]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/triggers/func/rotating.qc
Rename triggers to mapobjects
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / triggers / func / rotating.qc
diff --git a/qcsrc/common/triggers/func/rotating.qc b/qcsrc/common/triggers/func/rotating.qc
deleted file mode 100644 (file)
index 35351ee..0000000
+++ /dev/null
@@ -1,110 +0,0 @@
-#include "rotating.qh"
-#ifdef SVQC
-
-void func_rotating_setactive(entity this, int astate)
-{
-       if (astate == ACTIVE_TOGGLE)
-       {
-               if(this.active == ACTIVE_ACTIVE)
-                       this.active = ACTIVE_NOT;
-               else
-                       this.active = ACTIVE_ACTIVE;
-       }
-       else
-               this.active = astate;
-
-       if(this.active  == ACTIVE_NOT)
-       {
-               this.avelocity = '0 0 0';
-               stopsound(this, CH_AMBIENT_SINGLE);
-       }
-       else
-       {
-               this.avelocity = this.pos1;
-               if(this.noise && this.noise != "")
-               {
-                       _sound(this, CH_AMBIENT_SINGLE, this.noise, VOL_BASE, ATTEN_IDLE);
-               }
-       }
-}
-
-void func_rotating_reset(entity this)
-{
-       // TODO: reset angles as well?
-
-       if(this.spawnflags & FUNC_ROTATING_STARTOFF)
-       {
-               this.setactive(this, ACTIVE_NOT);
-       }
-       else
-       {
-               this.setactive(this, ACTIVE_ACTIVE);
-       }
-}
-
-void func_rotating_init_for_player(entity this, entity player)
-{
-       if (this.noise && this.noise != "" && this.active == ACTIVE_ACTIVE && IS_REAL_CLIENT(player))
-       {
-               msg_entity = player;
-               soundto (MSG_ONE, this, CH_AMBIENT_SINGLE, this.noise, VOL_BASE, ATTEN_IDLE);
-       }
-}
-
-/*QUAKED spawnfunc_func_rotating (0 .5 .8) ? - - X_AXIS Y_AXIS
-Brush model that spins in place on one axis (default Z).
-speed   : speed to rotate (in degrees per second)
-noise   : path/name of looping .wav file to play.
-dmg     : Do this mutch dmg every .dmgtime intervall when blocked
-dmgtime : See above.
-*/
-
-spawnfunc(func_rotating)
-{
-       if (this.noise && this.noise != "")
-       {
-               precache_sound(this.noise);
-       }
-
-       this.setactive = func_rotating_setactive;
-
-       if (!this.speed)
-               this.speed = 100;
-       if (this.spawnflags & FUNC_ROTATING_XAXIS)
-               this.avelocity = '0 0 1' * this.speed;
-       else if (this.spawnflags & FUNC_ROTATING_YAXIS)
-               this.avelocity = '1 0 0' * this.speed;
-       else // Z
-               this.avelocity = '0 1 0' * this.speed;
-
-       this.pos1 = this.avelocity;
-
-    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;
-
-       if (!InitMovingBrushTrigger(this))
-               return;
-       // no EF_LOWPRECISION here, as rounding angles is bad
-
-    setblocked(this, generic_plat_blocked);
-
-       // wait for targets to spawn
-       this.nextthink = this.ltime + 999999999;
-       setthink(this, SUB_NullThink); // for PushMove
-
-       this.reset = func_rotating_reset;
-       this.reset(this);
-
-       // maybe send sound to new players
-       IL_PUSH(g_initforplayer, this);
-       this.init_for_player = func_rotating_init_for_player;
-}
-#endif