]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/t_plats.qc
Merge branch 'master' of git://de.git.xonotic.org/xonotic/xonotic-data.pk3dir
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / t_plats.qc
index d338cf637dd156e811409064ff0133dda7468140..f3afdf580c26b0ff2890ff28107c6c77ab1db964 100644 (file)
@@ -423,12 +423,6 @@ void func_bobbing_controller_think()
                self.owner.velocity = (v - self.owner.origin) * 10;
 };
 
-void bobbing_blocked()
-{
-       // no need to duplicate code
-       generic_plat_blocked();
-}
-
 /*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)
@@ -458,7 +452,7 @@ void spawnfunc_func_bobbing()
        self.active = ACTIVE_ACTIVE;
 
        // damage when blocked
-       self.blocked = bobbing_blocked;
+       self.blocked = generic_plat_blocked;
        if(self.dmg & (!self.message))
                self.message = " was squished";
     if(self.dmg && (!self.message2))
@@ -493,6 +487,82 @@ void spawnfunc_func_bobbing()
        // TODO make a reset function for this one
 };
 
+.float freq;
+void func_pendulum_controller_think()
+{
+       local float v;
+       self.nextthink = time + 0.1;
+
+       if not (self.owner.active == ACTIVE_ACTIVE)
+       {
+               self.owner.avelocity_x = 0;
+               return;
+       }
+
+       // calculate sinewave using makevectors
+       makevectors((self.nextthink * self.owner.freq + self.owner.phase) * '0 360 0');
+       v = self.owner.speed * v_forward_y + self.cnt;
+       if(self.owner.classname == "func_pendulum") // don't brake stuff if the func_bobbing was killtarget'ed
+       {
+               // * 10 so it will arrive in 0.1 sec
+               self.owner.avelocity_z = (remainder(v - self.owner.angles_z, 360)) * 10;
+       }
+};
+
+void spawnfunc_func_pendulum()
+{
+       local entity controller;
+       if (self.noise != "")
+       {
+               precache_sound(self.noise);
+               soundto(MSG_INIT, self, CHAN_TRIGGER, self.noise, VOL_BASE, ATTN_IDLE);
+       }
+
+       self.active = ACTIVE_ACTIVE;
+
+       // keys: angle, speed, phase, noise, freq
+
+       if(!self.speed)
+               self.speed = 30;
+       // not initializing self.dmg to 2, to allow damageless pendulum
+
+       if(self.dmg & (!self.message))
+               self.message = " was squished";
+       if(self.dmg && (!self.message2))
+               self.message2 = "was squished by";
+       if(self.dmg && (!self.dmgtime))
+               self.dmgtime = 0.25;
+       self.dmgtime2 = time;
+
+       self.blocked = generic_plat_blocked;
+
+       self.avelocity_z = 0.0000001;
+       if not(InitMovingBrushTrigger())
+               return;
+
+       if(!self.freq)
+       {
+               // find pendulum length (same formula as Q3A)
+               self.freq = 1 / (M_PI * 2) * sqrt(autocvar_sv_gravity / (3 * max(8, fabs(self.mins_z))));
+       }
+
+       // copy initial angle
+       self.cnt = self.angles_z;
+
+       // wait for targets to spawn
+       controller = spawn();
+       controller.classname = "func_pendulum_controller";
+       controller.owner = self;
+       controller.nextthink = time + 1;
+       controller.think = func_pendulum_controller_think;
+       self.nextthink = self.ltime + 999999999;
+       self.think = SUB_Null;
+
+       //self.effects |= EF_LOWPRECISION;
+
+       // TODO make a reset function for this one
+};
+
 // button and multiple button
 
 void() button_wait;
@@ -1364,8 +1434,10 @@ void spawnfunc_func_door_rotating()
        self.angles = '0 0 0';
 
        self.max_health = self.health;
+       self.avelocity = self.movedir;
        if not(InitMovingBrushTrigger())
                return;
+       self.velocity = '0 0 0';
        //self.effects |= EF_LOWPRECISION;
        self.classname = "door_rotating";