func_pendulum
authorRudolf Polzer <divverent@alientrap.org>
Sun, 31 Oct 2010 21:20:53 +0000 (22:20 +0100)
committerRudolf Polzer <divverent@alientrap.org>
Sun, 31 Oct 2010 21:33:17 +0000 (22:33 +0100)
qcsrc/server/t_plats.qc

index 553f195..fed2480 100644 (file)
@@ -487,6 +487,78 @@ 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;
+       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_x = (remainder(v - self.owner.angles_x, 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;
+
+       if not(InitMovingBrushTrigger())
+               return;
+
+       if(!self.freq)
+       {
+               // find pendulum length (same formula as Q3A)
+               self.freq = 1 / (M_PI * 2) * sqrt(cvar("sv_gravity") / (3 * fabs(self.mins_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;