+void SUB_CalcMove (vector tdest, float tspeedtype, float tspeed, void() func)
+{
+ vector delta;
+ float traveltime;
+
+ if (!tspeed)
+ objerror ("No speed is defined!");
+
+ self.think1 = func;
+ self.finaldest = tdest;
+ self.think = SUB_CalcMoveDone;
+
+ if (tdest == self.origin)
+ {
+ self.velocity = '0 0 0';
+ self.nextthink = self.ltime + 0.1;
+ return;
+ }
+
+ delta = tdest - self.origin;
+
+ switch(tspeedtype)
+ {
+ default:
+ case TSPEED_START:
+ case TSPEED_END:
+ case TSPEED_LINEAR:
+ traveltime = vlen (delta) / tspeed;
+ break;
+ case TSPEED_TIME:
+ traveltime = tspeed;
+ break;
+ }
+
+ // Very short animations don't really show off the effect
+ // of controlled animation, so let's just use linear movement.
+ // Alternatively entities can choose to specify non-controlled movement.
+ // The only currently implemented alternative movement is linear (value 1)
+ if (traveltime < 0.15 || (self.platmovetype_start == 1 && self.platmovetype_end == 1)) // is this correct?
+ {
+ self.velocity = delta * (1/traveltime); // QuakeC doesn't allow vector/float division
+ self.nextthink = self.ltime + traveltime;
+ return;
+ }
+
+ // now just run like a bezier curve...
+ SUB_CalcMove_Bezier((self.origin + tdest) * 0.5, tdest, tspeedtype, tspeed, func);
+}
+
+void SUB_CalcMoveEnt (entity ent, vector tdest, float tspeedtype, float tspeed, void() func)