]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/triggers/func/door_secret.qc
Properly support team field on trigger_multiple
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / triggers / func / door_secret.qc
index 12008e492d443896506773352d798e0ddbdf569c..6f2d101ef9a914b61bae21278a6c5fa1c386b6a5 100644 (file)
@@ -1,3 +1,4 @@
+#include "door_secret.qh"
 #ifdef SVQC
 void fd_secret_move1(entity this);
 void fd_secret_move2(entity this);
@@ -19,6 +20,8 @@ void fd_secret_use(entity this, entity actor, entity trigger)
        string message_save;
 
        this.health = 10000;
+       if(!this.bot_attack)
+               IL_PUSH(g_bot_targets, this);
        this.bot_attack = true;
 
        // exit if still moving around...
@@ -36,7 +39,7 @@ void fd_secret_use(entity this, entity actor, entity trigger)
 
        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);
@@ -58,7 +61,7 @@ void fd_secret_use(entity this, entity actor, entity trigger)
                this.dest1 = this.origin + v_right * (this.t_width * temp);
 
        this.dest2 = this.dest1 + v_forward * this.t_length;
-       WITHSELF(this, SUB_CalcMove(this.dest1, TSPEED_LINEAR, this.speed, fd_secret_move1));
+       SUB_CalcMove(this, this.dest1, TSPEED_LINEAR, this.speed, fd_secret_move1);
        if (this.noise2 != "")
                _sound(this, CH_TRIGGER_SINGLE, this.noise2, VOL_BASE, ATTEN_NORM);
 }
@@ -71,76 +74,76 @@ void fd_secret_damage(entity this, entity inflictor, entity attacker, float dama
 // Wait after first movement...
 void fd_secret_move1(entity this)
 {
-       self.SUB_NEXTTHINK = self.SUB_LTIME + 1.0;
-       setthink(self, fd_secret_move2);
-       if (self.noise3 != "")
-               _sound(self, CH_TRIGGER_SINGLE, self.noise3, VOL_BASE, ATTEN_NORM);
+       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);
 }
 
 // Start moving sideways w/sound...
 void fd_secret_move2(entity this)
 {
-       if (self.noise2 != "")
-               _sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
-       SUB_CalcMove(self.dest2, TSPEED_LINEAR, self.speed, fd_secret_move3);
+       if (this.noise2 != "")
+               _sound(this, CH_TRIGGER_SINGLE, this.noise2, VOL_BASE, ATTEN_NORM);
+       SUB_CalcMove(this, this.dest2, TSPEED_LINEAR, this.speed, fd_secret_move3);
 }
 
 // Wait here until time to go back...
 void fd_secret_move3(entity this)
 {
-       if (self.noise3 != "")
-               _sound(self, CH_TRIGGER_SINGLE, self.noise3, VOL_BASE, ATTEN_NORM);
-       if (!(self.spawnflags & SECRET_OPEN_ONCE))
+       if (this.noise3 != "")
+               _sound(this, CH_TRIGGER_SINGLE, this.noise3, VOL_BASE, ATTEN_NORM);
+       if (!(this.spawnflags & SECRET_OPEN_ONCE))
        {
-               self.SUB_NEXTTHINK = self.SUB_LTIME + self.wait;
-               setthink(self, fd_secret_move4);
+               this.nextthink = this.ltime + this.wait;
+               setthink(this, fd_secret_move4);
        }
 }
 
 // Move backward...
 void fd_secret_move4(entity this)
 {
-       if (self.noise2 != "")
-               _sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
-       SUB_CalcMove(self.dest1, TSPEED_LINEAR, self.speed, fd_secret_move5);
+       if (this.noise2 != "")
+               _sound(this, CH_TRIGGER_SINGLE, this.noise2, VOL_BASE, ATTEN_NORM);
+       SUB_CalcMove(this, this.dest1, TSPEED_LINEAR, this.speed, fd_secret_move5);
 }
 
 // Wait 1 second...
 void fd_secret_move5(entity this)
 {
-       self.SUB_NEXTTHINK = self.SUB_LTIME + 1.0;
-       setthink(self, fd_secret_move6);
-       if (self.noise3 != "")
-               _sound(self, CH_TRIGGER_SINGLE, self.noise3, VOL_BASE, ATTEN_NORM);
+       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);
 }
 
 void fd_secret_move6(entity this)
 {
-       if (self.noise2 != "")
-               _sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
-       SUB_CalcMove(self.oldorigin, TSPEED_LINEAR, self.speed, fd_secret_done);
+       if (this.noise2 != "")
+               _sound(this, CH_TRIGGER_SINGLE, this.noise2, VOL_BASE, ATTEN_NORM);
+       SUB_CalcMove(this, this.oldorigin, TSPEED_LINEAR, this.speed, fd_secret_done);
 }
 
 void fd_secret_done(entity this)
 {
-       if (self.spawnflags&SECRET_YES_SHOOT)
+       if (this.spawnflags&SECRET_YES_SHOOT)
        {
-               self.health = 10000;
-               self.takedamage = DAMAGE_YES;
-               //self.th_pain = fd_secret_use;
+               this.health = 10000;
+               this.takedamage = DAMAGE_YES;
+               //this.th_pain = fd_secret_use;
        }
-       if (self.noise3 != "")
-               _sound(self, CH_TRIGGER_SINGLE, self.noise3, VOL_BASE, ATTEN_NORM);
+       if (this.noise3 != "")
+               _sound(this, CH_TRIGGER_SINGLE, this.noise3, VOL_BASE, ATTEN_NORM);
 }
 
 .float door_finished;
 
-void secret_blocked()
-{SELFPARAM();
-       if (time < self.door_finished)
+void secret_blocked(entity this, entity blocker)
+{
+       if (time < this.door_finished)
                return;
-       self.door_finished = time + 0.5;
-       //T_Damage (other, self, self, self.dmg, self.dmg, self.deathtype, DT_IMPACT, (self.absmin + self.absmax) * 0.5, '0 0 0', Obituary_Generic);
+       this.door_finished = time + 0.5;
+       //T_Damage (other, this, this, this.dmg, this.dmg, this.deathtype, DT_IMPACT, (this.absmin + this.absmax) * 0.5, '0 0 0', Obituary_Generic);
 }
 
 /*
@@ -150,20 +153,20 @@ secret_touch
 Prints messages
 ================
 */
-void secret_touch(entity this)
+void secret_touch(entity this, entity toucher)
 {
-       if (!other.iscreature)
+       if (!toucher.iscreature)
                return;
-       if (self.door_finished > time)
+       if (this.door_finished > time)
                return;
 
-       self.door_finished = time + 2;
+       this.door_finished = time + 2;
 
-       if (self.message)
+       if (this.message)
        {
-               if (IS_CLIENT(other))
-                       centerprint(other, self.message);
-               play2(other, self.noise);
+               if (IS_CLIENT(toucher))
+                       centerprint(toucher, this.message);
+               play2(toucher, this.noise);
        }
 }
 
@@ -176,7 +179,7 @@ void secret_reset(entity this)
        }
        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
@@ -214,7 +217,7 @@ spawnfunc(func_door_secret)
        precache_sound(this.noise);
 
        settouch(this, secret_touch);
-       this.blocked = secret_blocked;
+       setblocked(this, secret_blocked);
        this.speed = 50;
        this.use = fd_secret_use;
        IFTARGETED
@@ -225,6 +228,7 @@ spawnfunc(func_door_secret)
 
        if (this.spawnflags & SECRET_YES_SHOOT)
        {
+               //this.canteamdamage = true; // TODO
                this.health = 10000;
                this.takedamage = DAMAGE_YES;
                this.event_damage = fd_secret_damage;