]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mapobjects/func/bobbing.qc
Rename triggers to mapobjects
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mapobjects / func / bobbing.qc
diff --git a/qcsrc/common/mapobjects/func/bobbing.qc b/qcsrc/common/mapobjects/func/bobbing.qc
new file mode 100644 (file)
index 0000000..b647e15
--- /dev/null
@@ -0,0 +1,85 @@
+#include "bobbing.qh"
+#ifdef SVQC
+.float height;
+void func_bobbing_controller_think(entity this)
+{
+       vector v;
+       this.nextthink = time + 0.1;
+
+       if(this.owner.active != ACTIVE_ACTIVE)
+       {
+               this.owner.velocity = '0 0 0';
+               return;
+       }
+
+       // calculate sinewave using makevectors
+       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
+               this.owner.velocity = (v - this.owner.origin) * 10;
+}
+
+/*QUAKED spawnfunc_func_bobbing (0 .5 .8) ? X_AXIS Y_AXIS
+Brush model that moves back and forth on one axis (default Z).
+speed : how long one cycle takes in seconds (default 4)
+height : how far the cycle moves (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.
+*/
+spawnfunc(func_bobbing)
+{
+       entity controller;
+       if (this.noise != "")
+       {
+               precache_sound(this.noise);
+               soundto(MSG_INIT, this, CH_TRIGGER_SINGLE, this.noise, VOL_BASE, ATTEN_IDLE);
+       }
+       if (!this.speed)
+               this.speed = 4;
+       if (!this.height)
+               this.height = 32;
+       // center of bobbing motion
+       this.destvec = this.origin;
+       // time scale to get degrees
+       this.cnt = 360 / this.speed;
+
+       this.active = ACTIVE_ACTIVE;
+
+       // damage when blocked
+       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 (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
+               this.movedir = '0 0 1' * this.height;
+
+       if (!InitMovingBrushTrigger(this))
+               return;
+
+       // wait for targets to spawn
+       controller = new(func_bobbing_controller);
+       controller.owner = this;
+       controller.nextthink = time + 1;
+       setthink(controller, func_bobbing_controller_think);
+       this.nextthink = this.ltime + 999999999;
+       setthink(this, SUB_NullThink);
+
+       // Savage: Reduce bandwith, critical on e.g. nexdm02
+       this.effects |= EF_LOWPRECISION;
+
+       // TODO make a reset function for this one
+}
+#endif