.message == ""))
-                       self.message = t.message;
+               if(t.health && !this.health)
+                       this.health = t.health;
+               if((t.targetname != "") && (this.targetname == ""))
+                       this.targetname = t.targetname;
+               if((t.message != "") && (this.message == ""))
+                       this.message = t.message;
                if (t.absmin_x < cmins_x)
                        cmins_x = t.absmin_x;
                if (t.absmin_y < cmins_y)
@@ -551,31 +551,31 @@ void LinkDoors(entity this)
                        cmaxs_y = t.absmax_y;
                if (t.absmax_z > cmaxs_z)
                        cmaxs_z = t.absmax_z;
-               if(t.enemy == self)
+               if(t.enemy == this)
                        break;
        }
 
        // distribute health, targetname, message
-       for(t = self; t; t = t.enemy)
+       for(t = this; t; t = t.enemy)
        {
-               t.health = self.health;
-               t.targetname = self.targetname;
-               t.message = self.message;
-               if(t.enemy == self)
+               t.health = this.health;
+               t.targetname = this.targetname;
+               t.message = this.message;
+               if(t.enemy == this)
                        break;
        }
 
        // shootable, or triggered doors just needed the owner/enemy links,
        // they don't spawn a field
 
-       if (self.health)
+       if (this.health)
                return;
        IFTARGETED
                return;
-       if (self.items)
+       if (this.items)
                return;
 
-       door_spawnfield(cmins, cmaxs);
+       door_spawnfield(this, cmins, cmaxs);
 }
 
 REGISTER_NET_LINKED(ENT_CLIENT_DOOR)
@@ -610,36 +610,36 @@ FIXME: only one sound set available at the time being
 
 */
 
-float door_send(entity to, float sf)
-{SELFPARAM();
+float door_send(entity this, entity to, float sf)
+{
        WriteHeader(MSG_ENTITY, ENT_CLIENT_DOOR);
        WriteByte(MSG_ENTITY, sf);
 
        if(sf & SF_TRIGGER_INIT)
        {
-               WriteString(MSG_ENTITY, self.classname);
-               WriteByte(MSG_ENTITY, self.spawnflags);
+               WriteString(MSG_ENTITY, this.classname);
+               WriteByte(MSG_ENTITY, this.spawnflags);
 
-               WriteString(MSG_ENTITY, self.model);
+               WriteString(MSG_ENTITY, this.model);
 
-               trigger_common_write(self, true);
+               trigger_common_write(this, true);
 
-               WriteCoord(MSG_ENTITY, self.pos1_x);
-               WriteCoord(MSG_ENTITY, self.pos1_y);
-               WriteCoord(MSG_ENTITY, self.pos1_z);
-               WriteCoord(MSG_ENTITY, self.pos2_x);
-               WriteCoord(MSG_ENTITY, self.pos2_y);
-               WriteCoord(MSG_ENTITY, self.pos2_z);
+               WriteCoord(MSG_ENTITY, this.pos1_x);
+               WriteCoord(MSG_ENTITY, this.pos1_y);
+               WriteCoord(MSG_ENTITY, this.pos1_z);
+               WriteCoord(MSG_ENTITY, this.pos2_x);
+               WriteCoord(MSG_ENTITY, this.pos2_y);
+               WriteCoord(MSG_ENTITY, this.pos2_z);
 
-               WriteCoord(MSG_ENTITY, self.size_x);
-               WriteCoord(MSG_ENTITY, self.size_y);
-               WriteCoord(MSG_ENTITY, self.size_z);
+               WriteCoord(MSG_ENTITY, this.size_x);
+               WriteCoord(MSG_ENTITY, this.size_y);
+               WriteCoord(MSG_ENTITY, this.size_z);
 
-               WriteShort(MSG_ENTITY, self.wait);
-               WriteShort(MSG_ENTITY, self.speed);
-               WriteByte(MSG_ENTITY, self.lip);
-               WriteByte(MSG_ENTITY, self.state);
-               WriteCoord(MSG_ENTITY, self.SUB_LTIME);
+               WriteShort(MSG_ENTITY, this.wait);
+               WriteShort(MSG_ENTITY, this.speed);
+               WriteByte(MSG_ENTITY, this.lip);
+               WriteByte(MSG_ENTITY, this.state);
+               WriteCoord(MSG_ENTITY, this.SUB_LTIME);
        }
 
        if(sf & SF_TRIGGER_RESET)
@@ -649,16 +649,16 @@ float door_send(entity to, float sf)
 
        if(sf & SF_TRIGGER_UPDATE)
        {
-               WriteCoord(MSG_ENTITY, self.origin_x);
-               WriteCoord(MSG_ENTITY, self.origin_y);
-               WriteCoord(MSG_ENTITY, self.origin_z);
-
-               WriteCoord(MSG_ENTITY, self.pos1_x);
-               WriteCoord(MSG_ENTITY, self.pos1_y);
-               WriteCoord(MSG_ENTITY, self.pos1_z);
-               WriteCoord(MSG_ENTITY, self.pos2_x);
-               WriteCoord(MSG_ENTITY, self.pos2_y);
-               WriteCoord(MSG_ENTITY, self.pos2_z);
+               WriteCoord(MSG_ENTITY, this.origin_x);
+               WriteCoord(MSG_ENTITY, this.origin_y);
+               WriteCoord(MSG_ENTITY, this.origin_z);
+
+               WriteCoord(MSG_ENTITY, this.pos1_x);
+               WriteCoord(MSG_ENTITY, this.pos1_y);
+               WriteCoord(MSG_ENTITY, this.pos1_z);
+               WriteCoord(MSG_ENTITY, this.pos2_x);
+               WriteCoord(MSG_ENTITY, this.pos2_y);
+               WriteCoord(MSG_ENTITY, this.pos2_z);
        }
 
        return true;
@@ -667,19 +667,19 @@ float door_send(entity to, float sf)
 void door_link()
 {
        // set size now, as everything is loaded
-       //FixSize(self);
-       //Net_LinkEntity(self, false, 0, door_send);
+       //FixSize(this);
+       //Net_LinkEntity(this, false, 0, door_send);
 }
 #endif
 
 void door_init_startopen(entity this)
 {
-       SUB_SETORIGIN(self, self.pos2);
-       self.pos2 = self.pos1;
-       self.pos1 = self.origin;
+       SUB_SETORIGIN(this, this.pos2);
+       this.pos2 = this.pos1;
+       this.pos1 = this.origin;
 
 #ifdef SVQC
-       self.SendFlags |= SF_TRIGGER_UPDATE;
+       this.SendFlags |= SF_TRIGGER_UPDATE;
 #endif
 }
 
@@ -688,7 +688,7 @@ void door_reset(entity this)
        SUB_SETORIGIN(this, this.pos1);
        this.SUB_VELOCITY = '0 0 0';
        this.state = STATE_BOTTOM;
-       this.SUB_THINK = func_null;
+       SUB_THINK(this, func_null);
        this.SUB_NEXTTHINK = 0;
 
 #ifdef SVQC