]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mapobjects/func/pendulum.qc
Rename triggers to mapobjects
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mapobjects / func / pendulum.qc
diff --git a/qcsrc/common/mapobjects/func/pendulum.qc b/qcsrc/common/mapobjects/func/pendulum.qc
new file mode 100644 (file)
index 0000000..a59f7a9
--- /dev/null
@@ -0,0 +1,77 @@
+#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