3 void fd_secret_move1(
entity this);
4 void fd_secret_move2(
entity this);
5 void fd_secret_move3(
entity this);
6 void fd_secret_move4(
entity this);
7 void fd_secret_move5(
entity this);
8 void fd_secret_move6(
entity this);
9 void fd_secret_done(
entity this);
69 void fd_secret_move1(
entity this)
78 void fd_secret_move2(
entity this)
86 void fd_secret_move3(
entity this)
98 void fd_secret_move4(
entity this)
106 void fd_secret_move5(
entity this)
114 void fd_secret_move6(
entity this)
121 void fd_secret_done(
entity this)
152 if (!toucher.iscreature)
163 play2(toucher, this.
noise);
167 void secret_reset(
entity this)
210 if (!InitMovingBrushTrigger(
this))
return;
216 this.
noise1 =
"plats/medplat1.wav";
217 this.
noise2 =
"plats/medplat1.wav";
218 this.
noise3 =
"plats/medplat2.wav";
222 if (this.
noise ==
"")
224 this.
noise =
"misc/talk.wav";
243 settouch(
this, secret_touch);
244 setblocked(
this, secret_blocked);
246 this.
use = fd_secret_use;
255 this.event_damage = fd_secret_damage;
260 this.reset = secret_reset;
bool SetResourceExplicit(entity e, Resource res_type, float amount)
Sets the resource amount of an entity without calling any hooks.
const int DOOR_SECRET_OPEN_ONCE
const int DOOR_SECRET_YES_SHOOT
void SUB_UseTargets(entity this, entity actor, entity trigger)
spawnfunc(info_player_attacker)
void SUB_CalcMove(entity this, vector tdest, float tspeedtype, float tspeed, void(entity this) func)
IntrusiveList g_bot_targets
const int DOOR_SECRET_1ST_DOWN
ERASEABLE entity IL_PUSH(IntrusiveList this, entity it)
Push to tail.
const int CH_TRIGGER_SINGLE
vector(float skel, float bonenum) _skel_get_boneabs_hidden
#define _sound(e, c, s, v, a)
const int DOOR_SECRET_1ST_LEFT