*/
void door_go_down(entity this);
-void door_go_up(entity this);
+void door_go_up(entity this, entity actor, entity trigger);
void door_rotating_go_down(entity this);
void door_rotating_go_up(entity this, entity oth);
if (this.state == STATE_DOWN)
if (this.classname == "door")
{
- door_go_up (this);
+ door_go_up (this, NULL, NULL);
} else
{
door_rotating_go_up(this, blocker);
SUB_CalcMove (this, this.pos1, TSPEED_LINEAR, this.speed, door_hit_bottom);
}
-void door_go_up(entity this)
+void door_go_up(entity this, entity actor, entity trigger)
{
if (this.state == STATE_UP)
return; // already going up
string oldmessage;
oldmessage = this.message;
this.message = "";
- SUB_UseTargets(this, NULL, NULL);
+ SUB_UseTargets(this, actor, trigger);
this.message = oldmessage;
}
entity e = this;
do {
if (e.classname == "door") {
- door_go_up(e);
+ door_go_up(e, actor, trigger);
} else {
// if the BIDIR spawnflag (==2) is set and the trigger has set trigger_reverse, reverse the opening direction
if ((e.spawnflags & 2) && trigger.trigger_reverse!=0 && e.lip != 666 && e.state == STATE_BOTTOM) {