--- /dev/null
+#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