+++ /dev/null
-#include "bobbing.qh"
-#ifdef SVQC
-.float height;
-void func_bobbing_controller_think(entity this)
-{
- vector v;
- this.nextthink = time + 0.1;
-
- if(this.owner.active != ACTIVE_ACTIVE)
- {
- this.owner.velocity = '0 0 0';
- return;
- }
-
- // calculate sinewave using makevectors
- makevectors((this.nextthink * this.owner.cnt + this.owner.phase * 360) * '0 1 0');
- v = this.owner.destvec + this.owner.movedir * v_forward_y;
- if(this.owner.classname == "func_bobbing") // don't brake stuff if the func_bobbing was killtarget'ed
- // * 10 so it will arrive in 0.1 sec
- this.owner.velocity = (v - this.owner.origin) * 10;
-}
-
-/*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)
-height : how far the cycle moves (default 32)
-phase : cycle timing adjustment (0-1 as a fraction of the cycle, default 0)
-noise : path/name of looping .wav file to play.
-dmg : Do this mutch dmg every .dmgtime intervall when blocked
-dmgtime : See above.
-*/
-spawnfunc(func_bobbing)
-{
- entity controller;
- if (this.noise != "")
- {
- precache_sound(this.noise);
- soundto(MSG_INIT, this, CH_TRIGGER_SINGLE, this.noise, VOL_BASE, ATTEN_IDLE);
- }
- if (!this.speed)
- this.speed = 4;
- if (!this.height)
- this.height = 32;
- // center of bobbing motion
- this.destvec = this.origin;
- // time scale to get degrees
- this.cnt = 360 / this.speed;
-
- this.active = ACTIVE_ACTIVE;
-
- // damage when blocked
- setblocked(this, generic_plat_blocked);
- if(this.dmg && (this.message == ""))
- this.message = " was squished";
- if(this.dmg && (this.message2 == ""))
- this.message2 = "was squished by";
- if(this.dmg && (!this.dmgtime))
- this.dmgtime = 0.25;
- this.dmgtime2 = time;
-
- // how far to bob
- if (this.spawnflags & BOBBING_XAXIS)
- this.movedir = '1 0 0' * this.height;
- else if (this.spawnflags & BOBBING_YAXIS)
- this.movedir = '0 1 0' * this.height;
- else // Z
- this.movedir = '0 0 1' * this.height;
-
- if (!InitMovingBrushTrigger(this))
- return;
-
- // wait for targets to spawn
- controller = new(func_bobbing_controller);
- controller.owner = this;
- controller.nextthink = time + 1;
- setthink(controller, func_bobbing_controller_think);
- this.nextthink = this.ltime + 999999999;
- setthink(this, SUB_NullThink);
-
- // Savage: Reduce bandwith, critical on e.g. nexdm02
- this.effects |= EF_LOWPRECISION;
-
- // TODO make a reset function for this one
-}
-#endif