void door_hit_top()
{SELFPARAM();
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.state = STATE_TOP;
if (self.spawnflags & DOOR_TOGGLE)
return; // don't come down automatically
void door_hit_bottom()
{SELFPARAM();
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.state = STATE_BOTTOM;
}
void door_go_down()
{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);
if (self.max_health)
{
self.takedamage = DAMAGE_YES;
}
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);
self.state = STATE_UP;
SUB_CalcMove (self.pos2, TSPEED_LINEAR, self.speed, door_hit_top);
if (other.key_door_messagetime <= time)
{
- play2(other, "misc/talk.wav");
+ play2(other, SND(TALK));
Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_DOOR_LOCKED_ALSONEED, item_keys_keylist(door.itemkeys));
other.key_door_messagetime = time + 2;
}
// no keys were used
if (other.key_door_messagetime <= time)
{
- play2(other, "misc/talk.wav");
+ play2(other, SND(TALK));
Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_DOOR_LOCKED_NEED, item_keys_keylist(door.itemkeys));
other.key_door_messagetime = time + 2;
{
#ifdef SVQC
// door is now unlocked
- play2(other, "misc/talk.wav");
+ play2(other, SND(TALK));
Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_DOOR_UNLOCKED);
#endif
return true;
if (self.owner)
{
- SELFCALL(self.owner, door_fire());
- SELFCALL_DONE();
+ WITH(entity, self, self.owner, door_fire());
}
}
{
self.owner.health = self.owner.max_health;
self.owner.takedamage = DAMAGE_NO; // wil be reset upon return
- SELFCALL(self.owner, door_use());
- SELFCALL_DONE();
+ WITH(entity, self, self.owner, door_use());
}
}
{
if (IS_CLIENT(other))
centerprint(other, self.owner.message);
- play2(other, "misc/talk.wav");
+ play2(other, SND(TALK));
}
#endif
}
void door_rotating_hit_top()
{SELFPARAM();
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.state = STATE_TOP;
if (self.spawnflags & DOOR_TOGGLE)
return; // don't come down automatically
void door_rotating_hit_bottom()
{SELFPARAM();
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);
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()
{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);
if (self.max_health)
{
self.takedamage = DAMAGE_YES;
return;
}
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);
self.state = STATE_UP;
SUB_CalcAngleMove (self.pos2, TSPEED_LINEAR, self.speed, door_rotating_hit_top);
#ifdef SVQC
// spawnflags require key (for now only func_door)
-void spawnfunc_func_door()
-{SELFPARAM();
+spawnfunc(func_door)
+{
// Quake 1 keys compatibility
if (self.spawnflags & SPAWNFLAGS_GOLD_KEY)
self.itemkeys |= ITEM_KEY_BIT(0);
self.spawnflags = ReadByte();
self.mdl = strzone(ReadString());
- setmodel(self, self.mdl);
+ _setmodel(self, self.mdl);
trigger_common_read(true);