func_door: Fixed the touch condition, this fixes glitchy behaviour in cs_assault etc.

This commit is contained in:
Marco Cawthorne 2019-02-09 11:32:19 +01:00
parent 0db9009c2f
commit 646e378989
7 changed files with 3 additions and 3 deletions

View file

@ -154,12 +154,12 @@ void func_door::MoveAway(void)
void func_door::Trigger(void)
{
/*if (m_flNextTrigger > time) {
if (m_flNextTrigger > time) {
if (!(spawnflags & SF_MOV_TOGGLE)) {
return;
}
}
m_flNextTrigger = time + m_flWait;*/
m_flNextTrigger = time + m_flWait;
// Only trigger stuff when we are done moving
if ((m_iState == DOORSTATE_RAISED) || (m_iState == DOORSTATE_LOWERED)) {

View file

@ -21,7 +21,7 @@ void Effect_CreateExplosion( vector vPos ) {
setorigin( eExplosion, vPos );
setmodel( eExplosion, "sprites/fexplo.spr" );
sound( eExplosion, CHAN_WEAPON, sprintf( "weapons/explode%d.wav", floor( random() * 3 ) + 3 ), 1, ATTN_NORM );
//eExplosion.think = Effect_CreateExplosion_Animate;
eExplosion.nextthink = time + 0.05f;
eExplosion.effects = EF_ADDITIVE;

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