entity e = this;
do {
if (e.classname == "door") {
- WITHSELF(e, door_go_up(e));
+ door_go_up(e);
} else {
// if the BIDIR spawnflag (==2) is set and the trigger has set trigger_reverse, reverse the opening direction
if ((e.spawnflags & 2) && other.trigger_reverse!=0 && e.lip != 666 && e.state == STATE_BOTTOM) {
if (!((e.spawnflags & 2) && (e.spawnflags & 8) && e.state == STATE_DOWN
&& (((e.lip == 666) && (other.trigger_reverse == 0)) || ((e.lip != 666) && (other.trigger_reverse != 0)))))
{
- WITHSELF(e, door_rotating_go_up(e));
+ door_rotating_go_up(e);
}
}
e = e.enemy;
//dprint("door_use (model: ");dprint(this.model);dprint(")\n");
if (this.owner)
- WITHSELF(this.owner, door_fire(this.owner, actor, trigger));
+ door_fire(this.owner, actor, trigger);
}
void door_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)