if (self.noise1 != "")
sound(self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
- self.nextthink = self.ltime + 0.1;
+ self.SUB_NEXTTHINK = self.SUB_LTIME + 0.1;
temp = 1 - (self.spawnflags & SECRET_1ST_LEFT); // 1 or -1
makevectors(self.mangle);
sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
}
-void fd_secret_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void fd_secret_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
fd_secret_use();
}
// Wait after first movement...
void fd_secret_move1()
{
- self.nextthink = self.ltime + 1.0;
+ self.SUB_NEXTTHINK = self.SUB_LTIME + 1.0;
self.think = fd_secret_move2;
if (self.noise3 != "")
sound(self, CH_TRIGGER_SINGLE, self.noise3, VOL_BASE, ATTEN_NORM);
sound(self, CH_TRIGGER_SINGLE, self.noise3, VOL_BASE, ATTEN_NORM);
if (!(self.spawnflags & SECRET_OPEN_ONCE))
{
- self.nextthink = self.ltime + self.wait;
+ self.SUB_NEXTTHINK = self.SUB_LTIME + self.wait;
self.think = fd_secret_move4;
}
}
// Wait 1 second...
void fd_secret_move5()
{
- self.nextthink = self.ltime + 1.0;
+ self.SUB_NEXTTHINK = self.SUB_LTIME + 1.0;
self.think = fd_secret_move6;
if (self.noise3 != "")
sound(self, CH_TRIGGER_SINGLE, self.noise3, VOL_BASE, ATTEN_NORM);
}
setorigin(self, self.oldorigin);
self.think = func_null;
- self.nextthink = 0;
+ self.SUB_NEXTTHINK = 0;
}
/*QUAKED spawnfunc_func_door_secret (0 .5 .8) ? open_once 1st_left 1st_down no_shoot always_shoot