#ifdef SVQC
.float height;
-void func_bobbing_controller_think()
-{SELFPARAM();
+void func_bobbing_controller_think(entity this)
+{
vector v;
self.nextthink = time + 0.1;
dmg : Do this mutch dmg every .dmgtime intervall when blocked
dmgtime : See above.
*/
-void spawnfunc_func_bobbing()
-{SELFPARAM();
+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;
+ this.blocked = 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 & 1) // X
+ this.movedir = '1 0 0' * this.height;
+ else if (this.spawnflags & 2) // Y
+ 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 = spawn();
- controller.classname = "func_bobbing_controller";
- controller.owner = self;
+ controller = new(func_bobbing_controller);
+ 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.SUB_NEXTTHINK = this.SUB_LTIME + 999999999;
+ SUB_THINK(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
}