#include "fourier.qh" #ifdef SVQC /*QUAKED spawnfunc_func_fourier (0 .5 .8) ? Brush model that moves in a pattern of added up sine waves, can be used e.g. for circular motions. netname: list of quadruples, separated by spaces; note that phase 0 represents a sine wave, and phase 0.25 a cosine wave (by default, it uses 1 0 0 0 1, to match func_bobbing's defaults speed: how long one cycle of frequency multiplier 1 in seconds (default 4) height: amplitude modifier (default 32) phase: cycle timing adjustment (0-1 as a fraction of the cycle, default 0) noise: path/name of looping .wav file to play. dmg: Do this mutch dmg every .dmgtime intervall when blocked dmgtime: See above. */ void func_fourier_controller_think(entity this) { vector v; float n, i, t; this.nextthink = time + 0.1; if(this.owner.active != ACTIVE_ACTIVE) { this.owner.velocity = '0 0 0'; return; } n = floor((tokenize_console(this.owner.netname)) / 5); t = this.nextthink * this.owner.cnt + this.owner.phase * 360; v = this.owner.destvec; for(i = 0; i < n; ++i) { makevectors((t * stof(argv(i*5)) + stof(argv(i*5+1)) * 360) * '0 1 0'); v = v + ('1 0 0' * stof(argv(i*5+2)) + '0 1 0' * stof(argv(i*5+3)) + '0 0 1' * stof(argv(i*5+4))) * this.owner.height * v_forward_y; } if(this.owner.classname == "func_fourier") // don't brake stuff if the func_fourier was killtarget'ed // * 10 so it will arrive in 0.1 sec this.owner.velocity = (v - this.owner.origin) * 10; } spawnfunc(func_fourier) { entity controller; if (this.noise != "") { precache_sound(this.noise); soundto(MSG_INIT, this, CH_TRIGGER_SINGLE, this.noise, VOL_BASE, ATTEN_IDLE, 0); } if (!this.speed) this.speed = 4; if (!this.height) this.height = 32; this.destvec = this.origin; this.cnt = 360 / this.speed; 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; if(this.netname == "") this.netname = "1 0 0 0 1"; if (!InitMovingBrushTrigger(this)) return; this.active = ACTIVE_ACTIVE; // wait for targets to spawn controller = new(func_fourier_controller); controller.owner = this; controller.nextthink = time + 1; setthink(controller, func_fourier_controller_think); this.nextthink = this.ltime + 999999999; setthink(this, SUB_NullThink); // for PushMove // Savage: Reduce bandwith, critical on e.g. nexdm02 this.effects |= EF_LOWPRECISION; // TODO make a reset function for this one } #endif