func_door: Fixed the touch condition, this fixes glitchy behaviour in cs_assault etc.
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0db9009c2f
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646e378989
7 changed files with 3 additions and 3 deletions
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@ -154,12 +154,12 @@ void func_door::MoveAway(void)
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void func_door::Trigger(void)
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{
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/*if (m_flNextTrigger > time) {
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if (m_flNextTrigger > time) {
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if (!(spawnflags & SF_MOV_TOGGLE)) {
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return;
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}
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}
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m_flNextTrigger = time + m_flWait;*/
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m_flNextTrigger = time + m_flWait;
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// Only trigger stuff when we are done moving
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if ((m_iState == DOORSTATE_RAISED) || (m_iState == DOORSTATE_LOWERED)) {
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@ -21,7 +21,7 @@ void Effect_CreateExplosion( vector vPos ) {
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setorigin( eExplosion, vPos );
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setmodel( eExplosion, "sprites/fexplo.spr" );
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sound( eExplosion, CHAN_WEAPON, sprintf( "weapons/explode%d.wav", floor( random() * 3 ) + 3 ), 1, ATTN_NORM );
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//eExplosion.think = Effect_CreateExplosion_Animate;
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eExplosion.nextthink = time + 0.05f;
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eExplosion.effects = EF_ADDITIVE;
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valve/menu.dat
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valve/menu.dat
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valve/progs.dat
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valve/progs.dat
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