+++ /dev/null
-#include "rotating.qh"
-#ifdef SVQC
-
-void func_rotating_setactive(entity this, int astate)
-{
- if (astate == ACTIVE_TOGGLE)
- {
- if(this.active == ACTIVE_ACTIVE)
- this.active = ACTIVE_NOT;
- else
- this.active = ACTIVE_ACTIVE;
- }
- else
- this.active = astate;
-
- if(this.active == ACTIVE_NOT)
- {
- this.avelocity = '0 0 0';
- stopsound(this, CH_AMBIENT_SINGLE);
- }
- else
- {
- this.avelocity = this.pos1;
- if(this.noise && this.noise != "")
- {
- _sound(this, CH_AMBIENT_SINGLE, this.noise, VOL_BASE, ATTEN_IDLE);
- }
- }
-}
-
-void func_rotating_reset(entity this)
-{
- // TODO: reset angles as well?
-
- if(this.spawnflags & FUNC_ROTATING_STARTOFF)
- {
- this.setactive(this, ACTIVE_NOT);
- }
- else
- {
- this.setactive(this, ACTIVE_ACTIVE);
- }
-}
-
-void func_rotating_init_for_player(entity this, entity player)
-{
- if (this.noise && this.noise != "" && this.active == ACTIVE_ACTIVE && IS_REAL_CLIENT(player))
- {
- msg_entity = player;
- soundto (MSG_ONE, this, CH_AMBIENT_SINGLE, this.noise, VOL_BASE, ATTEN_IDLE);
- }
-}
-
-/*QUAKED spawnfunc_func_rotating (0 .5 .8) ? - - X_AXIS Y_AXIS
-Brush model that spins in place on one axis (default Z).
-speed : speed to rotate (in degrees per second)
-noise : path/name of looping .wav file to play.
-dmg : Do this mutch dmg every .dmgtime intervall when blocked
-dmgtime : See above.
-*/
-
-spawnfunc(func_rotating)
-{
- if (this.noise && this.noise != "")
- {
- precache_sound(this.noise);
- }
-
- this.setactive = func_rotating_setactive;
-
- if (!this.speed)
- this.speed = 100;
- if (this.spawnflags & FUNC_ROTATING_XAXIS)
- this.avelocity = '0 0 1' * this.speed;
- else if (this.spawnflags & FUNC_ROTATING_YAXIS)
- this.avelocity = '1 0 0' * this.speed;
- else // Z
- this.avelocity = '0 1 0' * this.speed;
-
- this.pos1 = this.avelocity;
-
- 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;
-
- if (!InitMovingBrushTrigger(this))
- return;
- // no EF_LOWPRECISION here, as rounding angles is bad
-
- setblocked(this, generic_plat_blocked);
-
- // wait for targets to spawn
- this.nextthink = this.ltime + 999999999;
- setthink(this, SUB_NullThink); // for PushMove
-
- this.reset = func_rotating_reset;
- this.reset(this);
-
- // maybe send sound to new players
- IL_PUSH(g_initforplayer, this);
- this.init_for_player = func_rotating_init_for_player;
-}
-#endif