726 lines
16 KiB
Plaintext
726 lines
16 KiB
Plaintext
// doors.qc: player-triggered moving brush entities
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enum {
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DOOR_START_OPEN = 1,
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DOOR_DONT_LINK = 4,
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DOOR_GOLD_KEY = 8,
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DOOR_SILVER_KEY = 16,
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DOOR_TOGGLE = 32,
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};
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/*
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Doors are similar to buttons, but can spawn a fat trigger field around them
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to open without a touch, and they link together to form simultanious
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double/quad doors.
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Door.owner is the master door. If there is only one door, it points to itself.
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If multiple doors, all will point to a single one.
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Door.enemy chains from the master door through all doors linked in the chain.
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*/
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/*
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=============================================================================
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THINK FUNCTIONS
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=============================================================================
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*/
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void() door_blocked = {
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T_Damage(other, self, self, self.dmg);
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// if a door has a negative wait, it would never come back if blocked,
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// so let it just squash the object to death real fast
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if(self.wait >= 0) {
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if(self.state == STATE_DOWN) {
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door_go_up();
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} else {
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door_go_down();
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}
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}
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};
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void() door_hit_top = {
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sound(self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
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self.state = STATE_TOP;
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if(self.spawnflags & DOOR_TOGGLE) {
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return; // don't come down automatically
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}
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self.think = door_go_down;
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self.nextthink = self.ltime + self.wait;
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};
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void() door_hit_bottom = {
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sound(self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
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self.state = STATE_BOTTOM;
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};
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void() door_go_down = {
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sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
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if(self.max_health) {
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self.takedamage = DAMAGE_YES;
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self.health = self.max_health;
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}
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self.state = STATE_DOWN;
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SUB_CalcMove(self.pos1, self.speed, door_hit_bottom);
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};
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void() door_go_up = {
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if(self.state == STATE_UP) {
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return; // allready going up
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}
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if(self.state == STATE_TOP) {
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// reset top wait time
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self.nextthink = self.ltime + self.wait;
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return;
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}
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sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
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self.state = STATE_UP;
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SUB_CalcMove(self.pos2, self.speed, door_hit_top);
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SUB_UseTargets();
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};
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/*
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=============================================================================
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ACTIVATION FUNCTIONS
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=============================================================================
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*/
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void() door_fire = {
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entity oself;
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entity starte;
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if(self.owner != self) {
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objerror("door_fire: self.owner != self");
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}
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// play use key sound
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if(self.items) {
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sound(self, CHAN_VOICE, self.noise4, 1, ATTN_NORM);
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}
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self.message = string_null; // no more message
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oself = self;
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if(self.spawnflags & DOOR_TOGGLE) {
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if(self.state == STATE_UP || self.state == STATE_TOP) {
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starte = self;
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do {
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door_go_down();
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self = self.enemy;
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} while((self != starte) && (self != world));
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self = oself;
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return;
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}
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}
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// trigger all paired doors
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starte = self;
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do {
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door_go_up();
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self = self.enemy;
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} while((self != starte) && (self != world));
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self = oself;
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};
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void() door_use = {
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entity oself;
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self.message = ""; // door message are for touch only
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self.owner.message = "";
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self.enemy.message = "";
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oself = self;
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self = self.owner;
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door_fire();
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self = oself;
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};
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void() door_trigger_touch = {
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if(other.health <= 0) {
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return;
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}
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if(time < self.attack_finished) {
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return;
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}
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self.attack_finished = time + 1;
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activator = other;
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self = self.owner;
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door_use();
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};
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void() door_killed = {
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entity oself;
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oself = self;
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self = self.owner;
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self.health = self.max_health;
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self.takedamage = DAMAGE_NO; // wil be reset upon return
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door_use();
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self = oself;
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};
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/*
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================
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door_touch
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Prints messages and opens key doors
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================
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*/
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void() door_touch = {
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if(other.classname != "player") {
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return;
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}
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if(self.owner.attack_finished > time) {
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return;
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}
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self.owner.attack_finished = time + 2;
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if(self.owner.message != "") {
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centerprint(other, self.owner.message);
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sound(other, CHAN_VOICE, "misc/talk.wav", 1, ATTN_NORM);
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}
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// key door stuff
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if(!self.items) {
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return;
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}
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// FIXME: blink key on player's status bar
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if((self.items & other.items) != self.items) {
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if(self.owner.items == IT_KEY1) {
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if(world.worldtype == 2) {
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centerprint(other, "You need the silver keycard");
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sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
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} else if(world.worldtype == 1) {
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centerprint(other, "You need the silver runekey");
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sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
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} else if(world.worldtype == 0) {
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centerprint(other, "You need the silver key");
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sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
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}
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} else {
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if(world.worldtype == 2) {
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centerprint(other, "You need the gold keycard");
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sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
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} else if(world.worldtype == 1) {
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centerprint(other, "You need the gold runekey");
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sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
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} else if(world.worldtype == 0) {
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centerprint(other, "You need the gold key");
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sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
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}
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}
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return;
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}
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other.items = other.items - self.items;
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self.touch = SUB_Null;
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if(self.enemy) {
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self.enemy.touch = SUB_Null; // get paired door
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}
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door_use();
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};
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/*
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=============================================================================
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SPAWNING FUNCTIONS
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=============================================================================
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*/
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entity(vector fmins, vector fmaxs) spawn_field = {
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entity trigger;
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vector t1, t2;
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trigger = spawn();
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trigger.movetype = MOVETYPE_NONE;
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trigger.solid = SOLID_TRIGGER;
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trigger.owner = self;
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trigger.touch = door_trigger_touch;
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t1 = fmins;
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t2 = fmaxs;
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setsize(trigger, t1 - '60 60 8', t2 + '60 60 8');
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return(trigger);
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};
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float(entity e1, entity e2) EntitiesTouching = {
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if(e1.mins_x > e2.maxs_x) {
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return FALSE;
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}
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if(e1.mins_y > e2.maxs_y) {
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return FALSE;
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}
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if(e1.mins_z > e2.maxs_z) {
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return FALSE;
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}
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if(e1.maxs_x < e2.mins_x) {
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return FALSE;
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}
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if(e1.maxs_y < e2.mins_y) {
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return FALSE;
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}
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if(e1.maxs_z < e2.mins_z) {
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return FALSE;
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}
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return TRUE;
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};
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/*
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=============
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LinkDoors
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=============
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*/
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void() LinkDoors = {
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entity t, starte;
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vector cmins, cmaxs;
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if(self.enemy) {
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return; // already linked by another door
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}
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if(self.spawnflags & 4) {
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self.owner = self.enemy = self;
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return; // don't want to link this door
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}
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cmins = self.mins;
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cmaxs = self.maxs;
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starte = self;
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t = self;
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do {
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self.owner = starte; // master door
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if(self.health) {
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starte.health = self.health;
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}
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if(self.targetname) {
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starte.targetname = self.targetname;
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}
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if(self.message != "") {
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starte.message = self.message;
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}
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t = find(t, classname, self.classname);
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if(!t) {
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self.enemy = starte; // make the chain a loop
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// shootable, fired, or key doors just needed the owner/enemy links,
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// they don't spawn a field
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self = self.owner;
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if(self.health) {
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return;
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}
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if(self.targetname) {
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return;
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}
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if(self.items) {
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return;
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}
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self.owner.trigger_field = spawn_field(cmins, cmaxs);
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return;
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}
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if(EntitiesTouching(self, t)) {
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if(t.enemy) {
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objerror("cross connected doors");
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}
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self.enemy = t;
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self = t;
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if(t.mins_x < cmins_x) {
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cmins_x = t.mins_x;
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}
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if(t.mins_y < cmins_y) {
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cmins_y = t.mins_y;
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}
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if(t.mins_z < cmins_z) {
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cmins_z = t.mins_z;
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}
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if(t.maxs_x > cmaxs_x) {
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cmaxs_x = t.maxs_x;
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}
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if(t.maxs_y > cmaxs_y) {
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cmaxs_y = t.maxs_y;
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}
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if(t.maxs_z > cmaxs_z) {
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cmaxs_z = t.maxs_z;
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}
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}
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} while(1);
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};
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/*QUAKED func_door(0 .5 .8) ? START_OPEN x DOOR_DONT_LINK GOLD_KEY SILVER_KEY TOGGLE
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if two doors touch, they are assumed to be connected and operate as a unit.
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TOGGLE causes the door to wait in both the start and end states for a trigger event.
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START_OPEN causes the door to move to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered(not usefull for touch or takedamage doors).
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Key doors are allways wait -1.
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"message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet
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"angle" determines the opening direction
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"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
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"health" if set, door must be shot open
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"speed" movement speed(100 default)
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"wait" wait before returning(3 default, -1 = never return)
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"lip" lip remaining at end of move(8 default)
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"dmg" damage to inflict when blocked(2 default)
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"sounds"
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0) no sound
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1) stone
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2) base
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3) stone chain
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4) screechy metal
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*/
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void() func_door =
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{
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if(world.worldtype == 0) {
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precache_sound("doors/medtry.wav");
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precache_sound("doors/meduse.wav");
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self.noise3 = "doors/medtry.wav";
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self.noise4 = "doors/meduse.wav";
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} else if(world.worldtype == 1) {
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precache_sound("doors/runetry.wav");
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precache_sound("doors/runeuse.wav");
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self.noise3 = "doors/runetry.wav";
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self.noise4 = "doors/runeuse.wav";
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} else if(world.worldtype == 2) {
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precache_sound("doors/basetry.wav");
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precache_sound("doors/baseuse.wav");
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self.noise3 = "doors/basetry.wav";
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self.noise4 = "doors/baseuse.wav";
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} else {
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dprint("no worldtype set!\n");
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}
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if(self.sounds == 0) {
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precache_sound("misc/null.wav");
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precache_sound("misc/null.wav");
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self.noise1 = "misc/null.wav";
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self.noise2 = "misc/null.wav";
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}
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if(self.sounds == 1) {
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precache_sound("doors/drclos4.wav");
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precache_sound("doors/doormv1.wav");
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self.noise1 = "doors/drclos4.wav";
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self.noise2 = "doors/doormv1.wav";
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}
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if(self.sounds == 2) {
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precache_sound("doors/hydro1.wav");
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precache_sound("doors/hydro2.wav");
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self.noise2 = "doors/hydro1.wav";
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self.noise1 = "doors/hydro2.wav";
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}
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if(self.sounds == 3) {
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precache_sound("doors/stndr1.wav");
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precache_sound("doors/stndr2.wav");
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self.noise2 = "doors/stndr1.wav";
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self.noise1 = "doors/stndr2.wav";
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}
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if(self.sounds == 4) {
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precache_sound("doors/ddoor1.wav");
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precache_sound("doors/ddoor2.wav");
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self.noise1 = "doors/ddoor2.wav";
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self.noise2 = "doors/ddoor1.wav";
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}
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SetMovedir();
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self.max_health = self.health;
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self.solid = SOLID_BSP;
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self.movetype = MOVETYPE_PUSH;
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setorigin(self, self.origin);
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setmodel(self, self.model);
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self.classname = "door";
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self.blocked = door_blocked;
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self.use = door_use;
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if(self.spawnflags & DOOR_SILVER_KEY) {
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self.items = IT_KEY1;
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}
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if(self.spawnflags & DOOR_GOLD_KEY) {
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self.items = IT_KEY2;
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}
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if(!self.speed) {
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self.speed = 100;
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}
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if(!self.wait) {
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self.wait = 3;
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}
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if(!self.lip) {
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self.lip = 8;
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}
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if(!self.dmg) {
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self.dmg = 2;
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}
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self.pos1 = self.origin;
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self.pos2 = self.pos1 + self.movedir * (fabs(self.movedir * self.size) - self.lip);
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// DOOR_START_OPEN is to allow an entity to be lighted in the closed position
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// but spawn in the open position
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if(self.spawnflags & DOOR_START_OPEN) {
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setorigin(self, self.pos2);
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self.pos2 = self.pos1;
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self.pos1 = self.origin;
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}
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self.state = STATE_BOTTOM;
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if(self.health) {
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self.takedamage = DAMAGE_YES;
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self.th_die = door_killed;
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}
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if(self.items) {
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self.wait = -1;
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}
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self.touch = door_touch;
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// LinkDoors can't be done until all of the doors have been spawned, so
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// the sizes can be detected properly.
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self.think = LinkDoors;
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self.nextthink = self.ltime + 0.1;
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};
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/*
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=============================================================================
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SECRET DOORS
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=============================================================================
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*/
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enum {
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SECRET_OPEN_ONCE = 1, // stays open
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SECRET_1ST_LEFT = 2, // 1st move is left of arrow
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SECRET_1ST_DOWN = 4, // 1st move is down from arrow
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SECRET_NO_SHOOT = 8, // only opened by trigger
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SECRET_YES_SHOOT = 16, // shootable even if targeted
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};
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void() fd_secret_use = {
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float temp;
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self.health = 10000;
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// exit if still moving around...
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if(self.origin != self.oldorigin) {
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return;
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}
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self.message = string_null; // no more message
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SUB_UseTargets(); // fire all targets / killtargets
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if(!(self.spawnflags & SECRET_NO_SHOOT)) {
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self.th_pain = SUB_PainNull;
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self.takedamage = DAMAGE_NO;
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}
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self.velocity = '0 0 0';
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// Make a sound, wait a little...
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sound(self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
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self.nextthink = self.ltime + 0.1;
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temp = 1 - (self.spawnflags & SECRET_1ST_LEFT); // 1 or -1
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makevectors(self.mangle);
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if(!self.t_width) {
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if(self.spawnflags & SECRET_1ST_DOWN) {
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self. t_width = fabs(v_up * self.size);
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} else {
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self. t_width = fabs(v_right * self.size);
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}
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}
|
|
|
|
if(!self.t_length) {
|
|
self. t_length = fabs(v_forward * self.size);
|
|
}
|
|
|
|
if(self.spawnflags & SECRET_1ST_DOWN) {
|
|
self.dest1 = self.origin - v_up * self.t_width;
|
|
} else {
|
|
self.dest1 = self.origin + v_right * (self.t_width * temp);
|
|
}
|
|
|
|
self.dest2 = self.dest1 + v_forward * self.t_length;
|
|
SUB_CalcMove(self.dest1, self.speed, fd_secret_move1);
|
|
sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
|
|
};
|
|
void(entity attacker, float damage) fd_secret_pain = {fd_secret_use();};
|
|
|
|
// Wait after first movement...
|
|
void() fd_secret_move1 = {
|
|
self.nextthink = self.ltime + 1.0;
|
|
self.think = fd_secret_move2;
|
|
sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
|
|
};
|
|
|
|
// Start moving sideways w/sound...
|
|
void() fd_secret_move2 = {
|
|
sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
|
|
SUB_CalcMove(self.dest2, self.speed, fd_secret_move3);
|
|
};
|
|
|
|
// Wait here until time to go back...
|
|
void() fd_secret_move3 = {
|
|
sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
|
|
if(!(self.spawnflags & SECRET_OPEN_ONCE)) {
|
|
self.nextthink = self.ltime + self.wait;
|
|
self.think = fd_secret_move4;
|
|
}
|
|
};
|
|
|
|
// Move backward...
|
|
void() fd_secret_move4 = {
|
|
sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
|
|
SUB_CalcMove(self.dest1, self.speed, fd_secret_move5);
|
|
};
|
|
|
|
// Wait 1 second...
|
|
void() fd_secret_move5 = {
|
|
self.nextthink = self.ltime + 1.0;
|
|
self.think = fd_secret_move6;
|
|
sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
|
|
};
|
|
|
|
void() fd_secret_move6 = {
|
|
sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
|
|
SUB_CalcMove(self.oldorigin, self.speed, fd_secret_done);
|
|
};
|
|
|
|
void() fd_secret_done = {
|
|
if(!self.targetname || self.spawnflags & SECRET_YES_SHOOT) {
|
|
self.health = 10000;
|
|
self.takedamage = DAMAGE_YES;
|
|
self.th_pain = fd_secret_pain;
|
|
}
|
|
sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
|
|
};
|
|
|
|
void() secret_blocked = {
|
|
if(time < self.attack_finished) {
|
|
return;
|
|
}
|
|
self.attack_finished = time + 0.5;
|
|
T_Damage(other, self, self, self.dmg);
|
|
};
|
|
|
|
/*
|
|
================
|
|
secret_touch
|
|
|
|
Prints messages
|
|
================
|
|
*/
|
|
void() secret_touch = {
|
|
if(other.classname != "player") {
|
|
return;
|
|
}
|
|
if(self.attack_finished > time) {
|
|
return;
|
|
}
|
|
|
|
self.attack_finished = time + 2;
|
|
|
|
if(self.message) {
|
|
centerprint(other, self.message);
|
|
sound(other, CHAN_BODY, "misc/talk.wav", 1, ATTN_NORM);
|
|
}
|
|
};
|
|
|
|
/*QUAKED func_door_secret(0 .5 .8) ? open_once 1st_left 1st_down no_shoot always_shoot
|
|
Basic secret door. Slides back, then to the side. Angle determines direction.
|
|
wait = # of seconds before coming back
|
|
1st_left = 1st move is left of arrow
|
|
1st_down = 1st move is down from arrow
|
|
always_shoot = even if targeted, keep shootable
|
|
t_width = override WIDTH to move back(or height if going down)
|
|
t_length = override LENGTH to move sideways
|
|
"dmg" damage to inflict when blocked(2 default)
|
|
|
|
If a secret door has a targetname, it will only be opened by it's botton or trigger, not by damage.
|
|
"sounds"
|
|
1) medieval
|
|
2) metal
|
|
3) base
|
|
*/
|
|
|
|
void() func_door_secret = {
|
|
if(self.sounds == 0) {
|
|
self.sounds = 3;
|
|
}
|
|
if(self.sounds == 1) {
|
|
precache_sound("doors/latch2.wav");
|
|
precache_sound("doors/winch2.wav");
|
|
precache_sound("doors/drclos4.wav");
|
|
self.noise1 = "doors/latch2.wav";
|
|
self.noise2 = "doors/winch2.wav";
|
|
self.noise3 = "doors/drclos4.wav";
|
|
}
|
|
if(self.sounds == 2) {
|
|
precache_sound("doors/airdoor1.wav");
|
|
precache_sound("doors/airdoor2.wav");
|
|
self.noise2 = "doors/airdoor1.wav";
|
|
self.noise1 = "doors/airdoor2.wav";
|
|
self.noise3 = "doors/airdoor2.wav";
|
|
}
|
|
if(self.sounds == 3) {
|
|
precache_sound("doors/basesec1.wav");
|
|
precache_sound("doors/basesec2.wav");
|
|
self.noise2 = "doors/basesec1.wav";
|
|
self.noise1 = "doors/basesec2.wav";
|
|
self.noise3 = "doors/basesec2.wav";
|
|
}
|
|
|
|
if(!self.dmg) {
|
|
self.dmg = 2;
|
|
}
|
|
|
|
// Magic formula...
|
|
self.mangle = self.angles;
|
|
self.angles = '0 0 0';
|
|
self.solid = SOLID_BSP;
|
|
self.movetype = MOVETYPE_PUSH;
|
|
self.classname = "door";
|
|
setmodel(self, self.model);
|
|
setorigin(self, self.origin);
|
|
|
|
self.touch = secret_touch;
|
|
self.blocked = secret_blocked;
|
|
self.speed = 50;
|
|
self.use = fd_secret_use;
|
|
if(!self.targetname || self.spawnflags & SECRET_YES_SHOOT) {
|
|
self.health = 10000;
|
|
self.takedamage = DAMAGE_YES;
|
|
self.th_pain = fd_secret_pain;
|
|
self.th_die = fd_secret_use;
|
|
}
|
|
self.oldorigin = self.origin;
|
|
if(!self.wait) {
|
|
self.wait = 5; // 5 seconds before closing
|
|
}
|
|
};
|