if (this.noise1 != "")
_sound(this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM);
- this.SUB_NEXTTHINK = this.SUB_LTIME + 0.1;
+ this.nextthink = this.ltime + 0.1;
temp = 1 - (this.spawnflags & SECRET_1ST_LEFT); // 1 or -1
makevectors(this.mangle);
// Wait after first movement...
void fd_secret_move1(entity this)
{
- this.SUB_NEXTTHINK = this.SUB_LTIME + 1.0;
+ this.nextthink = this.ltime + 1.0;
setthink(this, fd_secret_move2);
if (this.noise3 != "")
_sound(this, CH_TRIGGER_SINGLE, this.noise3, VOL_BASE, ATTEN_NORM);
_sound(this, CH_TRIGGER_SINGLE, this.noise3, VOL_BASE, ATTEN_NORM);
if (!(this.spawnflags & SECRET_OPEN_ONCE))
{
- this.SUB_NEXTTHINK = this.SUB_LTIME + this.wait;
+ this.nextthink = this.ltime + this.wait;
setthink(this, fd_secret_move4);
}
}
// Wait 1 second...
void fd_secret_move5(entity this)
{
- this.SUB_NEXTTHINK = this.SUB_LTIME + 1.0;
+ this.nextthink = this.ltime + 1.0;
setthink(this, fd_secret_move6);
if (this.noise3 != "")
_sound(this, CH_TRIGGER_SINGLE, this.noise3, VOL_BASE, ATTEN_NORM);
}
setorigin(this, this.oldorigin);
setthink(this, func_null);
- this.SUB_NEXTTHINK = 0;
+ this.nextthink = 0;
}
/*QUAKED spawnfunc_func_door_secret (0 .5 .8) ? open_once 1st_left 1st_down no_shoot always_shoot
if (this.spawnflags & SECRET_YES_SHOOT)
{
+ //this.canteamdamage = true; // TODO
this.health = 10000;
this.takedamage = DAMAGE_YES;
this.event_damage = fd_secret_damage;