+#include "bobbing.qh"
#ifdef SVQC
.float height;
-void func_bobbing_controller_think()
-{SELFPARAM();
+void func_bobbing_controller_think(entity this)
+{
vector v;
- self.nextthink = time + 0.1;
+ this.nextthink = time + 0.1;
- if(self.owner.active != ACTIVE_ACTIVE)
+ if(this.owner.active != ACTIVE_ACTIVE)
{
- self.owner.velocity = '0 0 0';
+ this.owner.velocity = '0 0 0';
return;
}
// calculate sinewave using makevectors
- makevectors((self.nextthink * self.owner.cnt + self.owner.phase * 360) * '0 1 0');
- v = self.owner.destvec + self.owner.movedir * v_forward_y;
- if(self.owner.classname == "func_bobbing") // don't brake stuff if the func_bobbing was killtarget'ed
+ makevectors((this.nextthink * this.owner.cnt + this.owner.phase * 360) * '0 1 0');
+ v = this.owner.destvec + this.owner.movedir * v_forward_y;
+ if(this.owner.classname == "func_bobbing") // don't brake stuff if the func_bobbing was killtarget'ed
// * 10 so it will arrive in 0.1 sec
- self.owner.velocity = (v - self.owner.SUB_ORIGIN) * 10;
+ this.owner.velocity = (v - this.owner.origin) * 10;
}
/*QUAKED spawnfunc_func_bobbing (0 .5 .8) ? X_AXIS Y_AXIS
spawnfunc(func_bobbing)
{
entity controller;
- if (self.noise != "")
+ if (this.noise != "")
{
- precache_sound(self.noise);
- soundto(MSG_INIT, self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTEN_IDLE);
+ precache_sound(this.noise);
+ soundto(MSG_INIT, this, CH_TRIGGER_SINGLE, this.noise, VOL_BASE, ATTEN_IDLE);
}
- if (!self.speed)
- self.speed = 4;
- if (!self.height)
- self.height = 32;
+ if (!this.speed)
+ this.speed = 4;
+ if (!this.height)
+ this.height = 32;
// center of bobbing motion
- self.destvec = self.origin;
+ this.destvec = this.origin;
// time scale to get degrees
- self.cnt = 360 / self.speed;
+ this.cnt = 360 / this.speed;
- self.active = ACTIVE_ACTIVE;
+ this.active = ACTIVE_ACTIVE;
// damage when blocked
- self.blocked = generic_plat_blocked;
- if(self.dmg && (self.message == ""))
- self.message = " was squished";
- if(self.dmg && (self.message2 == ""))
- self.message2 = "was squished by";
- if(self.dmg && (!self.dmgtime))
- self.dmgtime = 0.25;
- self.dmgtime2 = time;
+ setblocked(this, generic_plat_blocked);
+ 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;
// how far to bob
- if (self.spawnflags & 1) // X
- self.movedir = '1 0 0' * self.height;
- else if (self.spawnflags & 2) // Y
- self.movedir = '0 1 0' * self.height;
+ if (this.spawnflags & BOBBING_XAXIS)
+ this.movedir = '1 0 0' * this.height;
+ else if (this.spawnflags & BOBBING_YAXIS)
+ this.movedir = '0 1 0' * this.height;
else // Z
- self.movedir = '0 0 1' * self.height;
+ this.movedir = '0 0 1' * this.height;
- if (!InitMovingBrushTrigger())
+ if (!InitMovingBrushTrigger(this))
return;
// wait for targets to spawn
controller = new(func_bobbing_controller);
- controller.owner = self;
+ controller.owner = this;
controller.nextthink = time + 1;
- controller.think = func_bobbing_controller_think;
- self.SUB_NEXTTHINK = self.SUB_LTIME + 999999999;
- self.SUB_THINK = SUB_NullThink;
+ setthink(controller, func_bobbing_controller_think);
+ this.nextthink = this.ltime + 999999999;
+ setthink(this, SUB_NullThink);
// Savage: Reduce bandwith, critical on e.g. nexdm02
- self.effects |= EF_LOWPRECISION;
+ this.effects |= EF_LOWPRECISION;
// TODO make a reset function for this one
}