3 void func_pendulum_controller_think(entity this)
6 this.nextthink = time + 0.1;
8 if (!(this.owner.active == ACTIVE_ACTIVE))
10 this.owner.avelocity_x = 0;
14 // calculate sinewave using makevectors
15 makevectors((this.nextthink * this.owner.freq + this.owner.phase) * '0 360 0');
16 v = this.owner.speed * v_forward_y + this.cnt;
17 if(this.owner.classname == "func_pendulum") // don't brake stuff if the func_bobbing was killtarget'ed
19 // * 10 so it will arrive in 0.1 sec
20 this.owner.avelocity_z = (remainder(v - this.owner.angles_z, 360)) * 10;
24 spawnfunc(func_pendulum)
29 precache_sound(this.noise);
30 soundto(MSG_INIT, this, CH_TRIGGER_SINGLE, this.noise, VOL_BASE, ATTEN_IDLE);
33 this.active = ACTIVE_ACTIVE;
35 // keys: angle, speed, phase, noise, freq
39 // not initializing this.dmg to 2, to allow damageless pendulum
41 if(this.dmg && (this.message == ""))
42 this.message = " was squished";
43 if(this.dmg && (this.message2 == ""))
44 this.message2 = "was squished by";
45 if(this.dmg && (!this.dmgtime))
49 setblocked(this, generic_plat_blocked);
51 this.avelocity_z = 0.0000001;
52 if (!InitMovingBrushTrigger(this))
57 // find pendulum length (same formula as Q3A)
58 this.freq = 1 / (M_PI * 2) * sqrt(autocvar_sv_gravity / (3 * max(8, fabs(this.mins_z))));
62 this.cnt = this.angles_z;
64 // wait for targets to spawn
65 controller = new(func_pendulum_controller);
66 controller.owner = this;
67 controller.nextthink = time + 1;
68 setthink(controller, func_pendulum_controller_think);
69 this.nextthink = this.SUB_LTIME + 999999999;
70 SUB_THINK(this, SUB_NullThink); // for PushMove
72 //this.effects |= EF_LOWPRECISION;
74 // TODO make a reset function for this one