entity LinkDoors_nextent(entity cur, entity near, entity pass)
{
- while((cur = find(cur, classname, pass.classname)) && ((cur.spawnflags & DOOR_DONT_LINK) || cur.enemy))
+ while((cur = find(cur, classname, pass.classname)) && ((cur.spawnflags & DOOR_DONT_LINK && !Q3COMPAT_COMMON) || cur.enemy))
{
}
return cur;
bool LinkDoors_isconnected(entity e1, entity e2, entity pass)
{
+ if(Q3COMPAT_COMMON)
+ return e1.team == e2.team;
+
float DELTA = 4;
if((e1.absmin_x > e2.absmax_x + DELTA)
|| (e1.absmin_y > e2.absmax_y + DELTA)
if (this.enemy)
return; // already linked by another door
- if (this.spawnflags & DOOR_DONT_LINK)
+
+ // Q3 door linking is done for teamed doors only and is not affected by spawnflags or bmodel proximity
+ if ((this.spawnflags & DOOR_DONT_LINK && !Q3COMPAT_COMMON) || (Q3COMPAT_COMMON && !this.team))
{
this.owner = this.enemy = this;
this.speed = 100;
}
- if (q3compat && !this.dmg)
- this.dmg = 2;
+ if (q3compat)
+ {
+ if (!this.dmg)
+ this.dmg = 2;
+
+ if (!this.team)
+ {
+ string t = GetField_fullspawndata(this, "team");
+ // bones_was_here: same hack as used to support teamed items on Q3 maps
+ if(t) this.team = crc16(false, t);
+ }
+ }
settouch(this, door_touch);