const float SECRET_NO_SHOOT = 8; // only opened by trigger
const float SECRET_YES_SHOOT = 16; // shootable even if targeted
-void fd_secret_use()
-{SELFPARAM();
+void fd_secret_use(entity this, entity actor, entity trigger)
+{
float temp;
string message_save;
- self.health = 10000;
- self.bot_attack = true;
+ this.health = 10000;
+ this.bot_attack = true;
// exit if still moving around...
- if (self.origin != self.oldorigin)
+ if (this.origin != this.oldorigin)
return;
- message_save = self.message;
- self.message = ""; // no more message
- SUB_UseTargets(); // fire all targets / killtargets
- self.message = message_save;
+ message_save = this.message;
+ this.message = ""; // no more message
+ SUB_UseTargets(this, actor, trigger); // fire all targets / killtargets
+ this.message = message_save;
- self.velocity = '0 0 0';
+ this.velocity = '0 0 0';
// Make a sound, wait a little...
- if (self.noise1 != "")
- _sound(self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
- self.SUB_NEXTTHINK = self.SUB_LTIME + 0.1;
+ if (this.noise1 != "")
+ _sound(this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM);
+ this.SUB_NEXTTHINK = this.SUB_LTIME + 0.1;
- temp = 1 - (self.spawnflags & SECRET_1ST_LEFT); // 1 or -1
- makevectors(self.mangle);
+ temp = 1 - (this.spawnflags & SECRET_1ST_LEFT); // 1 or -1
+ makevectors(this.mangle);
- if (!self.t_width)
+ if (!this.t_width)
{
- if (self.spawnflags & SECRET_1ST_DOWN)
- self.t_width = fabs(v_up * self.size);
+ if (this.spawnflags & SECRET_1ST_DOWN)
+ this.t_width = fabs(v_up * this.size);
else
- self.t_width = fabs(v_right * self.size);
+ this.t_width = fabs(v_right * this.size);
}
- if (!self.t_length)
- self.t_length = fabs(v_forward * self.size);
+ if (!this.t_length)
+ this.t_length = fabs(v_forward * this.size);
- if (self.spawnflags & SECRET_1ST_DOWN)
- self.dest1 = self.origin - v_up * self.t_width;
+ if (this.spawnflags & SECRET_1ST_DOWN)
+ this.dest1 = this.origin - v_up * this.t_width;
else
- self.dest1 = self.origin + v_right * (self.t_width * temp);
+ this.dest1 = this.origin + v_right * (this.t_width * temp);
- self.dest2 = self.dest1 + v_forward * self.t_length;
- SUB_CalcMove(self.dest1, TSPEED_LINEAR, self.speed, fd_secret_move1);
- if (self.noise2 != "")
- _sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
+ this.dest2 = this.dest1 + v_forward * this.t_length;
+ WITHSELF(this, SUB_CalcMove(this.dest1, TSPEED_LINEAR, this.speed, fd_secret_move1));
+ if (this.noise2 != "")
+ _sound(this, CH_TRIGGER_SINGLE, this.noise2, VOL_BASE, ATTEN_NORM);
}
void fd_secret_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
- WITHSELF(this, fd_secret_use());
+ fd_secret_use(this, NULL, NULL);
}
// Wait after first movement...
this.touch = secret_touch;
this.blocked = secret_blocked;
this.speed = 50;
- this.use = fd_secret_use;
+ this.use1 = fd_secret_use;
IFTARGETED
{
}