]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/t_plats.qc
Merge branch 'master' into terencehill/music_player
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / t_plats.qc
index 55844c8d652e5cfeec0b08201e7a4ffd75030a6e..353e5e9feb4f4b64c146cb2f456c49181b13fa93 100644 (file)
@@ -414,6 +414,10 @@ void spawnfunc_func_train()
        if (!self.speed)
                self.speed = 100;
 
+       if (!InitMovingBrushTrigger())
+               return;
+       self.effects |= EF_LOWPRECISION;
+       
        if (self.spawnflags & 2)
        {
                self.platmovetype_turn = TRUE;
@@ -422,10 +426,6 @@ void spawnfunc_func_train()
        else
                self.view_ofs = self.mins;
 
-       if (!InitMovingBrushTrigger())
-               return;
-       self.effects |= EF_LOWPRECISION;
-
        // wait for targets to spawn
        InitializeEntity(self, func_train_find, INITPRIO_SETLOCATION);
 
@@ -448,9 +448,9 @@ void spawnfunc_func_train()
 
 void func_rotating_setactive(float astate)
 {
-       
+
        if (astate == ACTIVE_TOGGLE)
-       {               
+       {
                if(self.active == ACTIVE_ACTIVE)
                        self.active = ACTIVE_NOT;
                else
@@ -458,8 +458,8 @@ void func_rotating_setactive(float astate)
        }
        else
                self.active = astate;
-               
-       if(self.active  == ACTIVE_NOT)          
+
+       if(self.active  == ACTIVE_NOT)
                self.avelocity = '0 0 0';
        else
                self.avelocity = self.pos1;
@@ -480,10 +480,10 @@ void spawnfunc_func_rotating()
                precache_sound(self.noise);
                ambientsound(self.origin, self.noise, VOL_BASE, ATTEN_IDLE);
        }
-       
+
        self.active = ACTIVE_ACTIVE;
        self.setactive = func_rotating_setactive;
-       
+
        if (!self.speed)
                self.speed = 100;
        // FIXME: test if this turns the right way, then remove this comment (negate as needed)
@@ -495,9 +495,9 @@ void spawnfunc_func_rotating()
        // FIXME: test if this turns the right way, then remove this comment (negate as needed)
        else // Z
                self.avelocity = '0 1 0' * self.speed;
-       
+
        self.pos1 = self.avelocity;
-    
+
     if(self.dmg && (self.message == ""))
         self.message = " was squished";
     if(self.dmg && (self.message2 == ""))
@@ -527,13 +527,13 @@ void func_bobbing_controller_think()
 {
        vector v;
        self.nextthink = time + 0.1;
-       
-       if (!(self.owner.active == ACTIVE_ACTIVE))
+
+       if(self.owner.active != ACTIVE_ACTIVE)
        {
-               self.owner.velocity = '0 0 0';          
+               self.owner.velocity = '0 0 0';
                return;
        }
-               
+
        // calculate sinewave using makevectors
        makevectors((self.nextthink * self.owner.cnt + self.owner.phase * 360) * '0 1 0');
        v = self.owner.destvec + self.owner.movedir * v_forward_y;
@@ -745,7 +745,7 @@ void button_reset()
 
 void button_use()
 {
-       if (!(self.active == ACTIVE_ACTIVE))
+       if(self.active != ACTIVE_ACTIVE)
                return;
 
        self.enemy = activator;
@@ -788,7 +788,7 @@ When a button is touched, it moves some distance in the direction of it's angle,
 "speed"                override the default 40 speed
 "wait"         override the default 1 second wait (-1 = never return)
 "lip"          override the default 4 pixel lip remaining at end of move
-"health"       if set, the button must be killed instead of touched. If set to -1, the button will fire on ANY attack, even damageless ones like the MinstaGib laser
+"health"       if set, the button must be killed instead of touched. If set to -1, the button will fire on ANY attack, even damageless ones like the InstaGib laser
 "sounds"
 0) steam metal
 1) wooden clunk
@@ -992,13 +992,13 @@ ACTIVATION FUNCTIONS
 
 float door_check_keys(void) {
        local entity door;
-       
-       
+
+
        if (self.owner)
                door = self.owner;
        else
                door = self;
-       
+
        // no key needed
        if (!door.itemkeys)
                return TRUE;
@@ -1007,19 +1007,19 @@ float door_check_keys(void) {
        // only a player can have a key
        if (!IS_PLAYER(other))
                return FALSE;
-       
+
        if (item_keys_usekey(door, other)) {
                // some keys were used
                if (other.key_door_messagetime <= time) {
                        play2(other, "misc/talk.wav");
-                       centerprint(other, strcat("You also need ", item_keys_keylist(door.itemkeys), "!"));
+                       Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_DOOR_LOCKED_ALSONEED, item_keys_keylist(door.itemkeys));
                        other.key_door_messagetime = time + 2;
                }
        } else {
                // no keys were used
                if (other.key_door_messagetime <= time) {
                        play2(other, "misc/talk.wav");
-                       centerprint(other, strcat("You need ", item_keys_keylist(door.itemkeys), "!"));
+                       Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_DOOR_LOCKED_NEED, item_keys_keylist(door.itemkeys));
                        other.key_door_messagetime = time + 2;
                }
        }
@@ -1027,7 +1027,7 @@ float door_check_keys(void) {
        if (door.itemkeys) {
                // door is now unlocked
                play2(other, "misc/talk.wav");
-               centerprint(other, "Door unlocked!");
+               Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_DOOR_UNLOCKED);
                return TRUE;
        } else
                return FALSE;
@@ -1099,7 +1099,7 @@ void door_use()
        entity oself;
 
        //dprint("door_use (model: ");dprint(self.model);dprint(")\n");
-       
+
        if (self.owner)
        {
                oself = self;
@@ -1118,11 +1118,11 @@ void door_trigger_touch()
 
        if (time < self.attack_finished_single)
                return;
-       
+
        // check if door is locked
        if (!door_check_keys())
                return;
-       
+
        self.attack_finished_single = time + 1;
 
        activator = other;
@@ -1139,12 +1139,12 @@ void door_damage(entity inflictor, entity attacker, float damage, float deathtyp
                if(!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH))
                        return;
        self.health = self.health - damage;
-       
+
        if (self.itemkeys) {
                // don't allow opening doors through damage if keys are required
                return;
        }
-       
+
        if (self.health <= 0)
        {
                oself = self;
@@ -1489,7 +1489,7 @@ void spawnfunc_func_door()
                self.itemkeys |= ITEM_KEY_BIT(0);
        if (self.spawnflags & SPAWNFLAGS_SILVER_KEY)
                self.itemkeys |= ITEM_KEY_BIT(1);
-               
+
        //if (!self.deathtype) // map makers can override this
        //      self.deathtype = " got in the way";
        SetMovedir ();
@@ -1940,9 +1940,9 @@ void func_fourier_controller_think()
        float n, i, t;
 
        self.nextthink = time + 0.1;
-       if (!(self.owner.active == ACTIVE_ACTIVE))
+       if(self.owner.active != ACTIVE_ACTIVE)
        {
-               self.owner.velocity = '0 0 0';          
+               self.owner.velocity = '0 0 0';
                return;
        }
 
@@ -2073,9 +2073,9 @@ void func_vectormamamam_controller_think()
 {
        self.nextthink = time + 0.1;
 
-       if (!(self.owner.active == ACTIVE_ACTIVE))
+       if(self.owner.active != ACTIVE_ACTIVE)
        {
-               self.owner.velocity = '0 0 0';          
+               self.owner.velocity = '0 0 0';
                return;
        }