--- /dev/null
+#include "pendulum.qh"
+#ifdef SVQC
+.float freq;
+void func_pendulum_controller_think(entity this)
+{
+ float v;
+ this.nextthink = time + 0.1;
+
+ if (!(this.owner.active == ACTIVE_ACTIVE))
+ {
+ this.owner.avelocity_x = 0;
+ return;
+ }
+
+ // calculate sinewave using makevectors
+ makevectors((this.nextthink * this.owner.freq + this.owner.phase) * '0 360 0');
+ v = this.owner.speed * v_forward_y + this.cnt;
+ if(this.owner.classname == "func_pendulum") // don't brake stuff if the func_bobbing was killtarget'ed
+ {
+ // * 10 so it will arrive in 0.1 sec
+ this.owner.avelocity_z = (remainder(v - this.owner.angles_z, 360)) * 10;
+ }
+}
+
+spawnfunc(func_pendulum)
+{
+ entity controller;
+ if (this.noise != "")
+ {
+ precache_sound(this.noise);
+ soundto(MSG_INIT, this, CH_TRIGGER_SINGLE, this.noise, VOL_BASE, ATTEN_IDLE);
+ }
+
+ this.active = ACTIVE_ACTIVE;
+
+ // keys: angle, speed, phase, noise, freq
+
+ if(!this.speed)
+ this.speed = 30;
+ // not initializing this.dmg to 2, to allow damageless pendulum
+
+ if(this.dmg && (this.message == ""))
+ this.message = " was squished";
+ if(this.dmg && (this.message2 == ""))
+ this.message2 = "was squished by";
+ if(this.dmg && (!this.dmgtime))
+ this.dmgtime = 0.25;
+ this.dmgtime2 = time;
+
+ setblocked(this, generic_plat_blocked);
+
+ this.avelocity_z = 0.0000001;
+ if (!InitMovingBrushTrigger(this))
+ return;
+
+ if(!this.freq)
+ {
+ // find pendulum length (same formula as Q3A)
+ this.freq = 1 / (M_PI * 2) * sqrt(autocvar_sv_gravity / (3 * max(8, fabs(this.mins_z))));
+ }
+
+ // copy initial angle
+ this.cnt = this.angles_z;
+
+ // wait for targets to spawn
+ controller = new(func_pendulum_controller);
+ controller.owner = this;
+ controller.nextthink = time + 1;
+ setthink(controller, func_pendulum_controller_think);
+ this.nextthink = this.ltime + 999999999;
+ setthink(this, SUB_NullThink); // for PushMove
+
+ //this.effects |= EF_LOWPRECISION;
+
+ // TODO make a reset function for this one
+}
+#endif