+#include "rotating.qh"
#ifdef SVQC
-void func_rotating_setactive(float astate)
-{
+const int FUNC_ROTATING_STARTOFF = BIT(4);
+void func_rotating_setactive(entity this, int astate)
+{
if (astate == ACTIVE_TOGGLE)
{
- if(self.active == ACTIVE_ACTIVE)
- self.active = ACTIVE_NOT;
+ if(this.active == ACTIVE_ACTIVE)
+ this.active = ACTIVE_NOT;
else
- self.active = ACTIVE_ACTIVE;
+ this.active = ACTIVE_ACTIVE;
}
else
- self.active = astate;
+ this.active = astate;
- if(self.active == ACTIVE_NOT)
- self.avelocity = '0 0 0';
+ if(this.active == ACTIVE_NOT)
+ this.avelocity = '0 0 0';
else
- self.avelocity = self.pos1;
+ this.avelocity = this.pos1;
+}
+
+void func_rotating_reset(entity this)
+{
+ // TODO: reset angles as well?
+
+ if(this.spawnflags & FUNC_ROTATING_STARTOFF)
+ {
+ this.avelocity = '0 0 0';
+ this.active = ACTIVE_NOT;
+ }
+ else
+ {
+ this.avelocity = this.pos1;
+ this.active = ACTIVE_ACTIVE;
+ }
}
/*QUAKED spawnfunc_func_rotating (0 .5 .8) ? - - X_AXIS Y_AXIS
dmgtime : See above.
*/
-void spawnfunc_func_rotating()
+spawnfunc(func_rotating)
{
- if (self.noise != "")
+ if (this.noise != "")
{
- precache_sound(self.noise);
- ambientsound(self.origin, self.noise, VOL_BASE, ATTEN_IDLE);
+ precache_sound(this.noise);
+ ambientsound(this.origin, this.noise, VOL_BASE, ATTEN_IDLE);
}
- self.active = ACTIVE_ACTIVE;
- self.setactive = func_rotating_setactive;
+ this.setactive = func_rotating_setactive;
- if (!self.speed)
- self.speed = 100;
+ if (!this.speed)
+ this.speed = 100;
// FIXME: test if this turns the right way, then remove this comment (negate as needed)
- if (self.spawnflags & 4) // X (untested)
- self.avelocity = '0 0 1' * self.speed;
+ if (this.spawnflags & BIT(2)) // X (untested)
+ this.avelocity = '0 0 1' * this.speed;
// FIXME: test if this turns the right way, then remove this comment (negate as needed)
- else if (self.spawnflags & 8) // Y (untested)
- self.avelocity = '1 0 0' * self.speed;
+ else if (this.spawnflags & BIT(3)) // Y (untested)
+ this.avelocity = '1 0 0' * this.speed;
// FIXME: test if this turns the right way, then remove this comment (negate as needed)
else // Z
- self.avelocity = '0 1 0' * self.speed;
+ this.avelocity = '0 1 0' * this.speed;
+
+ this.pos1 = this.avelocity;
- self.pos1 = self.avelocity;
+ // do this after setting pos1, so we can safely reactivate the func_rotating
+ if(this.spawnflags & FUNC_ROTATING_STARTOFF)
+ {
+ this.avelocity = '0 0 0';
+ this.active = ACTIVE_NOT;
+ }
+ else
+ this.active = ACTIVE_ACTIVE;
- if(self.dmg && (self.message == ""))
- self.message = " was squished";
- if(self.dmg && (self.message2 == ""))
- self.message2 = "was squished by";
+ if(this.dmg && (this.message == ""))
+ this.message = " was squished";
+ if(this.dmg && (this.message2 == ""))
+ this.message2 = "was squished by";
- if(self.dmg && (!self.dmgtime))
- self.dmgtime = 0.25;
+ if(this.dmg && (!this.dmgtime))
+ this.dmgtime = 0.25;
- self.dmgtime2 = time;
+ this.dmgtime2 = time;
- if (!InitMovingBrushTrigger())
+ if (!InitMovingBrushTrigger(this))
return;
// no EF_LOWPRECISION here, as rounding angles is bad
- self.blocked = generic_plat_blocked;
+ setblocked(this, generic_plat_blocked);
// wait for targets to spawn
- self.SUB_NEXTTHINK = self.SUB_LTIME + 999999999;
- self.SUB_THINK = SUB_NullThink; // for PushMove
+ this.nextthink = this.ltime + 999999999;
+ setthink(this, SUB_NullThink); // for PushMove
- // TODO make a reset function for this one
+ this.reset = func_rotating_reset;
}
#endif