func_water: Don't assign the toggle spawnflag. I don't know where that came from - this should fix sh_hdgibfactory
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2 changed files with 4 additions and 8 deletions
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@ -190,14 +190,11 @@ func_door::Arrived(void)
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if (m_strSndMove)
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sound(this, CHAN_WEAPON, "common/null.wav", 1.0f, ATTN_NORM);
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if (m_flWait < 0) {
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if ((m_flWait < 0.0f) || HasSpawnFlags(SF_MOV_TOGGLE) == true)
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return;
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}
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if (!HasSpawnFlags(SF_MOV_TOGGLE)) {
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think = MoveBack;
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nextthink = (ltime + m_flWait);
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}
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think = MoveBack;
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nextthink = (ltime + m_flWait);
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}
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void
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@ -703,6 +700,5 @@ func_water(void)
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door.SetSolid(SOLID_BSP);
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door.SetSkin(CONTENT_WATER);
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door.effects |= EF_FULLBRIGHT;
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door.spawnflags |= SF_MOV_TOGGLE;
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setorigin(door, door.origin); // relink. have to do this.
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}
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@ -162,7 +162,7 @@ func_door_rotating::Arrived(void)
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sound(this, CHAN_VOICE, "common/null.wav", 1.0f, ATTN_NORM);
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}
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if (HasSpawnFlags(SF_ROT_TOGGLE) || m_flWait < 0)
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if ((m_flWait < 0.0f) || HasSpawnFlags(SF_ROT_TOGGLE) == true)
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return;
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think = Back;
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