X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Ft_plats.qc;h=f3afdf580c26b0ff2890ff28107c6c77ab1db964;hp=d338cf637dd156e811409064ff0133dda7468140;hb=6ae67162d032e07c05b798721d417711f2d067c7;hpb=06831b03595a3e450bf120d56d54f7e32c603cbe;ds=sidebyside diff --git a/qcsrc/server/t_plats.qc b/qcsrc/server/t_plats.qc index d338cf637..f3afdf580 100644 --- a/qcsrc/server/t_plats.qc +++ b/qcsrc/server/t_plats.qc @@ -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";