-float SUB_True() { return 1; }
-float SUB_False() { return 0; }
+void SUB_NullThink(void) { }
void(vector destangle, float tspeed, void() func) SUB_CalcAngleMove;
void() SUB_CalcMoveDone;
controller.think1 = self.think;
// the thinking is now done by the controller
- self.think = func_null;
+ self.think = SUB_NullThink; // for PushMove
self.nextthink = self.ltime + traveltime;
// invoke controller
// wait for targets to spawn
self.nextthink = self.ltime + 999999999;
- self.think = func_null;
+ self.think = SUB_NullThink; // for PushMove
// TODO make a reset function for this one
}
controller.nextthink = time + 1;
controller.think = func_bobbing_controller_think;
self.nextthink = self.ltime + 999999999;
- self.think = func_null;
+ self.think = SUB_NullThink; // for PushMove
// Savage: Reduce bandwith, critical on e.g. nexdm02
self.effects |= EF_LOWPRECISION;
controller.nextthink = time + 1;
controller.think = func_pendulum_controller_think;
self.nextthink = self.ltime + 999999999;
- self.think = func_null;
+ self.think = SUB_NullThink; // for PushMove
//self.effects |= EF_LOWPRECISION;
self.velocity = '0 0 0';
self.state = STATE_BOTTOM;
self.think = func_null;
+ self.nextthink = 0;
}
// spawnflags require key (for now only func_door)
self.avelocity = '0 0 0';
self.state = STATE_BOTTOM;
self.think = func_null;
+ self.nextthink = 0;
}
void door_rotating_init_startopen()
}
setorigin(self, self.oldorigin);
self.think = func_null;
+ self.nextthink = 0;
}
/*QUAKED spawnfunc_func_door_secret (0 .5 .8) ? open_once 1st_left 1st_down no_shoot always_shoot
controller.nextthink = time + 1;
controller.think = func_fourier_controller_think;
self.nextthink = self.ltime + 999999999;
- self.think = func_null;
+ self.think = SUB_NullThink; // for PushMove
// Savage: Reduce bandwith, critical on e.g. nexdm02
self.effects |= EF_LOWPRECISION;
// wait for targets to spawn
self.nextthink = self.ltime + 999999999;
- self.think = func_null;
+ self.think = SUB_NullThink; // for PushMove
// Savage: Reduce bandwith, critical on e.g. nexdm02
self.effects |= EF_LOWPRECISION;