#if defined(CSQC)
#elif defined(MENUQC)
#elif defined(SVQC)
- #include "../../../dpdefs/progsdefs.qh"
+ #include "../../../server/_all.qh"
#include "../../util.qh"
#include "../../../server/defs.qh"
#include "secret.qh"
#ifdef SVQC
-void secrets_setstatus() {
+void secrets_setstatus()
+{SELFPARAM();
self.stat_secrets_total = secrets_total;
self.stat_secrets_found = secrets_found;
}
/**
* A secret has been found (maybe :P)
*/
-void trigger_secret_touch() {
+void trigger_secret_touch()
+{SELFPARAM();
// only a player can trigger this
if (!IS_PLAYER(other))
return;
You should create a common/trigger textured brush covering the entrance to a secret room/area.
Trigger secret can only be trigger by a player's touch and can not be a target itself.
*/
-void spawnfunc_trigger_secret() {
+spawnfunc(trigger_secret)
+{
// FIXME: should it be disabled in most modes?
// update secrets count
// convert this trigger to trigger_once
self.classname = "trigger_once";
- spawnfunc_trigger_once();
+ spawnfunc_trigger_once(this);
// take over the touch() function, so we can mark secret as found
self.touch = trigger_secret_touch;