void door_go_down(entity this);
void door_go_up(entity this);
void door_rotating_go_down(entity this);
void door_go_down(entity this);
void door_go_up(entity this);
void door_rotating_go_down(entity this);
- Damage (other, this, this, 10000, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
+ Damage (blocker, this, this, 10000, DEATH_HURTTRIGGER.m_id, blocker.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');
+ if((this.dmg) && (blocker.takedamage == DAMAGE_YES)) // Shall we bite?
+ Damage (blocker, this, this, this.dmg, DEATH_HURTTRIGGER.m_id, blocker.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');
+ if((this.dmg) && (blocker.takedamage != DAMAGE_NO)) // Shall we bite?
+ Damage (blocker, this, this, 10000, DEATH_HURTTRIGGER.m_id, blocker.origin, '0 0 0');
e.lip = 666; // e.lip is used to remember reverse opening direction for door_rotating
e.pos2 = '0 0 0' - e.pos2;
}
// if BIDIR_IN_DOWN (==8) is set, prevent the door from reoping during closing if it is triggered from the wrong side
if (!((e.spawnflags & 2) && (e.spawnflags & 8) && e.state == STATE_DOWN
e.lip = 666; // e.lip is used to remember reverse opening direction for door_rotating
e.pos2 = '0 0 0' - e.pos2;
}
// if BIDIR_IN_DOWN (==8) is set, prevent the door from reoping during closing if it is triggered from the wrong side
if (!((e.spawnflags & 2) && (e.spawnflags & 8) && e.state == STATE_DOWN
- WITHSELF(this.owner, door_fire(this.owner, actor, trigger));
+ door_fire(this.owner, actor, trigger);
}
void door_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
}
void door_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
- if (IS_CLIENT(other))
- centerprint(other, this.owner.message);
- play2(other, this.owner.noise);
+ if (IS_CLIENT(toucher))
+ centerprint(toucher, this.owner.message);
+ play2(toucher, this.owner.noise);
- Damage (other, this, this, 10000, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
+ Damage (blocker, this, this, 10000, DEATH_HURTTRIGGER.m_id, blocker.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');
+ if((this.dmg) && (blocker.takedamage == DAMAGE_YES)) // Shall we bite?
+ Damage (blocker, this, this, this.dmg, DEATH_HURTTRIGGER.m_id, blocker.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');
+ if((this.dmg) && (blocker.takedamage != DAMAGE_NO)) // Shall we bite?
+ Damage (blocker, this, this, 10000, DEATH_HURTTRIGGER.m_id, blocker.origin, '0 0 0');
SUB_CalcAngleMove (this, this.pos1, TSPEED_LINEAR, this.speed, door_rotating_hit_bottom);
}
SUB_CalcAngleMove (this, this.pos1, TSPEED_LINEAR, this.speed, door_rotating_hit_bottom);
}
this.origin_y = ReadCoord();
this.origin_z = ReadCoord();
setorigin(this, this.origin);
this.origin_y = ReadCoord();
this.origin_z = ReadCoord();
setorigin(this, this.origin);