vector v;
float n, i, t;
- self.nextthink = time + 0.1;
- if(self.owner.active != ACTIVE_ACTIVE)
+ this.nextthink = time + 0.1;
+ if(this.owner.active != ACTIVE_ACTIVE)
{
- self.owner.velocity = '0 0 0';
+ this.owner.velocity = '0 0 0';
return;
}
- n = floor((tokenize_console(self.owner.netname)) / 5);
- t = self.nextthink * self.owner.cnt + self.owner.phase * 360;
+ n = floor((tokenize_console(this.owner.netname)) / 5);
+ t = this.nextthink * this.owner.cnt + this.owner.phase * 360;
- v = self.owner.destvec;
+ 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))) * self.owner.height * v_forward_y;
+ 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(self.owner.classname == "func_fourier") // don't brake stuff if the func_fourier was killtarget'ed
+ 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
- self.owner.velocity = (v - self.owner.origin) * 10;
+ this.owner.velocity = (v - this.owner.origin) * 10;
}
spawnfunc(func_fourier)